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Old 07-14-2013, 03:09 PM   #1
Dragynking1
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Default The Official Madolche Guide XXXVIII: Real Men Play With Dolls

_______________________________________
☆☆☆Madolche☆☆☆

Madolche (pronounced Mah-DOL-chay) first debuted in Return of the Duelist (REDU) and received further support in Abyss Rising (ABYR), Lord of the Tachyon Galaxy (LTGY), and Judgment of the Light (JOTL). The archetype revolves around the general theme of returning themselves to the Deck when destroyed by the opponent. If their Field Spell is out, they have the option to go back to the hand instead of the Deck creating a recycling engine that leads to an insane amount of pluses! They also have a secondary theme of keeping the Graveyard free of monsters to utilize certain effects. The monsters are mainly based on desserts, wines, French culture and royalty. This archetype is sure to leave you with a massive sweet tooth!

-Index-
I: Monsters
II: Spells
III: Traps
IV: Tech Cards
--- Monsters
--- Spells
--- Traps
--- Extra Deck
V: Deck Lists
VI: General Strategies
VII: Final Thoughts
VIII: Quick Rulings
IX: Credits

I
..::..The Monsters..::..

Let us begin with our sweet dessert monsters, shall we?

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Madolche Mewfeuille
EARTH Beast / Effect
LV3 500/300
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can Special Summon 1 "Madolche" monster from your hand.
We've got our own adorable version of Marauding Captain! He makes easy Rank 3s with any of the Beastdolche, and makes summoning Puddingcess much less of a hassle. Mew is also an easy way to get Messengelato on the field and trigger his effect at the same time from the hand.

Run 1-2. Mew isn't spectacular by himself, but the combo potential he provides is enough to prove his worth. Two seems to be the perfect number people have been going with, though one is also acceptable if you see him too often when he isn't needed.

(The name Mewfeuille is a portmanteau of mew, a sound cats make, and the French dessert mille-feuille)

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Madolche Baaple
EARTH Beast / Effect
LV3 0/1800
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. Once per turn: You can target 1 face-up Attack Position "Madolche" monster you control and 1 face-up Attack Position monster your opponent controls, if both monsters are still on the field; change them to face-up Defense Position, and if you do, the cards changed by this card effect cannot have their battle positions changed until the end of your opponent's next turn.
Baaple is a great way to stall out larger threats and make them vulnerable to your other Madolche's attacks. Basically any troublesome monster with a middling DEF is a target for Baaple’s treachery. He combos well with Mewfeuille to make Rank 3s like Soul of Silvermountain on top of switching a monster to Defense.

Run 0-1. Baaple isn’t necessary per se, but is definitely recommended.

(Baaple is a portmanteau of baa, the sound a sheep makes, and maple. In the OCG, メェ [Me-] is the sounds sheep make which makes that name rather punny, but there isn't really an English equivalent that would have kept the pun intact. Boo.)

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Madolche Cruffssant
EARTH Beast / Effect
LV3 1500/1200
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. Once per turn: You can target 1 face-up "Madolche" card you control, except this card; Return it to your hand, and if you do, increase this card's Level by 1 and ATK by 300.
Aww, his hat is adorable. Cruff can bounce any Madolche card (this means Chateau and Ticket too!) to get an ATK and Level boost. His Level versatility is probably his most important aspect, letting him be material for either Rank 3 or 4 Xyz! He's also a Beast for triggering Messengelato and is a consistent outlet to set off Ticket’s searching, provided you have another Madolche card alongside Cruff+Ticket.

Run 0-1. The flexibility of being either Level 3 or 4 makes him decent, but not enough that you really need more than 1. Many builds have been dropping him to make room for Hootcake since he can be a bit of a dead draw without Chateau/Ticket.

(Cruffssant is a portmanteau again, for this card it's a mix of ruff, a sound that dogs make, and the French pastry known as the croissant. The OCG romanization comes across as Crowanssant, where ワン [Wan] is the sound that dogs make.)

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Madolche Hootcake
EARTH Beast / Effect
LV3 1500/1100
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. You can target 1 monster in your Graveyard; banish it, and if you do, Special Summon 1 "Madolche" monster from your Deck, except "Madolche Hootcake". You can only use this effect of “Madolche Hootcake” once per turn.
Part of our Lord of the Tachyon Galaxy support, Hootcake here is very good. He only needs to banish any one monster to activate his effect, so it doesn't have to be a Madolche if you have say off-theme monsters or an Xyz just hanging out in your Graveyard. Hoot also makes Leviair staple, as it can perform a similar Tiaramisu-making combo as Invoker if you banished a Lv4 Madolche for Hootcake's effect. And being a 2k beatstick under Chateau isn't something to scoff at, either.

Run 2-3. Hootcake is an amazing card that opens up many plays we could not do previously without a few turns setup. Two is usually perfect since you search him when you want to go off, but some have used three to see it more often, which is a minority opinion.

(Hootcake's name is a combination of the sound owls make, hoot, and hotcakes, essentially another name for pancakes.)

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Madolche Chickolates
EARTH Beast/Effect
LV3 800/1500
When this card in your possession is destroyed by your opponent's card (either by battle or by effect) and sent to your Graveyard: Shuffle this card into the Deck. Once per turn, when the battle position of a "Madolche" monster(s) you control is changed (and is now face-up), while this card is face-up on the field (except during the Damage Step): You can target 1 monster on the field; change it to face-up Defense Position, and if you do, unless it is a "Madolche" monster, it cannot attack, also its effects are negated.
Derp.
So Chickolates is rather...unorthodox. The effect is somewhat slow to trigger, needing at least one turn setup normally (setting it then flipping it up, summoning it when you have another Madolche from a previous turn, etc.) and is basically a pseudo Fiendish Chain that lingers even if this card leaves the field. A fast and easy combo to get Chickolates' effect off is through a Mewfeuille+Hootcake combo, the latter summoning Chickolates through its effect then overlaying for Mechquipped Angineer, switching the birds and setting off the effect.

Run 0. Not really necessary, but you can tech it and see if it works for you.

(The name is a combination of chick and chocolates, and seems to be the exception to the Beastdolche naming scheme. While the others use animal onomatopoeia, this name just uses the animal itself.)

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Madolche Magileine
EARTH Spellcaster / Effect
LV4 1400/1200
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal or Flip Summoned: You can add 1 "Madolche" monster from your Deck to the hand.
Yup, we have our own Stratos clone. Not only can she search any member of the archetype, she can also call upon the other copies of herself for even more searching! Note that her effect also works when Flip Summoned, so don’t be afraid to Set her first turn (possibly with protection) if you don’t want to give your sugary deck away from the get-go.

Run 3. She adds a significant amount of consistency to our plays so much that there’s really no reason to run any less unless you're playing some off-the-wall hybrid or something.

(Her name is yet another portmanteau, this time combining magic or magician with the French sponge cake called a madeleine.)

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Madolche Butlerusk
EARTH Spellcaster / Effect
LV4 1500/800
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. When this card is Normal Summoned: You can add 1 Field Spell Card from your Deck to your hand. There must be another face-up "Madolche" monster on the field to activate and resolve this effect.
Well, what a fine fellow this is! This kind sir searches our Field Spell (do note that it’s not just Chateau!) when he's called into battle with another of his tasty compatriots already in the fray. He's a healthy 2000 when Chateau is in play, which shows even the most suave gentleman can put up a fight. Though the fact that he needs to be Normal Summoned with that other Madolche means he can turn out a bit slow compared to say a Hootcake-> Messengelato play.

Run 0-1. His effect isn’t as hard to pull off as it sounds, but can be a little late to the party. He’s still decent for those times that a Messengelato play is either impossible or too risky, but he's not necessary to run.

(So many portmanteaus...Combination of butler and a European hard-biscuit known as a rusk.)

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Madolche Chouxvalier
EARTH Warrior / Effect
LV4 1700/1300
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. Your opponent cannot target other face-up "Madolche" monsters you control for attacks, except "Madolche Chouxvalier".
HE'S RIDING A PONY RUN 3 NOW.
But seriously, Chouxvalier is pretty underwhelming. His best aspect (pony aside) is his 1700/2200 ATK, which Cruffssant can easily one-up and Messengelato only falls short by 100 but with a more useful effect. The Ring of Magnetism-esque effect is a rather lackluster add-on and doesn't accomplish a whole lot. He is another Warrior you can summon via M-X-Saber Invoker besides Messengelato though, but it isn’t really enough utility to bother.

Run 0. Choux has his [extremely small] niche, but for general usage Messengelato outclasses him.

(Chouxvalier's name is a melding of the French dessert Choux ŕ la Crčme [also known as a profiterole or a creampuff] and the French word for knight, chevalier.)

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Madolche Messengelato
EARTH Warrior / Effect
LV4 1600/1000
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is Special Summoned: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand. You must control a face-up “Madolche” Beast-Type monster to activate and to resolve this effect.
You've got mail! Messengelato is an important asset to the Madolche army; bringing with him a means of searching our themed S/T support. It may sound difficult to trigger his effect, having to be Special Summoned AND control a Beastdolche and whatnot, but summoning him through Mewfeuille or Hootcake makes fulfilling both conditions rather easy. He also gets his effect if summoned with Madolchepalooza alongside any of the Beastdolche. And if he ends up in hand, he's a 2100 beater with Chateau.

Run 2-3. Both numbers have their pros and cons. At two, you’re less likely to dead draw him but are more prone to your plays running dry if you aren’t careful with your Gelatos. At three, you can potentially dead draw him more often but have one more copy in the deck to compensate and keep your plays available. Most people here prefer the former.

(Mr. Mailman's name is messenger and gelato [Italian ice cream] bundled together)

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Madolche Marmalmaide
EARTH Spellcaster / Effect
LV4 800/2000
When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck. When this card is flipped face-up: you can target 1 "Madolche" Spell/Trap Card in your Graveyard; add that target to your hand.
This maid's talents aren't exclusive to the dining room floor! Her large “defensive prowess” stops opponents in their tracks (she also gets a hefty defense boost when Chateau is up) and has the power to recover our used S/T support when flipped! Getting back destroyed Chateaus and Tickets and giving Madolchepalooza a second wind is a useful skill. However, more often than not she'll just be used as a wall (which isn't a bad thing necessarily) or as Material for the Queen.

Run 0-1. Keep in mind that since we don't have any immediate use S/T as of writing, Maid is limited to recycling cards that normally sit on the field for periods of time.

(Marmalmaide's name stirs together the orange rind jelly marmalade with maid into one.)

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Madolche Puddingcess
EARTH Fairy / Effect
LV5 1000/1000
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. While you have no monsters in your Graveyard, this card gains 800 ATK and DEF. After damage calculation, when this card battles an opponent's monster: You can target 1 card your opponent controls; destroy that target.
Ah, finally we can bask in the glory that his her royal Puddingcess. So long as she battles another monster (whether she curbstomps them or falls valiantly) she wipes a card off the field! As a bonus, if you keep her subjects and other monsters out of the Graveyard she gains an additional power boost of 800, putting her at a decent 1800/2300, although this boost is not what you should solely be going for if you use her. She does require a Tribute to have her presence on the field, but you can use the effects of either Mewfeuille or Hootcake to attract her to the field without sacrifice. She also fulfills Ticket's conditions if on the field, allowing you to summon the Madolche you search!

Run 0-1. Currently, Pudding is a tech choice for her spot destruction. If you decide to focus your Deck around her for whatever reason, you’ll only need a maximum of two copies as she can get cloggy even at that number. If you use her, Mewfeuille is a must.

(Her royal highness combines the sweet treat pudding with princess to make her name. That wasn't obvious at all...)

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Madolche Queen Tiaramisu
EARTH Fairy / Xyz
RANK4 2200/2100
2 Level 4 "Madolche" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target up to 2 "Madolche" cards in your Graveyard; shuffle those cards into the Deck, then shuffle cards your opponent controls into the Deck, up to the number of “Madolche” cards returned.
The true matriarch of our delicious kingdom emerges! She is very sweet, but should not be taken lightly. Her effect allows us to recycle up to two Madolche cards (note again, not just monsters!) into the Deck and devastate the opponent’s field in a deadly one-two punch only fitting of a queen! With Chateau up, not only is she an intimidating 2700/2600, but any of her subjects returned through her effect can be added to your hand instead! She also triggers Ticket in both returning a Madolche AND being Fairy-Type, so you can Special Summon the searched Madolche if need be. She has truly earned her reign over the Madolche kingdom (or Queendom rather).

The general consensus has been to limit yourself to 2 copies to save Extra Deck space, as she is easily recycled via Chateau or even the other copy of Tiaramisu.

(The Queen's name is a portmanteau of a small feminine crown called a tiara and tiramisu, an Italian multi-layer dessert.)

============================

II
.:.:.The Spells.:.:.

Now that our main members have had their introduction, let's get on with the second course: the Spells!

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Madolche Chateau
Field Spell Card
When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead.
Le pičce de résistance! Our field (that you've probably heard many things about in the previous section) does so much and is a vital component to some of our strategies. When activated, it returns any stray Madolche in the Graveyard back to the Deck, giving those fallen compatriots a second wind. It also gives our tasty army a 500 point boost to both stats, making for a formidable offense and defense. And last but certainly not least, it redirects any Madolche trying to Return to the Deck to instead end up in your hand. The plussing power skyrockets with this effect as you can constantly reuse any of your Madolche that falls in battle every turn!

Run 2-3. Many have opted for 2 copies due to being both easily searchable and recyclable as to create room for more tech/traps. Totally preference.

(Chateau is the only Madolche S/T that possibly carries the whole sweet pun thing. A chateau is basically a mansion, but there is also a tasty dessert called gateau as well as a dessert wine called Château d'Yquem that may also have some influence on the naming.)

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Madolche Ticket
Continuous Spell Card
When a "Madolche" card is returned from your side of the field or your Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of “Madolche Ticket” once per turn.
So like Wind-Ups with Factory and Blackwings with Whirlwind, we also get a Continuous Spell searching card in the form of Ticket. It doesn't stack with multiple copies or replaying a bounced copy; the effect happens once per turn and that's it, so no room for abuse. It combos with the general Madolche effect, as well as with Cruffssant, Lesson, Chateau's activation effect, Tiaramisu, and other off-theme bounce/spin cards. It may seem hard to fulfill the condition of a Fairy Madolche on the field, but note that Puddingcess and Tiaramisu both fit this description! Ticket adds another grain of consistency that this deck welcomes with open arms.

Run 1-2. Although you may want to get to one on the field as fast as possible, it doesn't have a whole lot of use in multiples. It can be dead mid to late game when you already have a copy in play, so keep this in mind if considering more than one.

============================

III
::..:The Traps:..::

Our trap cards are interesting to say the least, but most of them could have been a bit sweeter.

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Madolche Tea Break
Counter Trap Card
When a Spell/Trap card is activated, if you have no monsters in your Graveyard: Negate the activation, and if you do, Return it to the hand, then if you control a face-up "Madolche Puddingcess", you can destroy 1 card your opponent controls.
Tea Break is...well, not very good. It negates the card but doesn't destroy; instead returning the card in question to the hand. This makes it completely useless on your opponent's Spell Cards but pricelessly trollish against certain Traps, namely the Solemn Brigade, as well as other cards with costs. It can negate and bounce your own cards however, and with Puddingcess fielded you can annoy your opponent even further.

Run 0. Tea Break isn't useful at all and is akin to a themed Malfunction/Goblin out of the Frying Pan but even more situational due to needing an empty Graveyard. If you want to run any S/T negation cards, look elsewhere.

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Madolche Lesson
Normal Trap Card
Target 1 "Madolche" monster in your Graveyard; Shuffle that target into your Deck, and if you do, all "Madolche" monsters you currently control gain 800 ATK and DEF, then you can shuffle 1 other monster from your Graveyard into the Deck.
Etiquette is always important in a Duel, and this card helps us remember to mind our manners! This card has more uses for builds that run off-theme monsters to keep Puddingcess' boost intact (although again, the boost isn’t what you should focus on) as well as recover stray Madolche and boost their on-field comrades by a -permanent- 800. What some people don't know is that you can chain Lesson to the activation of a Madolche's returning effect to basically get a free boost! Note that this only applies outside of the Damage Step, so only if the Madolche was destroyed by other means besides battle. This gain along with Chateau's makes our Madolche pretty formidable opponents.

Run 0. Lesson has fallen out of the spotlight due to some of the more recent support actually benefiting from monsters being in the Graveyard, namely Tiaramisu and Hootcake.

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Madolche Waltz
Continuous Trap Card
Each time a "Madolche" monster you control attacks or is attacked, after damage calculation: Inflict 300 damage to your opponent.
You know how every archetype has that one card that you glance at and say, "...Why? I don't even..."? Welp, Waltz is that card, arguably alongside Tea Break. 300 burn is pretty weeny and you're better off running something like Ceasefire if burn is your focus (which isn't recommended at all).
However, there is a infinite burn loop involving Waltz and Desperate Tag, but that doesn't mean it's consistent in any way and is only for this gimmick use.

Run 0. To make an analogy, this is that one horrible tasting chocolate that you leave in the box to get rotten. You only use this in a focused Waltz OTK build alongside 3 Desperate Tag and multiple Chouxvalier/Messengelato, and nowhere else.

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Madolchepalooza
Normal Trap Card
Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
Everyone loves a party! Palooza allows for swarming and big pushes by making Xyz like Tiaramisu among others to garner field advantage and OTK capability. Also, if paired with Chateau, you should have no problem gathering a fair few Madolche in your hand to slap on the field (although they won't Return to hand at the End Phase, since Chateau only takes effect if it activates from the Graveyard). It also works magnificently with Messengelato because if you summon both him and a Beastdolche through Palooza, you can search too!

Run 1-2. It is recommended at 1, as you won’t always need it and it’s searchable via Gelato when you do, as well as recyclable when you might need it again.

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Madolche Nights
Counter Trap Card
When a monster effect is activated, if you have no monsters in your Graveyard: Negate the activation, then if you control "Madolche Puddingcess", shuffle 1 random card from your opponent's hand into the Deck.
Another of our LTGY support, Nights is Tea Break's cousin and is much more playable in comparison. Nights works much like a themed Gladiator Beast War Chariot but instead of needing a Madolche on the field, we need the Graveyard to be devoid of monsters. Also unlike Chariot, it doesn't destroy the monster using the effect if possible. The additional Trap Dustshoot-esque effect if you control Puddingcess is okay, but situational.

Run 0-1. It conflicts with Hootcake a bit too much for it to work well enough most of the time, but you're welcome to tech it in. In a more focused empty graveyard style deck, you can get away with one or two more easily.

(Interestingly, Nights’ name in Japanese doesn't have the regular katakana for Madolche [マドルチ] but rather has it in Kanji [魔導人形] yet still pronounced as "Madolche". Roughly translated, the whole name is something along the lines of "Night of the Magical Dolls".)

============================

IV
.::Tech Cards::.

- Monsters -

T.G. Striker
Another EARTH tuner for those Naturia Synchros, and he can also Special Summon himself as to not take away from your all-important Normal Summon. He's a RotA target as well, and can search out T.G. Warwolf in the rare instance it would be destroyed. He works just fine without any other T.G. monsters, so don’t think you have to to run any others to play him.

X-Saber Pashuul/Shiba-Warrior Taro
If you prefer a beefier EARTH Tuner that you can use for protection as well, you can try one of these two. Taro is the flimsier of the two, while Pashuul burns you if you leave him out for too long (though his burn effect can drain LaDD).

Esper Girl/Psychic Jumper
Serene Psychic Witch/Psychic Commander
Emergency Teleport
The Psychic engine may seem a bit unorthodox here, but it works somehow.
The Tuners give us access to the Naturia Synchros (Madolche are EARTH, remember?), and Witch gives a semi-reliable way to search the other Psychics. She and Commander can also aid in making Rank 3 Xyz.
Emergency Teleport is a must to pull your Psychics onto the field for those quick Synchro/Xyz plays.
You can't really just tech any of this; you have to dedicate your build somewhat. Ideally you would use 1 Esper, 2-3 Serene, and 2-3 E-Tele.

Tour Guide From the Underworld
Even with the departure of Sangan to the Forbidden section, Tour Guide is still decent. An instant Rank 3 that creates easy Hootcake fodder? Yes please!
You don't need a third target to use TGU, but if you feel it's absolutely life-or-death necessary, Night Assailant is the best of them for this deck.

Wind-Up Rabbit
We can tech WU Rabbit and use it similarly to how Wind-Ups use it: as Rank 3 fodder that refuses to die.

Snowman Eater
Great monster with staying power and spot removal. It’s also Level 3 for Invoker plays and such.
This format is probably not the best time for it unfortunately with so much spot destruction.

Fossil Dyna Pachycephalo
In a format rife with Special Summoning and swarming, Pachy may have his time to shine. You can set him and let your opponent overextend into a field nuke, or you can summon him with backrow in tow to keep your opponent's major plays at bay.

Kycoo the Ghost Destroyer
Not only does Kycoo pack a decent 1800 body, he also serves as an Imperial Iron Wall on legs for only your opponent. Want to summon a Dragon Ruler through its effect? Nope. Want to use Priestess' effect or flip a Fate? Not gonna happen. He also has the bonus of being able to banish monsters when he inflicts Battle Damage, which can be painful for Dragon Rulers expecially.

Thunder King Rai-Oh
Most know what he does and how good he is, so there isn't really much to be said here. Great for stun focused builds. He may have some conflicting qualities with cards like Duality and Ticket (under normal circumstances), but it isn't a big issue for what Rai-Oh does. He can also be sided if you don't feel you need him for Game 1 against certain matchups.

Photon Thrasher
Good standalone 2100 beater that doesn’t take up a Normal Summon. It hops over Rai-Oh with ease (which this deck can have problems with) and can make quick Rank 4 Xyz in a pinch.

Effect Veiler/Maxx "C"
Hand traps are hand traps, not much to be said here. If you run them, they can end up as easy Hootcake fodder.


- Spells -

Forbidden Lance
Versatile card that has seen play in many decks. You can use it to protect your monsters from S/T effects that could prove detrimental, as well as reduce opposing monster's ATK to either allow you to run it over or prevent it from doing the same to you. Even better now that Fire Fists are running around.

Book of Moon
Setting an on field Magileine for a Flip Summon search is pretty neat in addition to the other things it can do to mess with your opponent.

Pot of Duality
Adds a bit more consistency especially when used in tandem with Magileine. Not necessary if you feel you Special Summon too much to warrant it, of course.


- Traps -

Safe Zone
Great card that lets your monsters survive a turn or more to ensure plays or to keep your opponent from OTKing you. Can also be a hindrance to your opponent if they happen to blind MST it or similar targeting destruction, as you can select their monster and destroy it as well.

Compulsory Evacuation Device
Compulsory is already a decent card, but with Ticket you can also use it to your advantage (albeit not always the best idea to bounce your own stuff just for a search)

Starlight Road/The Huge-Revolution is Over
Both cards generally stop cards like Heavy Storm or Dark Hole from wiping your field and cutting your defenses thin. Starlight nets you a Stardust but can be Warning'd, whereas THRiO can't and can hit things like Scrap Dragon/Diamond Dire Wolf but does not provide additional field presence. Preference if you want to use one or the other, or neither.
In this meta however, you're probably just better off using Dark Bribe.

Ultimate Offering
With 3 copies of Magileine and most of our monsters getting their effects when Normal Summoned, this card lets you swarm the field and Xyz while still using your monster effects. It’s a win button essentially, but only while you have a Magileine and if it doesn’t get MST’d before you can use it. Most often not really worth it, but if you want to be daring, go ahead.

Torrential Tribute
Basically your panic button against a flood of monsters your opponent may throw at you, or just to keep one particularly nasty one away. Any of your Madolche it destroys don’t activate their effects, thus making them perfect targets for Hootcake and Tiaramisu.

Other notable Traps you can run:
Bottomless Trap Hole
Dimensional Prison
Fiendish Chain
Mirror Force
Solemn Judgment
Solemn Warning

-Side Deck-

Here are some good cards that counter our opponents while giving us the upper hand!

Metaion the Timelord
Fossil Dyna Pachycephalo/Kycoo the Ghost Destroyer
Imperial Iron Wall (May conflict with Hootcake, though is particularly devastating to Prophecy/Dragon Rulers)
Gozen Match (All EARTH)
Mind Crush
Mind Drain/Debunk
Soul Drain/Dimensional Fissure

So I guess you’re wondering, “Why would I use Soul Drain or D-Fissure when it hurts my own monsters?”
It hurts Mermails/Atlanteans, Dark World, and Dragon Rulers (to an extent) far worse than it does ourselves. We can still use Tiaramisu and Chateau’s activation effect to get our Madolche back (and with D-Fissure, Xyz Materials bypass banishment) so it isn’t as bad for us in comparison. Whichever you decide to use is up to you though, as they both have their own pros and cons.

-Extra Deck-

Naturia Beast/Naturia Barkion
If you run any of the EARTH Tuners, you run the infamous Naturia lockdown Synchros. Beast is great against heavy Spell decks like Prophecy and Exodia, where Barkion can keep backrow at bay whilst you conduct your plays/attacks. Barkion can be especially important in the mirror match, as the generally high trap count for most Madolche decks means Barkion and friends can lay into your opponent with lessened risk.

Stardust Dragon
Some of us choose to run Starlight Road, so if you do it is obvious to run Yusei’s signature monster to summon from it. Can be used as a beatstick or for the one time negation (since if summoned via Starlight, it can’t revive itself).

M-X-Saber Invoker
Basically our version of Wind-Up Zenmaity, but primarily to tutor out Messengelato. Can easily be made with Mewfeuille+Beastdolche or Tour Guide, and can basically bridge into a Tiramisu if you line up your plays/field correctly.

Leviair the Sea Dragon
I'm sure everyone is already familiar with this card and the shenanigans it pulled in Dino Rabbit's heyday. With Hootcake banishing monsters for his effect, we can use Leviair as a pseudo-Invoker to bring back the banished monster for reuse, or even make a Tiaramisu if it was a Madolche monster you salvaged.

Other notable Xyz:
Number 49: Fortune Tune
Wind-Up Zenmaines
Muzurhythm the String Djinn
Temtempo the Percussion Djinn
Mechquipped Angineer
Ghostrick Alucard
Soul of Silvermountain
Number 17: Leviathan Dragon/Number 30: Acid Golem of Destruction
Abyss Dweller
Gagaga Cowboy
Lavalval Chain
Maestroke the Symphony Djinn
Diamond Dire Wolf
Photon Papilloperative/Number 50: Blackship of Corn
Number 39: Utopia

-Sub-optimal Cards-
Most of these have been brought up previously and are not recommended by the majority of the Madolche community.

Battle Fader/Swift Scarecrow
Giant Rat
Guardian Eatos
Reactan, Dragon Ruler of Pebbles/Redox, Dragon Ruler of Boulders
Spirit Reaper
T.G. Warwolf or any Level 3 summon spam card (Junk Forward, Spell Striker, etc.)
- And by extension, Fire Formation - Tenki
Tragoedia
Double Summon
Instant Fusion & Fusionist/Karbonala Warrior
Terraforming
Wonder Wand
Compulsory Escape Device
ANY RANK 5 XYZ MONSTER

============================

V
.:..Deck Lists..:.

Quote:
Basic Skeleton:
3 Madolche Magileine
1-2 Madolche Mewfeuille
2-3 Madolche Messengelato
2-3 Madolche Hootcake
0-1 Madolche Baaple (but recommended at 1)
0-1 Madolche Cruffssant
0-1 Madolche Puddingcess (1-2 if Puddingcentric)
0-1 Madolche Butlerusk
0-1 Madolche Marmalmaide

2-3 Madolche Chateau
1-2 Madolche Ticket

1-2 Madolchepalooza
0-1 Madolche Nights

2 Madolche Queen Tiaramisu
1 Maestroke the Symphony Djinn
1-2 M-X-Saber Invoker
1 Leviair the Sea Dragon

Whatever space isn't filled in by this should be taken up with staples and preference.
============================

VI
:.:.General Strategies.:.:

Here are some links to some posts that can provide you with better insight on how to bring out this deck’s full potential.

Determining what Madolche to summon in certain situations.
Chateau Tips.
Messengelato Tips.
Extra Deck construction.
Regarding Xyz Summoning.
When to make pushes.

============================

VII
::.::Final Thoughts::.::

Madolche are a very versatile archetype and can be tricky to beat. They refuse to die and are too cute to ignore. For being fairly new, the Madolche were given a fair amount of support to start, and progressively got more to work with. However, it's our job to make the most out of them. They're amazingly adorable which just makes trolling your opponent with them all the more sweeter.
This deck is sure to become a competitive deck that'll give you a run for your money and certainly cause a multitude of cavities for both you and your opponent!

============================

VIII
:.:.Quick Rulings.:.:

If your opponent questions something, or if you're just not sure on something, refer to this section.

Madolche Destruction:
The original TCG text (For REDU Madolche) reads:
“When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck.”
This implied that they had to be on the field to get their effects, which led to many a dispute regarding things like Solemn Warning and Deck Devastation Virus.

The revised TCG text (For ABYR/LTGY Madolche) reads:
“When this card in your possession is destroyed by your opponent’s card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck.”
This new text means that as long as you owned the Madolche monster when it was destroyed (Deck, Hand, had its Summon negated, etc; just not while in your opponent’s control), its effect will activate.
This new text applies for all Madolche monsters, not just those from ABYR onward.
Article from Konami that supports this.

Madolche Puddingcess:
Madolche Puddingcess' effect activates after damage calculation, and goes off whether she lives or dies. She activates in the same substep of the Damage Step that Flip Effects normally activate (Which is after Damage Calculation but before she is sent to the Graveyard).

Madolche Lesson:
Can be chained to the activation of the Madolche returning effect and Return them before they do it themselves. Note that you cannot chain Lesson to the activation of a Madolche's effect if it were destroyed by battle, as Lesson cannot be activated during that part of the Damage Step.

Creature Swap/Enemy Controller/Mind Control:
Madolche specify that they need to be destroyed by your opponent's card while you control it, so if they steal it and either they kill it or you're forced to, it'll go to the Graveyard with no effect.

Madolche Ticket:
It will only activate once per turn, regardless of multiple copies or replaying a bounced copy from Cruffssant and the like.
Also, it only triggers if it is an effect that returns the Madolche card to the hand/Deck, so things that bounce/spin as a cost like Genex Ally Birdman will NOT trigger Ticket.

Queen Madolche Tiaramisu:
• To activate her effect, you must already have at least one "Madolche" card in your Graveyard (prior to paying any costs, i.e. detaching). However, if the above condition has been met, you may target the material you detach as one of the target(s).
This is the same principle behind the rulings of cards with similar cost-target effects such as Lumina, Lightsworn Summoner or Zombie Master.
There’s also a Konami article that goes into detail on this, in the second example.

• If you target two "Madolche" cards in your Graveyard, and one of those targets is no longer in the Graveyard at resolution (D.D. Crow or etc.), you still Return the remaining target to the Deck and are able to spin one of your opponent's cards back to their Deck. If no targets remain at resolution, it resolves without effect.

• If your opponent wishes to respond/chain to Tiaramisu's effect, they must do so at the designation of the "Madolche" targets. If they do not respond at this point, you enter resolution and nothing else can be activated until the effect resolves. In layman's terms, they're SOL.

• The effect that occurs at resolution (Sending opponent's cards back to the Deck) does not target. Your opponent cannot activate anything in response to this effect (see above).

• If "Madolche Chateau" is on the field when you activate Tiaramisu's effect, and you target two "Madolche" monsters (not S/T) to Return to the Deck, you either choose to Return both to the Deck or apply Chateau and Return both to the hand. No mixing and matching one monster to the Deck and one to the hand; it's one or the other for both.

IX
★★ Credits ★★
Special thanks to those who contributed to the OP:
Satchmo8D
MiidNigh7
Redsmas
Dragynking1
Kitsumaru
Cormorant
TeenRyu
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Old 07-14-2013, 03:12 PM   #2
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subbbing

Is it confirmed that Alexander lost in top 32?
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Old 07-14-2013, 03:13 PM   #3
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glorious based new thread
just 2-0'd constellars with teledolche
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Old 07-14-2013, 03:15 PM   #4
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Alexander Thomas sucks donkey balls.
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Old 07-14-2013, 03:16 PM   #5
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Alexander Thomas sucks donkey balls.
He still seems to be the only person that consistently tops with madolches so...
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Old 07-14-2013, 03:18 PM   #6
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Alexander Thomas sucks donkey balls.
With all due respect at this point the only Alexander hater here is you and it's starting to look pretty awkward.
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Old 07-14-2013, 03:18 PM   #7
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Subbing for potential diabetes.
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Old 07-14-2013, 03:18 PM   #8
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He still seems to be the only person that consistently tops with madolches so...
Yeah... yeah, that's true.
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Old 07-14-2013, 03:20 PM   #9
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Metaion was an interesting choice though.
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Old 07-14-2013, 03:20 PM   #10
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Metaion was an interesting choice though.
Is the decklist posted somewhere????

Me want
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Old 07-14-2013, 03:22 PM   #11
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Metaion was an interesting choice though.
Well it does make sense. Seeing as how a decent amount of Incarnate players were pulling double draco.
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Old 07-14-2013, 03:23 PM   #12
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first page after so long...when was the last thread i actually posted in, pre commonwealth? idk

yes! title was chosen

wooo
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Old 07-14-2013, 03:35 PM   #13
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Alexander Thomas maindecked Vanity's Emptiness.

http://www.konami.com/yugioh/blog/?p=14778#more-14778

It appears he engineered his deck to beat Dragons and just try to hope his side deck cards could handle Prophecy. It appears he was fortunate enough to play more Dragons than Prophecy.

Also, as a tip to everyone, don't use Droll & Lock Bird. All it's really good for is stopping Judgment, but the problem is that Prophecy can still give you lots of trouble even without Judgment.
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Old 07-14-2013, 03:47 PM   #14
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Pretty much. Seeing as how the last feature match didn't go so well.
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Old 07-14-2013, 03:50 PM   #15
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Alexander Thomas maindecked Vanity's Emptiness.

http://www.konami.com/yugioh/blog/?p=14778#more-14778

It appears he engineered his deck to beat Dragons and just try to hope his side deck cards could handle Prophecy. It appears he was fortunate enough to play more Dragons than Prophecy.

Also, as a tip to everyone, don't use Droll & Lock Bird. All it's really good for is stopping Judgment, but the problem is that Prophecy can still give you lots of trouble even without Judgment.
I honestly don't see what's so wrong in accepting that your deck has a bad matchup against another deck. If your deck autoloses to one deck on game 1 but you can **** it on game 2 and 3 with your side I'd say it's cool giving up game 1 in other to have more time to play game 2 and 3 after all this game is a match game not who wins game 1.
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Old 07-14-2013, 04:00 PM   #16
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Well nothing, but it's just that doing that is a lot more difficult in this current meta where going second especially against this particular deck means a good chance of auto-losing. Especially due to the fact that a lot of the popular side cards against Prophecy end up sucking really bad if they plus off of Judgment before you get to use your side cards.
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Old 07-14-2013, 04:03 PM   #17
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I honestly don't see what's so wrong in accepting that your deck has a bad matchup against another deck. If your deck autoloses to one deck on game 1 but you can **** it on game 2 and 3 with your side I'd say it's cool giving up game 1 in other to have more time to play game 2 and 3 after all this game is a match game not who wins game 1.

Corm is right about Droll, any decent prophecy player will play around it and still resolve judgment for at least 2 no problem. There is nothing wrong with tailoring your deck to be good in one matchup over the rest if you can mitigate the rest in your sideboard. Kycoo and Iron wall are good sideboard choices for that matchup, and now we have EEV access with Crazy Box.


One thing I will say, I don't like the builds Alexander runs. I've tried them and all the techy **** he plays just gets in the way for me(running nights with hand traps still screams "I don't know what I'm doing" to me). However you have to respect at top 32 finish with them at nats. Credit to where it's due.
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Cause Rescue Rabbit can summon 2 Madolche Chouxvalier
Then you overlay them for a fusion summon of Stardust Dragon
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Old 07-14-2013, 04:08 PM   #18
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I played around with Vanity's Emptiness. It was fun to chain to things like Monster Reborn n' stuff, but I liked it better in the side.
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Then if those people are the kind who won't take any good suggestions unless they like it, then they have no business posting for help.
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Old 07-14-2013, 04:26 PM   #19
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Corm is right about Droll, any decent prophecy player will play around it and still resolve judgment for at least 2 no problem. There is nothing wrong with tailoring your deck to be good in one matchup over the rest if you can mitigate the rest in your sideboard. Kycoo and Iron wall are good sideboard choices for that matchup, and now we have EEV access with Crazy Box.


One thing I will say, I don't like the builds Alexander runs. I've tried them and all the techy **** he plays just gets in the way for me(running nights with hand traps still screams "I don't know what I'm doing" to me). However you have to respect at top 32 finish with them at nats. Credit to where it's due.
agreed with the credit part. It takes a lot of beat terrible players piloting one of the most powerful deck the game has ever seen.
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Old 07-14-2013, 04:33 PM   #20
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Am I the only one who sides DNA Surgery against Spellbooks?
It wasn't mentioned in the QQ either.

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Old 07-14-2013, 04:34 PM   #21
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all beast type for messen?

or all fairy for ticket?

just curious
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Old 07-14-2013, 04:38 PM   #22
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Usually Beast is the safer call.

The SS from Ticket is just a Bonus, but calling Fairies completly shuts down your Messengelato.
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Old 07-14-2013, 04:41 PM   #23
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Alex's deck
http://www.youtube.com/watch?v=d4JwPRDNjAA
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Old 07-14-2013, 04:45 PM   #24
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all beast type for messen?

or all fairy for ticket?

just curious
Divine/Divine-Beast obviously...


If he's using the same build he won that regional with, beast, so I can search my field spell/ticket.
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Cause Rescue Rabbit can summon 2 Madolche Chouxvalier
Then you overlay them for a fusion summon of Stardust Dragon
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Old 07-14-2013, 04:47 PM   #25
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HOLY **** THE DECK WASN'T CRAP THIS TIME. Would only change a couple cards in it.
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