Wet Goats: Goat control, Watermorph Style
Monsters (17)
Koitsu x1
Mobius the frost monarch x1
Neo Aqua Madoor x1
Catapult Turtle x1
Breaker The Magical Warrior x1
Abyss soldier x2
Tsukuyomi x1
Tribe Infecting Virus x1
Mother Grizzly x3
Yomi Ship x1
Marykoutai x1
Sinister Serpent x1
Magician of Faith x2
Magic Cards (17)
Pot of Greed x1
Graceful Charity x1
Delinquent Duo x1
Heavy Storm x1
Mystical Space Typhoon x1
Snatch Steal x1
Premature Burial x1
Salvage x1
Metamorphsis x2
Scapegoat x2
Lightening Vortex x1
Nobleman of Crossout x2
Book Of Moon x2
Traps (6)
Call of the Haunted x1
Mirror Force x1
Ring of Destruction x1
Torrential Tribute x1
Sakretsu Armour x1
Raigeki Break x1
Fusion Deck (42)
Cyber End Dragon x3 (post CRV obviously)
Master Of Oz x3
Cyber Twin Dragon x3
Gatling Dragon x3
King Dragun x3
St Joan x3
Last Warrior From Another Planet x3
Ryu Senshi x3
Fiend Skull Dragon x3
Dark Blade the Dragon Knight x3
Dark Balter the Terrible x3
Dragoness the Wicked Knight x3
Fusionist x3
Thousand Eyes Restrict x3
An attempt at a non chaos based control deck. Water has some good synergy with metamorphsis and so does the goat control strat. Add those to the standard tricks in a conservative water deck and you have a solid control matrix with a slightly different than average flavour. ALO is a good card but none of the synergetic tech really fits in here.
A few card notes:
On the monster side the deck tries to feed abyss soldier. Grizzlies provide field advantage while yomi ship and marykotai add to the control theme. Ship for monster removal and marykoutai for monster based magic countering, an extremely unusual mechanic.
The other main feature of the monster side is the inclusion of several morph bait monsters. Catapult turtle is a lv 5 that can also function like a cannon soldier for pushing in the late game. Aqua madoor is a lv 6 that can stall against the vast majority of competative monsters. Koitsu is a lv 10 that is only useful for morphing. It can turn into cyber end dragon, though, which provides enormous offensive punch. all are small enough to pull with grizzly and so avoid their tribute costs. Though slightly less desirable, given its
high strength, mobius is also a useful level and has a one shot ability that can be used before morphing.
The non water monsters are one of two things. Cards with universally beneficial effects, and parts of the goat control combo. That combo uses scapegoat to morph into thousand eyes restrict, and tuskuyomi to flip the restrict face down. It can then be flipped face up manually and its effect reused.
The magic set is mainly standard. It includes the other pieces of the goat control combo and an even spread of powerful cards.
The traps are also mainly standard. Raigeki break is a slightly unusual choice but, along with sinister serpent, salvage provides excellent hand advantage which can be used as discard bait.
The fusion deck is pretty standard for a deck with multiple morphs but can stand some explanation anyway:
The two main fusions in the deck are dark baltar and ryu senshi. They both have excellent counter abilities that feed the control theme. Thousand eyes restrict also helps the control and synergies with the other goat control combo pieces. Cyber end is a game ender and dark blade tDK and fiend skull dragon give the deck anti chaos/ resurection tech.
The rest are mainly a mix of different level monsters in case I draw snatch steal and morph at the same time or end up with my opponent's monster some other way (lava golem ,creature swap, etc).
The deck usually plays quite conservatively. It can stall nicely using various tricks until it can set up a decent amount of board control and start swinging. Morph is a swiss army knife card: it can fix almost any problem given the right monsters.
|