Reading back on my previous daily submissions, I've seen myself slightly fall into the YugiTuber rabbit hole. Essentially, whenever I post a deck, I like to tell you guys about the good bits - as thats the main reason why I post this sort of stuff. However, even I almost get myself muddled up in a sense that I almost make it sound like every deck is Tier 1 amazing: which a lot of the times isn't the case. So today I've decided to reverse the psychology behind my deck and tell you all the flaws
I faced when making the deck, to show and encourage you to make your own build of this archetype tailored to how you like it.
First thing that came up when putting together this set of cards, is the ratios. My original build saw quite a lot of dangers, which ended up being slightly bricky for this deck - as I ran too little ways to open up my extra deck and get the combos going. Thats why I'd recommend keeping a strong balance between the Shaddoll monsters and the Danger! cards - allowing you to open optimally way more and truly combo off into your negations like
Apollousa, Bow of the Goddess or
El Shaddoll Winda. You want to always max out on the semi-limited Dangers! as, their effects are the better ones out of all of them - and keep the level 8's at a low. The reason I don't run extra negation with cards like
Number 38: Hope Harbinger Dragon Titanic Galaxy or some solid protection + a pop effect like
Dingirsu - is because you only run the level 8's at a minimal - this is due to a) them being not that helpful towards the end board and being simply bodies and b) if you have two level 8 Danger! monsters on board - you should be beating down your opponent.
I'd say the Shaddoll fusion monster line-up is pretty stiff so theres not much room for change in that category. You want to always max out on
El Shaddol Construct. This is due it to be a very powerful 2800 body that instantly pops special summoned monsters and has a built in
Foolish Burial thats obviously really good with Shaddolls. The new card,
El Shaddoll Apkallone, is very good during the grind game - thats why you only want one due to it being situational. And winda is a standard disruption of sorts with it locking your opponent out of special summoning.
Overall, this deck deserves a hard-earned 6.3/10. Definitely not my best deck yet but a strong and consistent one for sure. It's pretty good at stopping your opponent, with the added boost of the dangers helping you out in making some pretty strong boards. Depending on the match-up, this deck could be a
very tough competitor - plus, it uses one of the most fan favourite archetypes currently in the game. Could see this getting a cute regional top or two - but I doubt it will ever impact the game in such a drastic way like other support thats come out in the past, but it still will leave mark; I don't doubt that.