The new decklist is here, I need some more time to update the notes for the main combo and the side deck.
DECK STRATEGY:
The main strategy of this deck revolves around utilizing Inferno Tempest to banish your opponent's monsters and then leveraging the effects of your banished monsters to create powerful combos, especially through the Extra Deck.
Jesse Kotton I will love to hear your suggestion on getting this Deck better, especially the side Deck I made a couple of changes too.
COMBO CONDITIONS: To successfully execute the combo, you need to meet three conditions:
1)Possess Inferno Tempest or a method to add it.
2)Opponent's monster with 3000+ ATK.
3)Ability to summon a low-ATK monster (preferably 0 ATK) for the attack, triggering Inferno Tempest .
GROUP 1 (Condition 1):
Inferno Tempest (3x): The combo enabler. (allows you to look at opponent's banishment cards to get a better understanding of their Deck and handtraps still in hand)
Left Arm Offering (3x): Facilitates access to Inferno Tempest. Synergizes with Dotscaper and all maliss monsters
GROUP 2 (Condition 2):
Jizukiru, the Star Destroying Kaiju (2x): +Thunder King, the Lightningstrike Kaiju (3x): + Dogoran, the Mad Flame Kaiju (1x): Removes an opponent's omni-negate monster and provides a 3000+ ATK target for Inferno Tempest.
Interrupted Kaiju Slumber (1x): Clears the field, provides a Kaiju for attacking into, niche bait for Ash Blossom & Joyous Spring without procing Droll & Lock Bird, swapped to one us a lot of the decks during the last patch don't care at all for monster destructions, left 1 in as a searcher for Triple Tactics Thrust.
Nibiru, the Primal Being (x2): Well this simply for the current format at least is better, reduces your opponents hand size basiclly becuse your opponent is forced to use a secondary card from their hand and not full combo out of their 1 starter, also increases the total handtraps in the main buil to 5. I only added 2 cause I don't really mind if I don't see it in my opening, I just want to avoid seing 2, as it's basiclly a dead card in some match ups.
Ratios of kaiju above provide some pressure for your opponent, (as an example) Thunder King, the Lightningstrike Kaiju on your field vs Dogoran, the Mad Flame Kaiju on your opponent's field, as they may remove your Thunder King, the Lightningstrike Kaiju game 1, instead of your Salamangreat Almiraj.
Dark Ruler No More (1x): Helps with boards with big (3000+) monsters and 3+ negates.
Group 3 (Condition 3):
Maliss in Underground (1x): Having an extra special summon is always useful. This card mainly serves as a searchable extender and slightly improves your chances of having two Maliss cards in hand. Any combination of two Maliss cards can be used for Maliss P Chessy Cat's effect to draw two cards.
Maliss P White Rabbit (1x): Extendor, works around Left Arm Offering
Maliss P Dormouse (1x): Can bring another Maliss from Deck and extendor, works around Left Arm Offering
Maliss P March Hare (1x): A much needed extendor which overall increases the deck's power
Dotscaper (1x): extendor, works around Left Arm Offering
Instant Fusion (1x): brings Millennium-Eyes Restrict (1 handtrap negate) and links into Relinquished Anima
Mimighoul Engine: Mimighoul Dragon (2x), Mimighoul Archfiend (1x), Mimighoul Dungeon (1x) and Mimighoul Maker (1x) and honorable mentions from the side deck Kikinagashi Fucho (1x) and Divine Arsenal AA-ZEUS - Sky Thunder (1x)-WHY IT'S KEY:
- This engine improves hand economy, making it easier to use more cards before using Left Arm Offering
- 1 Mimighoul Archfiend along with a 3 more cards (1 from each group 1,2 and 3) enables you to summon without needing your opponent to summon during their turn (comes in handy on games 2 and 3)
- As the main line (maker, dragon or Dungeon) checks for Ash Blossom & Joyous Spring, as you don't really mind if your opponent uses it on this cards and with 2 spells as targets for Mimighoul Dragon his effect is almost always live
- The main line of this engine if not negated ( Mimighoul Dragon into Mimighoul Maker into another lvl 1 on both sides into Kikinagashi Fucho with the material on your field gives some more advantages:
- 1) Kikinagashi Fucho is a great card to enable you to survive around (7/10) of your opponent's turns, it can't be removed by Nibiru, the Primal Being
- 2)If you given Mimighoul Dragon with Mimighoul Maker to your opponent you can always use the effect of Mimighoul Archfiend to flip Mimighoul Dragon and pop his field and then go into Kikinagashi Fucho
- 3) If your opponent field it's empty of monsters, or they decide to summon Nibiru, the Primal Being in defense or they use Forbidden Droplet to remove the kaiju you gave them, you can always attack with Kikinagashi Fucho either directly or into a defense postion monster (for example the mimighoul card you summoned to their field) and after battle phase go into Divine Arsenal AA-ZEUS - Sky Thunder to add pressure
- Even bricking into 2 Mimighoul Archfiend is not a brick as they work together
- Mimighoul Dungeon can be used to check for Ghost Belle & Haunted Mansion or Ghost Ogre & Snow Rabbit in addition to Ash Blossom & Joyous Spring.
- Mimighoul Archfiend is a fiend so it feeds really well in the main combo with the help of Dark Necromancer , and you have some additional grind game with Mimighoul Dungeon after you have used Inferno Tempest
- Divine Arsenal AA-ZEUS - Sky Thunder can you give you an out game 2 and 3 to some floodgates, a field build around Archnemeses Protos (declaring dark), can give you a play during a turn your opponent used Artifact Lancea.
- Also I noticed that players choose to remove Divine Arsenal AA-ZEUS - Sky Thunder when procing the effect of Kashtira Unicorn, which is really good as they are leaving the rest of your combo pieces in place.
- It works post Inferno Tempest activation as Mimighoul Dungeon can search Mimighoul Archfiend from your gy.
main weakness of this engine
- it loses to Droll & Lock Bird
- Some decks are really good at using the face down cards you gave them for advantage
- You are commiting you normal summon with Mimighoul Dragon, so if it's effect gets negated and destroyed you are on a bit of a disadvantage.
- The card Dominus Impulse as it turns off the effects of Earth
- it kinda of sucks in you open multiples of your mimighoul cards into a board full of negates
Fiendsmith eninge: Fiendsmith Engraver (1x), Lacrima the Crimson Tears (1x), Fiendsmith's Sanct (1x) along with Moon of the Closed Heaven (1x), Fiendsmith's Requiem (1x), Chaos Angel and Dispatchparazzi (1x) in the side Deck, why it's key:
Main weakness of this egnine
- Wth some board stages and Decks it makes no difference if you have access to the engine or not (so in those kind of match ups the engine can be swapped out with your handtraps game 2 and 3)
- People are familiar with the engine so they know how to counter it
- drawing Lacrima the Crimson Tears or Fiendsmith Engraver with Fiendsmith's Sanct is bricky (I play a lot of games so it happens)
- The engine provides no draw power at all
- If Fiendsmith's Sanct is used the only available cards from your deck that will be able to and complete the condition 3 are Dispatchparazzi, the token summoned and Mimighoul Archfiend
- having 43 cards in Deck reduces the cance of seen cards that fulfill all 3 conditions but also reduces the cance of seeing multiples too
Dark Necromancer (1x): acts as extendor, and bridges different strategies together (look at full combo and side Deck)
Group 4 (condition 3+ draw power)
Maliss P Cheshire Cat (1x): Draw 2 if you banish another maliss from hand
Triple Tactics Talent (1x): removes handtraps before using Left Arm Offering, Can draw 2 cards to get to your combo pieces, can snatch a monster to turn into into Dispatchparazzi(side deck for game 2 and 3).
Group 4 (Card Searchers):
Way Where There's a Will (1x) and Terraforming (1x): While moving the deck to 43 cards I had to introduce another way to search specific cards, and honestly from the available options this was the best one. Also Terraforming provides options for example:
Pot of Prosperity (1x): +Triple Tactics Thrust (3x): Searches missing cards from any group.
Side Deck:
For game 2 and 3 here are some struggles and how side for them
side note I try to swap out different cards for each scenario
- Goal 1: Fight a board with a spell and/or trap and monster heavy set up with a couple of gy effects (apophis as an example). Side in Evenly Matched x3 and side out Mimighoul Dungeon, Way Where There's a Will and Terraforming, since Evenly Matched does not synergiezes well with field spell
- Goal 2: Light and Dark hate along with gy summoning hate (fiendsmith, unchained, blue eyes and evil twins as an example) especially if your opponents full board is an insta lose. side in Bystial Magnamhut, Mulcharmy Meowls, Ghost Belle & Haunted Mansion x3 and if needed Bystial Magnamhut (6 total) with Mimighoul Dragon x2, Mimighoul Archfiend , Mimighoul Maker, Left Arm Offering, Maliss P White Rabbit or Triple Tactics Thrust (6) since the goal here is to make my opponent's field easier to deal with and go into my fiendsmith combo, if Inferno Tempest doesn't come up
- Goal 3: Something to deal Decks able to beat me through the Inferno Tempest (maliss and ghoti ass an example) side in Necroface x2 with Maliss P White Rabbit or Triple Tactics Thrust and Fiendsmith Engraver . This line provides an additional 10 cards milled + 5 (using Dark Necromancer and S:P Little Knight effects) provinding an additional win by deckout, I will also add here a side in of Fantastical Dragon Phantazmay with Mulcharmy Fuwalos especially vs link heavy match ups.
- Goal 3: Is Interrupted Kaiju Slumber playble? Does your opponent frequently summons 5 or more times without a monster negate set up ( Phantom of Yubel as an example) If yes to both keep it in as a target for Triple Tactics Thrust to get your condition 2 and swap out your third Nibiru, the Primal Being with Thunder King, the Lightningstrike Kaiju . If not playble swap Interrupted Kaiju Slumber instead. And if Nibiru, the Primal Being brings no value, side out Nibiru, the Primal Being x2 and side in somthing from the list above ( Triple Tactics Thrust and Fiendsmith Engraver as an example)
- Goal 4: A small anti tenpai card, haven't faced them in a while, but side in Threatening Roar with another copy of Mulcharmy Fuwalos giving you 3 or 4 copies (counting Triple Tactics Thrust along with the mimighoul engine into Kikinagashi Fucho to survive your turn.
- Goal 5: generic support vs the ido lock, Ame no Murakumo no Mitsurugi etc. Side in Sales Ban and side out really anything, (if I count the examples I gave before Necroface is an exellent choice.)
honorable mentions:
- Harpie's Feather Duster (x1): Helps a lot with spell/trap heavy Decks. Gives another option with Triple Tactics Thrust and works well after you resolve Inferno Tempest because usually your opponent only has his spell and trap cards to play with.
- Millennium-Eyes Restrict (1x): Blocks out annoying handtraps before going into Relinquished Anima.
- Linguriboh (1x): deals with labyrynth Decks using Destructive Daruma Karma Cannon, and use another monster to attack and proc Inferno Tempest.
- Accesscode Talker (1x): basiclly any way to add Maliss in Underground + 1 normal summon is lethal damage, with 2 card destructions ( Nibiru, the Primal Being and handtraps exist, so in some cases). Gives some versetility to the full combo (update coming soon)
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Full combo:
1)proc effect of Inferno Tempest (check opponent's banishment zone for copies of Effect Veiler, Nibiru, the Primal Being etc)
2) Summon Maliss P Cheshire Cat , Maliss P Dormouse, Maliss P White Rabbit, Dotscaper, use Dark Necromancer to summon Lacrima the Crimson Tears with effect and add Maliss P March Hare with it's effect to hand. For this line just make sure Maliss P Chessy Cat is NOT directly below your available extra monster zone
3) The main line goes like this Dotscaper into Relinquished Anima and use effect to take as an example Thunder King, the Lightningstrike Kaiju link it with Maliss P White Rabbit into S:P Little Knight use effect to banish a barckrow card of a card in the gy with a gy effect, link it again with Maliss P Chessy Cat into Maliss Q Red Ransom and use effect to add Maliss in Underground (make sure the space below the Maliss Q Red Ransom is empty or occupied only by Lacrima the Crimson Tears) link Lacrima the Crimson Tears into Fiendsmith's Requiem. At this point since you have Maliss P March Hare and Maliss in Underground in hand use Maliss P Chessy Cat's effect to banish Maliss in Underground and draw 2. Link Maliss Q Red Ransom and Fiendsmith's Requiem into A Bao A Qu, the Lightless Shadow, use it's effect discarding 1 to bring back Maliss Q Red Ransom and link it with Maliss P Chessy Cat to summon Topologic Zeroboros, proc Maliss P March Hare effect in hand to summon it to a zone Topologic Zeroboros points to, to blow up the field.
4) During the End phase summon A Bao A Qu, the Lightless Shadow back to your field, (having his effect live since you got at least 1 card in hand) and during the standby phase of the next turn summon Topologic Zeroboros back to your field too.
5) Topologic Zeroboros's effect, A Bao A Qu, the Lightless Shadow side arrows (her effect targets S:P Little Knight and Maliss Q Red Ransom also have side arrows) and Lacrima the Crimson Tears gy quick effect enable you to proc a sneaky Topologic Zeroboros's effect during your opponents end phase or during a choke point moment during their combo. (If you need the example, during the Endphase use Lacrima the Crimson Tears's effect to summon Fiendsmith's Requiem to a zone where A Bao A Qu, the Lightless Shadow points to, procing Topologic Zeroboros's effect leaving your opponent wide open for attack.)
6) During your turn use A Bao A Qu, the Lightless Shadow's effect (if it's still alive) to search, on average (3-9 cards) to get to the card you need, typically Harpie's Feather Duster and use effect to bring back Topologic Zeroboros or link into it, use Harpie's Feather Duster and attack for game. If you managed to blow up your opponent's field a second time with the combo mentioned above, simply attack for game with Topologic Zeroboros.
Full combo drama: if from Full combo you were unable to complete step (UPDATE COMING SOON)
3)if you want to remove a problematic set trap, you can also link Maliss P Chessy Cat into Linguriboh, use Dotscaper to link into Relinquished Anima and link it with Maliss P White Rabbit into S:P Little Knight, use effect to remove conserning set trap, while being protected by Linguriboh, continue play as normal.
4ii) if you spot 1 or 2 Nibiru, the Primal Being cards when you used Inferno Tempest start the combo by linking 3 of your monsters into Maliss Q Red Ransom and use effect, if your opponent uses nibiru at any point from that point onwards, you can use Maliss in Underground to bring back Maliss Q Red Ransom and summon it next to token (making Nibiru, the Primal Being's attack 600.
Disclaimer: I cannot provide solutions for all the existing scenarios. Solutions for most of the scenarios will come form testing the Deck and getting more experienced with it. (there is not enough space too)