Welcome to my build of Chimera!
This deck features a handful of neat combat tricks that really throw a wrench into your opponents endboards so long as you're quick on your feet with their effects!
To start, Illusions can't be destroyed by battle and often come with interesting effects. The key player here being [Nightmare Magician] which has the ability to steal AND destroy a Monster during the Battle Phase (insane, I know.)
While there is no real dedicated endboard, often times, Nightmare Magician makes easy work when it comes to distmantling even the toughest of boards so you want to make sure he's out on the field as soon as possible.
This deck, as a whole, is very instictual and often relies on knowing how to answer in that very moment as opposed to preparing for the worst. Especially considering the Fusion Spell is a Quick-Play.
Invoked adds more excitement to the Battle Phase with Aleister's Quick Effect giving any Fusion Monster an additional 1000 ATK/DEF before Damage Calc. This is a great way to get rid of a problematic beater or protect a piece you might need for the next turn. Additionally, you'll be able to recur Invocation so long as Aleister is banished, meaning near infinite Fusions!.... kind of...
Speaking of Fusions, accessing all of the Chimera Fusion Monsters is an absolute breeze considering all of the starters search each other.
Main line being: Swordknight into [Big Wing Berfomet] which will get you into Gazelle and [Chimera Fusion]. From there, you can go into just about anything, but your main endboard should be a [Chimera the King of Phantom Beasts], [Berfomet the Mythical King of Phantom Beasts] and [Nightmare Magician]. Ideally, if you have another [Chimera Fusion] or Super Poly, it'd be best to set any Quick Plays as you're gonna have to be quick-on--the-draw with the timing.
Of course, you have other amazing options for Fusion targets such as [Guardian Chimera] (headcannon being that this is the culmination of all the Illusion, Fiend and Beast monsters in this archetype fused together.... I'm writing this on 3 hours of sleep, please find this as cool as I do), both Predaplant Dragons and [Magnum the Reliever] (Coming this summer... Directed by Michael Bay *explosion sound*).
These additions throw your Super Poly into overdrive as you have a plethora of annoying options to choose from.
(Also, hasn't happened to me in-game yet, but if someone can confirm that Magnum can recur Super Poly, I'd greatly appreciate it. Doubt it, but it would be amazing for the deck)
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In conclusion, I'd argue that this particular archetype is a very strong Rogue competitor. It plays very much like a sucker punch as most players forget Illusions aren't destroyed by battle. Of course, very specific strategies play into that, but with the continuous additions of the new Illusions they're printing, sooner or later, the Type will definitely be on the level of Plant or Zombie in terms of competency.
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Update: They have recently added Emissary and Master Tao as new additions to the Illusion Type roster on Master Duel.
Emissary acting as Illusion's battle trap, preventing any sneaky Extra Deck extenders from making an appearance and Master Tao being another way to get Nightmare Magician on the board as quick as possible!
Few notable changes to this build:
- Less interrupting non-engine
- Eye of Illusion Quick-Play
- More Spell/Trap Destruction (especially in this meta... yeesh)
- New additions of Wax and Master Tao!
Of course, add what you'd like as you see fit, though this is what feels comfortable to me at the moment.
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FOLLOW ME ON MASTER DUEL FOR ROGUE/MEME/NON-META NONSENSE
181-209-956
Also, feel free to use my Campaign Code incase you have a fresh account or are just starting out: 00cdab64