A really strong Ghostrick deck I built.
Nekomusume + Ghostrick Night makes a lockdown. Any monster Level 4 or higher summoned by opponent is locked facedown immediately.
Fairy can help with reusing cards such as Nekomusume or your backrow if something happens to them. She can also fetch Ghostrick Night giving you 4 1-turn board protections per Duel. When she is flipped face-up she can also flip enemy monsters face-down. If something happens to Fairy you can use Break to get her back.
Doll can be useful be she is also a double-edged sword. If you use her correctly you can flip enemy monsters face-down at the end of the turn and also use her effect to summon Ghostrick from Deck. Her first effect can set your Ghostricks down so you can lose the Night lock you have established. Preffered in early game.
Skeleton can mill opponent Deck for alt win-con. If you have field setup you can mill a lot of cards and make your opponent lose very fast(up to 6 cards per turn in some cases even opponent's turn).
Ghoul is for those monsters you can't target and which you can't get rid of with Socuteboss. You can make him or another Ghostrick massive ATK at Main Phase 1 then wipe the boss.
Getting Parade or Angel of Mischief out is something you should strive for as soon as possible. They let you get your setup and lockdown tools.
Aim to utilize Ghostricks' Flip effects as much as possible even during opponent's turn using Go-Round. Or during your turn you can put your Ghostricks face-down then enter a Battle Phase just to use Go-Round to put enemy monsters face-down.
Ghostrick Monsters Rating
π₯ - Low
π¨ - Mid
π© - High
1.Lantern
Overall:π©
Early Mid Late
π© π© π¨
Description: Main Ghostrick monster. It negates a direct attack or on face-up monster and gives you a monster on board. Core tool.
2.Specter
Overall:π¨
Early Mid Late
π¨ π¨ π₯
Description: Iconic monster for Halloween archetype like Ghostrick, though not too useful. When a Ghostrick is destroyed it can replace it and let you draw 1 card. Early game you would want to use other hand traps like Lantern or Jackfrost for attack negating or Mary for search and drawing 1 card is not that big of a deal you need searching with Ghostrick.
3.Jackfrost
Overall:π¨
Early Mid Late
π¨ π¨ π₯
Description: Lantern's cousin. This one is a bit more niche as you have to be attacked directly. This can happen if you have Field Spell and if you've accomplished that you will set the attacker face-down as a bonus.
4.Mary
Overall:π©
Early Mid Late
π© π© π¨
Description: When you're playing a stall deck like Ghostrick you will frequently take damage. This hand trap will search another Ghostrick at the cost if discarding it. If you don't do that her defense is not bad.
5.Doll
Overall:π¨
Early Mid Late
π© π© π₯
Description: Now this card is really niche. She is the most versatile of all Ghostricks but can be a double-edged sword. After flipping it all monsters will be set face-down even yours and after that you can search Ghostrick. The double-edged sword part is it can disrupt your Night lockdown as your monsters wouldn't be face-up. Here Festival comes to help(you can just use Doll for that) and Festival will stay face-up so Night continues being in effect. When Festival is attacked you activate Go-Round so the lockdown stays in place.
6.Witch
Overall:π¨
Early Mid Late
π© π¨ π¨
Description: This monster helps with early game which is the problematic point for Ghostrick. Cards like Doll are more passive but this one is active. if you have Go-Round you can set 2 enemy monsters down per turn.
7.Fairy
Overall:π©
Early Mid Late
π© π© π©
Description: Probably the most useful monster of the archetype. Enables GY synergy and recursion not just on monsters but on Spell/Trap too. That way you can use Ghostrick Vanish 4 times per Duel! Aside from that if when you flip her up you use her effect to set a card she can put face-down a lot of enemy monsters making her useful in early game helping with establishing lockdown. She can be a brick early on if your GY is empty and Ghostrick are searchable that's why I keep her at 1
8.Nekomusume
Overall:π¨
Early Mid Late
π¨ π© π©
Description: One of the key cards and most annoying of the archetype. Reading her effect she might not seem like much but combining it with Night she is the main lockdown tool of the Deck! When opponent summons a Level 4 or higher monster is locked face-down. The downside is she needs some setup. How would your enemy get out of that if you have Vanish set to protect Night from destruction and also Fairy on board to reuse Vanish?
9.Yuki-onna
Overall:π₯
Early Mid Late
π© π₯ π₯
Description: A card which I have never used in my Deck. It is like a Quaking MF for 1 target. Mid and Late game you already have terrain up so she is unattackable. The best case for her is an importnant enemy monster hits her early on and becomes a field brick for the opponent. Running some deck with 3 copies of her is not that bad of an idea though.
10.Jiangshi
Overall:π©
Early Mid Late
π© π© π¨
Description: Core card for Ghostrick. I don't think there is a case where you wouldn't run 3 as he is the main searcher of the archetype and he also has some beefy Defense. :)
11.Skeleton
Overall:π¨
Early Mid Late
π¨ π© π©
Description: An importnant card of the archetype being a win-con on it's own with deck mill. He needs setup but his stats are not too bad. With a full board you can banish 6 cards per turn(in some cases even your opponent's turn).
12.Ghoul
Overall:π¨
Early Mid Late
π₯ π© π©
Description: That's the thing you use to get around these "Your opponent cannot target this monster with card effects. This monster cannot be destroyed by card effects." bosses. Socuteboss would do that but the word "target" in her text makes her completely useless(at least against them). With setup you can make Ghoul 4k or more attack and delete that boss without targeting it or destroying it with card effects.
13.Stein
Overall:π¨
Early Mid Late
π© π© π₯
Description: The highest Attack monster of the archetype. When he does damage you can search a Spell/Trap. Really useful if you can hit with no setup and struggle getting Parade or Angel out to get the tools you need. Late game you already have all tools.
14.Yeti
Overall:π₯
Early Mid Late
π© π₯ π₯
Description: This monster can make 1 Ghostrick untargetable and indestructible. Of course in this meta players have a lot other ways to mess around with your monsters. But I keep him as meatshield as setting up Ghostrick lockdown is not easy. :)
15.Mummy
Overall:π₯
Early Mid Late
π© π₯ π₯
Description: Another one of these cards I don't use. The Attack is not bad but his whole purpose is swarming into Xyz plays. Ghostricks are not usually rushed even if you get Xyzes early you need Spells and Traps.
16.Warwolf
Overall:π₯
Early Mid Late
π¨ π¨ π©
Description: This is the burner of the archetype. His stats are good and his burn damage is not that high being 100 per Set card. Skeleton is a faster win-con than him. The problem with Warwolf is that he only works with 1 of the 3 Ghostrick terrains which happens to be the least used one - Museum. Parade makes your opponent take no damage and Mansion halves his burn but he could be experimented with in an Museum-oriented build.
17.Siren
Overall:π¨
Early Mid Late
π¨ π¨ π©
Description: Another monster I have never used. She is Level 4 so first of all she is hard to search. After that you will dump 2 cards to the GY and hope they are Ghostrick cards(imagine dumping your Quaking MFs). Then you can do what either Stein or Witch does - search a Spell/Trap or set enemy monster face-down. Unworthy gamble. Mediocre stats.
Xyz Monsters:
18.Dullahan
Overall:π©
Early Mid Late
π© π© π¨
Description: The bread-and-butter of the archetype. Usually has good Attack. Easy to summon as hand traps spawn themselves. Can halve enemy Attack. And lastly he will recycle your monsters most likely your hand traps.
19.Socuteboss
Overall:π¨
Early Mid Late
π₯ π© π©
Description: That monster is supposed to deal with bosses. The first problem is the word "target" in her text. The second problem is "destroy". You can't do either of these on 90% of high Attack monsters. But you can pop weaker monsters and that zone will become unusable making her Kashtira Shangri-Ira in Ghostrick version. Of course don't forget to leave Festival up because if your monsters go face-down your blocks cease to exist too. You will need to use Shot and Renovation to load her with materials and you can block whole front row.
I think locking monsters face-down with Nekomusume and Night bears similar results and is easier and to accomplish.
20.Alucard
Overall:π¨
Early Mid Late
π¨ π© π©
Description: This is supposed to be one of the stars of archetype as he's Dracula himself. He's not easy to get out early. He can pop set cards but again you need Shot and Renovationfor this to be effective. The best use case scenario in my opinion is destroying set backrow before it can give you trouble.
21.Festival
Overall:π©
Early Mid Late
π© π© π©
Description: A perfect monster crafted to fit the archetype perfectly. If you have terrain and there are pesky Links on the field that can't be set face-down you can get around them and attack directly. Festival will also search a monster. Another importnant thing is it will preserve Night lockdown if your monsters get set face-down by Doll for example.