Invoked Spellbook Striker
Deck Primer
Combine 3 of the best engines in current Yu-Gi-Oh, add a bunch of handtraps and voila - you have one of the most versatile decks of the modern format able to compete with almost anything thrown at it. Going first, going second, control based, OTK based, it can adapt to almost any situation it is put into and more often than not comes out on top.
The primary strategy of the deck is to blind second, stun your opponent with a handtrap or two, then proceed to either overwhelm them with resources or outright OTK them if you've drawn into your combo pieces. It's unbelievably consistent - proven by the fact that it's gone 12-0 at the last 3 locals I've taken it to. Even more astounding is the fact that it is not even the most optimal build - lacking Ash Blossom & Joyous Spring completely as well as a 3rd Engage and Widow Anchor.
The Invoked engine - used as the main aggressor of the deck, comprises of 3 Magical Meltdown; 3 Aleister the Invoker; 2 Invocations. Along with the 2 copies of Terraforming, this is the engine you'd want to see as early on in the duel as possible.
The Sky Striker engine - the control aspect of the deck, and perfectly playable as an engine by itself until you draw into your invoked cards. 2 Sky Striker Mobilize - Engage! gets you to your Hornet Drones which enables the OTK. Aleister + Hornet Drones is an OTK almost all of the time.
The Spellbook engine - used for draw power and consistency. The fact that the deck runs so many spellcastsers means that these cards are almost never "dead" in your hand.
The Handtraps - as mentioned, Ash Blossom should certainly be included in an optimised build. This can be tweaked according the the metagame, but you'd ideally want to run between 8-10 of them. Ogre and Veiler are still preferred due to the fact of them being LIGHT tragets for Invoked Mechaba.
The Rest - the remainder of the deck is down to user preference. I've gone with the Toon Table of Contents as it's an easy way to fuel your grave with spells and out any monster(s) in the extra monster zone(s). Added to that is the fact that it's an easy bait for negates. Infinite Impermanence is certainly something to consider running if your wallet allows for it.
The Extra deck - quite self explanatory. I feel the ratios of everything is correct, although you might argue that PSY-Framelord Omega could be sided instead, and either of the (good) Borrel-dragons be added in its place.
The Side deck - completely up to what the user thinks would work in any given tourney/meta. I've gone for things which help against perhaps the deck's worst match-up - Altergeist.
Weaknesses - backrow heavy decks, OTK-based decks where Kaijus are mained. Other than these, which can be sided for and played around in games 2 and 3, the deck has very little ways to be overcome.
I feel that for people wanting to play something versatile, fun and highly competitive this deck certainly is a must have. If you're willing to drop the cash for it, you'll be greatly rewarded.
The primary strategy of the deck is to blind second, stun your opponent with a handtrap or two, then proceed to either overwhelm them with resources or outright OTK them if you've drawn into your combo pieces. It's unbelievably consistent - proven by the fact that it's gone 12-0 at the last 3 locals I've taken it to. Even more astounding is the fact that it is not even the most optimal build - lacking Ash Blossom & Joyous Spring completely as well as a 3rd Engage and Widow Anchor.
The Invoked engine - used as the main aggressor of the deck, comprises of 3 Magical Meltdown; 3 Aleister the Invoker; 2 Invocations. Along with the 2 copies of Terraforming, this is the engine you'd want to see as early on in the duel as possible.
The Sky Striker engine - the control aspect of the deck, and perfectly playable as an engine by itself until you draw into your invoked cards. 2 Sky Striker Mobilize - Engage! gets you to your Hornet Drones which enables the OTK. Aleister + Hornet Drones is an OTK almost all of the time.
The Spellbook engine - used for draw power and consistency. The fact that the deck runs so many spellcastsers means that these cards are almost never "dead" in your hand.
The Handtraps - as mentioned, Ash Blossom should certainly be included in an optimised build. This can be tweaked according the the metagame, but you'd ideally want to run between 8-10 of them. Ogre and Veiler are still preferred due to the fact of them being LIGHT tragets for Invoked Mechaba.
The Rest - the remainder of the deck is down to user preference. I've gone with the Toon Table of Contents as it's an easy way to fuel your grave with spells and out any monster(s) in the extra monster zone(s). Added to that is the fact that it's an easy bait for negates. Infinite Impermanence is certainly something to consider running if your wallet allows for it.
The Extra deck - quite self explanatory. I feel the ratios of everything is correct, although you might argue that PSY-Framelord Omega could be sided instead, and either of the (good) Borrel-dragons be added in its place.
The Side deck - completely up to what the user thinks would work in any given tourney/meta. I've gone for things which help against perhaps the deck's worst match-up - Altergeist.
Weaknesses - backrow heavy decks, OTK-based decks where Kaijus are mained. Other than these, which can be sided for and played around in games 2 and 3, the deck has very little ways to be overcome.
I feel that for people wanting to play something versatile, fun and highly competitive this deck certainly is a must have. If you're willing to drop the cash for it, you'll be greatly rewarded.
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