Welcome to my build of Metalmorph!
Deck Summary:
If this deck could boil down to anything, it'd have "hear me out" written at the start of every paragraph.
Nevertheless, Metalmorph is here thanks to the newest selection pack alongside some new support in Clear World, Goblin Bikers and Performage (don't do it. save your gems. just don't. what ever you do, don't. build. it.)
In this build, we have a mix and match between Red-Eyes, Fiendsmith and Toy Box cards.
Red-Eyes to access Dragoon/Flare Metal, Fiendsmith because it's Fiendsmith and Toy Box because sweet Slifer we need extenders.
Metalmorph, on it's own, isn't necessarily a bad archetype. However, playing a pure build doesn't seem like it'd be a particularly fun experience considering Max Metalmorph is only recurrable as often as [Red-Eyes Metal Claws Dragon] is in your hand.
BUT we are focusing on just that in this deck.
Endboard & Combo Line Example:
The good news and possibly a hard truth to swallow is that this is a Burn deck! Flare Metal, Metalflame, Lacrima, Dragoon and Fullmetal are your main objectives with Meteor Black Comet and Ghost Mourner are simply there to twist the knife. It shouldn't be impossible to get some of these guys on board at the same time, but all in the same turn is a little bit of a reach.
This build's main focus is on the newest Red-Eyes card: [Red-Eyes Metal Claws Dragon].
• To Special Summon this card, you must send a Set Spell/Trap on the field to the grave (you can see why Toy Box is in here.) Ideally, for pure builds, this would be one of the Metalmorph cards, which can grant your Fullmetal summon, but we can gO EVEN FURTHER BE- we can extend a little more than we're able to thanks to the other archetypes, for the most part.
• Metalmorph Traps can be activated the turn they're Set as a result of this card which is really nice if you hit a dead-end with the Fiendsmith line. Not only that, but you can one Metalmorph Trap from the grave to the hand. How convenient.
Hand example for a board:
[Red-Eyes Metal Claws Dragon], [Toy Soldier], [Red-Eyes Black Meteor Dragon], [Fiendsmith Engraver], Metalmorph Searcher
1. Use the Metalmorph searcher to Set a copy on field. Go ahead and set [Toy Soldier] while you're at it.
2. Use Metal Claws to send Soldier to grave. GY Effect triggers for [Soldier], Special Summon, grab [Toy Box] and Activate.
3. Next, Activate Black Meteor Dragon to send a Vanilla Red-Eyes to grave. Overlay Metal Claws and Black Meteor for Flare Metal. Activate Flare Metal Effect (detaching Black Meteor for next turn Dragoon) in order to Special Summon Vanilla Red-Eyes. Activate Metalmorph, Tributing Red-Eyes, to summon Fullmetal.
4. Activate Engraver, search Tract and Activate. Search Lurrie, blah blah, full Fiendsmith Combo (keep in mind you have a free [Toy Soldier] for Link Summons)
Alternatively, you could shoot for Dragoon as well if you're feeling like it.
So the Endboard should look like:
[Red-Eyes Flare Metal Dragon], [Red-Eyes Black Fullmetal Dragon] and (depending on Fiendsmith line) [Fiendsmith's Desirae]/[D/D/D Wave High King Caesar]/[Fiendsmith's Lacrima]/[Red-Eyes Dark Dragoon]
- BOARD COMPLETE-
Follow-Ups & Tech:
Surprisingly enough, nothing in this build seems particularly too technical outside of more recursion and making sure we have a Metal Claws in hand:
• [Toy Tank] can bring back Engraver or Black Meteor.
• [Darkness Metal, the Dragon of Dark Steel] can bring back your Banished Black Meteors (it's a horrible card and a waste of a Link-4 slot, but feel free to slot literally anything else in it's place. This card more fits my playstyle as resource managerment is a big deal for me.)
• [Giltia, the D. Knight - Soul Spear] to search the Metal Claws and act as a dedicated target for cost in summoing [Metalflame Swordsman]. (Bet you kind of expected this one, eh? Remember when Joey f$cking Normal Summoned the Fusion Monster? Strange times those were.)
• [Meteor Black Comet Dragon] to both burn and reborn a Vanilla Red-Eyes.
Everything else feels, somewhat, self-explanatory.
The Handtraps can be adjusted depending on what you value more/your playstyle.
Sideboard:
The Sideboard is a little everywhere, but I made sure to cover the usual routes for decks similar to these. Some of which are not so common, some are questionable and others damn-near don't make sense at all.
Feel free to experiment with this build all you like.
Conclusion:
This deck is a little slow in the beginning compared to what's on the ladder right now. Everything isn't as toolbox-able as I'd originally hoped. However, it very well facilitates the core Metalmorph strategy while being able to set up some pretty big names from the Extra.
Lots of fun tricks and cool ways to get out some negates while simultaneously punishing your opponent for playing the game. Gotta love it.
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Also, feel free to use my campaign code in case you have a fresh account, or are just starting out: 00cdab64