Meteorological Melffys
Deck Primer
This is a control deck using two synergized archetypes, Melffy and Spright; I've played it locally for the past month with solid results, including a match win against Mystic Mine. It started as a $30 pure Melffy deck with Spright Gamma Burst x2 for surprise, and after some extra homework I managed to incorporate just enough Spright cards to improve the Melffy strategy without losing their soul...
And then I added Divine Arsenal AA-Zeus - Sky Thunder as last-gasp control card.
I firmly believe that this deck could make it up the ladder in the meta. If you have any suggestions, I'd love to hear them in the comments!
Melffys
The Melffy strategy is to play during your opponents turn, disrupting their moves and sniping choke points with targeted spot removal. The main deck Earth monsters swarm the field during your turn with their End Phase effect, which lets you special summon them to the field if they're in your hand at the end of your turn. Melffy Pinny , the lone Water and Tuner monster, is best kept out of your hand during your turn because it lacks this effect. During your opponent's turn, they begin popping back to your hand to launch their combos:
- Melffy Puppy to hand, search deck and summon Kalantosa, Mystical Beast of the Forest, activate effect on summon to destroy any one (1) card on the field.
- Melffy Catty to hand, search deck and add Melffy Pinny to the hand, then summon it using effect triggered by Catty and immediately turbo out a synchro monster such as:
- Merry Melffys - which on summon returns a monster to your opponent's hand.
- Desert Locusts - which on summon discards a card from your opponent's hand, then lets you turbo out a bigger Synchro like
- Adamancipator Risen - Dragite - which is now a backrow negate.
- Scarlight Red Dragon Archfiend - which can nuke your opponent's board and burn them for 500 a piece during your turn.
- Virtual World Beast - Jiujiu - which becomes immune to destruction and has a nifty banish mechanic for good measure.
- Melffy Wally to hand, search deck and summon Melffy Puppy and Melffy Catty. An excellent opening play.
Melffy Catty is an exceptional starter card to land on, but don't count out Puppy. You need Puppies to pull Kalantosa out of the deck. Kalantosa may be a brick on the field after summon, but it feeds into the Melffy Xyz cards nicely by providing material for summons and second-act combo.
- Joyous Melffys can send any beast Xyz monster back to the Extra Deck and summon monsters equal to the target's material from the GY during your opponent's turn.
- If you build Joyous Melffys, Melffy of the Forest, or even Melffy Mommy with Kalantosa, Mystical Beast of the Forest you get to pop at least one - possibly all three - back onto the board and activate that card destruction effect for each copy you bring out of the GY.
- You can also use this effect to reset your board quickly for more Main Deck disruption!
- Joyous Melffy can also detach a material to enable all your Mellfys to attack directly that turn. If your first Joyous Melffy went to the GY instead of returning to the Extra Deck, pulling it out with your second copy's effect above could hit your opponent with 4000 ATK (if it can survive until your turn, when this effect activates).
- If you build Joyous Melffys, Melffy of the Forest, or even Melffy Mommy with Kalantosa, Mystical Beast of the Forest you get to pop at least one - possibly all three - back onto the board and activate that card destruction effect for each copy you bring out of the GY.
But be warned: timing is everything. Melffy of the Forest is your early-game/first-turn target and Joyous Melffys is your late-game target. This is because Melffy of the Forest allows you to search your deck for sany Melffy Card and add it to your hand. This gives you access to your backrow pieces once per turn, and you'll want them to survive with Level 2 Beasts. Key targets include:
- Melffy Staring Contest - a two-way continuous spell which relieves your hand of beast bricks like Kalantosa and Alpha, the Master of Beasts in exchange for a Melffy monster AND nerfs your opponent's monsters of 400 ATK for every Melffy monster in your hand during their Battle Phase.
- Melffy Hide-and-Seek - a two way continuous spell which protects all beast monsters from card effect destruction once AND returns 3 different beasts in your GY to draw one card. Useful when your hand runs out.
- Also useful for protecting your board when Scarlight Red Dragon Archfiend activates its effect, since you don't generate burn damage from your own monsters being destroyed
- Melffy Tag - a quick spell that can bring a Melffy onto the field from the GY when your opponent least expects it. Great during their battlephase for bringing out a forgotten-about Melffy Wally from last turn and using its on-battle-target effect.
Melffy Notes
Obedience Schooled is a powerful starter and stall-buster. If you happen to have Melffy Hide-and-Seek on the field too, the monsters it summons won't be destroyed at the end of your turn by its effect. Great for piece of mind if you end up with a straggler after using the first two monsters to summon.
Spiritual Forest protects your Melffy's like Melffy Hide-and-Seek, but this time from battle destruction and it only works on the first monster that turn. Not great, not terrible, definitely useful though since your Melffy's arent helpful in the GY (except for Melffy Pinny).
Alpha, the Master of Beasts is a good card for clearing boards during your turn AND for summoning out in a pinch for extra firepower, since Melffy ATK doesn't add up to much without a few Extra Deck monsters. It's effect will also trigger Melffy Pinny's special summon effect, providing a one-turn option for using Scarlight Red Dragon Archfiend. during your turn.
Divine Arsenal AA-ZEUS - Sky Thunder is here as a panic button. With Xyz Monsters pulling serious weight in the extra deck, you're going to end up with opportunities to summon it after battle.
Melffy Mommy is fun to say! It isn't as fun to play. It accumulates material steadily, but the effects don't kick in until its 3-under, and you really want it at 5-under in order to crash it into boss monsters for burn damage. The real value proposition here is using it as a summon target for Divine Arsenal AA-ZEUS - Sky Thunder after Joyous Melffys attacks. You could also use it as a target for Joyous Melffys' Quick Effect if you need to replenish your field with disruption cards.
Melffy Playhouse is great late game when you need to clear your opponent's board and you have Melffy Xyz monsters with material on hand. Otherwise, it clogs the field. Using it early-game isn't super useful since everything returns to the hand unless the situation you're in lets you take lots of advantage of a card being gone (ex. Mystic Mine removal during your turn).
Melffy Pony is at one because it is useful for returning cards from the GY to the hand, but only occasionally. It's also a good fodder target for Melffy Hide-and-Seek and Virtual World Beast - Jiujiu.
Melffy Fenny is not included because I only ever used it to out Kalantosa if it ended up in my hand. Melffy Staring Contest does that better by putting it in the deck and exchanging it for Melffy Puppy.
Melffy Rabby is not present on its own, but is with us in spirit. <3
I just wrote 1,111 words about Melffy combos.
Spright
The goal of the Spright engine here is to make Melffys less vulnerable to your opponent. They accomplish this in three ways:
Negation support:
Melffy's just don't do negation all that well. Melffy of the Forest has an effect that allows you to negate effect and attack if a card is returned to your hand, but that's not very robust. That's why these common Sprights are here:
- Spright Carrot negates back row counters once per turn, including juicy plays like Infinite Impermanence and all sorts of backrow destruction. If you have a Link/Rank 2 monster handy for cost, it can destroy the card too.
- Spright Red negates monster effects once per turn. This is super handy against Invoked Branded Dogmatika. If you have a Link/Rank 2 monster handy for cost, it can destroy the card too.
They both special summon themselves if you have a level 2/link 2 monster on the field, and since this deck includes 22 such cards, getting them out isn't a challenge. It's finding them in the first place. That's why there is one copy each of Spright Starter and Spright Jet as well.
- Spright Starter searches the deck for a Spright monster of our choice in exchange for LP equal to its ATK. It's second effect locks us out of our Synchros, Alpha, and Zeus for a turn, but that's okay 90% of the time. As a quick spell, this can also be used as a surprise during your opponent's turn.
- Spright Jet - on special summon, search the deck for one Spright Spell/Trap. If you manage to draw this early, you can use it to pull Spright Starter out. If you pull it late, you can use it for Spright Gamma Burst instead. That leads to our next strategy:
Note: I included two trap cards, Magic Drain and Black Horn of Heaven, and Synchro monster Herald of the Arc Light for extra negation options.
Beatdown support:
Melffy's aren't very strong. Their biggest monsters only pull out 2000 ATK. After all your disruptions and negations, you'll still need to make the most of your turn when your opponent's board is defenseless. Sprights are great for this because they pack more power then Melffys and they swarm pretty quickly. With the help of the Extra Deck Sprights and a super-sticky power-up spell, we can make the most of our Battle Phase.
- Spright Elf - a Link 2 monster with a quick effect that summons one Level 2 monster from the GY during the Main Phase. All your Melffy's can be targeted, save for Merry Melffys , as well as your Sprights. Super helpful for extending your play options and building up your board.
- Gigantic Spright - a Rank 2 monster that doubles its ATK to 3200 points if there's an Extra Deck monster attached as material. It can also special summon any Level 2 monster from your deck for 1 material. When you do this, it activates a 1-turn special summon floodgate that only allows Level/Rank/Link 2 through.
- Spright Elf into Gigantic Spright was built in by design. Use it wisely for a 1-turn beatstick.
- Spright Gamma Burst - a quick spell that increases the ATK and DEF of all Level/Rank/Link 2 monsters on the field by 1400 points until the end of the turn. While in the GY during your turn, it can be banished to increase the ATK of one Level/Rank/Link 2 monster of your choice by 1400 points again until the end of your opponent's turn.
- Build up your field using Spright Elf , Gigantic Spright , Melffy Wally , or even Melffy Mommy + Joyous Melffys and then throw down Spright Gamma Burst for overwhelming Battle Phase advantage. Using this with Joyous Melffys detach effect can win the duel.
- If you only have your weaker Main Deck Melffy's, activating this during your opponent's Battle Phase could save them from destruction by battle.
Lockdown support:
During less-than perfect boards, Sprights can save your board from complete annihilation and give you the time to set up for your combos next turn.
- Spright Elf protects the monsters it points to from card effects. Melffy's make for excellent protection targets, as do our Main Deck Sprights.
- Gigantic Spright can lock your opponent out of handtraps like PSY-Framegear Gamma, Nibiru, the Primal Being, and Artifact Scythe when it uses its detach effect.
- Link 2 Beat-Warrior Bujinki Ahashima provides an extra option for spot removal as it allows for an immediate Xyz Summon from the hand and GY upon being link summoned; if you can use that Xyz monster's detach effect AND remember to place it in zone that Bujinki points to, it can destroy a backrow card.
- Spright Carrot and Spright Red can save your board with their negation effects when timed right.
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