Phantasm Spiral NR Format
Deck Primer
Phantasm Spiral is an Anti-Meta style deck that works around Normal Monsters, with the deck's Boss Monster being the Phantasm Spiral Dragon. But the archetype's main card is the excellent Field Spell Pacifis, the Phantasm City that you want access to as soon as possible. In the N/R format version many consistency cards don't exist so we have to adapt the deck with the best in the format like Link Apple which is basically an Upstart Goblin "free to play" and Planet Pathfinder which is 3 more copies from Pacifis, the Phantasm City.
(One detail about how Phantasm Spiral cards work is that monsters from the Extra Deck with No effect are not considered Normal monsters like Monk of the Tenyi or Gem-Knight Pearl which is used in the Extra Deck just for decoration because it's correct you never do them as this disables their interaction traps like Phantasm Spiral Battle and Phantasm Spiral Power)
/////////////////////////////////////////////////////////////Comments on cards and deck gameplay:
One of the biggest problems with this Archetype is that you have practically no interaction with the opponent until you control a Normal Monster since almost all spell/traps need this condition in order to activate their effects. And there's the fact that if your opponent is smart he can easily play around Pacifis, the Phantasm City by not activating any card effects but trying to win on the basis of Beatdown by putting monsters on the field and going straight to the Battle Phase.
That's why I decided to give up using Megalosmasher X which has the synergy of being a WATER monster with the Trap Sea Stealth Attack that can banish it to protect Pacifis, the Phantasm City from being destroyed to use the Mekk-Knight engine: World Legacy's Memory and Mekk-Knight Avram, these two cards play the role of Unexpected Dai better since you can use it on your opponent's turn and the monster Special Summoned by World Legacy's Memory will be returned to the hand in the End Phase which means you can Normal Summon Mekk-Knight Avram on your next turn and trigger the effect of Pacifis, the Phantasm City to add another Archetype card and build pressure on the opponent faster than compared to Unexpected Dai and Megalosmasher X .
The only thing about using World Legacy's Memory is that it conflicts with Pacifis, the Phantasm City effect of creating Token so it has to be used after creating the Token to Summon Mekk-Knight Avram.
Other synergies of this engine: World Legacy's Memory makes Planet Pathfinder even better in the deck because before you had to choose between Normal Summoning Megalosmasher X or Pathfinder but now you have the option to bring Vanilla straight from the deck. And about Mekk-Knight Avram coming back into the hand in the End Phase you get a simple discard way to use Paleozoic Dinomischus. So the improvements in using this engine are better than any other option available in Normal/Rare format.
Basically Phantasm Spiral Battle allows you to catch the opponent off guard when for example you used the effect of one of the Equip and it is now equipped on the Boss Monster of the deck and now it's the opponent's turn and he declares an attack on your monster that doesn't have the equip spell, you can activate Trap Phantasm Spiral Battle in the attack declaration and return the Equip Spell to your monster that is participating in the battle and take advantage of that battle phase in the opponent's turn.
The best Equip spell is Phantasm Spiral WAVE because your monster doesn't need to have battled an opponent's monster to resolve and bring the boss monster, as well as forcing the opponent to discard a card from their hand.
Sea Stealth Attack is the best way to get rid of the token on the field so you can use the field's effect again to generate advantage and interaction every turn. Mainly do this on your turn to enter the Opponent's Turn without Token if Already have another Normal Monster on the Field. Another Missplay with Sea Stealth Attack is not banishing NORMAL Monsters knowing that you will need to use TORRENTIAL TRIBUTE.
(Know that using Sea Stealth Attack eff on Megalosmasher X per example will count as a monster that returns to the field in the End Phase and not a Special Summon so you will never get trigger eff from FIELD Pacifis, the Phantasm City with this effect)
The Field spell Pacifis, the Phantasm City basically works like this: The Phantasm Spiral Token create effect is not once per turn and the add effect from deck to hand is MANDATORY.
The Tenyi Counter Trap Fists of the Unrivaled Tenyi only negates spell/trap activation and not their effect on the GY like Eldlich's traps like Conquistador of the Golden Land and True Draco cards like True Draco Heritage.
Don't forget how important Paleozoic Traps are in the deck coming back from the GY as a Normal Monster having a lot of synergy with deck cards that get dead while a normal monster is not on the field.
Interaction between Sea Stealth and Paleozoic Traps: you can activate Sea Stealth Attack and in chain activate the Paleozoic Traps in GY to gain access to a Normal Monster.
//////////////////////////////////////////////// ////////////Deck issues:
Lack of pressure and consistency due to reliance on Field Spell Pacifis, the Phantasm City alongside cards like Sea Stealth Attack to capitalize on advantage. So in addition to having a certain dependence on the opponent's actions, what you do is never enough to control the game, you are always losing until the moment when the opponent's pushes miraculously end and you win. That's why this is a deck that won't tolerate Missplay on your part.
//////////////////////////////////////////////// ////////////
Disregard the Side Deck, they are just card options to test in the Main Deck.
(One detail about how Phantasm Spiral cards work is that monsters from the Extra Deck with No effect are not considered Normal monsters like Monk of the Tenyi or Gem-Knight Pearl which is used in the Extra Deck just for decoration because it's correct you never do them as this disables their interaction traps like Phantasm Spiral Battle and Phantasm Spiral Power)
/////////////////////////////////////////////////////////////Comments on cards and deck gameplay:
One of the biggest problems with this Archetype is that you have practically no interaction with the opponent until you control a Normal Monster since almost all spell/traps need this condition in order to activate their effects. And there's the fact that if your opponent is smart he can easily play around Pacifis, the Phantasm City by not activating any card effects but trying to win on the basis of Beatdown by putting monsters on the field and going straight to the Battle Phase.
That's why I decided to give up using Megalosmasher X which has the synergy of being a WATER monster with the Trap Sea Stealth Attack that can banish it to protect Pacifis, the Phantasm City from being destroyed to use the Mekk-Knight engine: World Legacy's Memory and Mekk-Knight Avram, these two cards play the role of Unexpected Dai better since you can use it on your opponent's turn and the monster Special Summoned by World Legacy's Memory will be returned to the hand in the End Phase which means you can Normal Summon Mekk-Knight Avram on your next turn and trigger the effect of Pacifis, the Phantasm City to add another Archetype card and build pressure on the opponent faster than compared to Unexpected Dai and Megalosmasher X .
The only thing about using World Legacy's Memory is that it conflicts with Pacifis, the Phantasm City effect of creating Token so it has to be used after creating the Token to Summon Mekk-Knight Avram.
Other synergies of this engine: World Legacy's Memory makes Planet Pathfinder even better in the deck because before you had to choose between Normal Summoning Megalosmasher X or Pathfinder but now you have the option to bring Vanilla straight from the deck. And about Mekk-Knight Avram coming back into the hand in the End Phase you get a simple discard way to use Paleozoic Dinomischus. So the improvements in using this engine are better than any other option available in Normal/Rare format.
Basically Phantasm Spiral Battle allows you to catch the opponent off guard when for example you used the effect of one of the Equip and it is now equipped on the Boss Monster of the deck and now it's the opponent's turn and he declares an attack on your monster that doesn't have the equip spell, you can activate Trap Phantasm Spiral Battle in the attack declaration and return the Equip Spell to your monster that is participating in the battle and take advantage of that battle phase in the opponent's turn.
The best Equip spell is Phantasm Spiral WAVE because your monster doesn't need to have battled an opponent's monster to resolve and bring the boss monster, as well as forcing the opponent to discard a card from their hand.
Sea Stealth Attack is the best way to get rid of the token on the field so you can use the field's effect again to generate advantage and interaction every turn. Mainly do this on your turn to enter the Opponent's Turn without Token if Already have another Normal Monster on the Field. Another Missplay with Sea Stealth Attack is not banishing NORMAL Monsters knowing that you will need to use TORRENTIAL TRIBUTE.
(Know that using Sea Stealth Attack eff on Megalosmasher X per example will count as a monster that returns to the field in the End Phase and not a Special Summon so you will never get trigger eff from FIELD Pacifis, the Phantasm City with this effect)
The Field spell Pacifis, the Phantasm City basically works like this: The Phantasm Spiral Token create effect is not once per turn and the add effect from deck to hand is MANDATORY.
The Tenyi Counter Trap Fists of the Unrivaled Tenyi only negates spell/trap activation and not their effect on the GY like Eldlich's traps like Conquistador of the Golden Land and True Draco cards like True Draco Heritage.
Don't forget how important Paleozoic Traps are in the deck coming back from the GY as a Normal Monster having a lot of synergy with deck cards that get dead while a normal monster is not on the field.
Interaction between Sea Stealth and Paleozoic Traps: you can activate Sea Stealth Attack and in chain activate the Paleozoic Traps in GY to gain access to a Normal Monster.
//////////////////////////////////////////////// ////////////Deck issues:
Lack of pressure and consistency due to reliance on Field Spell Pacifis, the Phantasm City alongside cards like Sea Stealth Attack to capitalize on advantage. So in addition to having a certain dependence on the opponent's actions, what you do is never enough to control the game, you are always losing until the moment when the opponent's pushes miraculously end and you win. That's why this is a deck that won't tolerate Missplay on your part.
//////////////////////////////////////////////// ////////////
Disregard the Side Deck, they are just card options to test in the Main Deck.
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