Hi, Grayewick the Fusionist here, back with another Shaddolls list but this time, one that is modified to fit the upcoming Fusion Festival in Master Duel and are also updated to utilize the new splashable (NOT GENERIC) boss monster, Destiny HERO - Destroyer Phoenix Enforcer.
"Why play this deck?"
Well first of all, it's an easy choice. It makes sense, it has a strong match up against combo decks in general because of its boss monsters, and it can be played either aggressively with going second cards or defensively with trap cards. It's a versatile deck that can very much function well without relying on hand traps for coverage, and can abuse one of the most powerful board breaking tools in Yu-Gi-Oh that is almost exclusively used by Fusion strategies, Super Polymerization. Anyway, the list.
Main Deck:
• The Dolls - Their ratios might be a bit stranger than usual but I can somehow explain why. I had to cut space with Wendi and Squamata to make room for 2 copies of Mathematician. This puts the deck in a position where it has just enough main starter materials as to not easily run out of them and still be able to go through the regular Shaddoll combo lines and still be able to fulfill the Rule of 5 (which is basically just having access to 5 Normal Summon starters in the deck), so what I've decided to play only 2 copies of both starter Shaddolls that of which I've already mentioned and only one of each utility Shaddoll monsters. And their main uses are:
Nehshaddoll Genius - For shutting down an opponent's monster for the duration of the turn. It having a different Attribute is also occasionally relevant.
Qadshaddoll Keios - Only really relevant because of its different Attribute, being a LIGHT monster, as well as being a "Shaddoll" monster itself. Its Flip effect do come up from though very rarely, but it's better to have than not.
Shaddoll Falco - For your grind game loops with Ariel and Hound.
• Magistus, the engine of choice - The reasoning behind this is actually simpler, and that's also why I personally think this is one of if not the best version of Shaddolls that you can play in Master Duel's Fusion Festival, contending Invoked, and I'll be discussing more of it in-depth individually.
Rilliona, the Magistus of Verre - The superior Normal Summon for a generic Fusion engine, if you just want to play Pure Shaddolls. She practically does the same thing as Aleister the Invoker, except she's already a LIGHT monster, triggers off of being Special Summoned as well, and despite both of them being able to search for a Fusion Spell, their applications can be different depending on the situation. Aleister offers offensive pressure by being a ATK/DEF modifying hand trap, she offers recovery. Aleister offers more aggression to the table with additional Fusion Monsters in the form of the Invoked, she offers versatility for Link Climbing and Xyz/Synchro plays due to the nature of her archetype if you want to employ more of them. It really just comes down to your preference AND focus.
Magistus Vritra - Commonly used to Link Climb into either a Predaplant Verte Anaconda for either Dragoon or DPE, or a Selene play for Accesscode Talker, but this time, having access to a LIGHT monster all the time in a format where you can't Link Climb is more than welcome and enough.
Magistus Invocation - The archetypal Fusion Spell, similar to Invocation due to them being both semi-generic Fusion spells but different in application, but at least it allows you to use materials from your hand when you Fusion Summon with it, which is the most frustrating part about the Invocation.
• Shaddoll Fusion - Yes, my Fusion Spell uses materials from the deck, cry about it. No seriously, this Fusion Spell is one of the three most revolutionary Fusion Spells in the game, alongside Super Polymerization and Invocation (I'm choosing this one because it's archetypal and Future Fusion is not, it's not that serious really.)
• El Shaddoll Fusion - Battle Phase shenanigans. It also allows you to play around targeting interruption/removal due to it being a Quick-Play Spell. It also allows you to do the first half of your usual Shaddolls combo while playing around Droll & Lock Bird. Good enough as a searchable one of but more copies is welcome if felt needed.
• Resh Shaddoll Incarnation - I'm playing 2 because I think it's the standard. You could probably get away with 1, but additional copies for safeguard is always good for anything if you can play with it well enough, especially in slower variants of the deck.
• Shaddoll Core - One of the most underrated card in the whole Shaddoll card pool. This card is one of the keys as to why this deck can GRIND. Its recovery effect when sent to the GY by a card effect is NOT ONCE PER TURN, meaning if you can somehow loop it, you can keep recurring resources back to your hand.
• Shaddoll Schism - This card is awfully disrespected by a lot of people due to it having the reputation of being "only a Winda enabler", but no. People seem to forget its more powerful effect of non-targeting, non-destruction removal that happens on resolution, provided that your opponent has a monster that shares an Attribute with the Shaddoll Fusion Monster you Fusion Summoned with this card. You do not have to summon only Winda with this. If your opponent has a problematic monster, feel free to summon a Shaddoll Fusion Monster with a matching Attribute instead. One copy is standard but I've seen some people play 2 and that's actually pretty reasonable. Do it if you have access to more, but one is enough.
Extra Deck:
• The Fusion Dolls
El Shaddoll Construct - Notorious for two things: 1. Enabling resource loop ever since it got introduced into the game, which results in a fantastic grind game. 2. Its non-targeting destruction effect that happens at the start of the Damage Step. There's a reason why it got Limited and even Banned for quite a long time. 2 is enough for some, but if you can play 3, there's no reason not to.
El Shaddoll Winda - The bane of every tryhard combo decks. One of the most famous floodgate monster in the game, with a very powerful effect of limiting both players to only 1 Special Summons for each per turn. It also has a destruction protection against card effects, that most people seem to forget when attempting to get rid of her. 2 is enough but you could always dare to play 3.
El Shaddoll Apkallone - The newest addition to the Shaddoll Fusion Monster line up, the key to both your grind game and also the source of your targeting interruption. Being indestructible by battle, she's also not a bad defensive monster. Also, people seem to forget that her negation effect is PERMANENT. Always do keep that in mind. Much like Winda, 2 of her is enough.
El Shaddoll Shekhinaga - Our only archetypal reactive negation effect in the deck, she used to be the go-to defensive Shaddoll monster, until Apkallone at least, due to her massive 3000 DEF body. We could play her since we have Extra Deck space, and also a good reason to play Mathematician.
El Shaddoll Anoyatyllis - The hard counter to Nekroz back in the day, and nowadays, Drytrons. She doesn't have anything proactive, instead she acts also much like Winda, except she's preventing both players from Special Summoning monsters from the hand or GY with Spell/Trap effects, that includes Ritual Summoning. She's also not bad at 2700 ATK. Just a one of, also the reason why we could play 2 Ariels.
The others are pretty much all generic Super Polymerization targets that you feel like using. I prefer the usual line up of Starving Venom Fusion Dragon for DARK heavy decks or mirror matches, Predaplant Dragostapelia is actually arguably best one for this format in particular, and Mudragon of the Swamp for the weird Attribute presence. Aiwass, the Magistus Spell Spirit is also technically a Super Polymerization target, and is a walking Fiendish Chain in itself. Invoked Augoeides, in case we run into Invoked match ups, and the man of the hour himself, DPE.
Final Thoughts:
Well, it's Shaddolls, and I absolutely ******* love them if it wasn't obvious enough. I can't wait to participate in the Normal Summon Aleister Festival, so much so that I might actually try and clear the rewards up to the title. I've already featured this deck and its variants in my former lists, multiple times, so I don't think I have much else to say about it as of now. As per usual, if you have any questions or thoughts, feel free to express them down in the comments and I'll respond to them as soon as I possibly can.
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