Pure Weather Painter control
Deck Primer
I was initially interested in the Painters because I remembered seeing them somewhere on a certain Yugituber's channel, but I didn't remember really in what context, and I was looking for a deck to play anyways, so I looked up some stuff and it took me a surprising amount of time to make a deck that I could feel comfortable was close to being an optimal construction of the pure version of this deck.
WHY WEATHER PAINTERS?
This is an archetype that revolves around the idea, of slowly building up a ton of advantage, being incredibly resilient while it's at it and also very brain intensive (seriously this might be one of the most mentally taxing decks I've ever played, but don't let that deter you!), it's not incredibly uncommon to see boards with every single monster and spell/trap space filled, with your opponent on their last legs with less than 20 cards left in their deck, a barebones board and a stacked grave/banish zone.
So if you like working your brain, looking for the most optimal play at every step of every phase, building massive boards with a ton of moving parts, and shrugging off handtraps and removal (given that you don't die on the second turn) this deck might just be for you.
So what does this deck do, anyways?
Glad you asked. First, the archetype's main gameplay mechanics are:
-Special summoning themselves from the banish zone when they banish themselves for cost during the standby phase of the next turn (not a once per turn so you can special summon multiple copies of the same Painter)
-Spells and Traps which grant effects to the Painters in their column or in their adjacent columns, that let them banish for cost (all of these are quick effects at the time of writing and only two are... pseudo hard once per turns, you'll see what I mean later)
And second: controls the first two or three turns of the game to get itself set up. You accomplish this with generic floodgate cards and interruptions, because this deck has the space and the ability to play them without hampering itself in the process, these interactions will be explained in further detail later on.
A rundown of archetype monsters to run in this deck
As for the specific effects of the in-archetype cards, the list is as follows:
The Weather Painter Snow: Main searcher, upon normal summoning her, she places an archetype spell/trap on the field so she dodges most handtraps by herself, as you are not adding the card to your hand before activating it. However, if you activate a The Weather Snowy Canvas before normal summoning her, you will be able to immediately banish her for cost after you trigger her place on field effect, making her untargetable with cards like Effect Veiler and Infinite Impermanence , effectively rendering her immune to every handtrap except maybe Gamma, and even then you will still get to search your entire archetype with The Weather Snowy Canvas. Here I will mention that Every Painter comes back when they banish themselves for cost during the standby phase of the next turn, even if they get negated, and paying their cost is immediate, your opponent may not activate anything AFTER you declare the effect but BEFORE you banish, so even if they have a Lancea for example, activating it in response to your Painters' effects makes no difference, this is what makes them so strong at protecting themselves.
The Weather Painter Thunder: Recycler, turns any continuous card you can/would like to get rid off into any archetype spell/trap card which is overall very helpful because you can turn off plenty of floodgates at will, and quickly adapt to whatever situation you're facing.
The Weather Painter Cloud: One of the most flexible cards in the archetype, and the third most important card imo, it's effect allows you to recycle up to two of your archetype spells/traps by placing them back on the field, if another face-up The Weather CARD is sent to the grave, so this is one of the ways with which to protect your backrow. However, remember how I said this is one of the most flexible cards in the archetype? Well, not only does it only require any archetype monster or spell/trap for it's effect, it can also be used in tandem with Thunder's effect for a combo that can net you a plus 2 in card advantage, and three archetype spells/traps, this combo can also be used to reposition the archetype spells/traps to facilitate your plays or just fix an error in your placement. Beautiful card, 8/10 because I don't like cloud days.
The Weather Painter Aurora: This card is a key player in keeping your backrow intact, as well as being a decently sized body and has a nifty combo with Cloud which I'll talk about in a moment, even if it rarely ever comes up. It's effect stops your opponent from targeting or destroying any face-up archetype spell/trap you control, and seeing how this card is easily summoned with The Weather Rainbowed Canvas, a card we'll get to later, it's a blanket protection effect from most removal effects in the game, unless they're using a card like Tri-Brigade Shuraig The Ominous Omen, that allows them to banish without targeting, any card on the field or a card like Evenly Matched. Aside from the blanket protection effect, this monster also has a nifty effect on normal summon, where it can place any archetype spell/trap on the field, from deck hand or grave; and as you may have noticed, she is indeed a level 6, requiring one tribute to normal summon, which in turn activates The Weather Painter Cloud's effect, to search a card, and potentially plus 2 on her summon.
The Weather Painter Sun: This is the last archetype main deck monster we'll be playing, mainly because their last monster The Weather Painter Rain, is way less useful on her own and her effect doesn't make her worth running another brick for, so unfortunately this is what we have to work with in the main deck. Fortunately this is a good note to end on, because this ol fella comes in very clutch and serves as a crucial pieces to complete your board of Painters, his effect allows him to revive himself from the grave at the cost of sending one of your continuous spell/trap cards to the grave, AND IF YOU DO, placing one archetype spell/trap card on your field, this limits his use to only being a late game support, when you have an archetype spell/trap in your hand at all times, and since he can come back from the grave, you can feel free putting him in spots where other Painters would be very vulnerable, because him getting destroyed doesn't translate into any meaningful loss for you, so you can save your battle protection for other painters, and again, his effect works in tandem with The Weather Painter Cloud to plus off of his summon. Can be a bit bricky, but he offers too much in the way of supporting the archetype later on in the duel, that he makes up for it that way.
Archetype spell/trap cards
Hello again! Now that we're done talking about the main deck monsters and how cool they are (I always imagined them banishing themselves and coming back, as going to the sky to paint then coming back down to chill out with the rest of their crew) we may now talk about the bread and butter, the meat and potatoes, the pellucid core of this archetype, which refracts disperses the sky light to create 7 different differently colored canvases for our Painters to use.
Or if you want to be less obtuse, we'll be talking about The Weather spell/trap cards, which all share the effect of granting an effect to every Painter in their same column, or any adjacent column, these effects all banish for cost, and they are all quick effects; and this is where things get interesting, because now it's not just about choosing the effects you want, but also which monsters will get which effects. I should note that we are excluding The Weather Sunny Canvas and The Weather Cloudy Canvas as they are only to play in casual builds, given that by themselves, they are pretty annoying bricks to draw into, with Sunny being a support card that's only useful later on, and Cloudy has an effect which can be used to protect your painters by being able to trigger at virtually any time, so you get a free banish for potentially 3 of your painters, it can also save you from some OTK situations, but it's not really any better than other cards you'd rather play, that don't hurt your consistency.
The Weather Snowy Canvas: coincidentally, the best monster in the archetype has the best spell card in the archetype, as this card allows you to turn any Painter on the field into a searcher, and this can be used in a myriad of ways, however the ones you'll be using the most are, searching for turn one plays, or searching to dodge targeting effects. However, remember what I said about some of these cards being pseudo hard once per turns? Well, this card lets you activate it as many times as you want, with the restriction that you can't add cards to your hand from your deck for the rest of this turn except by drawing them ONLY IF you actually added a card to your hand, so what you can do is, banish multiple monsters to activate this effect, and not only will this be basically unstoppable, as the effect is technically a monster effect so you won't be disrupted by any targeting spell/trap removal, nor can they use targeting monster negation, nor can they stop this effect by only negating it once, they have to do it a maximum of three times to negate your one search, and you get to protect all of your monsters for your trouble from any field wipes or targeting effects, so you can chain cards which this card gave effects to (or any other card for that matter) immediately before you activate some sort of field wipe like Torrential Tribute or floodgate like Lose 1 Turn, because you can basically fulfill their requirement whenever you want. (No Torrential does not miss timing on this, it's pretty awesome I know)
The Weather Rainbowed Canvas: (REMEMBER THAT THIS CARD REQURIES THE OPPONENT TO HAVE A MONSTER SO YOUR MONSTERS CAN ACTIVATE IT!!!!) This card is kind of a spoiler for what is to come, as you can see an extra Painter there I didn't talk about yet in this card's artwork, but we'll get there when we'll get there, anyways, this is one of the best cards in this archetype, giving the ability to your Painters to tag out into any other Painter from your deck on a quick effect, that shares the same weird restriction as The Weather Snowy Canvas, where you get to activate the effect granted by this card as many times as you want, however, you can only special summon from deck, using it, once per turn, this can be used with The Weather Painter Aurora or The Weather Painter Cloud for a quick effect protection for your other spell/trap cards, or at the end of a turn to sneak in an extra monster to summon during the next standby phase, another nifty combo you can do with this card and The Weather Snowy Canvas, is tag in a monster, then immediately search another monster during your opponent's end phase, which will get you a plus two during your turn.
The Weather Thundery Canvas: This card grants your monsters the ability to return any monster they battle with to the hand at the start of the damage step, which is really good because it's non destroying, non targeting battle protection and monster removal, it also happens at the start of the damage step, so unless they want to negate the effect, they can't try to do anything weird when you activate this effect in order to try and dodge it. So effectively this is one way the deck leverages it's advantage to dismantle boards and get in for damage with the mediocre stats it has to offer (aside from Snow's defensive stat)
The Weather Rainy Canvas: For spell/trap removal, we have this card, it's effect allows your Painters to banish themselves with the goal of returning a spell/trap card your opponent controls to their hand, and this is quite useful for dealing with traps during your opponent's end phase, because any card you're banishing for cost at that point in time will come back during your next turn, also continuous spells and field spells fold to this card, because those cards' effects do not go off if they leave the field (with a couple of exceptions) so that's one way to lock them out of field/continuous spells that can only be activated once per turn, or whose effects can only be used once per turn. One way you can turn this card into an absolutely obnoxious spell/trap disabler, is using Anti-Spell Fragrance and returning all of their spells and traps to the hand during the end phase, your spells and traps can just be placed instead of set and activated from the hand in a lot of cases, and admittedly it does shutdown a great amount of decks. However, I don't recommend using this trick as it leaves you with nothing if they have a chainable spell/trap removal spell, which they can use during the draw phase to stop your activation, and you want to activate Anti-Spell Fragrance as soon as possible to get the most out of it, so you lose the element of surprise offered by other floodgates, and you have to pass on using one of your other archetype spells/traps in order to pull this lock off, and even then it's very fragile against a deck that can function properly without it's spells or traps, so if you do end up running Anti-Spell Fragrance, keep it as a side option, as it does shut down a lot of meta decks very effectively.
The Weather Auroral Canvas: And here we are at our last archetype trap, this card lets your monsters banish themselves if a card is added from the deck to the hand (be careful of activating this on yourself if you're playing online) and in turn lets you banish the added card from the player's hand, and make them draw a card, this is a negative 1 in card advantage, however it's very effective against any specific combo decks which heavily rely on getting to certain combo pieces for their plays, it also banishes, so unless you're playing against Thunder Dragons, that card is effectively gone, never to see their hand again. Note that this effect isn't once per turn and can be activated multiple times, even on the card you made them draw, which is pretty fun but ultimately kind of useless.
Note that all of these effects stack, which means that based on your positioning, any given Weather Painter could have up to 3(4 but we'll get to that) effects on the board, when have you seen a monster with 3 awesome quick effects!
Explaining the rest of the deck
In this section I will talk about my non archetype inclusions in this deck specifically, and mention some options you could opt to run instead
It's pretty simple what you want to accomplish with the rest of this deck really, you just want to survive your opponent's turn, and maybe keep a floodgate or two to smooth out the process of filling up your field and emptying your opponent's. I must also mention that we don't care if these become dead cards later on, as we can just search out whatever cards we need from the archetype.
two exceptions are the Pot of Duality and Pot of Prosperity, which are just consistency boosters on your first turn, because you don't special summon anything on it meaning you can make use of them both and lose virtually nothing in the process.
(Of note is the fact that I swapped Prosperity+Duality combo for Extravagance, and adjusted the Extra deck to reflect that. Not everyone agrees on whether Prosperity or Extravagance is better in this deck, and I happen to be one of the people who prefer the latter, as I think more resources are more important to this strategy than just getting to your engine, ALSO I DID THE MATH ON THIS, AND WITH THE RATIOS IN THIS LIST, PROSPERITY MAKES A SMALL DIFFERENCE IN GETTING TO SNOW BUT NOT ENOUGH TO JUSTIFY RUNNING IT OVER THE EXTRA CARD FOR ME)
As for the floodgates we are running in the main and side deck, we have: Skill Drain, which only affects your monsters' on field effects so you can still use the effects granted by your archetype spells/traps. Dimensional Fissure, because you pretty much never care to see your monsters go to grave (early on) and it shuts down a lot of decks if they don't have a way to deal with it, buying you time to get set up. Macro Cosmos, for the same reason as our previous inclusion. (OLD TECH CHOICE BUT YOU MAY CONTINUE TO USE IT) Appointer of the Red Lotus, this is what we use to dodge their S/T removal when we know we're going first. Dimension Shifter, is a card you always want to draw in your opening hand, disables most decks for one turn, and can save you when you're going second. Necrovalley is a very good card against a ton of relevant decks and does basically nothing to you (early on, as we can make use of the graveyard later on in the game), so of course we'll jump on the opportunity to completely kill all of the meta, at least for one turn. And finally Droll And Lock Bird, this card is for really obnoxious draw a million cards decks, such as a decks running the Danger! engine, Drytron, Invoked Shaddoll Dogmatika, to an extent, @Ignister, a whole bunch of rogue decks etc... because the name of the game here, is to not die, but also out advantage our opponent, meaning we're not in love with the idea of getting super out advantaged on the first/second turn.
Other generic cards include: Torrential Tribute we can dodge this card pretty easily, and it nullifies a lot of the damage we'd otherwise be taking. Solemn Judgment, pay your lifepoints, this card is always online, it protects your backrow when you're still vulnerable, and counters a lot of cards that screw this deck over like Imperial Iron Wall, or Evenly Matched, also disrupts combos, just be careful about using it when it only facilitates you getting OTKd. Ice Dragon's Prison, (you can take this card out if you want, as it is incredibly pricy) this card is a godsend, it's such a useful card in today's metagame where there are so many decks which use only one type of monster, and it's non targeting non destroying removal!!!! WHAT?! (OLD) Crackdown, useful for interrupting stuff and serves as decent battle protection, just take their biggest monster and use it to block. Dinowrestler Pankratops, this card is good in pretty much every deck, moving on. Twin Twisters, the reason I went with this instead of cosmic cyclone, is because it's the best way to out backrow, that doesn't make you banish something, which is valuable if you get Artifact Lancead or Imperial Iron Walled. Harpie's Feather Duster, self explanatory. (OLD) Evenly Matched, clean up their board, and chill. Gameciel, the Sea Turtle Kaiju Kaijus have good synergy with the Painters, as they can just bounce them back for future use, even during the same turn, which is pretty nice.
We also now run LOSE 1 TURN and Dogmatika Punishment, we have the extra deck space to spare, so Punishment is really nice as an interruption, because popping cards on your opponent's is really overpowered in Yu Gi Oh. And L1T is incredibly good as a way to protect yourself from any OTKs and on summon effects.
Other options you can opt into: I don't recommend most of these for every purpose but they can serve to add something the deck needs, or just make it more fun and casual. I would like to start off by mentioning one of my favorite ideas while building this deck, running a million Kaijus and bouncing them back for invalidating boss monsters, and when you don't get too great a hand, you can always just have a Kaiju battle, this also gives you an excuse to run Interrupted kaiju Slumber, which is always fun. Solemn Strike, if you really don't like monster effects. Drowning Mirror Force, if you're confident it won't be negated or destroyed, since you can always make it online and protect your monsters, while completely wrecking your opponent's board. Summon Limit, you can get this card off the field with Thunder so there isn't too much to worry about, but good spell/trap removal deals with it just fine, and it doesn't stop your opponent from doing things completely it just kind of slows them down, many decks don't even care about getting hit by this card, so I don't run it. Anti-Spell Fragrance, is an okay card and can absolutely win you games, however it brings with it many problems, as it doesn't disrupt anything, and doesn't stop monster effects, and is easily disposed of by cosmic cyclone/twin twisters, if they have those in their hand the turn you activate this card, still it can be quite obnoxious with The Weather Rainy Canvas. Valhalla, Hall of the Fallen, this card enables some combos with this deck, because The Weather Painter Thunder can indeed get rid of it and replace it with The Weather Snowy Canvas, to search The Weather Painter Snow, whom you can normal summon to get two monsters and two archetype spells/traps, however this card isn't all that consistent, and it can sometimes brick your hands, when you could've gotten something to further your goal of staying alive for the first few turns, also it completely disables the use of Pot of Duality, because you're only looking to use that on turn one, and you're also looking to use this on turn 1, but do consider running it in more casual builds!
Scapegoat, I have not tested this card however it has the potential to be a great stalling card as well as giving you link fodder.
The Extra deck!
This is where it gets good! We'll start off by talking about our last archetype card (and my personal favorite):
The Weather Painter Rainbow: This is the boss monster of the Archetype, requiring 3 archetype monsters for it's link summon, can NOT use all the same effects other Painters can use, with an average 2400atk points for a link 3. This card comes with two effects it can send itself to the graveyard when your opponent would special summon a monster to negate the summon and destroy the monster, however be mindful this can only be used if she was link summoned. Her second effect and the one most impressive, is that every archetype monster she points to can banish themselves to negate any card's/effect's activation. This is it, this is the late game threat your opponent's have to deal with, if they're somehow still clawing back to give you things to remove every turn, this is what will extinguish their resources, by this point you will have a lot of material to work with to feed her omni negate effect, and not many decks can get over three omni negates when they're gasping for resources.
Divine Arsenal AA-Zeus - Sky Thunder Downerd Magician and Number 47: Nightmare Shark: 47 attacks directly, Downerd overlays on top of it, Zeus cleans it all up, and gives you an impressive 3000 atk beatstick with a quick effect field nuke, you want this to be your last play, when you've run your opponent out of stuff they can use, such as when they have an empty hand, and kill them on the next turn, you can make your Painters dodge the effect, but not the same could be said for your backrow, even tho it is recoverable, you probably won't need to do that. The Weather Painters are mostly level 3s, so this works out.
The Phantom Knights of Break Sword: Good removal when you need it for an imperial Iron wall, or some other pesky thing you can't get rid of otherwise.
Number 75: Bamboozling Gossip Shadow: can buy you some time if you're trying to recover, easy to make.
Mekk-Knight Crusadia Avramax Borrelsword Dragon: big beatsticks.
Knightmare Gryphon Apollousa, Bow of the Goddess: come in handy every once in a while.
Lyna The Light Charmer, Shining: not yet out in the TCG, however there isn't much time left for it to do so, and when it does, be sure to run it as it is quite easy to make and can steal a good amount of monsters.
Knightmare Cerberus Knightmare Phoenix Knightmare Unicorn: removal in case you need it, it's not too taxing to link into things because you have The Weather Painter Sun, whom you can recur back to your field quite easily.
I:P Masquerena: use her before linking into your big beatsticks to make them immune to destruction.
Cards this deck loses to
Watch out for the following cards, and make sure you know how to deal with them, or at least know when to surrender.
Imperial Iron Wall: blocks you from using your main gameplay mechanic, same as Artifact Lancea.
Evenly Matched: your well set up field is a prime target for this card. However, it's somewhat less obnoxious to deal with due to the fact that you can just make your Painters dodge it, it's not great going second against you because your field is very unimpressive at that point, but it still has the potential to do tremendous damage, this is why we have Solemn Judgment, nevertheless it banishes facedown, which stops the recursion effects you get from The Weather Painter Cloud and The Weather Painter Aurora.
Lightning Storm/Harpie's Feather Duster: Getting hit by these... isn't the worst thing in the world, given that you can recover from them with The Weather Painter Cloud, and search The Weather Painter Snow on their activation, provided you have the proper canvas, so you can set up for your plays next turn. However, now the chance of you dying goes way up, your only saving grace if they draw into these cards, is if you activated a Dimension Shifter, or had a Solemn Judgment ready.
There Can Be Only One: this card doesn't really end the game for you, as you can just cycle through your painters on each standby phase, by activating their effect, summoning the next painter, activating that one's effect, and so on. It's still quite a hinderance, this is why we run Twin Twisters.
THE SIDE DECK
This is a newly added section, specifically written for the latest update to my decklist as of writing. I will be underlining the thought process behind building this side deck, and what it means for anyone trying to play it.
What are we trying to side? And how are we trying to side? The current format (as of writing this) is very heavy on handtraps, you gotta have em, the more you can run the better your deck will fare, if you can't run that many, you'd better have a huge pay off (Infernoble, Drytron) or you'll be mercilessly interrupted and then destroyed by better decks running more handtraps, now as you can see we're not running too many Handtraps in the main deck, and before I keep going I have to say that a more handtrap heavy build of this deck (in the maindeck specifically) is absolutely worth experimenting with, that may prove to be the better way to play it, however I think the floodgates and trap line up + the handtraps we already run in the main are basically the best you can get for a first game against an unknown deck. Moreover, I think the list has a bunch of options to facilitate going second if you get unlucky on the die roll, Dimension Shifter and Ash Blossom and Joyous Spring are obvious ones, but less obvious are Dogmatika Punishment and Torrential Tribute, which can ward off a couple potential otks, and you really just want to not die + preserve your resources, as long as you can do that, you have a chance.
Now that I've spoken in length about the main deck (Again) I have to tell you that the reason we are running mostly handtraps in the side deck, is so we can go into them during the later games, you can decide what is good after game 1, then fill up your maindeck with some of those options, you can also try to side into more handtraps to avoid spell and trap destruction ruining your entire gameplan during game 2/3, because why hope to draw into Judgment, if you don't even need it! Not much to say here other than Ghost Belle and Haunted Mansion, which is a very a popular handtrap in this format, and works against a lot of the best decks this format (Drytron, Prank kids are two examples) and is just a very nice handtrap to have, it also negates activations so it can be used during the damage!
And that about wraps it up for your introduction to this deck, I hope you learned something, and if you got to this part, you have my deepest gratitude for not making the 4 hours making this go to waste haha!
Sidenote: I will be making adjustments to this list as I see fit, in order to make it even more optimal, recent changes include adding Appointer of the Red Lotus, in place of Droll And Lock Bird, and putting in an extra The Weather Painter Cloud, removing one Torrential Tribute.
Some of these changes come courtesy of the Weather Painter discord
I have cut the Lose 1 Turns because it disables our removal option with Thundery, and that's quite irritating, and after a bit of testing, this ended up being more than a minor hinderance, it's also quite high commitment to activate.
Added three Pot of Prosperity and cut The Weather Auroral Canvas, and another copy of Pot of Duality.
Instead of Lose 1 Turn we will be experimenting with Gravedigger's Trap Hole as we have enough main deck options to counter on field effects.
Added in two Solemn strikes as they do what Gravedigger's Trap Hole and more, the cost of lifepoints is fine because we'll get to survive to play our game and potentially win
Removed Strike added back Lose 1 Turn and NecroValley, alongside a new card, Dogmatika Punishment
The new handtraps added are Ghost Belle and Haunted Mansion, and Psy-Framegear Gamma
ADDED PIRI REIS MAP, SWAP THIS OUT FOR REAL LIFE VERSIONS OF THIS DECK.
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