Supreme King Magicians Master Duel
Deck Primer
Calling this deck a "Magician" deck is really quite a stretch given we're only playing two Magician monsters and an honourary Magician, in Astrograph Sorcerer. The philosophy that underlies this deck list is pretty much that making Electrumite enables everything that you could ever want and also that Supreme King Gate Magician is the best card to build a deck around in order to facilitate that with the fewest cards most consistently, which in turn allows you to cram as much non-engine as a pendulum deck can possibly manage.
Pendulum summoning has a few major weaknesses, firstly you need to have two cards on the field that do basiclly nothing other than enable summoning, secondly its very difficult to make many plays without committing to the board. This deck is just meant to get as many free +1's as possible and use that advantage to build a field of powerful boss monsters that can be enabled by the material we have access to. It is not a very layered type of interaction as the ideal endboard is just three ommnis, a bounce, and an IP into SP for the double banish, but it can absolutely still win games.
As far as engine ratios go I will explain my thoughts here. Skullcrobat Joker is the best normal summon as he can get you a +2 with Monkeyboard and also set your scales. He's a level 4 non-tuner that can be used to make Savage Dragon and also just an effect monster for generic links and a Pend body for Electrumite and friends. Since we're not running any other normal summons I think three of him is justifiable.
Darkwurm is the other "normal summon", I put quotation marks there because he is absolutely a soft garnet that is not a part of any of your best hands. Ideally you send him off of Shrine or Foolish as a starter cos he searches Gate Magician while also providing a free body on board. I'm playing two because it turns him from a hard garnet to a soft garnet, eg drawing your one darkwurn completely shuts down any shrines whereas if you have a second copy in deck you can still use shrine.
Celestial Magician is another soft garnet. He's fine to normal summon if you absolutely have to but generally I use him as a scale to search with either Monkeyboard or Skullcrobat Joker since he's the best 8 scale Performapal, which you need to make sure Monkeyboards scale isn't 4, while also having both a scale and monster effect that can come up. Definitely only need the one as drawing him at all is just eh.
Lightwurm the decks tuner that allows you to access Savage Dragon and Baronne. He's fine, usually the search target for Gate Magician. His Pendulum effect will never come up but he is the other high scale in the deck and his monster effect has come up a few times for me. Playing two is fine because he's a potential normal summon when paired with a hard drawn Gate Magician where you use the Gate Magicians pend effect to pop himself then normal the Lightwurm to add him back and activate in hand to summon and search. The main reason though that we play two is because it allows us to pop him with electrumite then search the second copy with Astrograph to use him as both a scale and a tuner in the same turn.
Kirin is just a fun inclusion to be honest, its yet another soft garnet that we typically either search with Beyond the Pendulum or add to extra with Electrumite in the situation that Astrograph was in the opener. You usually want to pend summon for five and use them all as material before then summoning Kirin with Exceed or if you used her effect for extension, summoning him at the start of your opponents main phase. If your board is particularly clogged you can use him with IP for double removal by activating his effect first then chaining IP to make an SP with her and him which leads to the other target still being bounced by Kirins effect. One is fine because you will never want more than one and its very easy to search. Insanely bricky to have at more than one and also not very beneficial at all. When the retrain comes out I might end up running 2-3 just because it has an effect to special itself which makes it quite a good board breaker as well as being another way to make Electrumite prior to the pendulum summon, which will be less of a concern anyway with Override Dragon but sadly we have neither of those cards in MD yet so we suffer with the original 2016 Kirin for now.
Monkeyboard is just a free +2 when paired with Skullcrobat so three of him is good. In addition to that he's a level 6 which is why we play Baronne. If you don't draw him or have a way to him then thats why we play Savage Dragon but Baronne is just good enough that having her in like half of your endboards is worth the ED slot imo.
Astrograph is a three of because hard drawing him is massively beneficial for the combo. With some hands you can resolve his effect three times for a +3 in total which is pretty fun. Him plus Gate Magician does everything the deck is trying to do, and half the deck is ways to get Gate Magician. Also I'm not running Stargazer because it is just such a bad soft Garnet. If they make a card which is treated as Stargazers name in deck I'll be so happy, I really don't see why they didn't do that for his retrain in MAMO but also the retrain is a 1.5 card full combo and then some so I can't complain too much when he comes to MD.
Gate Zero is another soft garnet that we play pretty much just as a scale and a level 7 for Absolute Dragon. Two is good because its only a soft garnet and drawing it plus Gate Magician or a way to it is pretty much full combo. The second copy is pretty much there in case you need to pop it with Electrumite so you can get the other search although it is a debatable inclusion.
Now we get to Gate Magician himself which is absolutely the lynchpin of the main deck. Three is great because the basic set up just requires two gate magicians to do some fun stuff, although ideally three cards is needed for the full endboard, which is bad in the modern era but yknow if you wanna play a good deck then sadly pends isn't really the place to be.
Foolish and Dragon shrine are basically the same card, a starter via sending Darkwurm. This is pretty much the best starter you have so we max out on them. Foolish also has the additional utility to send Kirin to revive with Exceed if necessary.
Finally we have two copies of wings of light. Its a decent consistency card, make sure to use it in draw phase to avoid those pesky Drolls. Only on two because its a UR and expensive but mainly because it sucks to draw in multiples. Everything else is at least a summonable body in multiples but Wings is just completely dead at two in hand so thats why I shaved the third copy.
Gaze of Timaeus is kinda an engine requirement I guess so I'll put it here. Obviously we only play one because its the worst card in the main deck and is seemingly always glued to my opening hand, particularly when going second.
The non-engine is about as much as I can fit without constantly bricking on it due to the lack of 1 card starters. Droll is a miserable card both to use and be used on you.
We lose heavily to Droll so its a must have Crossout target. It can also just win games on its own, particularly against non-meta so we play the max of two copies.
Maxx C is just a broken horrible little insect so we play the one both to cheese the occasional win and also prevent us getting cheesed with crossout. Ash is a three of just because we can, its pretty much always live as a one for one negate and additionally stops Maxx C and the Charmies which we lost to heavily (Other than Meowls, if they use that I'd be fine letting it go through, enjoy your 0-1 draws depending on what I summon with Exceed idiot).
Fuwa is also run at three, sometimes bricks you going first but can also be pend summoned for Savage Dragon material and its just a generically good high impact hand trap, better than Nib in the current format because its usually an upstart/pot of greed at worse while in the same situation Nib is just a complete brick that you can't even normal summon.
I'm playing three triple tactics talents as a board breaker. I prefer this over everything else as it has applications being a forceful sentry when you go first and its also just versitile without needing the heavy loss of advantage that Droplet entails. Doesn't help that Droplet can't send your scales on on field pends for cost.
Lastly theres the single Crossout, not much to say on him other than a bad Called by is still a called by and worth playing even if it does sometimes feel bad and dead.
The extra deck is incredibly tight just because you typcially burn through 9-11 of the slots for your turn 1 setup which pretty much just leaves 4 tech/utility cards to play. I'll explain the combo cards first. Vortex and Absolute go together, they basically allow you to make any two level 7s into an ommni that also breaks boards with its bounce and recycles your engine cards, definitely the best endboard piece because of that utility.
Dragoon and DMOD also go together, not much to say here other than Pends count as spells so its always live, especially with Astrograph. This package is another reason why we run three Astrograph becuase then even if Electrumite gets negated you can still make Dragoon.
Savage Dragon and Baronne are also basically the same card, we run both because Baronne is better but Savage is more accessible so depending on your hand you can put either on on your endboard. Also its just good to be able to make the other one turn three after having your board broken.
Odd-Eyes Rebellion Xyz Dragon is just the best extra deck dimensional dragon to send with Gate Magicians effect. Hopes and prayers that we get one with a GY effect eventually but for now occasionally you maybe might summon him and get the double pop off so thats something. Literally has never come up for me though so if you wanna save the UR CP then replace him with Rune-Eyes and it will probably never make a difference.
Electrumite is the lynchpin of the deck, you summon it and send Astrograph, then pop to add back Astrograph and draw. Depending on how your hand was you can then make Promethean Princess to bring back Electrumite and then pop the Princess for another search. This only works though if you used Gate Magicians pend effect and don't already have all three copies of him in roatation so I suppose its a debatable win more inclusion that you could cut.
Masq is just still the best link 2 for your endboard, I usually try to make her with Absolute and DMOD for the value because then she's basically free or only takes 1 monster depending on how you look at it.
Beyond comes up like sometimes. Can make her with Astrograph and Electrumite to search Kirin or use her other effect when breaking boards, especially since its super easy to chainblock.
Little Knight is Little Knight, not much to say other than summon her with IP, use her effect to reset Baronne, and be careful not to mess up your OTKs with her.
Exceed is just a phenomenal extender, you can add back anything you send with Electrumite if you hard drew Astrograph and also use her in both turns for value so I usually end on her.
Then the only two real tech choices are Goddess and TY-PHON. I like to have TY-PHON because Zeus is just a few too many ED slots and I have won games because of him. Goddess is just fun to make with IP and also really useful for Crooked cooks or other dinguses that you may run into. Also good as a comeback card with the permanent negation, warning on GY summons and protection.
Thats pretty much it. I'm only in Gold 4 with this deck atm because uni doesn't give me much room to play Master Duel but I'm hoping to get to Plat at least and maybe Diamond. Don't think I'll make it to Master but I'll keep updating this profile as I think its the most comprehensive one of my current thoughts about playing Pendulums in Master Duel. If you are one of the three people who read this entire two thousand word rant about my ratios and techs then thank you and I hope you have a truly wonderful day. I mainly decided to write this all out because it enrages me to look through a deck profile and get to a card that I'm just thinking "Why the hell are you running this buddy?" so even if nobody ever reads the entire thing it can at least hopefully serve as a reference for the few people who might wonder why I'm running a certain card or a certain ratio.
Also lastly on the cost of the deck, its definitely a fairly pricy engine for how good it actually is. 600 of the 1110 UR CP are generic cards that you may already have and if not can be used in other decks, totalling 20 individual URs, then the engine itself is 510 UR CP of cards that are really only for this deck or some similar variant. Promethean Princess is kinda generic cos I know other decks play her but I still put her as an engine card cos her applications are much more narrow than Baronne, Savage, or IP. That totals 17 URs that you need to craft or pull just for it, which isn't the best or the worse in terms of cost, just relatively high for the power level. One recommendation that I have is to get the DM structure deck cos it has DMOD for 500 gems which is pretty good given that you pull an average of 2.2 URs per 10 packs (unless you're me in which case you save up for 20 Tear packs today and get one single fucking UR) so that means the cost of crafting any UR is about 1500 gems not counting pulling for packs.
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