The deck plays the standard original playstyle of Witchcrafters, removing the janky spell chronicle portion and playing a slower control/board-breaking build that plays well both going first and second. For those who don't know, the deck consists of spellcasters of various levels and attributes that activate their effects by discarding spell cards from your hand, this makes them seem resource intensive but all the archetype spells can add themselves back to the hand during your end phase. With the inclusion of the new fusion, the deck became much stronger even though the fusion spell is sort of mediocre. I found the deck suitable as a control deck that uses the extra deck as a toolbox, hence I chose not to run neither extravagance nor prosperity in the main deck as of the current moment.
Deck starters going first:
Witchcrafters(level4 & under): they tribute themselves and discard any spell to special summon another Witchcrafter of any level from deck; due to this they are very fragile to handtraps and negation, hence playing gamma and driver is necessary in this deck, and going into Chaos ruler can help fill your GY with cards.
- Witchcrafter Unveiling : Special summon any Witchcrafter monster in hand and can give your monsters immunity when activating their effects, the Witchcraft monsters already dodge Infinite Impermanence and Skill drain well, they have a problem with handtraps, this can help play around them.
-Reasoning: Automatic inclusion in the deck as they are diverse in levels and the smaller Witchcrafters have effects in the GY, you also don't mind having the in-theme spells and monsters in GY, as you can banish a spell along with Witchcrafter Gennito extend play; recovery of card with Witchcrafter Potteriewith an empty hand; Magician's Restage can activate adding the floodgate hands; worst case scenario the spells add themselves to hand at the End-phase when you at least placed a boss card on the field.
-Gamma and Driver : mentioned a couple of times already, together they can help you go into chaos ruler and fill your GY, and they can also go into a link 2 like Lyna the light charmer or lambda and build up into a Selene, Queen of the master magicians for an OTK.
-Magicians' Soul : Sends WitchcrafterHanie or Madame Verre from deck to GY as cost, but also a free special summon with Anima and Linkuriboh as a tech option, being a (Dark) [Spellcaster] makes it a wonderful inclusion in the deck with the Witchcrafter Confusion spelland a Super polymerization target. It can also be re-summoned by restage, and last but not least it helps you draw cards by discarding and/or sending spells from field or hands. All around good card that could be a staple in the main deck.
Deck starters going Second:
-Super Polymerization: it is an absolute beast of a card this meta, with a diverse set of targets that can hit most of the meta decks, best thing is there is little your opponent can do against you, they can't even play secret village of spellcasters against you, this is especially useful because people are not ending on large boards with many negates this format, so super poly can hit invoked-Dogmatika(Shaddoll Winda - Mudragon - Witchcrafter vice-master)Eldlich(the mad golden lord) Prank-kids (Rocket ride) Tribrigade/birds(Guardragon Almarduk) Common Dark types can be beat with starving venom/Predaplant Triphyoveretum/Predaplant Dracostapelia(live-twins,DPE, etc........ Swordsoul is probably the most difficult deck to out.
-Instant Fusion: Thousand-eyes/Millennium-eyes into Restrict Anima, but that is probably a long stretch, both targets can be summoned w/ Magician's Restage
Extra-deck explained:
[5-6]cards of the deck is a fusion toolbox consisting of 2 Witchcrafter Vice-master, Super-poly targets and/or instant fusion targets. Since the inclusion of the a Witchcrafter fusion monster, I've found success and synergy in using instant fusion, super polymerization. This can be reduced to 3 slots if you side/remove super-poly
[1 slot for a level 8 synchro], I've found most success with Chaos ruler since it can set up the graveyard for you and it can revive itself once very easily to go into access-code talker finisher, but the options are limitless depending on what you feel you need for the deck
[1 slot for a Rank8] WitchcrafterAruru, Madame Verre, and Vice-master are all level 8: some viable options can include Dingirsu/Sanaphond the Skyprison/Number 38: Hope Harbinger/ Lancelot, the option to run a Rank8 is optional and running more than 1 is unnecessary since it rarely comes up
[Rest of the ExtraDeck is Links]
Charmers compliment the deck very well, not only because they are cute girls as well, but because you run a diverse attribute of spellcasters. The most viable ones are probably Hiita, Aussa, and Lyna: most because they can summon handtraps from your opponents deck Ash Blossom/Ghost belle/Effect Veiler respectively, this sets up a guaranteed Link 3 into Selene.
Selene + AccessCode Talker are an expensive duo to run, but it is a game closer, Access code's 5300 atk + Vice-master's 2700 atk = a clean 8000 damage, together you are guaranteed from minimum 3 to 4 pops on the field at least, this will win you games on its own not much to say
Artemis/Anima/Linkuriboh can place your Witchcrafters in deck, all 3 are good in certain situations but above all Artemis has the most versatility since it can be made by any of the small Witchcrafters and is a spellcaster, anima is also a spellcaster and it can catch your opponent offguard, but is a side option since they are less likely to fall for the same trick twice. Linkuriboh can be useful to blink Genni, souls and the restricts but sadly it isn't a spellcaster, so I don't blame you if you don't run it, but on field it can save you from an attack.
Verte Anaconda/Psyframelord Lambda verte has 3 targets in deck superpoly/instant fusion/Witchcrafter confusion and if you are really bold magicalized fusion is a tech option, but try to banish souls/restrict/anima/any charmer instead of 2 Witchcrafters, since you can make use of the Witchcrafters effect or revive them with holiday. Psyframelord is a generic Link-2 that is light that can turn a dead gamma in your hand live in worst case scenario.
The healthy amount of Dark and light in the extradeck makes reborning Chaos Lord very easy, but it is banished when it leaves the field...unless you make a rank 8 and detach it then you can do it again.
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