Eldlich Control, Sept 2020 Post Ban List
Deck Primer
Eldlich control for the new format.
The Eldlich suite is still the same, 3 of each trap monster to take advantage of the deck's grind game, 3 red and 2 white eldlixer, the red is an important one, but when you're focusing on the grind game you want a second copy to search, 3 of the searcher and Golden Lord, obviously key to the deck's strategy, and 1 of the counter trap, the deck's main omni-negate.
Lost Wind still makes the cut, but Magicians' Souls does not. In this meta, sending your Solemn and Red Lotus is really really bad, given Harpie's Feather Duster is in the meta. The deck runs Extravagance with virtually no cost anyways. The Red Lotus is a meta call, I'm expecting Harpie's to be in a lot of mains for the first little while, and it is a very good check on Eldlich. With Block Dragon gone, Called By The Grave is just a more generically useful way to banish Golden Lord, with a lot of varied applications. I honestly wouldn't run more than 1 anyways, but it's a good one of, to negate an Eldlich while banishing another, or even just stopping Ash. With Called at 1 and Numerons not represented at all, I think it is safe to shift back to Ash from Gamma, especially given this is a going first grind game deck that wants its hand traps to stay live late into the game. Imperm is also obligatory in any backrow deck, and in most main decks. 1 negate is good, the potential second negate is useful, and it is a hand trap that distracts from your other back row.
In the Side Deck there are 3 Waking the Dragons, for game 2 and 3, when the hoard of backrow removal comes in to attack. I don't think you need it in the main deck, given that game 1 most people will only have Harpie's, if that. We also have Harpie's and Red Reboot. Red Reboot is game if you can get your trains going in the mirror, and Harpie's is obligatory. I've also got 3 Cosmic Cyclone, to banish Eldlich trap monsters, which as continuous traps actually negates - also good against Cursed Eldland. Ra is our normal summon. Since we don't have one, we might as well take advantage of Sphere mode to out combo boards. 3 Forbidden Droplet and 1 Dark Ruler No More are also for combo decks - even just getting set up under their monsters, maybe break their board a little, is huge advantage, and Droplet's effect to discard is often upside in the deck. Dark Ruler No More is basically just copy #4.
Added Dogmatika Punishment, with 3 N'tss, for the double pop, over maindeck Appointer of the Red Lotus, a card that is only good going first and only necessary games 2 and 3. I'd considered Compulse, and if you have the Extra Deck space and don't need the extra deck, Punishment is just better.
The Eldlich suite is still the same, 3 of each trap monster to take advantage of the deck's grind game, 3 red and 2 white eldlixer, the red is an important one, but when you're focusing on the grind game you want a second copy to search, 3 of the searcher and Golden Lord, obviously key to the deck's strategy, and 1 of the counter trap, the deck's main omni-negate.
Lost Wind still makes the cut, but Magicians' Souls does not. In this meta, sending your Solemn and Red Lotus is really really bad, given Harpie's Feather Duster is in the meta. The deck runs Extravagance with virtually no cost anyways. The Red Lotus is a meta call, I'm expecting Harpie's to be in a lot of mains for the first little while, and it is a very good check on Eldlich. With Block Dragon gone, Called By The Grave is just a more generically useful way to banish Golden Lord, with a lot of varied applications. I honestly wouldn't run more than 1 anyways, but it's a good one of, to negate an Eldlich while banishing another, or even just stopping Ash. With Called at 1 and Numerons not represented at all, I think it is safe to shift back to Ash from Gamma, especially given this is a going first grind game deck that wants its hand traps to stay live late into the game. Imperm is also obligatory in any backrow deck, and in most main decks. 1 negate is good, the potential second negate is useful, and it is a hand trap that distracts from your other back row.
In the Side Deck there are 3 Waking the Dragons, for game 2 and 3, when the hoard of backrow removal comes in to attack. I don't think you need it in the main deck, given that game 1 most people will only have Harpie's, if that. We also have Harpie's and Red Reboot. Red Reboot is game if you can get your trains going in the mirror, and Harpie's is obligatory. I've also got 3 Cosmic Cyclone, to banish Eldlich trap monsters, which as continuous traps actually negates - also good against Cursed Eldland. Ra is our normal summon. Since we don't have one, we might as well take advantage of Sphere mode to out combo boards. 3 Forbidden Droplet and 1 Dark Ruler No More are also for combo decks - even just getting set up under their monsters, maybe break their board a little, is huge advantage, and Droplet's effect to discard is often upside in the deck. Dark Ruler No More is basically just copy #4.
Added Dogmatika Punishment, with 3 N'tss, for the double pop, over maindeck Appointer of the Red Lotus, a card that is only good going first and only necessary games 2 and 3. I'd considered Compulse, and if you have the Extra Deck space and don't need the extra deck, Punishment is just better.
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