Evil Eye Eldlich
Deck Primer
Fiend monsters are cool. Okay, so look, Evil Eyes are actually pretty close. This is for one reason and one reason alone - Serziel equipped with Selene represents a hard to interact with interruption, and potentially doubles as an engine piece depending on how your own deck is constructed. This means Serziel and your field spell both represent one easy interruption, and you can build the rest of the deck, theoretically, not around bad Evil Eye cards, but around another engine that interacts on a one-for-one basis.
Trying to decide on that engine took me a little bit of thought. Since Serziel is our normal summon and we don't end on an extra-deck monster Dogmatika was out, and so were a lot of the engines that might benefit from Serziel on the table. We want it to be a backrow deck if possible, and if possible we want it to benefit from popping our own cards. Eldlich was the obvious choice - it is a little light on the number of interruptions it puts on the table, but it has phenomenal grind game, good board breaking ability, and a fantastic boss monster in Eldlich the Golden Lord, conveniently a level 10 to make Trains (Choo choo!). The idea is to use our normal summon to drop Serziel and back him up with Golden land cards and good generic interruptions. Is this better than Ecclesia or Aleister? Oh almost certainly not. But it's a semi-competitive way to play Serziel, perhaps the most competitive way to play Serziel. And we can hope Fiend monsters get an actual good archetype sometime in the future.
I wanted to keep the Evil Eye package nice and tight. We have the field spell to search Serziel, which in this deck is much better than just seeing Serziel naturally, by virtue of putting an Evil Eye Spell Card on the field. This plus Cursed Eldland means you have Serziel setup + Eldlich right on the board. Very useful. We have Terraforming, our fourth copy of the field spell. We have Serziel, obviously. We have 1 Evil Eye of Selene, and one Evil Eye Retribution. Selene is obligatory, since it turns on Serziel while protecting him. We want something to search when we already have Selene, and a Spell negate is the obvious pick. In some situations game 2 it might be even more important to have the spell negate turn 1 than a repeatable pop anyways, and it is a good card to draw if you have Serziel. It also has some other good traits, like hitting traps and not being negatable, and being a countertrap as well.
The only problem I have with the Eldlich package is you really need to run a lot of cards to make it work. 3 Golden Lord seems essential, since you need to have one of these to turn on your traps and really you want as many as possible for the deck to work. Even semi-limiting this card would seriously reduce its grind game, and we want to take full advantage of having 3 copies. We also have 3 Cursed Eldland, which starts as 3 more copies of Golden Lord, but also adds Golden Land spells and works as a spell on the field for all that text on Eldlich. This plus Evil Eye Domain sets up your whole game. Golden Land Forever is your generic countertrap, it's honestly hard to evaluate this card. Being an Omni-negate counter trap is sometimes very good, but having to tribute a Zombie is really very bad, but it is searchable. 3 Conquistador seems essential, so we can loop our Lich cards long time. 2 Huaquero is fine, it frees up space for a single White Eldlixer. 3 Red is pretty obligatory in these lists, but I still really like the 1 White. It feels like you're leaving a lot of cards on the table when you don't run some of the bad Eldlixers. It's really only 1, but that one interruption is pretty important.
3 Pot of Extravagance, because we're a cheesy control deck that needs card advantage. Yes, Prosperity would help ensure our Evil Eye normal summ0n, but I actually think Eldlich wants the raw card advantage far more than Evil Eye wants the search, and the Eldlich engine is literally and figuratively bigger.
2 Dogmatika Punishment are run as good generic traps. These could be Solemns, or Compulse, or whatever you want to run, but I like the 2 for 1 of Punishment, and being locked out of the extra deck literally doesn't matter for this deck. Really, the fact that this list runs these is a sign I should just play Dogmatika engine over Evil Eyes, but I also can't think of a better shell for Evil Eyes. Like I said, Serziel is close.
Good hand traps are good. Called was such a good staple they limited it, and honestly? Still salty, but I'll run the 1.
Trying to decide on that engine took me a little bit of thought. Since Serziel is our normal summon and we don't end on an extra-deck monster Dogmatika was out, and so were a lot of the engines that might benefit from Serziel on the table. We want it to be a backrow deck if possible, and if possible we want it to benefit from popping our own cards. Eldlich was the obvious choice - it is a little light on the number of interruptions it puts on the table, but it has phenomenal grind game, good board breaking ability, and a fantastic boss monster in Eldlich the Golden Lord, conveniently a level 10 to make Trains (Choo choo!). The idea is to use our normal summon to drop Serziel and back him up with Golden land cards and good generic interruptions. Is this better than Ecclesia or Aleister? Oh almost certainly not. But it's a semi-competitive way to play Serziel, perhaps the most competitive way to play Serziel. And we can hope Fiend monsters get an actual good archetype sometime in the future.
I wanted to keep the Evil Eye package nice and tight. We have the field spell to search Serziel, which in this deck is much better than just seeing Serziel naturally, by virtue of putting an Evil Eye Spell Card on the field. This plus Cursed Eldland means you have Serziel setup + Eldlich right on the board. Very useful. We have Terraforming, our fourth copy of the field spell. We have Serziel, obviously. We have 1 Evil Eye of Selene, and one Evil Eye Retribution. Selene is obligatory, since it turns on Serziel while protecting him. We want something to search when we already have Selene, and a Spell negate is the obvious pick. In some situations game 2 it might be even more important to have the spell negate turn 1 than a repeatable pop anyways, and it is a good card to draw if you have Serziel. It also has some other good traits, like hitting traps and not being negatable, and being a countertrap as well.
The only problem I have with the Eldlich package is you really need to run a lot of cards to make it work. 3 Golden Lord seems essential, since you need to have one of these to turn on your traps and really you want as many as possible for the deck to work. Even semi-limiting this card would seriously reduce its grind game, and we want to take full advantage of having 3 copies. We also have 3 Cursed Eldland, which starts as 3 more copies of Golden Lord, but also adds Golden Land spells and works as a spell on the field for all that text on Eldlich. This plus Evil Eye Domain sets up your whole game. Golden Land Forever is your generic countertrap, it's honestly hard to evaluate this card. Being an Omni-negate counter trap is sometimes very good, but having to tribute a Zombie is really very bad, but it is searchable. 3 Conquistador seems essential, so we can loop our Lich cards long time. 2 Huaquero is fine, it frees up space for a single White Eldlixer. 3 Red is pretty obligatory in these lists, but I still really like the 1 White. It feels like you're leaving a lot of cards on the table when you don't run some of the bad Eldlixers. It's really only 1, but that one interruption is pretty important.
3 Pot of Extravagance, because we're a cheesy control deck that needs card advantage. Yes, Prosperity would help ensure our Evil Eye normal summ0n, but I actually think Eldlich wants the raw card advantage far more than Evil Eye wants the search, and the Eldlich engine is literally and figuratively bigger.
2 Dogmatika Punishment are run as good generic traps. These could be Solemns, or Compulse, or whatever you want to run, but I like the 2 for 1 of Punishment, and being locked out of the extra deck literally doesn't matter for this deck. Really, the fact that this list runs these is a sign I should just play Dogmatika engine over Evil Eyes, but I also can't think of a better shell for Evil Eyes. Like I said, Serziel is close.
Good hand traps are good. Called was such a good staple they limited it, and honestly? Still salty, but I'll run the 1.
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