Invoked Charmers December 2020
PinkZoneAmyBanned
Deck Primer
So here's big monstrosities with anime girls. I'm not too sure on Charmers with what their game plan should be or ratios so this is more so a rough draft, any help would be appreciated. Their main synergy comes with their large variety of attributes, although they do clash a little with the normal summon, but not enough to justify not running them. Also, this takes a lot of cards from the structure deck but also uses a lot of cards from outside sources.
Deck guide
1x Aussa- I opted to only run 1 because it doesn't do that much shit (it's gained effect is miniscule at best), but Aussa's partner is at 3, so it might be better to bump her up? Not sure. But yeah Aussa's there.
2x Dharc- Dharc , I opted to run at 2 because it actually has a pretty good first effect on SS. It searches out level 3 or 4 spellcasters, which is a ton of the deck. Although, you can only really SS Dharc with 2 Dharcs or 1 of itself and an Aleister, so it's a bit of a pain. But worth it. Also I couldn't figure out which card his partner is so help on that would be appreciated.
1x Eria- Same as Aussa, although I couldn't figure out the name of her partner (What even is it's name?)
1x Hiita- See above, except I did remember the name of her partner. It's in the deck
2x Lyna- Lyna is a solid searcher in the deck, as she gets a search of any Spellcaster with 1500 def (With is all the Charmers) on proper SS. Although I dunno the name of her partner so any help on that would be appreciated lmfao.
1x Wynn- Wynn is, not super useful as her SS effect is useless. She doesn't do much.
2x Inari - Inari is the familiar of Hiita, and is quite solid as it SS's itself as long as you control a spellcaster. It can help swarm the field, although you can only control 1. Generally a solid card and enables a SS of Hiita. It also SS's itself after it's destroyed, so that's nice.
1x Greater Inari- Greater Inari is basically the evolved form of Inari, as it allows you to send Hiita and another Hiita or Inari to special summon it from the hand or deck. Being able to summon it from the deck is fantastic, and very rare. It also has a solid effect to deal burn damage equal to the attack of 1 monster the opponent controls on summon, which can deal 3000-4000 on average. And, when it's removed from the field to the grave, it searches a possessed card, which is really nice to search for later plays.
3x Eater- Eater works similarly to Inari, as it special summons itself with the same restrictions. Although, it's graveyard effect is much better and much less situational than Inari's. During the opponent's end phase, as long as Eater is in the grave, you can pop one of your own monsters to special Eater. This is great, as it props Nefasiour's search (which i'll explain in a moment) and allows you to recur resources.
1x Nefaiserour- I have no idea how to spell it's name, but. Send a generic spellcaster and a Earth and you got the nefarious man. It's not very hard to get out due to the large amount of Eater's and Spellcasters in the deck. Nefaiseror is best to send Eater off of, because then you can SS Nefaisiour from deck and special summon the spellcaster you used for it's summon (you want to keep Eater in the grave). Then after you do your plays and it's the opponent's end phase, you can pop Nefaisioer with Eater to get the search and special Eater so you stay equal in card advantage and are ready to do more plays on your next turn.
3x Aleister- Aleister is one of the key components of the Invocation engine, and quite an interesting card. You can normal summon him to search, but in all actuality you don't always have to normal summon him as long as you have an Invocation in hand. So he serves as fodder for tons of Invocations and synergizes quite well with the Charmer's, as he's a Spellcaster. He also is technically a hand trap, as he can boost a fusion's attack by 1000 by discarding him, which is fairly nice to beat over problem monsters (but rarely used).
3x Ghost Ogre- Ghost Ogre is much needed monster removal in the deck, as if your opponent tries any funny business you get to pop the funny business monster. While Ogre doesn't negate, it still can out annoying stuff like Borrelsword, Charles, etc.
3x Effect Veiler- The last hand trap, Effect Veiler is just a nice piece of interruption as he stops the opponent from doing much of anything, due to how important monster effects are nowadays.
3x Grand Spirit Art- Ichirin allows you to negate monster effects as long as you (basically) control a Charmer, which is a great effect, although it's a once per turn. It also allows you to reveal a spellcaster to add a monster with 1500 attack and 200 def (AKA one of the familiars) to the hand and shuffle back the revealed monster. The second effect is quite nice for helping to unclog bricked hands. For Ichirin, you want to activate Meltdown first to get it's search/bait out Ash blossoms, then replace the Meltdown with an Ichirin after you do your fusions.
3x Awakening of the Posessed- Awakening of the Possesed gives an attack boost for your monsters as long as you have a good amount of varied attributes (which you should have in this deck), and gives the Charmer's effect destruction protection. And, if you normal/special a Charmer, you can draw 1 card (although it's a hard once per turn). Awakening is great, as it makes up for some of the faults of the Charmers.
3x Master of the Spiritual Arts- the deck's main searcher, Master enables you to search a monster and a backrow, just at the cost of discarding one. The effect is generally solid and helps to get you to your combo pieces, as well as enabling plays.
3x Invocation- Invocation is another one of the Invoked combo pieces, being searched by Aleister. It reaches into literally everything; the hand, graveyard, and field. It also reaches into the opponent's grave, which is fucking fantastic. All this leads into an array of fusions you can go into, all without a hard once per turn. You can also recycle Invocation and Aleister.
3x Magical Meltdown- Meltdown searches Aleister on activation, filling in the gaps of your hand for more fusion plays. It also gives more protection to your fusions on their summons, so they can't be negated. You'll want to activate Meltdown and then, after the search and fuses, replace it with Ichirin (thank god Konami let us do that, they did something smart for once).
2x Unpossed- Unpossesed gives your monsters an attack boost, battle protection, and a field swarming ability to special summon from the deck if they destroy a monster with a different attribute from the monster in the deck they're trying to SS. Unpossessed is generally fantastic, it's just a shame it's so slow, which is why it's at 2 instead of 3.
The extra deck
1x Borrelsword- Borrelsword is something you can go into sometimes, although not a ton. Don't rely on it, but it can be a nice surprise for the opponent.
All 4 of the charmer links- They all do the same thing, so i'm not going to do them all seperately. In certain matchups they can be really helpful to summon them and steal a strong monster from the opponent's grave.
1x Elysium- Elysium serves to be a big boss monster for the Invokeds late game. As long as you have a fusion and the opponent is playing some extra deck stuff, you can use Invocation to get out Elysium. Elysium, on field, is basically a really big beater with monster removal. It also looks like a biblically accurate angel.
1x Mechaba- one of the key Invokeds, Mechaba provides great negates as long as you have a large hand, which is possible with the draw power of and searching of this deck. You can easily negate things and the such, also banishing cards, the only downside being that Mechaba isn’t a very strong attacker. He can still put work in for an OTK though.
2x Augodies- Dunno how to spell it’s name, but it’s a cool card. Augodies serves to grow to high attack stat levels late game, as long as you have a good amount of fusions in the grave. It also has a destruction effect to discourage the opponent from special summoning, which is a very important thing in many decks.
2x Purgatrio- Purgatrio is the last key Invoked. Purgatrio heavily punishes swarm decks like Dragonlink, by growing to huge numbers and beating over all of them. He also has really cool art. He’s also easy to get out by using an opponent’s Ash or something like it, due to how heavily used Ash Blossom is.
1x Cocytus- Cocytus is a 28k wall that can attack in defense postion, which basically enables it to whittle down at the opponent slowly. Not a huge fan of Cocytus but eh, he’s there.
2x Raidjin- a fantastic instant fusion target, Raidjin can flip a problem card face down to avoid it, and if it has low defense, easily beat over it.
2x Caliga- Caliga serves as a strong floodgate to heavily counter many decks. Since a lot of the Charmer's have more useless effects or on summon effects, Caliga's floodgate doesn't hurt us as much as it hurts the opponent in the long run.
1x Utopia- Utopia can be pretty easily overlayed into with a Charmer and their Familiar, although he himself isn't of much use. Rank it into Lightning.
1x Lightning. Lightning is the main out to a lot of problem cards, as after ranking into it from regular Utopia, it can detach materials and go up to 5000 and beat over basically anything. Lightning is really solid in this deck for spot removal, which it can struggle with.
Playing guide
The deck, isn't super complex or anything. You'll want to activate Meltdown, get your search, and then activate Invocation to fuse away Aleister or normal summon Aleister for his search, to then fuse. You'll want to get out as big of Invokeds as you can, maybe a Mechaba or something for negates, and then go through your Charmer plays (hopefully with your normal summon still available). Like normal, you'll replace Meltdown, search until you have the proper hand, and then get out the Charmer you want. Then get out the Familar's you need and afterwards, simply play the grind game and wittle down the opponent.
This deck is a bit of a rough draft, so any help would be appreciated. A tech idea I came up with while working on this is to include a small Danger! engine, to give more fodder for Dharc and to get more monsters on the field, and for a small bit of draw power.
Update: Added in Knowledge and There Can Only Be On, also also Artemis. There Can Only Be One cripples tons of plays from the opponent, and Knowledge is a nice draw spell. With Artemis, you can normal Aleister, search Invocation, and link off Aleister into Artemis. Then tribute Artemis for the draw of Knowledge, and afterwards, activate Invocation to banish Artemis and Aleister for a Mechaba.
Deck guide
1x Aussa- I opted to only run 1 because it doesn't do that much shit (it's gained effect is miniscule at best), but Aussa's partner is at 3, so it might be better to bump her up? Not sure. But yeah Aussa's there.
2x Dharc- Dharc , I opted to run at 2 because it actually has a pretty good first effect on SS. It searches out level 3 or 4 spellcasters, which is a ton of the deck. Although, you can only really SS Dharc with 2 Dharcs or 1 of itself and an Aleister, so it's a bit of a pain. But worth it. Also I couldn't figure out which card his partner is so help on that would be appreciated.
1x Eria- Same as Aussa, although I couldn't figure out the name of her partner (What even is it's name?)
1x Hiita- See above, except I did remember the name of her partner. It's in the deck
2x Lyna- Lyna is a solid searcher in the deck, as she gets a search of any Spellcaster with 1500 def (With is all the Charmers) on proper SS. Although I dunno the name of her partner so any help on that would be appreciated lmfao.
1x Wynn- Wynn is, not super useful as her SS effect is useless. She doesn't do much.
2x Inari - Inari is the familiar of Hiita, and is quite solid as it SS's itself as long as you control a spellcaster. It can help swarm the field, although you can only control 1. Generally a solid card and enables a SS of Hiita. It also SS's itself after it's destroyed, so that's nice.
1x Greater Inari- Greater Inari is basically the evolved form of Inari, as it allows you to send Hiita and another Hiita or Inari to special summon it from the hand or deck. Being able to summon it from the deck is fantastic, and very rare. It also has a solid effect to deal burn damage equal to the attack of 1 monster the opponent controls on summon, which can deal 3000-4000 on average. And, when it's removed from the field to the grave, it searches a possessed card, which is really nice to search for later plays.
3x Eater- Eater works similarly to Inari, as it special summons itself with the same restrictions. Although, it's graveyard effect is much better and much less situational than Inari's. During the opponent's end phase, as long as Eater is in the grave, you can pop one of your own monsters to special Eater. This is great, as it props Nefasiour's search (which i'll explain in a moment) and allows you to recur resources.
1x Nefaiserour- I have no idea how to spell it's name, but. Send a generic spellcaster and a Earth and you got the nefarious man. It's not very hard to get out due to the large amount of Eater's and Spellcasters in the deck. Nefaiseror is best to send Eater off of, because then you can SS Nefaisiour from deck and special summon the spellcaster you used for it's summon (you want to keep Eater in the grave). Then after you do your plays and it's the opponent's end phase, you can pop Nefaisioer with Eater to get the search and special Eater so you stay equal in card advantage and are ready to do more plays on your next turn.
3x Aleister- Aleister is one of the key components of the Invocation engine, and quite an interesting card. You can normal summon him to search, but in all actuality you don't always have to normal summon him as long as you have an Invocation in hand. So he serves as fodder for tons of Invocations and synergizes quite well with the Charmer's, as he's a Spellcaster. He also is technically a hand trap, as he can boost a fusion's attack by 1000 by discarding him, which is fairly nice to beat over problem monsters (but rarely used).
3x Ghost Ogre- Ghost Ogre is much needed monster removal in the deck, as if your opponent tries any funny business you get to pop the funny business monster. While Ogre doesn't negate, it still can out annoying stuff like Borrelsword, Charles, etc.
3x Effect Veiler- The last hand trap, Effect Veiler is just a nice piece of interruption as he stops the opponent from doing much of anything, due to how important monster effects are nowadays.
3x Grand Spirit Art- Ichirin allows you to negate monster effects as long as you (basically) control a Charmer, which is a great effect, although it's a once per turn. It also allows you to reveal a spellcaster to add a monster with 1500 attack and 200 def (AKA one of the familiars) to the hand and shuffle back the revealed monster. The second effect is quite nice for helping to unclog bricked hands. For Ichirin, you want to activate Meltdown first to get it's search/bait out Ash blossoms, then replace the Meltdown with an Ichirin after you do your fusions.
3x Awakening of the Posessed- Awakening of the Possesed gives an attack boost for your monsters as long as you have a good amount of varied attributes (which you should have in this deck), and gives the Charmer's effect destruction protection. And, if you normal/special a Charmer, you can draw 1 card (although it's a hard once per turn). Awakening is great, as it makes up for some of the faults of the Charmers.
3x Master of the Spiritual Arts- the deck's main searcher, Master enables you to search a monster and a backrow, just at the cost of discarding one. The effect is generally solid and helps to get you to your combo pieces, as well as enabling plays.
3x Invocation- Invocation is another one of the Invoked combo pieces, being searched by Aleister. It reaches into literally everything; the hand, graveyard, and field. It also reaches into the opponent's grave, which is fucking fantastic. All this leads into an array of fusions you can go into, all without a hard once per turn. You can also recycle Invocation and Aleister.
3x Magical Meltdown- Meltdown searches Aleister on activation, filling in the gaps of your hand for more fusion plays. It also gives more protection to your fusions on their summons, so they can't be negated. You'll want to activate Meltdown and then, after the search and fuses, replace it with Ichirin (thank god Konami let us do that, they did something smart for once).
2x Unpossed- Unpossesed gives your monsters an attack boost, battle protection, and a field swarming ability to special summon from the deck if they destroy a monster with a different attribute from the monster in the deck they're trying to SS. Unpossessed is generally fantastic, it's just a shame it's so slow, which is why it's at 2 instead of 3.
The extra deck
1x Borrelsword- Borrelsword is something you can go into sometimes, although not a ton. Don't rely on it, but it can be a nice surprise for the opponent.
All 4 of the charmer links- They all do the same thing, so i'm not going to do them all seperately. In certain matchups they can be really helpful to summon them and steal a strong monster from the opponent's grave.
1x Elysium- Elysium serves to be a big boss monster for the Invokeds late game. As long as you have a fusion and the opponent is playing some extra deck stuff, you can use Invocation to get out Elysium. Elysium, on field, is basically a really big beater with monster removal. It also looks like a biblically accurate angel.
1x Mechaba- one of the key Invokeds, Mechaba provides great negates as long as you have a large hand, which is possible with the draw power of and searching of this deck. You can easily negate things and the such, also banishing cards, the only downside being that Mechaba isn’t a very strong attacker. He can still put work in for an OTK though.
2x Augodies- Dunno how to spell it’s name, but it’s a cool card. Augodies serves to grow to high attack stat levels late game, as long as you have a good amount of fusions in the grave. It also has a destruction effect to discourage the opponent from special summoning, which is a very important thing in many decks.
2x Purgatrio- Purgatrio is the last key Invoked. Purgatrio heavily punishes swarm decks like Dragonlink, by growing to huge numbers and beating over all of them. He also has really cool art. He’s also easy to get out by using an opponent’s Ash or something like it, due to how heavily used Ash Blossom is.
1x Cocytus- Cocytus is a 28k wall that can attack in defense postion, which basically enables it to whittle down at the opponent slowly. Not a huge fan of Cocytus but eh, he’s there.
2x Raidjin- a fantastic instant fusion target, Raidjin can flip a problem card face down to avoid it, and if it has low defense, easily beat over it.
2x Caliga- Caliga serves as a strong floodgate to heavily counter many decks. Since a lot of the Charmer's have more useless effects or on summon effects, Caliga's floodgate doesn't hurt us as much as it hurts the opponent in the long run.
1x Utopia- Utopia can be pretty easily overlayed into with a Charmer and their Familiar, although he himself isn't of much use. Rank it into Lightning.
1x Lightning. Lightning is the main out to a lot of problem cards, as after ranking into it from regular Utopia, it can detach materials and go up to 5000 and beat over basically anything. Lightning is really solid in this deck for spot removal, which it can struggle with.
Playing guide
The deck, isn't super complex or anything. You'll want to activate Meltdown, get your search, and then activate Invocation to fuse away Aleister or normal summon Aleister for his search, to then fuse. You'll want to get out as big of Invokeds as you can, maybe a Mechaba or something for negates, and then go through your Charmer plays (hopefully with your normal summon still available). Like normal, you'll replace Meltdown, search until you have the proper hand, and then get out the Charmer you want. Then get out the Familar's you need and afterwards, simply play the grind game and wittle down the opponent.
This deck is a bit of a rough draft, so any help would be appreciated. A tech idea I came up with while working on this is to include a small Danger! engine, to give more fodder for Dharc and to get more monsters on the field, and for a small bit of draw power.
Update: Added in Knowledge and There Can Only Be On, also also Artemis. There Can Only Be One cripples tons of plays from the opponent, and Knowledge is a nice draw spell. With Artemis, you can normal Aleister, search Invocation, and link off Aleister into Artemis. Then tribute Artemis for the draw of Knowledge, and afterwards, activate Invocation to banish Artemis and Aleister for a Mechaba.
Other Decks on ygoprodeck.com
Login to join the YGOPRODeck discussion!
0 reactions
Cool
0
Funny
0
Angry
0
Sad
0
Comments
Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
Delete Deck
Are you sure you wish to delete this deck? Once a deck is deleted, it cannot be
retrieved.
Master Duel Cost Breakdown
Export Deck
Export to Image
Export to List
Export to Tabletop Simulator
Export Deck to Master Duel/Neuron
You can export your deck directly from YGOPRODeck to Yu-Gi-Oh! Master Duel or Neuron using our Web Browser extension!
Simply install the extension, and click the button below to export your deck to Master Duel or Neuron! It will bring you to the Official Konami Database. Once there, you can edit a deck and hit the "Import clipboard and save" button!
Price Deck from
Total Estimated Deck Price:
This tool attempts to find the lowest Market Price for each card on .
Card | Qty | Price ea | Card Set |
---|
Prices not found for the following cards:
Download Deck images
This will download all images used in this deck and zip them up for you. This is done on your computer and could take a minute or so to complete so please do not close the page.