MR5 Invoked Shaddoll
Deck Primer
Shaddoll list, built in anticipation of Master Rule 5. Combos for a board state with Winda, Apollousa, and either Invoked Caliga or Mechaba, or just plays it fair with fusion spells.
3 Aleister, 3 Invocation, 3 Meltdown. The Invoked engine helps increase consistency and find us fusion spells, and Invocation is also notable for not being once per turn on the play effect. This engine is both essential to the combo, and really good in the deck.
We need light monsters for Construct, so I'm on a Performage package of 3 Damage Juggler searching 1 Trick Clown. Damage Jugglers are a key piece of the deck's Appolousa Combo, which is why the 3 - 1 ratio.
For Shaddolls I have 1 Ariel, a combo piece, 2 Wendi, 3 Squamata, 2 Hedgehog, 2 Beast, 1 Dragon, and a Falco. Wendi is essential to the combo, and Squamata are essentially extra copies for those purposes. 2 Beast and 2 Hedgehog were to reduce the number of games you draw one and need the card draw. Falco still makes the cut as a free extender, (and a much poorer back-up Ariel/Wendi for the combo.)
3 Allure of Darkness give us extra card filtration, useful when we see too many copies of Aleister.
In addition to the Invocations, I run 3 Super-Poly, and 3 of each Shaddoll Fusion. Pretty self explanatory, these are the meat of your deck. Being able to run Super Poly maindeck is excellent, and I made room in the extra deck for a small package (including pieces which are easy to make using our own board.) Lastly, 1 Foolish Burial, to trigger any Shaddoll effect in the deck.
2 Resh Shaddoll Incarnation are run, almost exclusively for the combo, though I suppose being a Call of the Haunted is fine.
Made space in the Extra deck for a second Winda.
Cut the third Construct for Invoked Elysium. While a bad Invocation target, its a pretty good super poly target in the mirror, so it just makes the cut.
3 Aleister, 3 Invocation, 3 Meltdown. The Invoked engine helps increase consistency and find us fusion spells, and Invocation is also notable for not being once per turn on the play effect. This engine is both essential to the combo, and really good in the deck.
We need light monsters for Construct, so I'm on a Performage package of 3 Damage Juggler searching 1 Trick Clown. Damage Jugglers are a key piece of the deck's Appolousa Combo, which is why the 3 - 1 ratio.
For Shaddolls I have 1 Ariel, a combo piece, 2 Wendi, 3 Squamata, 2 Hedgehog, 2 Beast, 1 Dragon, and a Falco. Wendi is essential to the combo, and Squamata are essentially extra copies for those purposes. 2 Beast and 2 Hedgehog were to reduce the number of games you draw one and need the card draw. Falco still makes the cut as a free extender, (and a much poorer back-up Ariel/Wendi for the combo.)
3 Allure of Darkness give us extra card filtration, useful when we see too many copies of Aleister.
In addition to the Invocations, I run 3 Super-Poly, and 3 of each Shaddoll Fusion. Pretty self explanatory, these are the meat of your deck. Being able to run Super Poly maindeck is excellent, and I made room in the extra deck for a small package (including pieces which are easy to make using our own board.) Lastly, 1 Foolish Burial, to trigger any Shaddoll effect in the deck.
2 Resh Shaddoll Incarnation are run, almost exclusively for the combo, though I suppose being a Call of the Haunted is fine.
Made space in the Extra deck for a second Winda.
Cut the third Construct for Invoked Elysium. While a bad Invocation target, its a pretty good super poly target in the mirror, so it just makes the cut.
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