Necro-Geist
Deck Primer
So let me preface this deck by saying this - unless you think Necrovalley is actually very good when you play it, don't play it in Altergeists. This is kind of a test list, just me drumming up another deck that can make use of Necrovalley while it is good. Having said that, I'm not sure it is good enough to run in this meta, and Altergeists isn't a perfect home for it. It certainly won't be good enough post-BODE. Still, I thought the idea was intriguing, so I decided to share my list.
The next thing I want to say is that I am not an expert at Altergeists. I still don't even know their combos, and the deck for some reason has always been hard for me to get a grasp on. I think I'm finally starting to figure out why Altergeists are so powerful however, this deck excels at putting up interaction, for a dumb trap deck the engine is really quite good. Slow the game down to where 1 for 1 trades matter and win on high quality 1 for 1 trades.
I went for a version with no hand traps, aside from Imperm which makes the cut for being a trap card for Multifaker. There are a couple of reasons for this. Firstly, there just wasn't space to fit in a Necrovalley package with 6 hand traps. Secondly, hand traps other than Imperm, obviously, are too low-impact this format to be worth running when instead to can run plans that are still good going second.
So, onto the line-up. Pretty standard for Altergeist cards, 3 Meluseek, 3 Multifaker, 3 Mario, 1 Kunquery, 2 Silq, with 3 Spoofing, 2 Protocol, and 1 Manifestation. The standard line-up is fine in Necrovalley, some effects get shut off but Protocol protects most of your effects. 3 Meluseek, 3 Multifaker, and 3 Spoofing is for easy access to multifaker. 3 Mario 2 Protocol is still correct, since you need your number of Altergeist monsters to be higher and since Protocol is better as a card searched by Mario than drawn on its own. 1 Manifestation, the first effect still works under Protocol which is when you will search for this, and you won't always draw Necrovalley, which will likely hurt the opponent more. Still a 1 of, just here to search.
Then we have exactly 5 copies of Necrovalley, the 3 actual copies plus 1 Terraforming and 1 Metaverse. Metaverse is necessary for increasing the number of traps cards in the deck, and is just better than Commandant here (and maybe elsewhere). It lets you back up a Necrovalley with another instant-speed copy if you see them together. We run exactly 5 of these cards, because while you do want to see a copy you never really want to see multiple copies of this card, and because this way you have the perfect sized package to side in Secret Village of the Spellcasters and Imperial Order (side out Terraforming).
Pot of Extra is here to dig through cards, and from here on out everything is pretty standard. Imperms for the Multifaker interaction, Solemns, and a few tech-choice traps. I really like Torrential Tribute combined with Solemn Strike in this deck as a board breaking tool, so I'm on 3 Torrential Tribute. I'm also on Dogmatika Punishment, because the downside doesn't matter and getting to pop 2 is huge upside.
So, one downside with the deck is you're playing with Necrovalley in 1/3 of your games. The Secret Village plan is too important to run Necrovalley most of the time in games 2 and 3, realistically. So you're looking to cheese game 1s with Necrovalley and then play future games with Secret Village. Is that really worth the space? You have to ask yourself that. But remember 1 game is half of what you need to win a match, so the answer to this could be yes, if Necrovalley will cheese you those game 1s in your meta. The other downside is you are hurting yourself in some ways that are crucial to your own grind game - in a grindy enough format this might not be the answer, and it's one of the reasons that even though Necrovalley stacks up well against the top decks right at this moment, I don't know if it is good enough to run in Altergeists right now. However, this version is overall, quite functional, and has the potential to grind those games out under Necrovalley, so don't be discouraged to try it if you're expecting a lot of Dry and Tri in your meta.
Overall I'm glad I made this deck list. It helped me learn a little about Altergeists, and I feel like I have a better understanding of the deck now than before I built this list.
The next thing I want to say is that I am not an expert at Altergeists. I still don't even know their combos, and the deck for some reason has always been hard for me to get a grasp on. I think I'm finally starting to figure out why Altergeists are so powerful however, this deck excels at putting up interaction, for a dumb trap deck the engine is really quite good. Slow the game down to where 1 for 1 trades matter and win on high quality 1 for 1 trades.
I went for a version with no hand traps, aside from Imperm which makes the cut for being a trap card for Multifaker. There are a couple of reasons for this. Firstly, there just wasn't space to fit in a Necrovalley package with 6 hand traps. Secondly, hand traps other than Imperm, obviously, are too low-impact this format to be worth running when instead to can run plans that are still good going second.
So, onto the line-up. Pretty standard for Altergeist cards, 3 Meluseek, 3 Multifaker, 3 Mario, 1 Kunquery, 2 Silq, with 3 Spoofing, 2 Protocol, and 1 Manifestation. The standard line-up is fine in Necrovalley, some effects get shut off but Protocol protects most of your effects. 3 Meluseek, 3 Multifaker, and 3 Spoofing is for easy access to multifaker. 3 Mario 2 Protocol is still correct, since you need your number of Altergeist monsters to be higher and since Protocol is better as a card searched by Mario than drawn on its own. 1 Manifestation, the first effect still works under Protocol which is when you will search for this, and you won't always draw Necrovalley, which will likely hurt the opponent more. Still a 1 of, just here to search.
Then we have exactly 5 copies of Necrovalley, the 3 actual copies plus 1 Terraforming and 1 Metaverse. Metaverse is necessary for increasing the number of traps cards in the deck, and is just better than Commandant here (and maybe elsewhere). It lets you back up a Necrovalley with another instant-speed copy if you see them together. We run exactly 5 of these cards, because while you do want to see a copy you never really want to see multiple copies of this card, and because this way you have the perfect sized package to side in Secret Village of the Spellcasters and Imperial Order (side out Terraforming).
Pot of Extra is here to dig through cards, and from here on out everything is pretty standard. Imperms for the Multifaker interaction, Solemns, and a few tech-choice traps. I really like Torrential Tribute combined with Solemn Strike in this deck as a board breaking tool, so I'm on 3 Torrential Tribute. I'm also on Dogmatika Punishment, because the downside doesn't matter and getting to pop 2 is huge upside.
So, one downside with the deck is you're playing with Necrovalley in 1/3 of your games. The Secret Village plan is too important to run Necrovalley most of the time in games 2 and 3, realistically. So you're looking to cheese game 1s with Necrovalley and then play future games with Secret Village. Is that really worth the space? You have to ask yourself that. But remember 1 game is half of what you need to win a match, so the answer to this could be yes, if Necrovalley will cheese you those game 1s in your meta. The other downside is you are hurting yourself in some ways that are crucial to your own grind game - in a grindy enough format this might not be the answer, and it's one of the reasons that even though Necrovalley stacks up well against the top decks right at this moment, I don't know if it is good enough to run in Altergeists right now. However, this version is overall, quite functional, and has the potential to grind those games out under Necrovalley, so don't be discouraged to try it if you're expecting a lot of Dry and Tri in your meta.
Overall I'm glad I made this deck list. It helped me learn a little about Altergeists, and I feel like I have a better understanding of the deck now than before I built this list.
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.