Weather Painter Control Stun
Deck Primer
Summary of this deck
Weather painters is a control base deck which relies on low level fairy monsters to gain quick effects via their corresponding continuous spell/trap. All of the continuous spell/traps in the deck have the monsters banish themselves as cost so they can easily avoid danger and easily control the number of monsters on the field, then having them selves special summon back to the field during either player's stand by phase. This deck is mainly good at slowly gaining advantage over time by either searching cards via continuous spell, bouncing monsters back to opponents hand during combat, or by running lots of destruction card such as torrential tribute or needle ceiling then banishing your monsters as cost for other effects to avoid destruction. This deck also HEAVILY relies on many forms of floodgates such SKILL DRAIN, LOSE 1 TURN, MACRO COSMOS, DIMENSION FISSURE, NECROVALLEY, and MYSTIC MINE. Be warned this deck does use lots of complicated mechanics like constantly using the cost of banishing to your favor and a good amount of timing rules need to be learned to play this deck properly.
Summary of weather painters
Monsters
ALL weather monsters have the effect: during the standby phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
Weather Painter Snow (lvl 3) she is the searcher of the deck, must play at 3 copies, and when she is normal summoned she places 1 weather canvas continuous spell/trap from deck, since she places directly from deck this can work around things like anti-spell fragrance. When normal summoned normally place onto the field her respective weather canvas snow which is the decks searcher.
Weather Painter Thunder (lvl 3) he is the highest atk level 3 weather painter and can send ANY face up continuous spell/trap for cost "including your generic floodgates like skill drain" to Place a different weather canvas from deck to field, must play 3 copies.
Weather Painter Cloudy (lvl 3) works in combination with thunder or can be used to protect your weather canvas backrow, if a weather card leaves the field target up to 2 weather canvas' from grave and Place them face up, play 2 - 3 copies.
Weather Painter Sun (lvl 3) he can special summon himself from grave by sending Any continuous spell/trap from field to grave and replacing it with another weathery canvas from hand, he is used incase you need to trigger torrential tribute or for link summoning, play 1.
Weather painter Rain (lvl 3) when she is special summoned, place a weather canvas from hand to field, this is used if your opponent destroyed a weather canvas during your turn and you need to activate another canvas for you opponents turn, not particularly useful as both weather painter cloud and aurora can do this job better, play 0 - 1.
Weather Painter Aurora (lvl 6) when she is normal summoned place a weather canvas from deck to field, also when she is face up on field your opponent can not target or destroy your weather spell/traps. Play 1 but you will most likely just special summon her from deck using weather canvas rainbow.
Weather Painter Rainbow (link 3) she rarely gets played but has an amazing effect, if a weather painter is under a zone she points to, banish that weather painter and Negate any card effect or activation. Furthermore she can tribute herself to Negate special summon. This deck doesn't ever use the extra deck so just play 3 of her incase you want to use her and don't want her to get hit by pot of extravagance.
Spells/Traps
ALL weather spells/traps are continuous and gives the monster directly in front and adjacent to it a quick effect which allows the monster to Banish themselves as cost, and activates effect in banish zone. Then during the next standby phase the weather painters have an effect to special summon themselves.
Weather snow canvas is the searcher of the deck play 3. When using this card also use it to avoid danger such as if your opponent plays raigeki, simply banish all monsters this spell points to and banish them then search your 1 card, though this card states that you can only search 1 card per turn with this effect, you can still pay the cost of banishing your monsters to avoid danger.
Weather thunder canvas when a weather painter you control battles a monster, banish the weather painter to return the opponents monster back to hand, this can be useful when playing a kaiju engine to kaiju your opponent then return kaiju back to hand, furthermore this effect is non targeting and can get rid of boss monsters with destruction and targeting immunities. Play 2 - 3.
Weather cloud canvas banish your monster then target 1 monster on the field and half its atk and that monster can attack directly, if you don't have weather snow canvas on field and need to quickly avoid danger use this card instead, and this could be used with mystic mine as well, if your opponent can't get less monsters on feild then you, you an easily half one of your monsters and let it attack your opponent directly. Play 0-1.
Weather sun canvas banish a weather painter you control then target 1 monster you control and tribute it then special summon 1 weather painter from your hand, do not play this.
Weather rain canvas banish a weather painter to target 1 spell/trap you opponent controls and return to hand, this can do a soft spell lock as you can also run anti-spell fragrance forcing your opponent to set their spells then use this card to bounce it back to hand, this can also bounce your opponents mirror forces before you attack. Play 0-1.
Weather aurora canvas you can banish a weather painter when anyone adds a card from deck to hand, banish that added card and they draw a new card, can be used to snipe key combo pieces. Play 0-1.
Weather rainbow canvas banish a weather painter monster to special summon 1 weather painter from deck to field if your opponent controls at least 1 monster. Normally used to summon aurora, cloud, thunder, summon aurora for dmg or protecting backrow same as cloud, summon thunder to replace rainbow canvas with snow canvas. This card also combos well with torrential tribute as you can easily special a monster from deck then chain that summon with torrential tribute during your opponents turn. Play 3.
Deck Techs
Board Nukes
There are a few ways to easily play board nukes in this deck but mainly playing torrential tribute and needle ceiling. For needle ceiling you can simply wait out as long as possible before activating needle ceiling then nuking the board, then chain all monsters on the field by banishing themselves for cost to either search a card from deck using the weather canvas snow or by targeting 1 monster on the field and halving their atk with cloudy canvas. Torrential tribute can also be activated extremely easily in this deck as well, by using the weather canvas rainbow, you can "at the end of opponent main phase 1 or start of battle phase" special summon from deck any weather painter monster then activate torrential tribute, then simply banish all monsters on your field as cost to activate your continuous spell/traps. Furthermore Nibiru can be easily played around as well similar to needle ceiling, right at the end of main phase or beginning of battle phase simply first activate effect of weather rainbow canvas, then Nibiru, then banish your remaining monsters with weather canvas snow.
Mystic Mine
Since weather painters can easily control the number of monsters on your side of the field at all times, mystic mine can be played around. To use this card you must always have to guess how many monsters your opponent will have on board at all time, if you know your opponent does not play generic link monsters can cant link all of their monsters for a single monster then you can leave more monsters on your side of the field, else just banish all of your monsters on field using snowy canvas or cloudy canvas effect. Furthermore you can easily get rid of mystic mine at the end of your opponents turn by either using needle ceiling then banishing your monsters away or by using weather rainbow canvas to special summon a monster from deck and then activating torrential tribute, then chain and banish all your monsters again to avoid destruction, at the end of your opponents turn both players will not have any monsters each and mystic mine is destroyed.
Floodgates
Skill drain can be played around as ALL of your weather painters will first banish themselves for cost, then Activate in banish zone, this is good as skill drain Only negates monsters on field. Similarly lose 1 turn does the same however requires the activation for you to have no special summoned monsters on field, to work around this the turn you set lose 1 turn, banish all your monsters first, then on opponent standby phase activate lose 1 turn first then special summon all of your banished weather painters back.
Macro cosmos, Dimensional fissure, and Necrovalley aren't going to be an issue for you as no monsters should ever go to grave except potentially weather painter sun but he can float back to the field or by using weather painter thunders effect to destroy an old continous spell/trap and place a new canvas with weather painter cloud on field to bring back destroyed weather spells/traps.
Anti-Spell fragrance can be played around as weather painters thunder, snow, and aurora all place weather canvas' directly from deck to field and DOES NOT activate them.
Hand traps
Play any hand traps you desire as you can easily empty your field to resolve gamma, and you don't need a graveyard so dimensional shifter wont effect you. Herold hand traps could also work as ALL weather painters are faries.
General traps
Mirror force line up especially drowning as you can easily banish all monsters on your field leaving you wide open for a direct attack thus allowing you to use drowning, mainly use mirror force line up if you are getting constantly monster destruction on you field and your opponent can easily otk you when your board is empty.
Waking the dragon and artifact sanctum can both be used to blind set if your opponent regularly uses lighting storm, and artifact sanctum can also get into artifact scythe for an extra deck lock.
Strategy
First and foremost this is a Control deck and is mainly relying on wildling down your opponent and poking them to death, it cannot otk even on an empty board. Your main strategy is to stall and hold out as long as possible before triggering you board nukes then banish your weather painter then attack on your next turn. With cards like weather canvas thunder you can get rid of lots of boss monsters that have destruction and targeting immunities by simply bouncing them back to hand. Since majority of the floodgates are monster negation stalling out should be even easier as you steadily gain advantage over time. The deck list currently shown is for going blind in a match so it is middle ground for either going first or second without an issue however it is not optimized for either.
When going first, side in more floodgates and board nukes can you can easily sit on them and wait for your opponent to act. Hand traps could be useful for going first however hand traps are just 1 time use so floodgates are greatly more valued as it can last for multiple turns.
When going second, running 3 mystic mines an terraforming is necessary as you opponent most likely has a large board. Reducing the number of trap field nukes would be good as you won't be able to activate them right away, but keeping a few copies wont hurt as you can easily stall while getting ready to use those traps on your opponents turn. Siding in more hand traps is greatly valued and dark ruler no more, black hole, or raigeki can always help as well. Kaiju package would also be useful as they can easily be returned to your hand once a turn so you can easily kaiju 2 trouble card every turn.
Siding when siding never lower the amount of your standard weather painter monsters or spells/traps that will greatly reduce your consistency mainly focus on all of the tech cards, the weather painter portion of the deck only takes up 19 cards, the remaining 21 can be switched based on the match up but be cautious when siding out your draw power.
Weather painters is a control base deck which relies on low level fairy monsters to gain quick effects via their corresponding continuous spell/trap. All of the continuous spell/traps in the deck have the monsters banish themselves as cost so they can easily avoid danger and easily control the number of monsters on the field, then having them selves special summon back to the field during either player's stand by phase. This deck is mainly good at slowly gaining advantage over time by either searching cards via continuous spell, bouncing monsters back to opponents hand during combat, or by running lots of destruction card such as torrential tribute or needle ceiling then banishing your monsters as cost for other effects to avoid destruction. This deck also HEAVILY relies on many forms of floodgates such SKILL DRAIN, LOSE 1 TURN, MACRO COSMOS, DIMENSION FISSURE, NECROVALLEY, and MYSTIC MINE. Be warned this deck does use lots of complicated mechanics like constantly using the cost of banishing to your favor and a good amount of timing rules need to be learned to play this deck properly.
Summary of weather painters
Monsters
ALL weather monsters have the effect: during the standby phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card.
Weather Painter Snow (lvl 3) she is the searcher of the deck, must play at 3 copies, and when she is normal summoned she places 1 weather canvas continuous spell/trap from deck, since she places directly from deck this can work around things like anti-spell fragrance. When normal summoned normally place onto the field her respective weather canvas snow which is the decks searcher.
Weather Painter Thunder (lvl 3) he is the highest atk level 3 weather painter and can send ANY face up continuous spell/trap for cost "including your generic floodgates like skill drain" to Place a different weather canvas from deck to field, must play 3 copies.
Weather Painter Cloudy (lvl 3) works in combination with thunder or can be used to protect your weather canvas backrow, if a weather card leaves the field target up to 2 weather canvas' from grave and Place them face up, play 2 - 3 copies.
Weather Painter Sun (lvl 3) he can special summon himself from grave by sending Any continuous spell/trap from field to grave and replacing it with another weathery canvas from hand, he is used incase you need to trigger torrential tribute or for link summoning, play 1.
Weather painter Rain (lvl 3) when she is special summoned, place a weather canvas from hand to field, this is used if your opponent destroyed a weather canvas during your turn and you need to activate another canvas for you opponents turn, not particularly useful as both weather painter cloud and aurora can do this job better, play 0 - 1.
Weather Painter Aurora (lvl 6) when she is normal summoned place a weather canvas from deck to field, also when she is face up on field your opponent can not target or destroy your weather spell/traps. Play 1 but you will most likely just special summon her from deck using weather canvas rainbow.
Weather Painter Rainbow (link 3) she rarely gets played but has an amazing effect, if a weather painter is under a zone she points to, banish that weather painter and Negate any card effect or activation. Furthermore she can tribute herself to Negate special summon. This deck doesn't ever use the extra deck so just play 3 of her incase you want to use her and don't want her to get hit by pot of extravagance.
Spells/Traps
ALL weather spells/traps are continuous and gives the monster directly in front and adjacent to it a quick effect which allows the monster to Banish themselves as cost, and activates effect in banish zone. Then during the next standby phase the weather painters have an effect to special summon themselves.
Weather snow canvas is the searcher of the deck play 3. When using this card also use it to avoid danger such as if your opponent plays raigeki, simply banish all monsters this spell points to and banish them then search your 1 card, though this card states that you can only search 1 card per turn with this effect, you can still pay the cost of banishing your monsters to avoid danger.
Weather thunder canvas when a weather painter you control battles a monster, banish the weather painter to return the opponents monster back to hand, this can be useful when playing a kaiju engine to kaiju your opponent then return kaiju back to hand, furthermore this effect is non targeting and can get rid of boss monsters with destruction and targeting immunities. Play 2 - 3.
Weather cloud canvas banish your monster then target 1 monster on the field and half its atk and that monster can attack directly, if you don't have weather snow canvas on field and need to quickly avoid danger use this card instead, and this could be used with mystic mine as well, if your opponent can't get less monsters on feild then you, you an easily half one of your monsters and let it attack your opponent directly. Play 0-1.
Weather sun canvas banish a weather painter you control then target 1 monster you control and tribute it then special summon 1 weather painter from your hand, do not play this.
Weather rain canvas banish a weather painter to target 1 spell/trap you opponent controls and return to hand, this can do a soft spell lock as you can also run anti-spell fragrance forcing your opponent to set their spells then use this card to bounce it back to hand, this can also bounce your opponents mirror forces before you attack. Play 0-1.
Weather aurora canvas you can banish a weather painter when anyone adds a card from deck to hand, banish that added card and they draw a new card, can be used to snipe key combo pieces. Play 0-1.
Weather rainbow canvas banish a weather painter monster to special summon 1 weather painter from deck to field if your opponent controls at least 1 monster. Normally used to summon aurora, cloud, thunder, summon aurora for dmg or protecting backrow same as cloud, summon thunder to replace rainbow canvas with snow canvas. This card also combos well with torrential tribute as you can easily special a monster from deck then chain that summon with torrential tribute during your opponents turn. Play 3.
Deck Techs
Board Nukes
There are a few ways to easily play board nukes in this deck but mainly playing torrential tribute and needle ceiling. For needle ceiling you can simply wait out as long as possible before activating needle ceiling then nuking the board, then chain all monsters on the field by banishing themselves for cost to either search a card from deck using the weather canvas snow or by targeting 1 monster on the field and halving their atk with cloudy canvas. Torrential tribute can also be activated extremely easily in this deck as well, by using the weather canvas rainbow, you can "at the end of opponent main phase 1 or start of battle phase" special summon from deck any weather painter monster then activate torrential tribute, then simply banish all monsters on your field as cost to activate your continuous spell/traps. Furthermore Nibiru can be easily played around as well similar to needle ceiling, right at the end of main phase or beginning of battle phase simply first activate effect of weather rainbow canvas, then Nibiru, then banish your remaining monsters with weather canvas snow.
Mystic Mine
Since weather painters can easily control the number of monsters on your side of the field at all times, mystic mine can be played around. To use this card you must always have to guess how many monsters your opponent will have on board at all time, if you know your opponent does not play generic link monsters can cant link all of their monsters for a single monster then you can leave more monsters on your side of the field, else just banish all of your monsters on field using snowy canvas or cloudy canvas effect. Furthermore you can easily get rid of mystic mine at the end of your opponents turn by either using needle ceiling then banishing your monsters away or by using weather rainbow canvas to special summon a monster from deck and then activating torrential tribute, then chain and banish all your monsters again to avoid destruction, at the end of your opponents turn both players will not have any monsters each and mystic mine is destroyed.
Floodgates
Skill drain can be played around as ALL of your weather painters will first banish themselves for cost, then Activate in banish zone, this is good as skill drain Only negates monsters on field. Similarly lose 1 turn does the same however requires the activation for you to have no special summoned monsters on field, to work around this the turn you set lose 1 turn, banish all your monsters first, then on opponent standby phase activate lose 1 turn first then special summon all of your banished weather painters back.
Macro cosmos, Dimensional fissure, and Necrovalley aren't going to be an issue for you as no monsters should ever go to grave except potentially weather painter sun but he can float back to the field or by using weather painter thunders effect to destroy an old continous spell/trap and place a new canvas with weather painter cloud on field to bring back destroyed weather spells/traps.
Anti-Spell fragrance can be played around as weather painters thunder, snow, and aurora all place weather canvas' directly from deck to field and DOES NOT activate them.
Hand traps
Play any hand traps you desire as you can easily empty your field to resolve gamma, and you don't need a graveyard so dimensional shifter wont effect you. Herold hand traps could also work as ALL weather painters are faries.
General traps
Mirror force line up especially drowning as you can easily banish all monsters on your field leaving you wide open for a direct attack thus allowing you to use drowning, mainly use mirror force line up if you are getting constantly monster destruction on you field and your opponent can easily otk you when your board is empty.
Waking the dragon and artifact sanctum can both be used to blind set if your opponent regularly uses lighting storm, and artifact sanctum can also get into artifact scythe for an extra deck lock.
Strategy
First and foremost this is a Control deck and is mainly relying on wildling down your opponent and poking them to death, it cannot otk even on an empty board. Your main strategy is to stall and hold out as long as possible before triggering you board nukes then banish your weather painter then attack on your next turn. With cards like weather canvas thunder you can get rid of lots of boss monsters that have destruction and targeting immunities by simply bouncing them back to hand. Since majority of the floodgates are monster negation stalling out should be even easier as you steadily gain advantage over time. The deck list currently shown is for going blind in a match so it is middle ground for either going first or second without an issue however it is not optimized for either.
When going first, side in more floodgates and board nukes can you can easily sit on them and wait for your opponent to act. Hand traps could be useful for going first however hand traps are just 1 time use so floodgates are greatly more valued as it can last for multiple turns.
When going second, running 3 mystic mines an terraforming is necessary as you opponent most likely has a large board. Reducing the number of trap field nukes would be good as you won't be able to activate them right away, but keeping a few copies wont hurt as you can easily stall while getting ready to use those traps on your opponents turn. Siding in more hand traps is greatly valued and dark ruler no more, black hole, or raigeki can always help as well. Kaiju package would also be useful as they can easily be returned to your hand once a turn so you can easily kaiju 2 trouble card every turn.
Siding when siding never lower the amount of your standard weather painter monsters or spells/traps that will greatly reduce your consistency mainly focus on all of the tech cards, the weather painter portion of the deck only takes up 19 cards, the remaining 21 can be switched based on the match up but be cautious when siding out your draw power.
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