|Deck Type:||Non-Meta Decks|
|Deck Master:||Witchcrafter Madame Verre|
|Submission Date:||September 25th 2019|
|Last Updated:||July 20th 2020|
|YGOPRODeck File Download|
Ideally you wanna turbo out Verre protecting her with Bystreet and/or the Magician's Hands. After that you wanna stall out picking your negations while building up a hand with your spells. When you get Haine out is when you want to start going on the offensive as she's the main beefstick in the deck. If you have Verre in hand from the start, then you can bring out Edel instead and use her to build a bigger opening board. The earlier you can get Golem Aruru in hand when you have Verre out is also the better as she's another layer of protection, but she's only useful if you already have at least 1 Witchcrafter out on board.
Contradicting what i've just put in the last paragraph, with your initial special summon if you don't start with Schmietta you can use Genie/Pittore to summon Schmietta and then use her to summon Verre. That nets you either a draw or recycle and a spell search in your grave. This only works if you have the spell fodder in your hand, but seeing as there's plenty spells in the deck then that "shouldn't" be an issue.
Foolish Burial lets you dump Schmietta so you can use her spell dump/search effect without having to draw her/use her summon effect (which is useful if you've already summoned your bigger lasses, niche but it happens), you can also use it to dump Genie if you really need to get that extra search off Creation or Revival off Holiday. Can also be used to dump and revive with Holiday.
Use Foolish Burial Goods to dump any spell you find yourself lacking, but also don't hesitate to use it as discard fodder itself. In fact the only spells you don't really want to discard are the Magician's Hands as they're your main protection. Goods is also useful for searching for your Magician's Hands early on. If you have the resources to spare then it is a good idea to use it to dump Magician's Restage and nab yourself either Left or Right hand, Right hand tends to be the more useful one as Spells tend to be more important than traps to stop early on I find (this of course does differ from deck to deck). And if you're really in a pinch and desperate for draw, say if you've got no monsters in hand and nothing on board, you can use it to dump Metalfoes Fusion and use that to draw.
You don't really wanna go for Extra Deck summons unless you've got Holiday on hand, as losing your Witchcrafters loses you the spell recyclability. So really, put what you find useful in the ED. I personally really like Day-Breaker as using Holiday you can net it another spell counter which gives you more damage and a destro effect, and it being a spellcaster itself means you can use Aruru and Verre to protect/buff it.
Magicians' Soul is a nice bit of draw power (if you can afford it, I can't), you can use it to dump Verre or Haine and then bring em back with Holiday if you have it, and the spells you discard to draw with you'll probably end up getting back anyway. I personally don't like it that much after testing it out but it was only a couple games so who knows.
With the addition of Unveiling bricky hands aren't as scary as before as you can use it to summon anything from your hand, while also protecting your effects with it's own bonus effect.