Witchcrafters
Deck Primer
Witchcrafters!
The main strategy of this deck is to get Madam Verre and Haine on the board, and shut down your opponents plays.
Monsters:
Big Witches - The bosses of the deck, you'll be sitting on these for most of the game. Discards a spell to activate their effects.
Baby Witches - These witches can tribute themselves and discard a spell to summon another Witch from the deck. Normally a Big Witch, but they can special each other too. You want to see these in your opening hand most often. They also all have unique grave effects.
Other -
Spell/Traps
Witchcrafter Spell/Traps - All Witchcrafter Spells (minus Bystreet) share the same effect - adding itself from your grave to your hand if you haven't activated its effect this turn. Bystreet and Patronus have different effects, but still do things in the grave.
Other spells -
Extra Deck
Honestly, the Extra Deck doesn't matter too much in this deck. Winda and the Restrict fusions are there for Instant Fusion, and the Selene/Accesscode Talker combo is strong. Normally, you'll not be going into your Extra however.
Honestly, I didn't expect to type up this much stuff on this deck, it just kinda happened. This is probably one of the more fun decks I've been playing recently, and I hope you all enjoy it too!
The main strategy of this deck is to get Madam Verre and Haine on the board, and shut down your opponents plays.
Monsters:
Big Witches - The bosses of the deck, you'll be sitting on these for most of the game. Discards a spell to activate their effects.
- Witchcrafter Madam Verre - Not only used to beef up your other Witches, she can also negate the effects of all monsters face up on the field. Probably the best Witch in the deck.
- Witchcrafter Haine - Makes other Witches untargetable, and can pop a card on the field. The second best Witch in the deck
Baby Witches - These witches can tribute themselves and discard a spell to summon another Witch from the deck. Normally a Big Witch, but they can special each other too. You want to see these in your opening hand most often. They also all have unique grave effects.
- Witchcrafter Schmietta (3x) - Easily the best Baby Witch. Best stats out of all the others, and more importantly, her grave effect allows you to send a Witchcrafter card from your deck to the grave.
- Witchcrafter Pittore (2x) - Her grave effect allows you to draw a card, and the discard isn't usually a big deal since your spells add themselves back to your hand. Also used to dump your other Baby Witches.
- Witchcrafter Potterie - Used mostly when you're running out of steam, her grave effect only works when you have no cards in your hand. Allows you to add a Witch from your grave to your hand, most often a Baby Witch.
- Witchcrafter Genni (2x) - The second best Baby Witch, her grave effect allows her to banish a Witchcrafter spell and copy its effect. Allows you to use the same spell effect multiple times in one turn.
Other -
- Ash Blossom (3x) - Pretty self explanitory, can be replaced pretty easily with Effect Veiler or Infinite Impermanence (I'd totally run this if I could afford it). We run a reasoning, and Ash Blossom is an awkward summon off of that, but otherwise insanely good.
Spell/Traps
Witchcrafter Spell/Traps - All Witchcrafter Spells (minus Bystreet) share the same effect - adding itself from your grave to your hand if you haven't activated its effect this turn. Bystreet and Patronus have different effects, but still do things in the grave.
- Witchcrafter Creation (3x) - Searches a Witch from your deck. Usually used to fetch a Baby Witch, however can also be used with Unveiling to summon a Big Witch. Pretty self explanitory.
- Witchcrafter Holiday (3x) - Monster Reborn for Witches. Also pretty self explanatory, we only run one copy of each Big Witch, so this is used to bring them back.
- Witchcrafter Unveiling (3x) - Specials a Witch from your hand, and stops your opponent from activating anything in response to spellcaster effects. The second effect is relevant since its a quick play spell, making your opponent unable to interrupt your effects on their turn. If you decide to run Effect Veiler, they cannot chain Called by the Grave to its activation after you play this card, which sometimes comes up.
- Witchcrafter Draping - Bounces spell/traps, quite useful when pushing for game.
- Witchcrafter Collaboration - Allows a Witch to attack twice, as well as stopping spell/trap effects until the end of damage step. When combined with Madame Verre's attack boost, this can deal absurd damage.
- Witchcrafter Bystreet - The only continuous Witchcrafter spell we run, and protects your Witches from destruction. Can be send from the field to the grave to activate any of the discarding effects, and places itself back on the field during the end phase. You'll be dumping this with Schmietta quite often.
- Witchcrafter Patronus - Used to recycle Witches, and search other spells. Its grave effect allows you to add any of your banished spells from Genni/any of your opponents effects.
Other spells -
- Reasoning - All of the Witches are different levels, meaning you normally get a free summon off this card. We run a low monster count and a high spell count, as well as your Witch spells adding themselves to your hand in the end phase, meaning this card is perfect for this deck.
- Foolish Burial - Used to dump Baby Witches, normally Schmietta, so you can use their grave effects.
- Metalfoes Fusion - You'll find yourself discarding your spells often, making this card a free draw.
- Monster Reborn - Self explanatory
- Called by the Grave (3x) - Also self explanatory, used to stop any hand traps/grave effects your opponent uses.
- Instant Fusion - Used to summon Thousand-Eyes Restrict for removal, Millennium-Eyes Restrict to stop any hand traps/effects on your turn, and rarely Winda to stop any special summoning.
- Magician's Restage - Can be used as a Monster Reborn for most of your Baby Witches, but is a little hard to get off the field. If you discard this for any of your Witches effects, it searches one of the Magician's Hands.
- Magician's Left/Right Hand - The Left Hand negates the first trap that activates, and the Right hand negates the first Spell. I've found the Right Hand to be better normally, but having both on the field can be a nightmare for your opponent.
Extra Deck
Honestly, the Extra Deck doesn't matter too much in this deck. Winda and the Restrict fusions are there for Instant Fusion, and the Selene/Accesscode Talker combo is strong. Normally, you'll not be going into your Extra however.
Honestly, I didn't expect to type up this much stuff on this deck, it just kinda happened. This is probably one of the more fun decks I've been playing recently, and I hope you all enjoy it too!
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Opening Hand
Red: 1st Card Draw
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