World Chalice [Trinity Format, October 21]
Deck Primer
Pros:
- Non-linear Midgame: This makes disruption windows and timing very frustrating for your opponent, especially since any two monsters usually can convert into a lot more than what they might've been expecting. You can really take someone off guard by just bringing out cards in your Extra Deck that weren't shown off before, for example: the Rasterliger who often takes so many games from my opponents just because it's a "free, budget Accesscode."
- Strong Starts: Since this deck operates around combo theories, your openers will usually be some form of disruption that doubles as a means of putting out 2-3 bodies and setting up modes of revival for follow-up plays. If you happen to be unlucky, you can still end on 2-3 bodies, or just the Berserker and be content sometimes; though, engine access is prefered.
- Explosive Combos: The combo lines in this deck get pretty crazy pretty quickly, just after 1 resolution of Lib, Ib, or Chalice in the Graveyard. The 2nd search pretty much opens up a vast amount of lines that often makes the deck difficult to pilot, especially in the way of disruption and/or adversity.
Cons:
- Normal Monsters: These guys do have the major downside of not being a handtrap, having innate effects, or being super valuable in a topdeck scenario as they still just are vanillas. While opening several in the same hand usually is a combo line thanks to Imduk, there are often times where just having too few or too many Normals can make hands seriously clunky, especially with no extenders and/or follow-up.
- Openers Are Everything: Not opening correctly or getting yourself on the map with this deck will put you pretty far behind in Modern Trinity; though, that's kind of a thing to be said regarding just about every strong deck in the format. You'll need to take your best discretion regarding the best opener for the given matchup and consider the direction the game might go, ESPECIALLY if you're going 2nd.
- Summon Limit: While the Summon Limit often will be the thing we're exploiting with this list, it's important to always keep it in mind as it is still the limiting factor and the monsters being used for the combo lines aren't exactly the beefiest to end on like a Blue-Eyes White Dragon. Plan your lines and alternative pivots accordingly, else you might find yourself just making a Berserker of the Tenyi and passing, or much, much worse.
Now with that out of the way, let's get into some of the demo setups you'll be wanting to aim for.
OPENERS
The hand quality and/or number of extenders in the hand will always make the permuations of the gamestates more or less challenging to emulate; though, this much was obvious. That being said, in the 1st turns of the duel, you ideally want to get your engines rolling. This can be enabled by the following:
- Link Summoning Halqibrax as Summon 3 or Lower: The less summons used, the more things you can get done along the way, for example: making Ib and using her as material for Halqi so you can Special Summon a World Chalice Monster in addition to Halqi's on-summon effect. If you have an excess summon, it's best to just summon the handtrap Ghost Ogre & Snow Rabbit, as she doubles as a potential disruption while face-up on the field. If not, Guardragon Justicia will suffice. Just be mindful to try and keep at least 1 copy in the deck at all times if you can afford to because of Carboneddon. Draconnet falls under this category as well, but is less dependant on Justicia as we have Crowned as a back-up.
- Link Summoning I:P Masquerena using Ib: This will allow you to summon Lee, the World Chalice Fairy from the deck, add either Guardragon or World Legacy - "World Chalice" to hand, and during the opponent's turn, simply make a Knightmare Unicorn or Phoenix based on the situation. Discard the added card to provide yourself with follow-up during your turn and disrupting the opponent at the same time, making the cost to discard a positive rather than a negative. Alternatively, if you can afford to hold said Chalice that was added via the Lee, being able to Tribute Summon it on the following turn allows you to use Lee in the GY to send it away and trigger the effect to Special 2 World Chalice monsters from the deck, all in 1 Summon (assuming you summon 2 Normal Monsters).
- Imduk Double Summon a "World Chalice" / Special Summon into Tribute Summon "World Chalice:" While the latter method of Special Summoning first is preferred (via something like Emergency Teleport for example), it's not always going to be an option with the baseline build. If you can pull it off, you have probably successfully FTK'd your opponent, unless they're able to blow you out somehow. Since this is the ideal scenario, let's look at the former instead. The Imduk Double Summon will put you on 2 Summons. If you DID NOT open a 2nd World Chalice Normal Monster in the hand, then it makes Tributing over Imduk even more costly as removing the World Chalice will require going into Almiraj, which will default the play to walling up with some Crowned or just settling for Berserker and passing. Remember, you want to get World Chalice to resolve and put it in the GY. It's fine to settle for less if it means you're still pushing your engine along. If you do happen to have a 2nd Normal in the hand, then upon floating the Imduk away as a Tribute Summon, you can Special that Normal Monster, make LANphorhyncus, then go into Lib, setting up a dangerous follow-up and Link-4 play.
Recognizing any of the above situations to be possible within the first turn you can play is vital to a powerful opener across almost every build of a "World Chalice" focused deck. If you're able to pull off these gamestates, you can definitely snowball the advantage and keep up with the viable decks in the format (usually anyway).
MIDGAME
The permutations midgame are far too complex to jot down here and vary based on your Extra Deck line-up (mainly the Link Monsters and Synchro 6-10 options you slotted in). I'll just highlight the star players to look for so you can get a general idea of the sequences you'll want to run through.
- Looping Lib: Resolving this card once in Trinity is strong on its own. Resolving both effects can be game-winning (or swinging). Resolving the search effect twice or more in a single duel can be a death sentence. The World Legacy cards can be extremely high-value, and so long as Trap Globe remains in the deck, you have the ability to go well beyond the average grind games of similar combo-based strategies. Just try not to be too greedy with Lib. This isn't a goodstuff deck, so you can't settle for "good enough." You gotta make that search count everytime. If it's not potentially game-winning that turn or next turn, then it's probably a misplay to grab it.
- World Legacy Discovery has Text: People forget this all the time and it's honestly so hilarious. Your monsters can and will replace themselves (once per turn) under this Field Spell, even if they are bounce and/or banished. Just being sent to the GY can also just make them be revived instead, which is great for Lee in particular, allowing you to trigger the search effect during the opponent's push. I usually aim to set this up as a 3rd search target when going for a risky play into multiple backrow or disruptions, since if at any point the line would be interrupted with World Chalice mons, I can still recover and keep pushing. Don't underestimate this card!
- The Extra Deck is Everything: This is still semi-highlander, so treat your Extra Deck Monsters like their lives and plays are vital to your chances of closing the game out. You don't want to waste a bullet or opportunity to win just for a Link Climb, even if the monster has no effect (like LAN and Berserker). You want to properly access what card is the best for the job and will get the best push and use it accordingly. During anything extra will likely have you relying on top decking the unsearchable Pots as a means of a crutch. Make those combos count!
Games should usually resolve themselves by midgame; however, if they don't, you always have the fallback options within the lategame.
LATEGAME
- Rasterliger: This is just Accesscode talker in the deck and should be treated accordingly. It's best to summon this by using I:P as a material since it would make it protected to help with the push.
- Draco Masters of the Tenyi: Since we play a lot of Normal Monsters and 2 Non-Effect Links, this card in the lategame should be Raigeki. Honestly, it's probably Raigeki even as early as turn 2-3, but it's good to keep this for when you need it rather than just as a random blowout. This isn't a combo enabler or extender after all and its protection isn't actually that great.
- World Legacy Collapse: If you haven't used this card for the GY effect or are just setting up cheeky lethal somehow, you can always use this in tandem with Lance or Armor in order to pump up a Link Monster in the Damage Step (permanently). This is a good way to clean up leftover LP in grindier games and should be used more as a Trump rather than a gameplan.
- World Legacy - "World Lance": Maintain this in hand until the time is right, OR sit on that Crescendo in the GY and wait until the opponent locks themselves into an attack duruing their turn (usually it will be into one of the Link-2 or higher monsters during this stage of the game). In response to the attack, search out the Lance, then during the Damage Step, discard the Lance and finish them off with their own attack. ;P Works every time.
As you can probably see from the above, the deck has a lot of options and different ways of navigating even the more "simple" gamestates or setups. Sometimes even the above cirumstances aren't considered optimal due to a given gamestate and I often find myself slotting out the Extra Deck based on changing trends in a given format. That said, here's a handful of ideas just to throw your way should you aim to adjust this baseline into something more focused elsewhere:
Accesscode Talker, Mekk-Knight Core, Orcust Core, Guardragon Promineses, World Chalice Guardragon Almarduke, Adamancipator Risen - Dragite, Tenyi Core, Magikey Core, Piercing the Light, Pacifis
Thanks for reading, and I hope this has convinced you to give the deck a try! It's a lot of fun to pilot, theorycraft, innovate, and watch replays on. If you can put in the time to learn it and cater the Extra Deck to be yours, it's well worth the ride. Now, cheers to the Chalice!
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