Children's Card Game School


After nearly 20 years of the franchise
It's time to duel again! Sign In or Register


You are not connected. Please login or register

 

H.A.Ts Off To You

 

Message (Page 1 of 1)

#1

Naito Raizu

Naito Raizu
 
Member [LV5]
Member [LV5]

Posted Mon Aug 25, 2014 9:22 am

H.A.Ts Off To You
H.A.Ts Off To You Foto_atrapadora_mirmele%C3%B3ntida
FORMAT: Adv. TCG | SEASON: July 2014 | TYPE: Control
CREATED BY: Naito Raizu
H.A.T (Hand, Artifact, Traptrix) is an incredibly unorthodox control deck that has risen to stunning popularity, and for a good reason. These Trap-Filled powerhouses have no real counters in the current metagame, and have incredible consistency, as well as fantastic, far-reaching methods of card destruction.
MAIN DECK [40]
Monsters [17]
1 Artifact Beagalltach
3 Artifact Moralltach
2 Cardcar D
3 Fire Hand
3 Ice Hand
2 Traptrix Dionaea
3 Traptrix Myrmeleo

Spells [10]
3 Artifact Ignition
1 Pot of Dichotomy
3 Pot of Duality
3 Upstart Goblin

Traps [13]
2 Artifact Sanctum
2 Black Horn of Heaven
1 Bottomless Trap Hole
1 Call of the Haunted
1 Compulsory Evacuation Device
1 Solemn Warning
1 Torrential Tribute
2 Traptrix Trap Hole Nightmare
2 Wiretap
EXTRA DECK [15]
1 Abyss Dweller
1 Artifact Durendal
1 Cairngorgon, Antiluminescent Knight
1 Constellar Pledias
1 Constellar Ptomely M7
1 Evilswarm Exciton Knight
1 Gagaga Cowboy
1 Maestroke The Symphony Djinn
1 Number 101: Silent Honor ARK
1 Number 103: Ragnazero
1 Number 50: Blackship of Corn
1 Number 61: Volcasaurus
1 Photon Papilloperative
1 Tiras, Keeper of Genesis
1 Wind-Up Arsenal Zenmaioh

SIDE DECK [15]
2 D.D. Crow
1 Dark Hole
2 Mystical Space Typhoon
3 Breakthrough Skill
3 Debunk
2 Needle Ceiling
2 Void Trap Hole

DECK SCREENSHOT
H.A.Ts Off To You Clickh11
DECK INFORMATION
The central Level 4 Monsters of this deck are obviously the two Traptrix cards, Myrmeleo and Dionaea. These two are fantastic cards for the deck, and many players hate seeing them touch the Field, and for good reasons. Myrmeleo will search out any "Trap Hole" Trap Card from the deck, meaning that you get a free search for either Bottomless Trap Hole, or Traptrix Trap Hole Nightmare, both of which are incredibly dangerous Traps, that your opponent will take care to try and manuver around. In addition, Myrmeleo is able to destroy a Spell/Trap Card that the opponent controls when she's Special Summoned to the Field, which is fantastic, as that fits in with Dionaea's effect, that allows her to Special Summon any Traptrix Monster from the Graveyard when she's Normal Summoned (including herself!). Not only will this activate the effect of Traptrix Myrmeleo, but Dionaea's great effect also allows for incredibly fast Xyz Summons, allowing players to quickly grab out cards such as Evilswarm Exciton Knight and Number 101: Silent Honor ARK for virtually no cost, at virtually no risk.

The Artifact component of this deck consists simply of Beagalltach and Moralltach, which is all you'll need to crush your opponent underfoot. These two Level 5 LIGHT Monsters are especially nasty, as they can be set face-down in the Spell/Trap Zone, allowing them to be used for intimidation and bluff tactics against the opponent. But that's not their only function, oh no. Since they can be set in the Spell/Trap Zone, Mystical Space Typhoon can be used to destroy them, and when your opponent plays MST on their own turn, they get a nasty surprise. When these two are destroyed and sent to the Graveyard, their first effect activates, Special Summoning them to the Field, regardless of whose turn it is. Then, if Moralltach is Special Summoned during the opponent's turn, he gets to freely destroy a card on their side of the Field, which is fantastic! Moralltach is a great wall-breaker, being able to take care of several monsters who carry insane amounts of ATK points with the click of the fingers. Beagalltach is also superb, as, when he's Special Summoned during the opponent's turn, her gets to blow up up to two of your Set cards! This means that, if Beagalltach gets hit, and you have a Moralltach sitting face-down in your Spell/Trap Zone, you can destroy him, getting him to Special Summon himself to the Field, and then can use his effect to blow up one of your opponent's cards! Now, I know what you're thinking. "But that means you have to have Beagalltach AND Moralltach face-down at the same time, and isn't that super situational!?" Well, my good sir, you'd be right, if there wasn't another super special card in this deck, in the form of Artifact Ignition. This card rocks so hard! If you have an Artifact Monster in your deck, you can activate Ignition, and destroy a Spell/Trap Card on either side of the Field, and then set an Artifact Monster from your Main Deck to your Spell/Trap Zone. How does this help? Well, since Ignition is a Quick-Play Spell Card, this guy can be set beside Beagalltach, and can be activate during the opponent's turn. When Ignition is activated, it blows up Beagalltach, and sets Moralltach as part of one big effect. THEN, Beagallatach's effect to Special Summon himself activates, bringing him to the Field, and blowing up your freshly set Moralltach. How awesome is that!?

But wait, there's more! Artifacts have a special Trap Card, known as Artifact Sanctum, which will Special Summon an Artifact Monster from your Main Deck at the cost of your Battle Phase. But, since it's a Trap Card, this guy can be activated during the opponent's turn, which not only removes the negative cost of sacrificing your Battle Phase, but also allows you to bring out Moralltach, and blow up your opponent's cards. Now, if that doesn't get your opponent to rip out his own hair, I'm sure Ignition and Sanctum's additional effects will. With only 4 Artifact Monsters in this deck, you'll find that you run out of targets for Sanctum rath quickly, and Ignition can't be played unless there's an Artifact in the Main Deck. So what happens when your Moralltachs and Beagalltachs get used up? You still set Ignition and Sanctum, of course. In addition to their original effects, both Ignition and Sanctum get another round of effects when they're destroyed while Set face-down, and both are nasty. Ignition will make your opponent skip their next Battle-Phase, if your opponent blows up Ignition while it's set, and Sanctum will destroy a card on the Field. So, after all that, we must be done with how fantastic the Artifacts are, right? Wrong! Before we move on, it must be noted that both Moralltach and Beagalltach are Level 5, allowing them to Xyz Summon a large variety of Rank 5 Xyz Monsters, which are incredibly good. With these two, the deck can access cards such as Number 61: Volcasaurus, Constellar Pleiades, and the all feared Tiras, Keeper of Genesis.

So, after all of that, how do Fire and Ice Hand fit into this deck? Well, these two are the deck's main method of removing multiple threats at once. With the ability to destroy both monsters and backrow by recklessly attacking into cards that contain higher ATK points than the Hands themselves, H.A.T decks are capable of getting rid of several decently sized obstacles. By using Fire and Ice Hand, the deck can force the opponent to expend what would normally be rather dangerous Traps, such as Bottomless Trap Hole and Dimensional Prison, in a desperate attempt to save themselves from the onslaught. This, of course, just makes larger openings in the opponent's defense, which the deck will easily take advantage of to rip apart the opponent's Life Points.

Now, what would a deck be without some sort of Draw Power in this day and age? It would be pretty bad. Now, as an unorthodox toolbox deck, H.A.T decks don't have any sort of exclusive Draw Power or searching cards that thins the deck out for them, and so they must make the most of the generic cards available to them. This deck runs triple Upstart Goblin and triple Pot of Duality, as the cards are great for deck-thinning, and can allow for quick set-up. While many would argue that having both Goblin and Duality in the deck is a bit too much, it's simply not true. Upstart Goblin is great for the deck, as it just tacks on an extra 1000 Life Points to the opponent, and leaves you to make the rest of your plays, giving you a wide variety of options of what to do with your turn. Duality, on the other hand, lets you pick the card you draw out, but restricts your ability to Speical Summon, which would hurt, if H.A.T decks weren't control decks. Being a control deck, this deck can play out a Pot of Duality, set some backrow, set a Fire Hand or an Ice Hand, and then just sit on it for a turn. It's ability to defend itself won't decrease, and you'll emerge from your opponent's turn relatively unscathed, and still fully capable of laying down some major pain. In addition to Pot of Duality and Upstart Goblin, CardCar D is another card that has found it's way into this deck. Like with Pot of Duality, CardCar D does restrict plays upon his activation, so the deck will need to set down some Traps before playing CardCar. As with Pot of Duality, this will reap some major goodies, and will increase your ass-kicking capabilities greatly.

So, after all of that, what are we left with? Possibly the greatest control deck to have ever existed. A deck that strikes fear into the hearts of duelists everywhere. So hats off to those that face this deck in the future. It takes some serious courage to stand against this deck, and attempt to take it down.



http://www.duelacademy.org


#2

Amy Kool

Amy Kool
 
Member [LV3]
Member [LV3]

Posted Fri Sep 19, 2014 12:01 pm

How does this one stand in the meta rankings?





#3

Skitoritto

Skitoritto
 
Member [LV4]
Member [LV4]

Posted Fri Sep 19, 2014 12:12 pm

Amy Kool wrote:How does this one stand in the meta rankings?
 Post #2
This deck is no longer meta, in fact it's no longer played as Shaddolls and everything that is meta now wrecks it easily. It could be good after the banlist if they don't hit the Artifact Engine (They are going to hit it!).



http://www.duelacademia.com


#4

Dark Duelist Soul

Dark Duelist Soul
 
New Member
New Member

Posted Fri Sep 19, 2014 1:30 pm

Skitoritto wrote:
Amy Kool wrote:How does this one stand in the meta rankings?
 Post #2
This deck is no longer meta, in fact it's no longer played as Shaddolls and everything that is meta now wrecks it easily. It could be good after the banlist if they don't hit the Artifact Engine (They are going to hit it!).
 Post #3

Couldn't have said it better myself and it's a frightful shame because I rather enjoyed this deck... and tried some pretty desperate things to try and make it work in the Shaddoll/Burning Abyss half of the format, to no avail.

I personally am expecting Artifact Sanctum and Morralltach to get hit.





#5

Naito Raizu

Naito Raizu
 
Member [LV5]
Member [LV5]

Posted Fri Sep 19, 2014 2:14 pm

Tsk. Looks like I need to make another deck for this.



http://www.duelacademy.org


#6

Heatnix

Heatnix
 
Member [LV5]
Member [LV5]

Posted Sun Oct 05, 2014 8:57 am

test





#7

Naito Raizu

Naito Raizu
 
Member [LV5]
Member [LV5]

Posted Sun Oct 05, 2014 9:10 am

Testing.



http://www.duelacademy.org


#8

Sponsored content


 

Posted





Message (Page 1 of 1)

Permissions in this forum:
You cannot reply to topics in this forum