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Curse of the Tikis: a Tiki guide/article

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Jue Viole Grace
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descriptionCurse of the Tikis: a Tiki guide/article EmptyCurse of the Tikis: a Tiki guide/article

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Table of
Contents

1: What is a Tiki deck?!

2: The Tiki's

3: Outside Support

4: Sample Decklists:




What is a Tiki deck?!



Curse of the Tikis: a Tiki guide/article 1zxtdhkCurse of the Tikis: a Tiki guide/article 2cnyq6oCurse of the Tikis: a Tiki guide/article Bhf906Curse of the Tikis: a Tiki guide/article P0fmcCurse of the Tikis: a Tiki guide/article 23wkv8x

A Tiki deck is a deck that uses
continuous trap cards that summon themselves as monsters, such as
Zoma the Spirit (these cards are known as Trap Monsters, but I call
them Tiki's), along with Imperial Custom to prevent your Tiki's from
being destroyed (both card effects AND battle!). It may sound like
this is a deck that relies 100% on Imperial Custom, but you're wrong
if you think that. The Tiki's (trap monsters) have very VERY powerful
effects, and the deck also uses other powerful anti-meta cards.
This deck is very competitive, alot more than you think. So,
without further ado, here are the tikis.





The Tiki's




Tiki Curse


Continuous Trap

After activation, Special Summon this
card; it is treated as an Effect Monster Card (Rock-Type/DARK/Level
4/ATK 1800/DEF 1000). (This card is still treated as a Trap Card.)
While this card is treated as an Effect Monster, if another Trap Card
you control that is treated as a monster battles an opponent's
monster, destroy the opponent's monster after damage
calculation.


Curse of the Tikis: a Tiki guide/article 1zxtdhk


The best Tiki of them all. Any monster
that battles another Tiki you control get's cursed by Tiki Curse,
then crumbles to death. Opponent has a monster that can't be
destroyed by battle? Pfft, curse it, Tiki Curse! Monsters with high
attack won't be a problem either, since you can just attack with
another Tiki and watch the enemy crumble to death. Curse is also a
very nice beater, with 1800 attack points. Run 3 in any build.




Tiki Soul

Continuous Trap

After activation, Special Summon this
card; it is treated as an Effect Monster Card (Rock-Type/LIGHT/Level
4/ATK 1000/DEF 1800). (This card is still treated as a Trap Card.)
While this card is treated as an Effect Monster, if another Trap Card
you control that is treated as a monster would be destroyed by your
opponent's card (either by battle or by card effect) and sent to your
Graveyard, you can Set it on the Spell & Trap Card Zone
instead.


Curse of the Tikis: a Tiki guide/article 2cnyq6o

The third best Trap Monster (Tiki) in
the game. It has a solid 1800 defense points (enough to block off
stratos and friends), and when another Tiki dies, this guy revives
them back. If you have this and Curse out at once, you put your
opponent in a very tight situation. They must either attack Curse,
and let it be set to be used again, or they must attack Soul and have
there monster crumble to dust from the effect of Tiki Curse. Run 3.




Zoma the Spirit

Continuous Trap

After activation, Special Summon this
card in Defense Position; it is treated as an Effect Monster Card
(Zombie-Type/DARK/Level 4/ATK 1800/DEF 500). If this card is
destroyed by battle, inflict damage to your opponent equal to the ATK
of the monster that destroyed it. (This card is also still treated as
a Trap Card.)


Curse of the Tikis: a Tiki guide/article Bhf906

The second best Trap Monster (Tiki) in
the game. He combos great with Tiki Curse. Attack a monster your
Tiki's can't get over with Zoma, Zoma dies, but have no fear, Curse
will avenge Zomas death by crushing the opposing monster to
death,and opponent takes damage equal to their monsters attack thanks
to Zoma's effect. Sick! Also, having a Zoma sitting in defense mode
can make your opponent hesitant to attack, especially if they have
low life points. Run 3.


Metal Reflect Slime

Continuous Trap

After activation, Special Summon this
card in Defense Position; it is treated as an Effect Monster Card
(Aqua-Type/WATER/Level 10/ATK 0/DEF 3000). This card cannot attack.
(This card is also still treated as a Trap Card.)



Curse of the Tikis: a Tiki guide/article P0fmc

This card is....meh. 3000 defense
points is nice for stalling, but....meh. It's level 10, so two of it
can xyz summon into Super Dreadnaught Turret Train Gustaph Max. Run
0-3. I advise against running it.

There are other Trap Monsters (Tiki's),
but they are bad and should not be used.



Outside Support


Imperial Custom

Trap/Continuous

Face-up Continuous Trap Cards cannot be
destroyed, except "Imperial Custom". You can control only 1
face-up "Imperial Custom".


Curse of the Tikis: a Tiki guide/article 23wkv8x

Amazing card indeed. Prevents your
Tikis from being destroyed from both card effects AND battle, and
also prevents your opponent from destroying your fiendish chains, and
other continuous traps. Also turns Torrential Tribute and Dark Hole
into Raigeki, and Heavy Storm into Harpies Feather Duster (tho you'd
lose custom) Run 3, no exceptions

Mist Valley Falcon

Wind/Winged-Best/4/2000/1200

This card cannot declare an attack
unless you return 1 card you control to its owner's hand


Nice attack, returns used Fiendish
Chain and other continuous trap cards to the hand to be re used, and
puts stuff that's taking up space on the field back to hand. Problem
is, this deck has space issues, so only run 0-2 depending on your
decks space.

Neo-Spacian Grand Mole

Earth/Rock/3/900/300

At the start of the Damage Step, if
this card battles an opponent's monster: You can return both monsters
to the hand (without damage calculation).


Mole is perfect in this deck. Your main
monsters (the tikis) aren't normal summoned, so they won't interfere
with moles shenanigans, and Mole is just awesome at getting rid of
annoying xyz, synchros, and E-Hero fusions. Absolute staple in here.
Run 1.


Card-Car D

Level 2/Machine/Effect/800/400

Cannot be Special Summoned.

During your Main Phase 1, if this card
was Normal Summoned this phase of this turn: You can Tribute this
card; draw 2 cards, and make the current phase the End Phase of this
turn.

During the turn that effect is
activated, you cannot Special Summon.



Card Car D is really good in this deck.
Set your Tikis and w/e else, summon Card-Car, and draw 2 cards.
Profit. Run 2-3. 3 if you can fit them all in.

Thunder King Rai-Oh

Light/Thunder/4/1900/800

Neither player can add cards from their
Deck to their hand except by drawing them. During either player's
turn, when your opponent would Special Summon a monster: You can send
this face-up card to the Graveyard; negate the Special Summon and
destroy it.


I'm sure you all are familiar with this
card. If not, you must be new here. Tikis can run a variety of
different anti meta monsters, and T-King is no exception. The
abillity to prevent your opponent from searching the deck, and also
stopping them from getting off an inherent special summon is really
good for this deck, however I would recommend keeping T-King in the
side, as there are better cards to be maining. Side 1-2, or main 0-2.


Breaker the Magical Warrior

Dark/Spellcaster/4/1600/1000

When this card is Normal Summoned,
place 1 Spell Counter on it (max. 1). This card gains 300 ATK for
each Spell Counter on it. You can remove 1 Spell Counter from this
card to destroy 1 Spell or Trap Card on the field.


Staple in our side deck, since if your
opponent sides Royal Decree, and they draw it, your screwed unless
you have MST/heavy. Breaker is also good against decks that set s/t a
lot, like Heroes for example. Side 2-3. Maybe even main it if you're
paranoid of mained decrees, or somehow have all that space.

Lava Golem

Fire/Pyro/8/3000/2500

This card cannot be Normal Summoned or
Set. This card can only be Special Summoned to your opponent's side
of the field by Tributing 2 monsters they control. You cannot Normal
Summon or Set the turn you Special Summon this card. The controller
of this card takes 1000 points of damage during each of his/her
Standby Phases.


Great side deck card against decks that
swam the field, and pretty much any deck that relies on
xyz/synchros/fusions.Also, Zoma the Spirit and Tiki Curse can do
something cool with this card, by ramming zoma into Lava Golem, Zoma
and Golem die, opponent takes 3000 damage and probably has a clear
field. Ain't that something? You can even stall your opponent to
death with this card if you have Imperial Custom, and a Tiki in
defense mode. Run 2 in the side. Hell, you can even main it, since
you're rarely normal summoning.



Magic Planter

Spell/Normal

Send 1 face-up Continuous Trap Card you
control to the Graveyard. Draw 2 cards.


Get's rid of dead card's on field that
are taking up space, and you draw 2. I personally don't run it, but
if it's good for you, go ahead. Run 0-2.



Torrential Tribute

Normal Trap

When a monster(s) is Summoned: Destroy
all monsters on the field.


You're probably wondering why I
included Torrential in here, considering that it's a card that can be
splashed into most decks. Well, it's a 100% staple in here. If you
have Imperial Custom active, and activate Torrential Tribute when
your opponent summons, all of your opponents monsters will be
destroyed, and your Tikis will live on. That's bloody devastating.
Run 2, no exceptions.


Macro Cosmos

Trap/Continuous

When this card resolves: You can
Special Summon 1 "Helios - The Primordial Sun" from your
hand or Deck. While this card is face-up on the field, any card sent
to the Graveyard is banished instead.


Macro Cosmos is a god send against any
grave reliant deck, such as Dark World, Wind-Ups, and Fire Kings.
Imagine Dark Worlds facing off against Macro Cosmos protected by
Imperial Custom. That's basically a sealed victory. Side 2.


Royal Prison

Trap/Continuous

Monsters cannot be Special Summoned
from the Graveyard.


It's good against decks that rely
heavily on summoning from the grave, like Fire Kings, but you can
just side Macro Cosmos against them, and Grave of the Super Ancient
Organism. But I suppose you can side a few of this card anyway if you
want. Side 0-2.


Fiendish Chain

Continuous Trap

Target 1 face-up Effect Monster on the
field; that target's effects are negated, also that target cannot
attack. When that target is destroyed, destroy this card.


Absolute staple in this deck. Negates
the opponents monsters effect, and prevents it from attacking. Very
very good card. Being a continuous trap, it's protected by Imperial
Custom. A chained boss monster on your opponents side of the field
will certainly annoy the heck out of your opponent. And it can also
be re-used, with the help of Mist Valley Falcon. Run 3.

Magic Cylinder

Normal Trap

When an opponent's monster declares an
attack: Target the attacking monster; negate the attack, and if you
do, inflict damage to your opponent equal to its ATK.


Magic Cylinder is a very under rated
card, however, it truly shines in this deck. It negates the opponents
monster attack, and reflects the damage back at them. This is good
for both stalling for time, and softening your opponent up to be
finished off late game. Also, add in the cylinder burn, and then
consider all the Zoma burn your opponent is gonna have to put up
with. Sometimes you can actually win without even attacking like
this, especially if you main Lava Golem. Magic Cylinder can also be
used to finish your opponent off late game, when they are low in LP,
but think they can get the win. Run 2-3, if you can fit in 3, I
highly recommend you do.

Safe Zone

Continuous Trap

Select 1 face-up Attack Position
monster on the field. It cannot be targeted or destroyed by your
opponent's card effects, it cannot be destroyed by battle, and it
cannot attack your opponent directly. When this card is removed from
the field, destroy that monster. When that monster is removed from
the field, destroy this card.




It can act as a mini Imperial Custom,
protecting your Tiki's from both battle and card effects. Also combos
great with Magic Planter, by equipining Safe Zone to an opponents
monster, then using Magic Planter, sending Safe Zone to the grave,
opponents monster dies, and you draw 2 cards. Run 0-2

Seven Tools of the Bandit

Counter Trap

When a Trap Card is activated: Pay 1000
Life Points; negate the activation, and if you do, destroy
it.


This card is Solemn Judgment/Warnings
worst, or one of their worst nightmares, and we certainly do not want
our Tikis, or Custom being negated by Solemn. Not only that, but it
also stops Skill Drain, Royal Decree, and Trap Stun. Very useful card
to have. Side 0-2.

Fake Trap

Normal Trap

You can only activate this card when
your opponent uses an effect of a Spell, Trap, or Effect Monster to
destroy Trap Card(s) on your side of the field. Destroy this card as
a substitute of those Trap Card(s) and the other Trap Card(s) are not
destroyed. If a Set card(s) would have been destroyed, pick up and
see the Set card(s).


Mystical Space Typhoon and Night Shot
can and will take out your Imperial Custom before you even get to use
it. Fake Trap saves you from that, and also saves you from Heavy
Storm, Black Rose Dragon, Smashing Ground, etc. Run 2-3.

Twister

Quick-Play

Pay 500 Life Points. Destroy 1 face-up
Spell or Trap card.


Royal Decree and Skill Drain are this
decks two biggest threats. Having Twister in the side to clear them
out is a very good idea. Side 1-2.

Dark Dust Spirit

Fiend/Dark/2200/1800

Cannot be Special Summoned. During the
End Phase of the turn this card is Normal Summoned or flipped
face-up: Return it to the hand. When this card is Normal Summoned or
flipped face-up: Destroy all face-up monsters on the field except
this card.


Very interesting card to run in here.
Tikis are special summoned, and usually during the opponents End
Phase, which gives you plenty of free tribute fodder to summon DDS.
Once summoned, Dark Dust Spirit will destroy ALL! The monsters on the
field, and if you have Imperial Custom active, then your Tikis will
be protected. Run 0-1.


Sample Deck
lists
:


Deck Skeleton:

3x Tiki Curse

3x Tiki Soul

3x Zoma The Spirit

3x Imperial Custom

1-3x Fake Trap

2x Torrential Tribute

3x Fiendish Chain

3x Card-Car D

1x Neo-Spacian Grand Mole

2x Pot of Duality

2-3x Mystical Space Typhoon

1x Dark Hole

1x Heavy Storm


Tikis (built by LoveTaker)


Curse of the Tikis: a Tiki guide/article TtUNx


Last edited by LoveTaker on Sun Jan 13, 2013 7:49 pm; edited 1 time in total

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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I need to fix my tikis deck then.. Good job, N!

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Very nice article, kiu

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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thank you and you're welcome.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Nice work man

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Good work, dawg.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Added my current decklist to the OP

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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What about Mask of Darkness?

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Too slow. Soul does the job better.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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This is great! Thank you. I didn't thini it would do too well, but it easily locked down my opponent's prophecy deck!

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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You're welcome.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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I was wondering, why have two Starlight Road without a Stardust? I understand the point of Starlight without it but if you aren't using Stardust Dragon aren't there better alternatives?

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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How about Uria? Oh no that won't make this deck rare.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Centrik wrote:
How about Uria? Oh no that won't make this deck rare.


Uria is -3 to Summon and not worth it.

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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how about Magic Planter?

descriptionCurse of the Tikis: a Tiki guide/article EmptyRe: Curse of the Tikis: a Tiki guide/article

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Needaname wrote:
how about Magic Planter?


I mentioned Planter tho.

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