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Shaddoll Discussion Thread

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+14
DeathStalker
~Infernoid Ruler~
Anzo
Gremlin
gaddster030198
wh0_ar3_y0u
Alex401k
L.Lawliet
psychoturtle
Etwizzy
DDS
Galaksii
Skitoritto
Jv
18 posters

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First topic message reminder :

Shaddoll Discussion Thread - Page 3 6lJ87w0

Introduction

In the abyss of this world, there is a certain something called the "Shaddoll Core" (The Primordial "Core" of Shadow-Possession) which gives birth to shadows that absorb light, the "Shaddoll".
"El Shaddoll Construct" uses these shadow strings to control the manifested shadows, and with this to extend its influence and power...

''Shaddoll'' is an archetype that debuted in Duelist Alliance. Their focus is the Fusion Summon of the more powerful "El Shaddoll" monsters, which restrict or punish Special Summons.
The Main Deck "Shaddoll" monsters all have Flip Effects that focus on searching and field advantage, as well as secondary effects that focus on regaining advantage whenever they are sent to the Graveyard by a card effect.

Archtype Cards :


Most commonly used Non-Archtype Cards :




Playing style


Although the main strategy of the Deck is the Fusion Summon of "El Shaddoll" monsters, the "Shaddoll" monsters themselves are rather disruptive, such as "Shaddoll Dragon", who bounces cards when flipped face-up or "Shaddoll Squamata", who destroys monsters when flipped. In the other hand, they also have effects that activate when they are sent to the Graveyard, such as "Dragon", which destroys one of your opponent's Spell/Trap cards; "Shaddoll Falco" Special Summons itself in face-down Defense Position, while "Shaddoll Hedgehog" searches for a "Shaddoll" monster. These effects give the player advantage and set ups for future plays, while punishing the opponent. Because "Falco" is also a Tuner, the player also can have Synchro Summoning options.

However all "Shaddoll" monsters can only use one of their effects and only once that turn so while the players are advised discretion, they can also plan ahead. Cards like "Sinister Shadow Games" can be very effective since they can send a "Shaddoll" monster from the Deck to the Graveyard and then flip any possible Set "Shaddoll" monsters to use many effects in combination during the opponent's turn.

One can also take profit of their effects by using them as Fusion Material for the ace cards of the Deck: the "El Shaddoll" Fusion monsters. Since using "Shaddoll Fusion" or "El Shaddoll Fusion" involves sending "Shaddoll" monsters to the Graveyard by a card effect, their effects can be activated as soon as one attempts to Fusion Summon them, creating even more advantage. One can also use "Curse of the Shadow Prison" to not only weaken the opponent's monsters but also use their monsters as Fusion Materials.

The aforementioned "El Shaddoll" monsters rely on anti-supporting Special Summons, either by restricting them, negating them, destroying Special Summoned monsters in battle or destroying those ones who dare to activate their effects; also, some of them sends 1 "Shaddoll" card from your hand to the Graveyard at its effect's resolution, which can trigger the effect of the sent monster. Finally, they can recycle the "Shaddoll" Spell/Trap cards as long as they are sent to the Graveyard, so even if their are destroyed during or after their Summoning they can still re-add cards like "Shaddoll Fusion" to set up a Fusion Summon the next turn.

So far, the "El Shaddoll" monsters follow a pattern of requiring "1 "Shaddoll" monster + 1 [corresponding Attribute] monster" as Fusion Materials, and their effects go more aggressive as their Level increase:



Weaknesses

Since the Deck basically relies on sending the "Shaddoll" monsters to the Graveyard in order to trigger their effects, or flipping them face-up, cards like "Soul Drain" and "Abyss Dweller" or "Armades, Keeper of Boundaries", "Majesty's Fiend", "Gem-Knight Citrine" can be simple and effective. One can also use cards that banish or return the Fusion Monsters to the extra deck to avoid the retriever effect. Due to cards like "El Shaddoll Winda", cards that can do this without the need to special summon, such as "Compulsory Evacuation Device", "Phoenix Wing Wind Blast," and "Karma Cut," are recommended. The variety of Types and Attributes also makes the Fusion monsters vulnerable to floodgate cards like "Rivalry of Warlords" and "Gozen Match". "Skill Drain" is also a viable solution as it counters the anti-Special Summoning effects of the "El Shaddoll" monsters. This makes certain Decks that can use "Skill Drain" able to effectively bypass the "Shaddoll" Deck's threats.  Finally, being that most of the monsters are DARK Attribute, "Shadow-Imprisoning Mirror" and "Constellarknight Diamond" can stop them from activating their Flip and Graveyard effects.

Deck Samples :




Last edited by Tequila on Sat Oct 03, 2015 12:12 am; edited 5 times in total

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I go into my extra deck for non fusions monsters 9 out of 10 games. Whats the point of having them there if you dont plan on using them?

As for linear plays, There is a fair few different things Shads can do each turn dependant on the game state and you have to think of the pro's and con's of each move unlike with BA who just SS BA monsters overlay into Dante, ditch a material to trigger eff or fire lake to pop cards and trigger effs. They just rinse and repeat those moves every turn. Hence why they complete there turns so quickly. Shads require skill because you need to know what to do and when to do it aswell as managing your resources, It is only poor players who just spam fusions on board and hope for the best. And yes the likes of Cir & Graff effects are lot better but this goes back to one of my previous statements saying Shaddolls are being pushed out by power creep which they are.

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Too long to read I just say something: Meta comes, ang goes.

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Don't be posting your spam shit in here boy!

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It's not spam.

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Roach wrote:
I go into my extra deck for non fusions monsters 9 out of 10 games. Whats the point of having them there if you dont plan on using them?

As for linear plays, There is a fair few different things Shads can do each turn dependant on the game state and you have to think of the pro's and con's of each move unlike with BA who just SS BA monsters overlay into Dante, ditch a material to trigger eff or fire lake to pop cards and trigger effs. They just rinse and repeat those moves every turn. Hence why they complete there turns so quickly. Shads require skill because you need to know what to do and when to do it aswell as managing your resources, It is only poor players who just spam fusions on board and hope for the best. And yes the likes of Cir & Graff effects are lot better but this goes back to one of my previous statements saying Shaddolls are being pushed out by power creep which they are.


Should I post Jeff Jones duels from the last ARG and count how many times he's summoned something other than a Fusion from his extra? In fact, you can play an Extra deck with just HTS Psyhemuth as your non-fusion monster.

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L.Lawliet wrote:
Roach wrote:
I go into my extra deck for non fusions monsters 9 out of 10 games. Whats the point of having them there if you dont plan on using them?

As for linear plays, There is a fair few different things Shads can do each turn dependant on the game state and you have to think of the pro's and con's of each move unlike with BA who just SS BA monsters overlay into Dante, ditch a material to trigger eff or fire lake to pop cards and trigger effs. They just rinse and repeat those moves every turn. Hence why they complete there turns so quickly. Shads require skill because you need to know what to do and when to do it aswell as managing your resources, It is only poor players who just spam fusions on board and hope for the best. And yes the likes of Cir & Graff effects are lot better but this goes back to one of my previous statements saying Shaddolls are being pushed out by power creep which they are.


Should I post Jeff Jones duels from the last ARG and count how many times he's summoned something other than a Fusion from his extra? In fact, you can play an Extra deck with just HTS Psyhemuth as your non-fusion monster.


ARG sucks man... I had to use BRD all the time vs qliphorts, Leo and Armages vs BA, HTS for mirrors, Arcanite vs everything, not to mention Castel, Exciton and the DAD maker Lavalval Chain.

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HTS is a poor card choice compared to Vulcan who is the same level and does a better job.
Any like turtle said you use your extra deck for non fusion monsters every game.

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Vulcan depends what card you wanna return xD HTS could be better

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Jv1391 wrote:
Vulcan depends what card you wanna return xD HTS could be better


Vulcan can return itself. Bouncing vulcan means you still have the battle phase to do doll stuff. 
Also if it ever comes it up it is a fire for grystal, which also means you can use el-shaddoll fusion to push it's effect through a bts/veiler etc.

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ARG Orlando Top 16 Shaddoll deck :

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Steal is here. I like that Decklist

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Does anyone still see shaddolls as a viable deck other then me? Shaddoll Discussion Thread - Page 3 3974120512

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Yes, I just think people need to move away from the OTK or bust style that's recently cropped up. I feel a more controll/disruption build is the way forward with decks teching in OTK stoppers and Necloths having 3 valkyrus unicore to recycle it.

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Shaddoll is still good enough. the chaos version also can disturb the future trishula

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Dark Duelist Soul wrote:
Yes, I just think people need to move away from the OTK or bust style that's recently cropped up. I feel a more controll/disruption build is the way forward with decks teching in OTK stoppers and Necloths having 3 valkyrus unicore to recycle it.


I agree that would be a better way to play to deck but you would need time to set up the board to make plays and time is something that you are in very short supply of against BA and Qli.

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Updated with new card Ohr-Shaddoll Sephira Roots

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you need sephira naga too.

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Added Bro! Pic is bad tho Neutral

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the important is the effect

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These Sephira hybrids are the biggest stupidity I've ever seen...

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I always had the doubt you were a bad player, but now you did it clear.

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Jv1391 wrote:
I always had the doubt you were a bad player, but now you did it clear.


I am not really going to point the basic things about it to people like you because you have trouble understanding how the deck that you play works.

You got yellow with Shaddolls, I would cover my head with blanket and start crying. You're just like Luna...

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Shaddolls are a hard deck to master.

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psychoturtle wrote:
Shaddolls are a hard deck to master.


True but not that hard...

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Alot harder then most decks.

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Galaksii wrote:
psychoturtle wrote:
Shaddolls are a hard deck to master.


True but not that hard...


Heroes Artifact Traptric are so hard right galaboth. at least shaddolls have infinite variants and uses. not auto pilot as HAT heroes version :V or even Heros alone.

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Jv1391 wrote:
Galaksii wrote:
psychoturtle wrote:
Shaddolls are a hard deck to master.


True but not that hard...


Heroes Artifact Traptric are so hard right galaboth. at least shaddolls have infinite variants and uses. not auto pilot as HAT heroes version :V or even Heros alone.


This is where you're wrong again...

HEROes are actually an archetype that have a way more variants to be made. Hand, Traptrix, Thunder, Beat, Aqua, Masked, Shaddoll as well and lot more. You don't even know what are you talking about and they sure aren't Auto-Piloted.

Oh, and...
they're not hard to use. You just need to have some brains and experiance.

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Heros are so hard to use, even my 1 year brother can OTK with them and you talk about shaddolls :v

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I never liked your 1 year old brother jv

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Gremlin wrote:
I never liked your 1 year old brother jv


WHY DID YOU MADE ME PEE MY PANTS AGAIN

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