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Friday, October 8, 2010

Unicorn Synchro, Deck 47

Okay I think I've finally found the best build possible for "Unicorn Synchro." Unicorn Synchro is a beast deck that tries to recurs monsters in the graveyard and RFG zones for easy 1-2 card synchros. The main targest are Voltic Bicorn and Naturia Beast, which nets a +1 draw when used with Mine Mole, and a +2 Draw when used with Pot of Avarice.

The pre-alpha build of Unicorn Synchro used a few different cards for the Dark Desertapir engine. It used 2-3 copies of Soul Release, 2-3 copies of Unicorn Beacon, 3 copies of Future Visions, and 2 copies of Gold Sarcophagus. We have since changed it to 3 Soul Release, 2 Beacons, and 2 Gold Sarcs. The eason for this is, there just aren't enough Desertapirs in the deck to warrant 9-11 interactions with it. The current build has the (lucky)7 interactions which seems to be an ideal number. This way I can USUALLY use each one the moment I draw it, rather than getting it turn 1, which was the reason for using 11 components in the first place.

Another change we made was taking a bit of valuable knowledge from Beasties and putting it into Unicorn Synchro; and that is the fact that Scrap Beast-type monsters are ridiculous. Scrap Beast is an amazing level 4 tuner monster, with almost 0 draw back except for its searchability. Airbellum was nixed from the deck entirely and Beast was put in with 2 Scrapyard to replace the fact that Mega-Hamster can search out Airbellum. Because Beast was added to the deck, Scrap Chimera was a MUST at 4. What makes it so amazing is that unicorn synchro can easily pull a level 2-3 monster out of nowhere after a Chimera->Beast play. So your opponent may expect the go-to Scrap Dragon, but instead, I synchro into Goyo with ryko as material, or Bicorn with Mine Mole as material. Then when all else fails, we have Scrap Dragon to fall back on for some game winning destruction.

The only issues left in Unicorn Synchro are 3 cards.
1) Giant Rat
2) Unicorn Beacon
3) The "tech" trap
Giant Rat is a very good monster. It has 1400 atk, which can sneak under bottomless trap hole and check out your opponent's cards. It has an annoying recruiting effect, meaning that if your opponent wants to attack over it, they are practically setting up your strategy for you. The problem with Rat is that it only searches out 3 monsters in the deck - Elephun, Mine Mole, and itself(and Desertapir in emergencies). Not that this is totally bad, but the question is, would 1 extra Ryko and 1 extra Mega Hamster make a more powerful deck than running 2 Giant Rats?
Unicorn Beacon is also a key card in the strategy. Opponent bottomless's Naturia Beast? Beacon a Desertapir, Special summon Naturia Beast from the RFG zone, then SS the tuner from the grave, or the material. Soul Release Desertapir and Mine Mole, SS Elephun from the grave, then Beacon any card in your hand to get Mine Mole back, synchro for Thunder Unicorn then draw a card. The issue with Beacon is what to do with it when you DON'T have a monster in the RFG zone? I added in 1 Monoceros to try to fix that problem. Monoceros as the ability to turn a dead magic card in the hand into a Naturia Beast+Elephun on the field, Voltic Bicorn+Scrap Beast on the field, or any number of things with Egotistical Ape. The Utility is there, but so is the possibility of it being dead.
The Tech Trap is the 1 trap added in after I maximized the staples. I would have loved to use Super Rush like Beasties and Tapirs(the XSaber-Beast hybrid), but this deck as a supreme issue with dealing with traps. Right now I am using Seven Tools of the Bandit, as more and more people are using Solemns and Theme-specific counter traps. Trap Stun just can't keep up with those. But at the cost of 1000 LP, 7 tools at least insures my synchro can hit the field.

Anyway, Unicorn Synchro is starting to turn into just an idea(pre-alpha) into something I'm actually willing to build in real life(alpha/pre-beta). I still don't have too many details to report about "Intro to Chaos" since I haven't been able to use it in a real tournament. However, real-life testing(Beta) has been great. The deck only really slows down to decks that use even MORE s/t "monster hate" than Intro does, and it shines against pretty much anything else.

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Thanks for reading.