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Wednesday, December 1, 2010

Unicorn Synchro, Tournament Ready!

I believe I have finally created my end-build for the Unicorn Synchro deck. After much much testing and about 5 different versions of the deck, I've narrowed down a monster lineup that I feel is the most consistent, as well as a spell and trap lineup that I feel will help the most.

For those that don't know, the Unicorn Synchro deck has a very wide monster lineup that can form into countless different builds. The choice monsters are
Chain Dog - Lock Cat - Key Mouse - Scrap Beast - Scrap Chimera - Ryko, Lightsworn Hunter - Egotistical Ape - Elephun - Super Nimble Mega Hamster - Giant Rat - Green Baboon, Defender of the Forest - Kinka Byo - and Dark Desertapir
The monsters I am running in the final version of the deck will be
Monsters 22



Chain Dog x1
Dark Desertapir x2
Egotistical Ape x2
Elephun x1
Giant Rat x2
Green Baboon x1
Key Mouse x2
Lock Cat x2
Kinka-Byo x1
Mine Mole x2
Ryko, Lightsworn Hunter x2
Scrap Beast x1
Super Nimble Mega Hamster x3


Though the scrap engine is amazing, the fact that none of the cards are search able unless you run Scrapyards like we did in Unicorn MK I make the engine too unreliable unless it is a dedicated portion of the deck. I decided to keep 1 Beast though, as it is the only normal summon in the deck that can be hit by bottomless trap hole, so it makes decent bait. Also, if it is in the graveyard for whatever reason, it instantly becomes a Desertapir target. I feel the card is better than Airbellum because of the fact that A) Rescue Cat is gone, B) Airbellum promotes Normal summoning to get in that attack effect, which could bring more harm than good, C) Airbellum cant make reliable level 5 7 or 8 synchro summons.
Elephun made a return to the deck because Giant Rat only has 2 real targets, Mine Mole and Key Mouse. The synergy between Mole and Mouse is nonexistent unless you throw in Lock Cat, so Elephun becomes a toolbox card; searched out whenever it is necessary. The battle effect is as bad as ever, and once konami releases more beast type tuners, Elephun will be the first to be dropped from the deck.
Super Nimble is by far one of the most important cards in the deck. It is one of the best turn 1 sets in the game and opens most of the deck to you. You can search out key mouse to synchro-5 if your opponent can't kill Hamster. You can search out Mine mole if you have a synchro-5-7 waiting next turn. I was originally running 2, mostly just for Ryko, but after realizing how important searching out things that ARENT ryko are I figured out that the deck can not run without 3 hamsters.

The spell and trap lineup has been the most debated part of the deck. It is difficult to figure out what Unicorn Synchro actually needs besides the core components of the deck. Unicorn Beacon and Super Rush are both very very good cards, but in this deck they simply don't flow well enough. Beacon is in the side deck to use against people who play Macro and Super Rush finds no place in the deck at all. I believe Super Rush Recklessly is designed for dedicated swarm/Baboon builds, where destroying your own monsters is practically encouraged. After a lot of testing, I narrowed the s/t lineup to this:
Spells-14 Traps-4



Book of Moon x2
Creature Swap x2
Dark Hole
Gold Sarcophagus x2
Mind Control
Monster Reborn
Pot of Avarice x2
Soul Release x2
Compulsory Evacuation Device x2
Mirror Force
Torrential Tribute


Now this isn't to say that the deck can't run 2 Solemn Warnings(which I do own) and 3 Pot of Duality. I may test them later, but out of what I really wanted to run, the above is what I think is most consistent. Avarice, Soul Release, Gold Sarc, Reborn and Dark hole are mandatory for "Unicorn Synchro. This leaves about 10-12 open spots for various other cards. So the idea is, what hurts the deck the most and how do we complement the monster lineup? High attack boss monsters are a bit of an issue. Decks that normal summon monsters they plan to attack with are not much of an issue. Constant amounts of stun aren't TOO much of an issue either because of the fact that the deck can make multiple plays in 1 turn, and then recover on the opponents turn through their attacks. Adding those facts together, the s/t lineup is less reactive than most decks(no bottomless, no Warnings) and instead I wanted to go with a more "plan B" route. That means that the cards are in there for when plays don't work the first time and the opponent has already garnered an advantage (Compulsory and Creature Swap) With only 4 traps, you would think that royal decree is a no-brainer, but I don't think that Decree is a good main-deck card in this format. There are just too many good cards available to allow space for 3 Royal Decree in your main deck.

I wasn't able to play at any locals this week, which does suck. I will be placing Unicorn Synchro on the deck pages at the top of the screen and with luck, it will become as successful as the others.

2 comments:

  1. What does your extra deck currently look like for your Unicorn build?

    ReplyDelete
  2. Chimeratech Fortress Dragon
    Catastor
    BRD
    Brionac
    Colossal Fighter (Very important against a lot of decks)
    Formula Synchron
    Goyo
    Lightning Tricorn
    x2 Naturia Beast(2 is almost a necessity)
    Scrap Dragon
    Stardust Dragon
    Thunder Unicorn(Not always used, but I don't like relying on Catastor)
    x2 Voltic Bicorn

    ReplyDelete

Thanks for reading.