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[TCG] Shirei-Khan: The Psychic Strategists


Yuukihime

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The Shirei-Khan Archetype

 

This archetype includes Ritual-Pendulum monsters with unique individual scales. The monster line-up is a fierce list of 4 Level 7 Psychic-Types, in pairs of reverse ATK and DEF, each with their own attribute. The deck promotes resource management, and is high-loss / high-gain. It offers risks that, if used right, can create advantage, but can easily turn against you.

 

[spoiler=Ritual Monsters]

Zd2j3v9.png

 

Shirei-Khan Snowdine

 

Remark: I would predict Konami hitting this card to 1 or 2, since its the only card that recycles well. 

 

Pendulum Effect: While this card is face-up on the field, "Khan" cards in your Spell/Trap Zones cannot be destroyed by your opponent's card effects. Once per turn, during either player's turn: if your opponent Special Summons an Effect Monster, you can discard 1 "Khan" card; negate its effects, and if you do, take control of that monster. 

 

Pros:

  • Hex-proofing for Khan Spells and Traps
  • Steals opponent's monsters
  • Either player's turn

Cons:

  • Cards in Pendulum Zone are still susceptible to destruction 
  • Discarding is a heavy fee
  • Doesn't hurt multiple-summon plays (a lot of Pendulum Summoning)

Monster Effect: This card can only be Ritual Summoned using a "Khan" Ritual Spell Card. Must be Ritual or Pendulum Summoned and cannot be Special Summoned by other ways. During either player's turn: you can tribute this Ritual Summoned card and target 1 "Khan" card that has been banished; add the targeted card to the hand. During your Standby Phase: You can pay 2000 LP and banish this card face-up in your Extra Deck; your opponent takes no damage until the end of this turn, also, take control of all monsters your opponent controls until the start of your next Battle Phase. The monsters cannot be used as Xyz or Synchro Material, or as tributes for a Ritual Summon. You can only use each of these effects of "Shirei-Khan Snowdine" once per turn.

 

Pros:

  • Recycle can occur on opponent's turn
  • Quick Effect with tribute as a cost, thus being hard to negate
  • Pendulum Summoning = recycle for days
  • Steals field

Cons:

  • LP is an important resource in this deck
  • Ritual Summon is only base for recycle
  • No damage
  • Monsters aren't of much use in terms of material
  • Not permanent control

 

JSKABbl.png

 

Shirei-Khan Ayeris

 

Pendulum Effect: While this card is face-up on the field, "Khan" cards in your Monster and Spell/Trap Zones cannot be destroyed by your opponent's card effects. During either player's turn, if your opponent activates a card effect: you can discard 1 "Khan" card and pay 2000 LP; banish all cards with that name from the hand, Main Deck, Extra Deck, and Graveyard of your opponent. This effect can only be used once while this card is face-up on the field.

 

Pros:

  • Hex-proofing for Khan Spells and Traps
  • Ends the use of certain cards

Cons:

  • Both discard and LP cost
  • Doesn't negate the effect
  • [Almost] useless after this effect is used

Monster Effect: This card can only be Ritual Summoned using a "Khan" Ritual Spell Card. Must be Ritual or Pendulum Summoned and cannot be Special Summoned by other ways. If this card is Ritual Summoned: you can pay 1000 LP; return all other cards on the field to the hand. You cannot activate cards or card effects for the rest of the turn after this effect resolves. During either player's turn: you can banish this card face-up in your Extra Deck; destroy all cards on your side of the field (min. 1), then Ritual Summon 1 "Khan" Ritual Monster card from your Main Deck, ignoring its Summoning conditions, also, destroy it during the End Phase of this turn. You can only use each of these effects of "Shirei-Khan Ayeris" once per turn.

 

Pros:

  • 2100 > 1000
  • Bounces field
  • Quick Effect Ritual Summon from Main Deck

Cons:

  • LP cost
  • No [concrete] field presence after the effect is used
  • Pendulum Summoning creates a vanilla

 

cgddKcr.png

 

Shirei-Khan Zwein

 

Pendulum Effect: Once per turn, during either player's Standby Phase: you can Set 1 face-up "Khan" card you control; gain 1000 LP. Once per turn, during either player's turn: you can destroy 1 face-up "Khan" card you control; draw 1 card.

 

Pros:

  • Increases LP 
  • Draws
  • Basically attempts to replenish resources

Cons:

  • Virtually none

Monster Effect: This card can only be Ritual Summoned using a "Khan" Ritual Spell Card. Must be Ritual or Pendulum Summoned and cannot be Special Summoned by other ways. If this card is Ritual Summoned: you can pay 2000 LP; add 1 "Khan" card from your deck to the hand, then you can choose 1 "Khan" Pendulum Monster in your Deck and place it in your Pendulum Zone. During either player's turn: you can banish this card face-up in your Extra Deck; choose 1 "Khan" Pendulum Monster in your Main Deck or face-up in your Extra Deck and place it in your Pendulum Zone. You can only use each of these effects of "Shirei-Khan Zwein" once per turn.

 

Pros: 

  • Double searcher
  • Extra Deck effect comes in handy, bringing out [especially] Snowdine and Ayeris
  • 3000 DEF wall

Cons:

  • LP cost is required for search
  • Ritual Summon is only base for search 

 

GZxpU4V.png

 

Shirei-Khan Tzaesar

 

Remark: Perhaps the burn effect can be abused quite a bit...

 

Pendulum Effect: Once per turn, during either player's Standby Phase: you Set 1 face-up "Khan" card you control; gain 1000 LP. Once per turn, during either player's turn: you can discard 1 "Khan" card; inflict 800 points of damage to your opponent's Life Points for each monster on your opponent's side of the field. 

 

Pros:

  • Increases LP
  • Refined "Super Burn"

Cons:

  • Discard cost

Monster Effect: This card can only be Ritual Summoned using a "Khan" Ritual Spell Card. Must be Ritual or Pendulum Summoned and cannot be Special Summoned by other ways. This Ritual Summoned card is unaffected by your opponent's card effects. If this card is Ritual Summoned: you can shuffle all other cards on your side of the field, in your hand, Graveyard, and face-up in your Extra Deck into the Deck; this card can attack directly. During your End Phase: you can banish this card face-up in your Extra Deck; draw 3 cards. There must be no other cards in your hand or face-up in your Extra Deck to activate and to resolve this effect. 

 

Pros:

  • Immortal direct beat-stick
  • Extra Deck effect provides slight balance
  • Super recycle; resets deck

Cons:

  • Ritual Summon is only base for immortality
  • Resetting deck may reduce advantage
  • Not "battle-proof"

 

 

 

[spoiler=Ritual Spell]

H4ueozg.png

 

A Khan's Restraint

 

This card can be used to Ritual Summon any "Khan" Ritual Monster. Tribute monsters from your hand or field, or banish face-up "Khan" monsters from your Extra Deck, then Ritual Summon 1 "Khan" Ritual Monster from your hand or Extra Deck whose Level exactly equals the total Levels of those monsters, also, destroy that monster during the End Phase of this turn. You must control no "Khan" monsters to activate this effect. You can banish this card from your Graveyard; excavate the top 4 cards of your deck, place any excavated "Khan" Ritual Pendulum Monsters face-up on your Extra Deck, also banish the remaining cards. 

 

Pros: 

  • Quick Extra Deck resources

Cons:

  • Monster lasts 1 turn
  • The "no 'Khan'" clause
  • Banishes blindly

 

 

 

[spoiler=Field Spell]

jTWEiEf.png

 

A Khan's Kingdom

 

Remark: Perhaps the 2000 damage per turn is too much...

 

While this card is face-up on the field, "Khan" cards you control cannot be targeted by your opponent's card effects. During the end of yours and your opponent's Draw Phase: take 2000 damage, also, destroy all face-up cards on the field except for this card. Once per turn, during either player's turn: you can banish 1 "Khan" Ritual Spell card from your hand; Ritual Summon 1 "Khan" Ritual Monster from your Main Deck, ignoring its Summoning conditions, also, destroy that monster during the End Phase of this turn. Set this card if your LP is less than 4000. 

 

Pros:

  • Clears opponent's concrete field every turn
  • Ritual Summon from Main Deck
  • Ritual Summon during opponent's turn

Cons:

  • Monster lasts 1 turn
  • 2000 LP leech
  • Clears your face-up field
  • Useless at less than 4000 LP

 

 

 

[spoiler=Trap Cards]

Rdfa67q.png

 

The Caro-Khan

 

This card is also treated as a Ritual Spell Card while in the hand or face-up on the field. Pay 1000 LP to activate this card. Up to twice per turn, during your opponent's turn: banish "Khan" monsters from your Main Deck or face-up in your Extra Deck, then Ritual Summon 1 "Khan" Ritual Monster from your hand or Graveyard whose Level exactly equals the total Levels of those monsters, also, destroy that monster during the End Phase of this turn. You must control no "Khan" monsters to activate this effect.

 

Pros:

  • 2 Ritual Summons during opponent's turn
  • Materials from deck
  • Monsters recycled from Graveyard
  • Continuous

Cons:

  • Monster lasts 1 turn
  • 1000 LP cost
  • The "no 'Khan'" clause

 

qanrq2H.png

 

The Khan's Deadly Gambit

 

Remark: Perhaps the monsters should be destroyed at the End Phase

 

Pay 1000 LP to activate this card. During your opponent's turn: you can discard 1 "Khan" card; immediately after this effect resolves, you can Special Summon any number of "Khan" Monster cards in your hand or face-up in your Extra Deck. (This Special Summon is treated as a Pendulum Summon.) There can only be 1 face-up "The Khan's Deadly Gambit" on your side of the field. "Khan" monsters gain this effect when they are Pendulum Summoned to your side of the field: 

‌• Once per turn, during either player's turn you can pay 500 LP; destroy 1 card on the field, then the player who controlled it draws 1 card.
 
Pros:
  • Pendulum Summon during opponent's turn
  • Provides use for Pendulum Summon
  • Snipes cards
  • Draws

Cons:

  • 1000 LP cost
  • Discard per activation
  • 500 LP cost in the gained effect
  • Opponent may get draws as well

 

 

 

OVERALL

 

The deck seems fairly balanced based on my testing. It had potential during the July 16th, 2015 Ban-list to be a top contender. The cards from BOSH seem quite overwhelming, and current meta suggests the Main Decked Imperial Iron Wall which is quite the formidable opponent. Manju and Senju, as well as Preparation can search through its staples.

 

Insights as to its abusiveness would be appreciated. Thank you :)

 

~Yuukihime~

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