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Spider Naturia


Guest BGMCANN0N

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Guest BGMCANN0N

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I decided to revisit 1 of my underused/ under-supported archetypes known as Spiders which play a lot in taking advantage of Defense Position monsters your opponent controls, and manipulating them so they would go to Defense Position... But, the manipulation part is where one would have trouble with them since they have a real hard time keeping their board, and their Field Spell, Spider Web. However, with the them being comprised of primarily EARTH Insect monsters, you are able to splash one of the best floating/ deck-thinning cards in the game, known as Naturia Sacred Tree and essentially combine them with a few parts of the newly established Naturia engine. So here is what I got out of it:

 

[spoiler=Load Out]

 

Monster Cards:

 

3x Spyder Spider * 1

2x Ground Spider ** 2

2x Block Spider *** 3

2x Naturia Marron

3x Naturia Cherries

1x Naturia Rosewhip

1x Traptrix Dionea

1x Traptrix Myrmeleo

3x Retialiating "C" **** 4

1x Glow-Up Bulb

1x Maxx "C"

 

* 1 This guy is pretty much the best Spider card as he can Special Summon Level 4 or lower Insect Type monsters if he destroys Defense Position monster by battle. His attack is not the greatest, but he makes up for it by his effect not being one per turn.

 

** 2  While this guy maybe a little hard to set-up without Naturia Sacred Tree, he can offer you the ability to make sure your opponents threats that they Summon go into Defense Position.

 

*** 3 Excellent One-for-One target and basically Summons another one of himself to make an Attack lock.

 

**** 4 This card is your bread and butter to help you set-up the Spider portion of your Deck or pull Maxx "C" when needed. And with Naturia Sacred Tree you can trigger its effect which essentially gives you a +1.

 

 

Spell Cards:

 

1x One for One

2x Spider Web *1

1x Pot of Duality

1x Twin Twister

1x Instant Fusion

1x Terraforming

 

*1 While more often than not your opponent is going to prioritize in taking this out if you don't have a heavy backrow. It could either be seen as a distraction or a card that prolongs the duel to help accommodate your Spiders playing style.

 

Trap Cards:

 

1x Bottomless Trap Hole

2x Ojama Trio *1

2x Breakthrough Skill

2x Quaking Mirror Force

2x Endless Trap Hole

3x Naturia Sacred Tree

1x Starlight Road

 

* 1 In case you are wondering this is good for a lot of things with your deck. If you Endless Trap Hole even at least 1 monster then Chained this. You can essentially lock out your opponents ability to do anything for awhile. And if Spyder Spider kills an Ojama token in Defense Position, you get its effect which is awesome.

 

 

 

Extra Deck:

1x Trishula

1x Stardust Dragon

1x Naturia Beast

1x Superheavy Samurai Swordmaster Musha 1*

1x Norden

1x UTL

1x Number 39

1x Castel

1x Maestroke

2x Daigusto Emeral

1x Abyss Dweller

1x Gagaga Cowboy

1x Traptrix Rafflesia

1x Sylvan Princessprite

 

1* My main reason for this guy is that he can attack while in Defense Position which makes him work amazingly with Spider Web.

 

 

 

 

Hopefully, some of you would care to gander at this thing, and have as much fun with it as I had. :)

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Guest BGMCANN0N

While that is true... Her requirement to have only Insects in Graveyard kills more of enough reason to use her with this build since Naturia Sacred Tree builds require EARTH Plant-Type monsters. And even then it is really hard to use her in a pure build because the pure build is to put it nicely.... Not very good.

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YES SPIDERS!!!!! :444817_key::444809_key:

 

Recommended changes:

 

-2 Spider Web

-1 Terraforming

-2 Naturia Marron

-1 Daigusto Emeral

 

+2 Pot of Duality

+2 IDK

+1 Photon Pappiloperative

 

Reasons:

 

Spider Web is unfortunately not very effective control. You're monsters don't have the stats to make use of its effect and is only really going to be a hinderance for the opponent.

While wanting a large amount of Naturias for Sacred Tree is understandable as the effect is compulsory so if you don't have any your opponent can check your deck. But Marron looks bad early game as you've no need to ever want to mill the Naturias and it just looks too situational to be good, especially as it's Level 3 not 4.

2 Daigusto Emeral seems overkill in a deck that doesn't run any Non-Effect Monsters.

 

These kind of decks benefit greatly from Pot of Duality as they won't ever be Special Summoning turn 1 so Duality can help grab combo pieces such as Sacred Tree which are essential for the deck to work later on.

Photon Pappiloperative might seem counter productive, but it can help get out damage that you wouldn't otherwise be able to get. It seems decent at least.

For the remaining 2 Maindeck slots I think something like Call of the Haunted would work nicely as a general purpose recovery card, allowing you to make more Rank 4s, popping a card with Myrmeleo etc.

 

Also, have you considered running stat changing card(s) to make Spyder Spider easier to use? While there are a significant number of cards that do have less than 1500 DEF, it still gets walled off pretty easily, which is annoying. I'm not sure what cards would be good though.

 

Happy deckbuilding!

 

I always thought the reason to play spiders was mother spider since she's crazy iirc

 

She can only send face-up monsters, so it doesn't work well with Floodgate Trap Hole/Quaking Mirror Force. Cool in Digital Bugs thanks to Websolder though.

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Guest BGMCANN0N

How do you feel about Moon Mirror Shield? It makes it easier to get off Spyder Spider's effect, returns itself, and can (technically, but hidden armory kills what looks like your already important normal summon) be searched.

While it isn't a bad suggestion..  There is a lot of grey area with it. If I decide to keep Spider Web. It becomes delayed to pull off spyders effect. On the other hand, if I drop Web, and rely more on Ground Spider or Stumbling to get stuff in Defense Position. i might get future uses off of 1 Spyder, still delayed though. And if I really need to I could use it to attack over things that might be a problem... Since that is one of this decks main problems as I am starting to see.

 

I might throw it in. I just wish there was a Continuous Spell or Trap Card out there that lowers DEF significantly and constantly.

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