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Odd-Eyes Goodstuff Pendulum


Blake

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3 Odd-Eyes Arc Pendulum Dragon

3 Vector Pendulum, the Dracoverlord

3 Astrograph Sorcerer

3 Grinder Golem

3 Mythical Beast Master Cerberus

3 Odd-Eyes Persona Dragon

3 Odd-Eyes Revolution Dragon

3 Rescue Rabbit

3 Supreme King Dragon Darkwurm

2 Supreme King Gate Zero

1 Blackwing - Gofu the Vague Shadow

1 Mythical Beast Jackal King

1 Performapal Odd-Eyes Dissolver

3 Sky Iris

3 Spiral Flame Strike

2 Terraforming

 

2 Odd-Eyes Vortex Dragon

1 Performapal Gatlinghoul

1 Supreme King Dragon Starving Venom

3 Heavymetalfoes Electrumite

1 Akashic Magician

1 Link Spider

1 Linkuriboh

1 Proxy Dragon

1 Security Dragon

1 Skulldeat, the Chained Dracoserpent

1 Topologic Trisbaena

1 Underclock Taker

 

Kaiji was trying out a goodstuff version of Odd-Eyes, so I decided to follow suit when he found some success... And I was pleasantly surprised.

 

The deck trades in the ability for silly Firewall/Vortex boards with layers of protection for the ability to outplay more decks that you would traditionally have a poor matchup against, notably Dino and other Pendulum decks, as well as an easier time pulling off a good Trisbaena board.

 

[spoiler=Ideal Opening]unknown.png

Ignore the opponent. He's kinda garbo.

 

This board isn't particularly hard to achieve either, with most of your good stuff being readily accessible as you naturally play the deck. Of course, this particular hand ended up a bit stronger due to being a Grinder Golem hand, but the same board can realistically be achieved even if you don't open Grinder or Gofu.

 

You mostly need a way to make Electrumite or Skulldeat, followed by a way to make an Electrumite in the center column. The first Electrumite can easily supply half of those materials, so it's not as difficult as it sounds.

 

You want the additional Astrograph to be at Proxy's link point, because it's the easiest card to sacrifice to protect another card. If you can't achieve the extra Astrograph, which some hands do miss in favor of picking up a Vector from ED, you place Jackal King at that point instead.

 

The Trisbaena in the pic is made from Electrumite + Skulldeat, which is absolutely correct. You cannot leave Skulldeat up if you use Trisbaena, because his up arrow completely undermines the ED block.

 

King Jackal + Vortex with the ED block is fairly difficult to break, provided you don't have Kaijus. Just be very wary of when you spend your negates.

 

You generally want to end a blind T1 with a Vector Pendulum in the scales, because of cards like Violet Poison Magician, Zefraath, Metalfoes, or even opposing Arc Pendulums. It gives you a slight edge if you wind up in those matchups, and it's just a general scale outside of them, so there's no real harm in leaving it up.

 

The sad part is that leaving up an Arc Pendulum is often too risky. If you know you're not up against Pendulums, you can choose to keep Arc on the board instead of Vector, but that's a more optimistic play when going in blind. It's also fairly easy to remove it without devoting too hard, though those are resources being spent on removing a layer of protection.

 

The Mythical Beast engine is absolutely outstanding. I'm honestly fine opening Jackal, because that's the best card in the engine by far, and even as much as double Cerberus can be worked through. Being Pendulums gives those cards a degree of versatility, even when they brick, so this is probably my favorite of these 3-1 engines.

 

Darkwurm and Zero have returned as well, due to the quality that these cards offer/the ability to float a Zero into a Zero with Astro. Zero is the easiest throwaway card in the deck, being able to activate it, give Jackal counters, then fuse it with Dissolver, while not feeling like you gave too much up. You can also hold onto it as a Scale 0, which is absolutely fine. It is the strangest +1 duo, but that meaningless +1 does so well in pendulums.

 

Gofu + Vanilla or Darkwurm is generally really good, because it either lets you to retain NS in making Skulldeat or replaces itself while giving you a card you're fine putting back in the ED. Rescue Rabbit is also pretty decent in conjuncture, but it always felt like I'd rather hold the rabbit for making an Electrumite or Starving Venom, when possible.

 

Scale 0-3 are completely equal in this deck, so any of your low scales are fine.

 

Scale 4 trades in a number of your mooks, but it still gives you access to Persona, Jackal, Astro, and Arc, so it's usually manageable, if you need to.

 

Scale 5 is okay, but it's not optimal. As a low scale, it gives up Persona and the 4s, while as a high scale it gives up the ones listed above, which is honestly kinda painful. I haven't needed to use Darkwurm as a scale yet, though.

 

Scale 8 obviously gives you access to everything except for Cerberus and Dissolver, and it's the only high scale in the deck. That said, Arc is ridiculously accessible, so it's not really a problem. Your low scales are higher value cards for the most part, so you can't afford to part with most of them.

 

Scale 12 is usually just 1/8/NS monster, but it's there in a pinch. You just have to give up access to Zero, Astro, and Jackal. And you don't gain access to the 8s.

 

I also wanna talk about the ED's flex slots:

Odd-Eyes Vortex Dragon #2

Performapal Gatlinghoul

Heavymetalfoes Electrumite #3

Underclock Taker

 

I chose Vortex #2 to account for those games where you do need to use SKG Zero's effect to summon something from the ED. While you could choose a card like Odd-Eyes Wing Dragon, who is a Pendulum for further Electrumite/fairly decent scale to help kill if you can pop it, or Coral Dragon, for Needlefiber access, I felt like going with a card that has more chance of being useful in the majority of games was worth a pick, in case something goes awry with the first Vortex.

 

However, you don't neccesarily need an extra target for Zero. I just figured I had the space for it.

 

Gatlinghoul is just a really swingy card, easily capable of dealing 4000+ damage. In fact, in the context of the above image where I bounced Grinder Golem with Vortex, Gatlinghoul could have destroyed Grinder to deal 4400 damage. Unlike many other Volcasaurus monsters, this one has no major drawbacks other than needing to do it on-summon, and it has additional burn tacked on.

 

Definitely not essential, but I appreciate how swingy the ability to deal so much damage with a Dissolver is.

 

Electrumite #3 was added due to some worse hands (or times where you get Droll and Locked) do need the extra help. You can fulfill most of the uses with your copy of SKD Starving Venom, but there are certain combinations that prevent it from being effective, such as needing to use Cerberus or needing the Link-2 tag.

 

Uncerclock Taker was just a goodstuff pick. IT means that you generally wanna set up on the right side of the board, as depicted above, and it can come up at times. I just don't think it's in any way needed, it's more like ye olde utility Xyz.

 

I had tried out Bagooska, but it's usually worse than other cards in the setup. Even when I was trying out more Lv. 4s, it never seemed to come up, so I just cut it.

 

You can also run Firewall Dragon or Topologic Bomber Dragon in these slots, though both would mostly be used for utility with Grinder Golem (4 card dig that can add back a card to Pendulum Summon or proc/Double Topologic Nuke), so I'm not really convinced that they're worth it.

 

I... think I had other stuff to say, but I forgot it. Whoops. Feel free to comment, suggest, question, etc.!

 

EDIT: Performapal Skullcrobat Joker is not good. It's an NS reliant searcher in a deck that has Grinder Golem, Darkwurm, and Rescue Rabbit. If it synergized with Skulldeat's SS, maybe, but it doesn't. Don't suggest that.

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