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Uggla6 Released Set - Week 12


Uggla6

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Elemental Herbs
 
This deck is about removing backrow. Almost all the main deck monsters deal with removing backrow. So much so that the deck has problems otherwise. Luckily there are a few cards that can force your opponent to set S/T Cards or even put their monsters in their S/T Zones. It's a modern link deck, built for the competitive format. It is designed to work like a TCG exclusive archetype where they slip in 4 cards at a time across 4 sets (1 year). The 16 cards will be divide into the sets they are intended to be released in. Once the full support is out, the deck should be Tier 1.
[spoiler=Set 1]
 
 
Virce, the Elemental Herbalist
1700 ATK LIGHT Spellcaster-Type Link 2 Right/Left
{2 Effect Monsters with different Levels
If this card is Special Summoned: You can target 1 “Elemental Herb” card that is banished or in your GY; Add that target to your hand, then you can place 1 monster your opponent controls face-up in their Spell & Trap Card Zone as a Continuous Spell Card. If this card is sent from the field to the GY: You can add 1 “Elemental Herb” monster from your Deck to your hand, then discard 1 card.}
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Elemental Herb, Mugwort
700/500 ATK/DEF WIND Plant-Type Level 1
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can target 1 Spell/Trap Card your opponent controls; destroy it.}
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Elemental Herb, Cinquefoil
1400/1200 ATK/DEF EARTH Plant-Type Level 2
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can target 1 Spell/Trap Card your opponent controls; send it to the GY.}
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Elemental Herb, Burdock
1600/1900 ATK/DEF WATER Plant-Type Level 3
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can target 1 Spell/Trap Card your opponent controls; banish it.}
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[spoiler=Set 1 Commentary]

This is barely enough to build a deck, but it can be tech'd into other discard decks like Darkworlds or Danger!. The Link monster is generic and easy to make, but requires an "Elemental Herb" in grave to trigger the on summon effect. Thus, you will need to play the main deck monsters in order to put monsters in the S/T Zone. However, the easy SS mechanic and the backrow removal can be played in any deck that can afford 9 main deck spots and 1-2 extra deck slots. Not ideal, but would see some rogue play.

 

 

 
[spoiler=Set 2]
 
Elemental Herb, Hyssop
1900/600 ATK/DEF FIRE Plant-Type Level 4
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can shuffle 1 Spell/Trap Card your opponent controls into the Deck.}
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Volla, Riden by the Elemental Herbalist
2200 ATK DARK Dragon-Type Link 3 Right/Left/Down
{2+ “Elemental Herb” monsters
Your opponent cannot activate card effects of cards that are banished, in the GY, or in the hand. Once per turn, when an opponent’s card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, Set it to their Spell & Trap Card Zone (If it is a monster it is treated as a Spell Card). While this card is in your GY, all “Elemental Herb” monsters you control gain 500 ATK/DEF.}
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Vexation of the Elemental Herbalist
Normal Trap Card
{Target 1 “Elemental Herb” card in your GY, then discard 1 card; Add that target to your hand. While your opponent has 2 or more cards in their hand: You can banish this card from your GY; Your opponent must discard 1 monster or reveal and Set 1 Spell/Trap Card from their hand.}
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Vegetable Garden of Elemental Herbs
Continuous Spell Card
{You can discard 1 card; Gain 500 LP. During the End Phase: You can add Level 4 or lower "Elemental Herb" monsters with different names from your GY to your hand, up to the number of "Elemental Herb" monsters you discarded this turn while this card was face-up on the field. If this face-up card leaves the field because of an opponent’s card effect: You can target 1 “Elemental Herbalist” monster in your GY; Special Summon it. You can only use each effect of "Vegetable Garden of Elemental Herbs" once per turn.}
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[spoiler=Set 2 Commentary]
Set 2 brings the deck near completion already. The level 4 main deck monster brings a total of 12 main deck herbs along with a potential of 6 more S/T names that can be discarded. The 1900 beatstick and non-targeting non-triggering S/T removal is a nice addition. It still might have to rely a bit on other archetypes to fill out the main deck, but with the Link 3, "Elemental Herb"s will be the main theme. The link is like a Soul Drain+Mind Drain+a OPT discard to negate with a 2200 body and it's easy enough to make already (2 normal summon-able monsters with different levels including at least 1 archetype monster + 2 other archetypal named cards). The discard can hurt the already bad hand advantage the archetype has issues with. Also, the negate sets the card back to their field. They don't lose the resource if it's a S/T and if its a Continuous or Normal Spell they can just flip it up again. Therefore, you will need to have an "Elemental Herb" monster in hand to effectively negate cards (so when you negate, the discard will trigger and remove the spell before they can reactivate it). The archetype's 1st trap card is slow and a -1, but the grave effect is powerful since discarding it there without using the 1st effect is easy. Forcing your opponent to essentially -1 (effectively since it's either a discard or set that'll likely be popped) helps and on turn 1 it will allow you to get a better sense at your opponent's hand and possible the deck they are playing. Also, it now allows for the archetype to have a quick effect discard in order to trigger grave effects without the need to rely on your opponent to do something. The continuous spell is a great way to keep resources. It can only add 4 level or lower monsters with different names (max 4) during the End Phase and only checks for discarded archetypal monsters, but still it adds back discard fodder for Volla's negates. Also, the card has a free discard effect during your turn and some protection from removal with the SS from grave effect when it leaves the field. Unfortunately, nothing on the card stacks as they are all hard OPT. Good set that allows the deck to now function as a stand alone strategy.

 
[spoiler=Set 3]
 
Veneas, Sanctuary of the Elemental Herbalist
Field Spell Card
{Your opponent cannot enter their Battle Phase unless they control a Spell/Trap Card. You can look at your opponent’s Set cards. During your opponent’s turn, if this face-up card leaves the field because of an opponent’s card effect: It becomes the End Phase.}
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Vile Commander of the Elemental Herbs
Normal Spell Card
{Add up to 2 “Elemental Herb” monsters from your Deck to your hand.}
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Victim  of the Elemental Herbalist
Quick-Play Spell Card
{If you control no monsters in your Main Monster Zones: Target 1 “Virce, the Elemental Herbalist” that is banished or in your GY; Special Summon it, also it is unaffected by other card effects until the End Phase.}
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Elemental Herb, Rose
2100/1500 ATK/DEF DARK Plant-Type Level 5
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can target 1 face-up Spell/Trap Card your opponent controls; add it to your hand.}
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[spoiler=Set 3 Commentary]
The archetype finally gets a field spell and it's just okay. Sure it can grant some protection, allows you to pick the right S/T targets to pop, and can end the turn when its popped, but it's not something you want to see much of. Setting a S/T for the opponent is easy to do, and with the archetype's few ways to pop on command during the opponent's turn it may not be too difficult for the opponent to get the to Battle Phase. Looking at your opponent's sets is good, but nothing to devote additional search cards to and the other effect should never be triggered by a competent opponent. It's a name though so you can run it and use it in niche moments. However, the next spell is what makes this set turn the deck into a competitive one. The deck has problems with assembling the right pieces and even more so with hand advantage. This card is a +1 archetype search card. No activation requirements, not OPT, and no restrictions. Solid card and likely to be the target of the ban list if the deck ever becomes too powerful. The quick-play spell is also powerful and helps the deck compete. It allows for a quick effect to put an opponent's monster into the S/T Zone as well as some additional recovery of grave materials and damage. The new level 5 main deck monster helps with damage output too, and gives another name, but only being able to target face-up S/T cards is a downer. Luckily, it can add those cards to your card for, at the very least, extra discard fodder.

 
[spoiler=Set 4]
 
Elemental Herb, Silphium
2300/1800 ATK/DEF LIGHT Plant-Type Level 6
{You can discard 1 other “Elemental Herb” card, then Special Summon this card (from your hand). If this card is discarded: You can target 1 Set Spell/Trap Card your opponent controls; that Set card cannot be activated.}
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Valiant Aide to the Elemental Herbalist
Continuous Trap Card
{Once per chain, if you control an “Elemental Herb” monster: You can discard 1 card; All monsters you control gain 300 ATK/DEF until the End Phase. You can banish this card from your GY, then shuffle 3 "Elemental Herb" cards in your GY with different names into the Deck; Draw 1 card.}
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Vast Field of Elemental Herbs
Normal Spell Card
{Set 1 "Elemental Herbalist" Spell/Trap Card directly from your Deck to your Spell & Trap Card Zone, then you can send 1 "Elemental Herb" card from your Deck to your GY.}
98386522.png
 
 
Elemental Herbalist, Virce
2000/2000 ATK/DEF LIGHT Spellcaster-Type Level 9
{Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 2 "Elemental Herb" cards from your GY, and cannot be Special Summoned by other ways. This card can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this card attacks an opponent's monster: You can discard 1 card; Place that opponent's monster face-up in their Spell & Trap Card Zone as a Continuous Spell Card. }
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[spoiler=Set 4 Commentary]
The last set and it does not disappoint. It improves upon the deck in minute ways without breaking it and finally bringing it to full power. The level 6 main deck monster seems unnecessary at first, but the 2300 ATK on an inherent SS can be helpful to take care of problems (Toad, Volla, etc.). Also, the unique way of dealing with S/T prevents any triggering upon leaving the field, prevents the option to redraw into the cards, and locks up with S/T zone. Does conflict with the field spell a bit though. The trap card also looks mediocre with minor stat modulation, but once per CHAIN, discard on command during either players turn, makes its more like an unending nightmare. Also the grave effect to recycle resources is helpful. The spell card is another search which is much appreciated, but it can't search itself, Vile Commander, or Vegetable Garden so it's targets are actually limited and it takes a discardable name out of the hand. Still worth running though. The last card is a great card that can help clear boards. Easy to summon, can attack all monsters, and can remove problems for the price of a discard. It has little defense capabilities, but this card helps complete the deck's offense. Throwing down 2-3 in later game is rather easy. Overall, this set focuses on the flaws on the archetype.

 
Decklist will be posted shortly.
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Ok, new update has been made. Also all the cards have been added to the wikia database (https://duel-portal.com/wiki/index.php/Main_Page) and are able to be used publicly on duelportal. Please, play-test them.

Also, this is the pure list that I was able to come up with. If anyone is able to build a different list, even if just a hybrid list (like some other archetype/deck) please share.

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Main Deck (40):

 

Monsters (20) -

3 Elemental Herb, Burdock

3 Elemental Herb, Cinquefoil
3 Elemental Herb, Hyssop
3 Elemental Herb, Mugwort

3 Elemental Herb, Rose

3 Elemental Herb, Silphium

2 Elemental Herbalist, Virce

 

Spells (17) -

1 Monster Reborn*

1 One for One*

1 Raigeki*

1 Reasoning*

1 Soul Charge*

1 Upstart Goblin*

3 Vast Field of Elemental Herbs

3 Vegetable Garden of Elemental Herbs

2 Victim of the Elemental Herbalist

3 Vile Commander of the Element Herbs

 

Traps (3) -

1 Valiant Aide of the Elemental Herbalist
2 Vexation of the Elemental Herbalist

 

Extra Deck (15):

 

1 Phantom Fortress Enterblathnir*
1 True King of All Calamities*

1 Akashic Magician*

1 Borreload Dragon*
1 Borrelsword Dragon*

1 Knightmare Unicorn*
1 Linkuriboh*

1 Summon Sorceress*

1 Underclock Taker*
3 Virce, the Elemental Herbalist
3 Volla, Riden by the Elemental Herbalist

 

 

*real card

 

 

Reasonings:

There is a heavy monster lineup. You want to see a hand full of monsters. Especially level 4 or lower since they can be normal summoning and you want to see as many different names as possible for vegetable garden. The level 5 and 6 can be run at 2, but since the discard cost is so easy to have for their special summon, I still believe that maxing out on the 18 discard fodder monsters is ideal. The level 9 is run at 2 because, it can clog 1st turn hands with its banish from grave special summon requirement as opposed to the discard requirement. However, it is searchable with vile, not opt, and can help you make VFD 1st turn if you open ideally.

 

All of the non-archetypal spells are limited power spells. Monster reborn and soul charge, help late game recursion that this deck lacks, but all aren't bricks most of the time if you draw enough monsters in the opening hand (although you will have to burn them non-ideally).  Raigeki helps clear monster boards, since going 2nd the deck has issues with monster threats. One for one, is effectively another monster since it's a discard to special summon the level 1 from deck. Although since it activates it can be negated, so its less desirable than having a monster. Reasoning is super powerful in the deck as they are all different levels and a bunch of your S/Ts get effects in the grave. Also free banish fodder for the level 9. Upstart because you want to see vile more. 3 of each of the archetypal spells except victim which you run at 2. Vile is the best card in the deck. +1, enough said. Vast field, allows you to send vile to grave to be added back with Virce and also lets you toolbox your traps and quick play. Vegetable garden is an amazing card that you really want to see, but drawing multiples sucks. Playing 3 does allow you to see it more though and that is super important going 1st as you are -1 for every special summon. Victim is really powerful, but unlike the other 3 herb spells, this herbalist quick-play spell can be set with vast field when need be. Thus, you play 2, because you have plenty of access to it, but drawing multiple in the opening hand causes bricks. Great card and is what you set with vast field 90% of the time.

 

Both the traps are mainly run for the banish from grave effect. They both have archetypal names and can be discarded, so drawing 1 of them isn't disastrous. Being herbalists and not herbs they can also be set with vast field, if the niche situations that their activated effects come up. Vexation is live going 1st and having 2 can loop the effect (across turns), so you play 2. Also, the -1 is ok, if you are adding something like vile that is a +1. Valiant aide is almost always bad to draw. Usually sent to grave with vast field if you already have vile, in order to recycle resources, then you can use Virce to add back to hand. It has some good tech match-ups with backrow heavy decks too.

 

Most of the extra deck is toolbox link monsters for different scenarios and helping the weaknesses of the deck. Summon Sorceress works because all the herbs are plants. I play 3 and 3 of the archetypal links. Realistically, you could get away with only 2 Volla and play something like a knightmare cerberus for more toolbox. However, making multiple of the link 3 happens frequently and the +500 from grave does make a difference. You go through the link 2 extremely fast, recommend playing 3 in all pure builds. The rank 9s are there to overlay the 2 level 9 Virce's. A situation that comes up often enough to warrant those 2 cards and they both cover some of the decks weaknesses. 

 

The field spell is the only card that didn't make the main deck cut. In earlier builds before the last set, you would play it, but will the whole archetype released, it doesn't do enough. It's a -1, that can be played around largely as well as conflicts with some of your deck. In certain match-ups it's just a dead card too. Also, realistically you are going to blind pop all your opponent's backrow if at all possible so being able to see sets is not as useful as in other decks. It's left to the side deck, for monster heavy decks since it can put in work there and is easily searchable (set with vast field). 

 

Overall, the deck is pretty consistent, and their floodgate boss monster can just win certain match-ups. However, they lose advantage very quickly without vile and vegetable garden and you can be out grinded as the OTK potential of the deck is limited (you can OTK if you have enough resources, but likely after your first turn you probably won't have enough). Despite the negate, the deck's 1st turn board is still super vulnerable to board wipes. However, the deck can go 2nd pretty nicely if it has to meaning losing the dice roll isn't terrible and you can take your opponent's deck into consideration when deciding to go 1st or 2nd games 2 and 3. Due to some power cards, some boards can be busted, but they are rare and usually you set up your link 3 negate with 2 cards in hand.

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