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Guide and Discussion: Madolche

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Guide and Discussion: Madolche

Post by LunarRabbit on Wed Jun 18, 2014 9:36 pm



Archetypal Monsters:



The primary searcher for the deck, Magi is an integral part of your deck's consistency and grind game. She can search any Madolche monster (including herself, this is very important) on a normal summon, which makes her one of the cards you love to see in your opening hand. This is also one of 3 level 4 monsters we run to make Tiara, so it's definitely something you want to run in triplicate.




A fairly new card from PRIO, and probably not an unfamiliar face. Anjelly plays an important role for the deck, tutoring Hootcake while instantly making him live. MewJelly plays are among the strongest the deck has to offer, and she allows you to rebuild your broken boards by herself. Obviously a 3-of.




Great card made even better with Anjelly. 2k beater under Chateau, tutors anything you need from the deck, you know the drill. However, players are not in agreement on what is the correct number to run. Some opt for 2 because Hootcake isn't optimal in the opening hand, and some opt for 3 to maximize the chances that you'll always have one available in the deck. This is a call you should make based on your own testing.




While not the best card in our arsenal, Gelato plays a huge role for the deck: searching the themed spells (and the occasional themed trap.) He's the biggest monster under Chateau, and summoning him via Hootcake will obviously trigger him, as Hootcake happens to be a Beast-type. Drawing him sucks, but you always want one in the deck, so 2 is a good number.




Mew is a controversial card: it holds almost no value on its own, it is weak to effect negation, and its stats are subpar. However, the combos he gives access to are so unfair (MewJelly) that he retains a spot in the deck. Run 1 or 2.




Pudding has started to see play again, since her destruction effect can be very relevant for popping floodgates like Kaiser, and she can easily be summoned by Hootcake/Mew/Anjelly, the last of which giving her battle immunity. Never run more than 1 (Puddingcentric was never good,) but you can run none at all if you find her unnecessary. She helps in certain matchups.




Our themed boss! Tiara sports a non-targeting removal effect that can refill your hand when paired with Chateau, so it's pretty obvious she's amazing. Be sure to run at least 2 because she can recycle herself, and she's one of the main reasons you're playing this deck in the first place.

Archetypal S/T:



Our sweet field spell is the glue that ties the entire deck together. This is the card that retains your hand advantage and ensures that your monsters will always be big. Run 1 or 2, probably 1 because it takes a backseat to Ticket in this format.




Amazing card is amazing. We currently have 3 Fairydolches to take advantage of Ticket's second effect, but even outside of that creating advantage when your opponent kills one of your monsters is great. Tiaramisu's effect and Anjelly's shuffle-into-deck effect are both alternate ways to trigger Ticket, but remember the hard OPT clause makes it impossible to abuse multiples. Run 1 or 2.




Even though this used to be considered superfluous, recent trends have utilized Palooza as a way to circumvent the deck's reliance on the normal summon, as well as a way of capitalizing on the deck's natural hand advantage to create big boards. 2 is a good number for now.




Another card that used to suck, but recently found success. As the deck becomes less reliant on Chateau and Ticket, it becomes less important to search early game. As a result, we have the option to use our first turn search extra effect negation. the shuffling with Puddingcess will rarely come up, but when it does it helps. Run 0 or 1 of this, depending on how much you're respecting Wiretap+Seven Tools, as well as how much effect negation you want.

Engines:



Two fairly new cards from Dragons of Legend that made a huge splash in this game. Madolche can utilize them pretty effectively, since they become Hootcake food after a destruction loop play. Try a 2:2 ratio.




The T.G. engine helps your Madolche core to combo off more consistently, while also providing Synchro access (through Striker) and searchability (Striker can be searched by ROTA and Warwolf by Tenki.) However, the engine can make for some awkward draws, and it's pretty fragile.




TenkiBear is usually used in T.G. builds, to allow for more Tenki targets as well as spot removal. Bear does increase normal summons though, so that's your call.




These are the six possible cards you could run in as a Psychic engine, but honestly the entire idea requires testing. Obviously you wouldn't use Esper and Jumper in the same build, and you wouldn't use Destructotron without Serene Psychic Witch. Commander would be used to hit level 7 synchros like BRD while still accessing Barkion. What Psychic engine to build with these cards is up to you, but E-Tele is an obvious staple at 3.

Support:



Disruptive hand traps can be a powerful addition to this deck, because the Hootcake food principle means we benefit from them twofold. the meta defines whether or not a certain hand trap is correct or not; for this format Maxx "C" and D.D. Crow are likely your best options, if you run any at all.




These two cards function as Xyz enablers, but the playerbase is divided on which (if either) to run. Double Summon is usually a -1 and can lead to overextention, but it can also help to fix the normal summon issue Madolche faces. Instant Fusion can be lackluster, but it can also lead to clutch Rank 3/4 plays. For this format, Palooza may have the edge over both.




These are good cards, but we have too many normal summons already, so don't run both. I'd advise one copy of Myrmeleo, as she searches backrow and becomes very good Hootcake food that turns Leviair into MST.
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LunarRabbit
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