, -->

Friday, April 22, 2011

How To Use Morphtronics Correctly

(Before anyone asks, I don't care if you netdeck this, just don't claim you made it. I spent about 2 years perfecting this.)

People seem to suck at making Morphtronics, so here's a shockingly consistent decklist that I'll be taking to a YCS and an explanation on how it works.

23
2 Genex Ally Birdman
2 Machina Fortress
1 Machina Gearframe
1 Morphtronic Boarden
3 Morphtronic Boomboxen
3 Morphtronic Celfon
2 Morphtronic Lighton
3 Morphtronic Radion
3 Morphtronic Remoten
2 Morphtronic Scopen
1 Sangan

14
1 Dark Hole
3 Junk Box
3 Machine Duplication
1 Mind Control
1 Monster Reborn
3 Morphtronic Map
1 One for One
1 Pot of Avarice

3
3 Royal Decree

15
1 Ancient Fairy Dragon
1 Ancient Sacred Wyvern
1 Armory Arm
1 Black Rose Dragon
1 Empty Space Sea Serpent Levaiel
1 Formula Synchron
1 Gaia Knight, the Force of Earth
1 Scrap Dragon
1 Shooting Quasar Dragon/T.G. Halberd Cannon
1 Shooting Star Dragon
1 Stardust Dragon
2 T.G. Hyper Librarian
1 Trishula, Dragon of the Ice Barrier
1 XX-Saber Gottoms


15
1 Book of Moon
2 Dimensional Prison
1 Mirror Force
2 Mystical Space Typhoon
3 Prohibition
3 Puppet Plant
2 Swift Scarecrow
1 Torrential Tribute

(Halberd Cannon's only listed as an option because Shooting Quasar may not be released in time for the YCS.)

Strategy:

This deck’s plays are wholly dependent on what is drawn.

As you can plainly see, this deck does large amounts of comboing. However, said combos are, fortunately highly variant. Meaning that this deck requires a lot of thought and luck to work.

As most of you know, the key card of the deck is Morphtronic Celfon. The deck’s best opening play is Celfon + Machine Duplication, which can result in a wide variety of things, ranging from 4 Synchro Monsters to an OTK to Shooting Quasar Dragon AND Stardust Dragon together. But before I get into that, I should explain how I can make Celfon work with this amount of Morphtronics.

Die rolls with a fair die average on 3.5. As such, 1 in every 3.5 cards must be a Morphtronic at the absolute minimum. That translates into 11.4 cards in a 40-card deck. The deck runs 17 Morphtronics. That’s 14 without counting Celfon. That means that, counting Celfon, 1 in every 2.35 cards are Morphtronics. Not counting Celfon, 1 in every 2.86 cards are Morphtronics. This is sufficiently over the quota without flooding the Deck.

Now, back to the Duplication + Celfon combo. I have calculated an 11.6% chance of opening with it with a One for One, 3 Celfon and 3 Dupe. Pulling out Morphtronic Lighton and Morphtronic Scopen means that you’ve essentially won. Scopen in defense position is LV4, so that + Celfon makes T.G. Hyper Librarian. This deck runs 7 revival spells, so if the hand contains Junk Box, Monster Reborn, or 2 copies of Morphtronic Map, using those allows one to revive Scopen in Defense Position again. (NOTE: Morphtronic Map can be set while you have another copy in play, triggering its effect to revive a Morphtronic. However, it misses the timing if you ACTIVATE it in the place of another Map. However, your opponent activating a Field Spell Card will not cause it to miss the timing.) With Scopen in play again, another Hyper Librarian can be summoned. The first Hyper Librarian will now force you to draw a card. If this can’t be done yet, then summon Formula Synchron using Celfon and Lighton. This allows you to draw a few cards, one of which could be the necessary revival spell. Though, this should be saved for when the second Hyper Librarian is out if the revival spell is in hand, since then you draw 3 cards from summoning Formula instead of 2. Before the third Celfon leaves the field, remember to activate its effect. An even larger combo may happen. After all other Synchro Summons are done for the turn, you can use the two Hyper Librarians and the Formula Synchron to Synchro Summon Shooting Quasar Dragon. At that point, you pretty much win. Shooting Quasar Dragon deals 8000 on its own if it gets a clear shot. Even if one isn’t that lucky, the play can still be manipulated for different results, such as Trishula, Dragon of the Ice Barrier or Shooting Star Dragon. It’s even possible to get both Stardust Dragon and Scrap Dragon in play. Scrap Dragon and Ancient Fairy Dragon both have the ability to destroy any lone copies of Map one has in order to continue the shenanigans. (NOTE: If Ancient Fairy Dragon searches a Field Spell Card with its effect after destroying Map, Map’s revival effect will miss the timing. However, it works if you decline the search. This is because the Life Point gain and destroying the Field Spell Card are ruled to happen at the same time.) Furthermore, if One for One was used to start this combo, the Normal Summon is still available. Pot of Avarice can even proceed to return the large amount of Synchro Monsters that have been summoned to the Extra Deck to let you draw 2 cards, giving you more options and the ability to use them again, a win-win scenario.

Still on the subject of Machine Duplication, one can use it to bring out 3 copies of Morphtronic Remoten. While this would normally seem pointless, this has a wide range of applications. Firstly, before continuing, as many Remoten as possible should activate their Attack Position effects, getting you 3 Morphtronics from your Deck by removing some in your Graveyard from play. Next, one has the option of summoning the Synchro Monster that screws the rules, XX-Saber Gottoms, who can use multiple Tuners to be summoned as long as all but one are EARTH at the very least. It’s also conveniently LV9, which means 3 Remoten can be used to summon it. But Gottoms doesn’t have to be the end result. Since you have 3 LV3 monsters out, you can use 2 of them to Exceed Summon Empty Space Sea Serpent Levaiel and use its effect to Special Summon one of the monsters you just removed from play, potentially opening up a large combo, or even just a Synchro Summon, since there’s still a leftover Remoten.

Another nice play that can be made is summoning Scopen, Special Summoning either Morphtronic Radion or Morphtronic Boomboxen with its Attack Position effect and Synchro Summoning Ancient Fairy Dragon, then playing Map and having Ancient Fairy Dragon to destroy it and revive Morphtronic Scopen, which can bring out another Radion or Boomboxen. This allows you to Synchro Summon Ancient Sacred Wyvern. Assuming you and your opponent were tied at 8000 when this was done, then you should have 9000 LP and Ancient Sacred Wyvern should have 3100 ATK. After Ancient Fairy Dragon’s direct attack, this should rise to 5200 ATK, as your opponent’s LP has decreased to 5900. Then Ancient Sacred Wyvern’s direct attack should increase its ATK to 10400, and your opponent is left with 700 LP.

Black Rose Dragon conveniently exploits Morphtronic Map as well. Black Rose Dragon will destroy all cards on the field, including Morphtronic Map, allowing either a clear shot at the opponent’s LP, or a combo to start with a clear shot and nothing to stop you except for cards like Crow, Veiler, or Fader.

The deck can OTK as well. Having Radion and 2 Boomboxen makes an OTK. 3 Celfon OTKs if 2 Radion or a Radion and a Boomboxen is added. Celfon + Radion + Boomboxen + Boarden is an OTK that hits for exactly 8000 and has the added benefit of allowing all of your Morphs to attack directly from the effect of Morphtronic Boarden.

There are two things in this build that should surprise people. Those are the inclusion of Machina Gearframe and Machina Fortress, as well as the fact that this deck contains Genex Ally Birdman. The Machinas start combos, and give an easy way out against certain strong monsters, including key cards of popular decks, like Shi En. Fortress can also be used with Lighton to summon a LV8 Synchro Monster, and can be returned to the hand after being Special Summoned to bring out Birdman, after which one can Normal Summon and proceed to Synchro Summon or Exceed Summon. Birdman can also be used to save monsters that would die from the side-effects of Junk Box, and can be used to recycle Celfon. In fact, returning Celfon to the hand and then summoning Celfon again allows Celfon to be used twice, which weakens the grip of luck on the deck’s success. Brionac’s absence in favor of Gaia Knight, the Force of Earth may also come as a shock. This is because the deck really can’t spare the cards, hands tend to end up empty after any combo that allows Brionac, and are only large enough for significant field clearing after a combo involving Hyper Librarian’s presence. As such, Gaia Knight was chosen since it can run over Stardust and can make Gottoms when paired with most of the deck’s Tuners.

That covers the Main Deck, but the Side Deck probably needs explaining as well. The Side Deck isn’t exactly your standard fare. Simply put, Morphtronics can handle most common decks just fine, so only the things that actually give them trouble are covered. Cards like Necrovalley, Oppression, D-Fissure, Vanity’s Fiend and Kristya shut the deck down. Thus, this deck sides 2 Mystical Space Typhoon to handle the spells and traps that were just mentioned. Book of Moon, Dimensional Prison, Mirror Force, and Torrential Tribute can also stop the monsters that were mentioned. Prohibition can stop any given opponent from even using any given troublesome card before they draw it, so it's there to cover any holes left after this. While still on the subject of the Traps in the Side Deck, decks with Treeborn Frog in them, such as Frognarchs, lack Traps, so Royal Decree would be a dead draw. Vanity’s Fiend and Archlord Kristya usually appear in decks like that. As such, Decree gets swapped for the aforementioned Traps. Puppet Plant assists against popular decks, such as Miracle Beat, Six Samurai, and Gravekeepers, and Swift Scarecrow is for decks that clear my field on a constant basis, such as the aforementioned Miracle Beat, due to Absolute Zero.

I will be taking this deck, updated for the banlist that be in effect at the time, and perhaps with a few other changes, to YCS Toronto in September. An old build went 6-3 last September. Wish me luck.

10 comments:

  1. < [I love Morphs] 3

    Great outline! I haven't tested the final product myself, but it looks solid. I hope you plan to do a full report, when the time comes. ;D

    ReplyDelete
  2. Oh, I intend to.

    Hopefully, I top this time.

    ReplyDelete
  3. Oh and dont forget who suggested you Birdman.
    Odin :3

    ReplyDelete
  4. Yep. YCM was actually quite helpful for once. :S

    ReplyDelete
  5. i also run morphtronics but i run mines like a macro deck it's work suprisingly well. I was wondering how 1 boarden was working out for you? I run the same build except 3 boarden and 2 boomboxen. I use a power tool- ish build. Using d.d.r and autonomous to recycle monsters and remoten and phantom of chaos to send cards to remove from play. I might try your build out it sounds fun and I just pulled 3 birdmans in HA4. Also have you tried running like 2 labyrinths of nightmare in your build, it might help considering you run 3 morph maps- mostly to abuse defense of morphs and force your oppenent to destroy it when it builds up tokens.

    ReplyDelete
  6. oh yeah also try using inferno reckless summoning. It can summon your used celfons, lightons, remotens. or if you celfon into a radion in defense you can bring out two 2400 beaters. works well for me. Can't wait for lighton to come out.

    ReplyDelete
  7. Boarden is usually just a liability for me, except for when I can use it to attack directly for game. Meanwhile, Boomboxen can OTK as stated, and 3 Boomboxen means more Scopen targets.

    As such, I can leave searching it to Sangan, Celfon and Remoten. I'll always have the 1 when I need it.

    I tried Inferno Reckless Summon. Giving the opponent extra monsters is a bad idea.

    The build pretty much went for a "no-nonsense" sort of thing. Consistency is top priority. As such, stuff like Labyrinth of Nightmare would just dead draw. Also, Map gets destroyed on a regular basis, so stocking counters on it isn't usually helpful.

    ReplyDelete
  8. I've actually added one recently, but Accelerator at more than 1 can dead draw easy.

    ReplyDelete
  9. NICE DECK
    so... how did this deck run?

    ReplyDelete