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5
[R/F] Shiranui for Casual!
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jericodebreaker is a redditor or a female in R/F
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This archetype is honestly one of my favourites because I love Synchros and abusing the graveyard/banish zones, so it's a perfect storm for me. I'm aware changes will likely be necessary imminently but I've got no idea what Link cards are going to help so for now I'm just fixing the base and then I'll experiment.

Monsters

  • Shiranui Samurai (3) - Staple beater of the deck, effect helps banish stuff and gains attack at the same time, PLUS recovery upon being sent to the graveyard? Excellent.

  • Shiranui Solitaire (3) - Tuner searcher and the best way to recover banished materials to flood the field. Essential.

  • Shiranui Spiritmaster (2) - Normal summoning gets another Shiranui to the field, usually Solitaire so you can use it's effect to grab Uni-Zombie. Field destruction upon banishing, always useful.

  • Shiranui Spectralsword (2) - Bricky at three but Special Summoning Synchro monsters from the grave is a fantastic option for this deck.

  • Mezuki (3) - A non-OPT Monster Reborn for any Zombie monster? Phenomenal. Great for continuing Synchro plays and reviving the big hitters later on in the game.

  • Gozuki (3) - A OPT-Foolish Burial in monster form that banishes and Special Summons upon going to the graveyard - MVP material.

  • Uni-Zombie (3) - Best tuner in the deck, both discards and acts as a Foolish to help thin the deck and set up plays.

  • Necroface (2) - Love this cards effect, if you can get consistent banishing off it can really disrupt your opponent, and when it's too late in the game to do anything about it, you can summon it and go for the win with it's ATK gain.

  • Isolde, Belle of the Underworld (1) - One of my first choices to cut, since it's only in the deck to facilitate Lancelot and I'll need the Extra Deck space for Links soon.

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Spells

  • Shiranui Style Synthesis (1) - I'm not sure what to do regarding field spells, since this is mostly here for Solitaire's extra summon but I've got Samsara to facilitate that for me now. Might cut it.

  • Zombie World (1) - Very useful if the right Synchros come in to play together. Best option is getting out AZS with this on the field then Synchro Summoning Black Rose. AZS protects your monsters since their now Zombies, turning Black Rose into a Raigeki for the board wipe.

  • Book of Life (2) - Monster Reborn that banishes my opponents cards? Don't mind if I do.

  • Dark Hole (1) - Clears field, sets up graveyard, and if AZS is out, acts as a Raigeki again.

  • Dark World Dealings (2) - Draw power and grave set up, very useful.

  • Gold Sarcophagus (3) - Searches whatever I need and sets of banish effects as and when I need them. Combo'd with Necroface it really whittles my opponent's deck whilst preventing GY effects.

  • Foolish Burial (1) - Grave set up.

  • Mask Change II (1) - Another tech that can be cut, forced discard if I need to set grave up and adds more banishing to cause more disruption.

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Traps

  • Shiranui Style Samsara (2) - MVP for banish recovery, on the spot LP protection, and acts as Synthesis for Solitaire's effect.

  • Shiranui Style Swallow's Slash (1) - Might cut this, helpful for back row removal but Twin Twisters is probably quicker and more efficient. Didn't have a spare when I'd built the deck.

  • Breathrough Skill (1) - Shutting effects down proves useful.

  • Bottomless Trap Hole (1) - More banishing!

  • Mistake (1) - Prevents searching but expect there are better choices than this.

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Extra Deck

  • Shiranui Samuraisaga (2) - First step for Synchro laddering and the forced defense effect can prove handy if they build a big field.

  • Shiranui Shogunsaga (2) - The big hitter; Samuraisaga Spectralsword > Banish Samuraisaga = 5500 beatstick. Gets over nearly anything.

  • Shiranui Sunsaga (1) - Recovers Synchro monsters to enable plays and wipes the field. 3500 ATK isn't to be sniffed at either.

  • Crystal Wing Synchro Dragon (1) - Utterly fantastic card that needs no explanation for it's inclusion.

  • Archfiend Zombie-Skull (1) - Destruction protection

  • Stardust Dragon (1) - Useful effect but in all honesty I don't use it much, can easily be dropped for Links.

  • Black Rose Dragon (1) - Board wiping, and super useful in the AZS/Zombie World Combo.

  • Clear Wing Synchro Dragon (1) - Only in for now because I can't afford Omega, which will probably be fixed once the new set is out imminently.

  • Number 23: Lancelot, Dark Knight of the Underworld (1) - Skips over big beaters for direct damage and can destroy them at the same time, fantastic effect, but gimmicky and can be cut for Links.

  • Castel, the Skyblaster Musketeer (1) - Standard R4NK Toolbox option.

  • Gagaga Cowboy (1) - Standard R4NK Toolbox option.

  • Number 101: Silent Honor ARK - Standard R4NK Toolbox option.

  • Masked HERO Dark Law (1) - Banishing fun.

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And there we have it. Critique away! I'm aware of some things that need changing (Omega in extra deck and need Link space) but fine tuning the main deck is the main issue. Considering a second Zombie World and adding a Terraforming in place of the Synthesis, and if I cut the Dark Law/Lancelot techs I'll have some room to change a few pieces for the sake of consistency; can always side those two anyway if need be for surprise factor.

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Posted
7 years ago