User:Lifisali

Lifisali
Welcome to my profile page. <3

I specialize in Aliens, Frogs, Ojamas, and Morphtronics.

I'm a Guidemaker for the Deck Guide project.

This profile is a work in progress. Expect more to come.

My Decks
(I'll write up on this deck at a later date)

This deck does exactly what the title implies: Swarm and Control.

I keep the monster line up clean and simple. Its only purpose is to produce A-Counters, and thats all they really need to do really. Alien Dog and Alien Overlord make for a great swarm combo; You simply need both in hand and one other Alien such as Alien Kid or Alien Warrior. Alien Ammonite is an amazing little Tuner for the deck, and when used with Alien Dog you can Sync for pretty much any level of Synchro monsters, namely 8, 7, 5 and 4. Since Aliens lack a good draw spell that every other archtype seems to have, I've had to make due with Reckless Greed. Slow, but better then nothing, because draw power is super important in this deck, because Alien users tend to use up their hand quickly, so the refreshment of drawing is a must. Offering to the Snake Deity is like the Icarus Attack of reptiles, and because it destroys your monster instead of tributing like its cousin Icarus Attack, it combos nicely with Code A Ancient Ruins. The rest of the traps are self explained, common staples used in any deck.

Cosmic Fortress Gol'gar is the trump card of the deck. Gol'gar with Code A Ancient Ruins/Swords of Revealing Light/Call of the Haunted go together like cookies and creme do. Use his bounce effect to reuse and abuse any of these three cards, while producing A-Counters to fuel Gol'gar's destruction effect and Ruins revival effect. With Gol'gar and Ruins, you can effectively resuse and abuse Alien Ammonite for massive Synchro Summoning, often earning you 2-3 Synchro Monsters in a single turn, often leading to a game win. This isn't the only win condition, of course. The swarm combo of Dog /w Overlord coupled with a few Mysterious Triangles can finish the job too.

 The Cards and the Whatnots 

This deck type is super fun to play with. Makes a big bang, but breaks like a glass cannon. Many commonly played cards can greatly disrupt this deck... Thunder King Rai-Oh, Book of Moon, Solemn Judgment, Macro Cosmos, etc. But if they don't play those cards in their deck, then huzzah! Ojama Pole-Dance Party!

To keep focus and consistency, the main deck monster line-up is all Ojamas and a couple King of the Swamps to grab those dandy Polymerizations. Ojama Yellow, Green and Black need no explanation... other then that the whole deck pretty much revolves around these three naughty musketeers. They dancey dance, they party and they gang bang! Ojama Red is all ways ready to party hard with his massive swarm effect, and Ojama Blue always remembers to hand out extra party invitations out to their many support cards. <3

The Spell and Trap line-up are the most important thing of the deck, as it keeps the deck in perfect flow. This deck can go through A TON of spells and monsters quickly, so Pot of Avarice and MSE are important for recycling. Ojama Country is a godsend to the Ojama archtype; Country lets you easily revive ANY Ojama monster once per turn at the cost of discarding one Ojama card, AND switchs the ATK/DEF scores of all monsters! Feed some Ojamagic and prepare to heavily abuse the mighty fusions, Ojama King and Knight. Reckless Greed hands you some draw power, GGHK provides even more draw power and helps you flush away extra copies of Ojamas that might be in your hand and Magical Hats abuses Ojamagic and GGHK to the max. 41 deck count is rather pushing the limit, but I can't remove anything else without ruining the flow of the deck. (Thanks for the tip, Runer. Almost forgot that card. :p ) Draw into this beast of a card for a possible OTK when you play with this deck.

 The Set-Up and the Win Condition 

At first, you play defensively for a short period of time while searchin'n'grabbin'(Ojama Blue, Ojamagic and King of the Swamp(optional)) all the goodies you'll need for the big ka-bang finish. This doesn't take very long. Once you've got all the goods in the hand, procede to obliterate your opponent: Normal Summon Red, swarm with Yellow, Black and Green. Go "immafirinmahlazor" with Ojama Delta Hurricane, activate Ojama Country if you haven't already, and gang bang for 4000 or 5000 damage. And afterwards, if you happen to have a couple Polymerization in hand, fuse for King and Knight to totally shut down your opponent's front row seating. Your opponent most likely won't be able to recover from this if they don't have a god hand. Also, United we Stand = OTK. Talk about hardcore. XD

 Synchro Variant 

This isn't quite viable as the pure Ojama build listed above, but its doable. Replace the Polymerizations with Natural Tune. The process absorbs a bit more resources then the first build also, so beware. Also replace the King of the Swamps with Heavy Storm and Lightning Vortex to make up for this fact.

Deck Guides
Morphtronic Guide

Contents:

Intro - The Cards - The Strategies - Deck Samples

Intro:

Morphtronics debuted in Crossroads of Chaos as a rather unique deck type; Unlike other cards, they have two effects, one or the other in effect depending on the battle position of the monster. Having two effects each, a Morphtronic deck can be very flexible in what it can do. This "Morph" mechanic is unique to this archetype, and what makes them stand out among the many other deck types played today. Each Morphtronic monster as by itself is weak, but powerful in numbers. Their effects tend to complement each other, so as you gain more field presense with them, the more powerful the Morphtronic monsters become.So in a sense, Morphtronics always have to work together in order to prevail in any duel.

The Cards:

I'll give my thoughts on each Morphtronic card, as well as which deck it might fit best in.

Monsters:

Morphtronic Boarden

This card is a staple in any Morphtronic deck. His attack position effwect allows for that extra push for game, and his second effect allows for a strong defense when you need it most. Use 2-3 in a deck.

Morphtronic Boomboxen

The first effect is great. Slap an equip onto him and let him box his way through your opponent's monsters. His secondary effect stops the first attack, which is generally only helpful early game. Use 2-3.

Morphtronic Cameran

This card is... okay. His first effect is rather pointless. It'd be more worth your time to just summon Scopen then this card, as you get a Special Summon from your hand with Scopen's effect without having to wait for your opponent to kill it. Second effect is good, but he'd be more playable if this was his first effect. Use 0-2, only in Morphtronic Burn.

Morphtronic Celfon

This card should be played in triplicate in any and all Morphtronic decks. You use him only for his first effect. Random chance is risky, but the benifit you gain more then makes up for that.

Morphtronic Clocken

This guy should only see use in the Burn deck. His burn effect is slow to charge up, but once it is... boom. You win. Thats if he even stays on the field for that long. Use 3, only in a Morphtronic Burn deck.

Morphtronic Datatron

Thsi card could only see use in Morphtronic Burn. The effect damage that he does is so small that he's almost pointless to use. The highest at a time being 600, but that only if you tribnute a monster. Use 0-2, only in Morphtronic Burn.

Morphtronic Magnen

This card is only useful in defense mode. Useful for stalling while building up coounters on Clocken. Use 0-3, only in Morphtronic Burn.

Morphtronic Magnen Bar

This card is horrible. Don't use it, AT ALL.

Morphtronic Radion

Another Morphtronic staple. He gives a significant boost to all of your Morphtronic in play, and allows for an OTK once you've gathered quite a few of the Morphtronics onto the field(Boomboxen, Boarden, etc). Use 2-3.

Morphtronic Remoten

This card is fantastic. First, he can toolbox. Second, he recycles as well. On top of that he is a Tuner. A staple in any Morphtronic deck, use 2-3.

Morphtronic Scopen

This Morphtronic is one of the most flexible in use of any of them. First effect allows for easy synchro into level 7. Second Effect allows for easy access to level 8 as well. Use 3 in a Morphtronic Equip/Synchro deck.

Morphtronic Slingen

This guy is a staple. He's like the Hand of the Six Samurai, but for Morphtronics. Used up your Celphone? Sling it and smash an opponent's card! Use 2-3.

Morphtronic Videon

This card is good. The more equips you pile onto him, the more buffer he gets. Use 2-3 in a Morphtronic Equip/Synchro deck.

Power Tool Dragon

This metal hulk is the boss monster of the Morphtronics. He toolboxses equips for free but somewhat random chance, but if you've got triplicate of the equip you're looking for then its no sweat. Also, if he dies, you can send a equip to the grave instead. That makes it extra tough for your opponent to crush this big guy. Use 2-3 in Morphtronic Equip/Synchro.

Spells

THIS GUIDE IS A WORK IN PROGRESS. EXPECT MORE TO COME!!!