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 Malefic Meklord Drain

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Skiadrum
Slifer Red

Skiadrum

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Malefic Meklord Drain O1jARXb


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PostSubject: Malefic Meklord Drain   Malefic Meklord Drain EmptyMon Apr 01, 2013 10:00 am

This Malefic Drain deck has been absolutely running through everything in the meta right now.

Quote :
Table of Contents:
I. "Malefics"
II. "Meklords"
III. "The Deck"
IIII. "Tech Card Choices"

Quote :
I. "Malefics"

All "Malefic" Monsters have the following effect: "This monster can only be special summoned by removing..." They must be summoned through the condition of what they ask. No expections.
You can only special summon a "Malefic" Monster. They cannot be normal summoned or set.

All "Malefic" Monsters also have the following text on them as a condtion: "There can only be 1 face-up "Malefic" Monster on the field at a time. If there is already a face-up "Malefic" Monster on the field, you cannot speical summon yours to the field, until the other one is destroyed or removed from the field.

Synchro or fusion monsters removed to summon their "Malefic" Counterparts, cannot be special summoned back, because they were not special summoned properly.

While there is a "Malefic" Monster and no field spell, that monster is destroyed. Also, if you play a new field spell over one you control, both the spell and the monster are destroyed stimulanously. However, if your oppoent plays a new field spell, the "Malefic" monster stays in play, because there is always a field spell.

The effect of the "Malefic" monster where it states: "Other monsters you contol, cannot declare an attack" is an effect and as such can be negated through "Skill Drain"

While "Skill Drain" is activate on the field, the effect of "Only one "Malefic" monster can be face-up on the field at a time", still applies as it is referring to the one in your hand. The other hand that is in your hand is still active and therefore you cannot play the one in your hand.


Quote :
II. "Meklords"

Before that, keep in mind that you cannot Special Summon Emperors during the damage step, as any trigger effect monster that activate from hand can't be activate in damage step unless stated otherwise. So, if you hit a F/D Snowman or battled a Catastor, lol at yourself. Also no B.E.S Monsters.

Destruction from cost maintenance does not start a chain, hence you cannot Special Summon the Emperors if you cannot meet the cost payment for Mind Protector, Armor Exe, or Koa'ki Meirus.

The destruction of the monster must be the last thing that happen in order to Special Summon the Emperors, so Generation Shift wouldn't work in getting the Emperors out, as well as being hit by Fortune Lady Fire or Ryko, Lightsworn Hunter. In fact, the ever popular Debris Dragon + Dandylion = Black Rose Combo will make the Emperor miss the timing, since the last thing that happen is Special Summoning of tokens. The clue is "When... you can...", it'll probably miss the timing.

However, if the destruction and the additional effect occurs simultaneously, you can bring out the Emperors. Majority of "Scrap" archetype is made of this. Notice their "If... you can..." such wording will never miss the timing. Kuraz the Light Monarch and Reptilianne Hydra destruction+draw occurs simultaneously, as well as Destruct Potion destruction+recovery.

All Malefics, except "Malefic Parallel Gear" have the "If there is no face-up Field Spell Card on the field, destroy this card." wording. They are "Effect" instead of "Condition" so their destruction starts a chain. They are Special Summoned Monsters, so they do not eat your Normal Summon.
When a Malefic Monster dies with its own effect, you can Special summon 1 Meklord Emperor from your hand.
The only drawback is your other monsters can't attack, so it is a bad idea to have it on the field together with Wisel or Skiel without Skill Drain.

Monsters (17):

3x Malefic Cyber End Dragon
3x Malefic Stardust Dragon
3x Beast King Barbaros
2x Gravekeeper's Commandant
3x Ancient Gear Gadjiltron Dragon
3x Meklord Emperor Wisel

Spells (14):

3x Geartown
2x Necrovalley
3x Terraforming
3x Trade-In
2x Pot of Duality
1x Allure of Darkness

Traps (9):

2x Compulsory Evacuation Device
2x Dark Bribe
1x Safe Zone
3x Skill Drain
1x Solemn Judgment


Side Deck (15):


2x Maxx "C"
2x Effect Veiler
2x Thunder King Rai-Oh
2x Doomcaliber Knight
1x Mental Drain (Once it comes out)
2x Soul Drain
2x Mystical Space Typhoon
2x Macro Cosmos


Extra Deck (15):

3x Cyber End Dragon
3x Stardust Dragon
1x Scrap Dragon
1x Black Rose Dragon
1x Beast God Vulcan
1x Ally of Justice - Catastor
1x Galaxy-Eyes Tachyon Dragon
2x Hieratic Sun Dragon Overlord of Heliopolis
1x Neo Galaxy-Eyes Photon Dragon
1x Number 39: Utopia/Maestroke

Quote :
IIII. "Tech Card Choices"

Monsters commonly used:

Malefic decks focus on dropping huge monsters to overwhelm the opponent and beat their life points down to zero. However, the Malefic monsters are held back by three restrictions:
1. Only one Malefic may be face-up on the field at a time.
2. If there is no face-up field spell card they are destroyed.
3. Other monsters you control cannot declare an attack.

Quote :
Malefic Cyber End Dragon

Malefic Cyber End Dragon is the largest Malefic monster outside of Malefic Truth Dragon, boasting an impressive 4000 attack points and essentially no cost to summon it. Although it has no positive effect, the fact that it's able to run over virtually every monster that sees play today is enough to make it playable. Run 3 copies.

Quote :
Malefic Stardust Dragon

The other most commonly played Malefic monster is Malefic Stardust Dragon. Although it's attack points are not quite as high as Malefic Cyber End Dragon's, 2500 is still enough to run over many commonly played monsters it comes across. Malefic Stardust Dragon also comes with one positive effect: the ability to prevent field spell cards from being destroyed by card effects. This in turn helps it protect itself from being destroyed by the 2nd Malefic restriction. Another benefit of this card is that it is level 8, allowing it to be used as fodder for Trade-In. Run 3 copies.

Quote :
Ancient Gear Gadjiltron Dragon

Since only one Malefic can be on the field at a time, the deck relies on summoning other non-Malefic monsters to back them up. AGGD fits perfectly into this (assuming Skill Drain is face-up). With a whopping 3000 attack points, it's easily summonable through Geartown (which supports the field spell restriction), as well as alevel 8 for Trade-In. It's ability to prevent the opponent from responding to it's attack with cards like Dimensional Prison and Mirror Force is an added bonus.

Quote :
Beast King Barbaros

Beast King Barbaros has a solid 1900 when it's summoned without tribute, and rises to a powerful 3000 under Skill Drain. Barbaros makes up for the decks tendency to rely on special summoning, and provides a way to maintain field presence the turn you activate Pot of Duality or when you're facing down a monster like Kristya. Additionally, it is a level 8 for Trade-In, rounding out the deck's targets for the draw card. Run 3 copies.

Quote :
Meklord Emperor Wisel

This was the first Emperor revealed and it is by far the most balanced and maybe the best one out of the trio. With the classic synchro stealing and one time spell negation you would be a fool not to run this. Synchros aren't that common anymore, but the Spell Card negation is definitely worth it.
So easy to summon. Summoning a Malefic without a field spell sets it off. It can negate a spell per turn. 2500 attack points. What's not to love?

Quote :
Gravekeeper's Commandant

The final monster commonly found in Malefic decks is Gravekeeper's Commandant. Commandant acts as Terraforming on legs and is another monster you can normal summon alongside the Malefics. It's unaffected by Skill Drain and rises to a respectable 2100 attack with Necrovalley on the field. Run 2-3 copies.


Spells commonly used:

The spell line-up of Malefic decks mostly consists of field spells and draw cards. They provide a way to keep your Malefics on the field and draw into support cards to keep the field locked down.


Quote :
Geartown

Geartown is the primary field spell used in Malefic decks. It's essentially invulnerable to opposing MST's and Heavy Storms meaning your Malefics won't be getting destroyed by their own effects very often. Geartown also comes with the ability to special summon AGGD when it's destroyed, which is as easy as placing a new field spell on top of it. Run 3 copies.

Quote :
Necrovalley

The field spell most often used alongside Geartown is Necrovalley. It allows you to shut down all cards that affect the graveyard – Monster Reborn, Master Hyperion, Pot of Avarice, Call of the Haunted, etc. Since Malefic decks have no reliance on their Graveyard, Necrovalley really shines in the deck. Run 2-3 copies.


Quote :
Terraforming

Searches out both your field spells to get your Malefics live and trigger your Geartowns. Run 3 copies.

Quote :
Trade-In

Since the deck runs about 8 level 8 monsters, Trade-In works well at ditching excess ones to draw into more useful ones. Run 3 copies.


Traps commonly used:


The trap line-ups of Malefic decks focuses on negating and protecting your field from your opponent's card effects, making sure they staylocked down.

Quote :
Skill Drain

The ability to negate all effects for the cost of 1000 lifepoints is too good to pass up in Malefic decks. None of the monsters rely on their effects to be useful, and most of them get even better with them negated. One thing to note is that even when Skill Drain is face-up, you can still only control one face-up Malefic monster at a time. This is because that effect applies in the hand, where Skill Drain cannot negate it. Run 3 copies.

Quote :
Dark Bribe

With MST unlimited and Heavy Storm unbanned, this card becomes more important than ever. The fact that it can negate any spell or trap card without any further investment makes it the perfect support for this deck. Even though your opponent gets to draw a card, it often won't help them when they're still facing down a huge monster backed with Necrovalley and Skill Drain. Run 2-3copies.

Quote :
Safe Zone

Safe Zone is another solid pick in Malefic decks. It makes your huge monsters even more dangerous to your opponent since they become invulnerable to cards like Mirror Force, Torrential, Dimensional Prison, Book of Moon, etc. One thing you have to watch out for when Safe Zone is equipped to your monster is MST, since it will destroy both the Safe Zone and your monster. One way to get around this if Safe Zone is not already face-up, is to chain it and target one of your opponent's monsters, making them lose two cards for your 1 Safe Zone. Run 0-2 copies.


The deck is clobbering everyone in sight, and it's strength is multiplied with Necrovalley's/Skill Drain's complete lockdown of the suddenly popular Elemental Dragons.

Let me know what you guys think!


Last edited by Destinyz on Mon Apr 01, 2013 11:38 am; edited 1 time in total
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Sen Xaqairy
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PostSubject: Re: Malefic Meklord Drain   Malefic Meklord Drain EmptyMon Apr 01, 2013 11:10 am

Replacing your own Geartown w/ another Field (activated) will neither activate the effect of Geartown, nor keep the Malefics on the field. Replacing your own field - in any instance w/o Skill Drain - will destroy a Malefic. Geartown's "When... can..." effect will not activate if you activate another Field on top of it, but Setting a Field will.
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Skiadrum
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Skiadrum

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Malefic Meklord Drain O1jARXb


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Age : 30

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PostSubject: Re: Malefic Meklord Drain   Malefic Meklord Drain EmptyMon Apr 01, 2013 11:20 am

I guess, thats pretty obvious. And whats ur point now? Razz
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Sen Xaqairy
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Sen Xaqairy

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PostSubject: Re: Malefic Meklord Drain   Malefic Meklord Drain EmptyMon Apr 01, 2013 11:32 am

The way you worded it makes it seem like activating Necrovalley on top of Geartown would activate Geartown's effect and let the Malefic live.
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PostSubject: Re: Malefic Meklord Drain   Malefic Meklord Drain Empty

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