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Thread: Vendread - Rise of the (dreadful) zombies

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    Vendread - Rise of the (dreadful) zombies

    Introduction

    Vendread is one of the two TCG exclusive archetypes that debuted in Code of the Duelist, alongside F.A.. It's a Zombie-type Ritual based deck whose gimmick is to spam small zombies on the field and tribute them for a ritual summon, so that the ritual monster summoned by the small guys recieves additional effects depending on the monster used for its ritual summon.
    While debatably the best of the two archetypes (and better than the average TCG exclusive archetype, except for BA and Kozmo), the deck struggles to consistently make its plays, in particular as it's unable to search its ritual spells with in-archetype options. As it was released in Japan in the Extra Pack 2018, it received an additional monster (a Link monster), that somehow gives the deck more options while still not fixing its issues. Still, the deck is pretty fun to play and can wreak havoc in a local setting, provided the user knows what they're doing.
    In this thread we'll have a look at the archetypal cards and all the other cards that can have a use in the deck, and take a look at some decklists. I hope it will be helpful for those who try the deck for the first time, as well as those who are searching for a help building their deck.

    Lore

    Vendread cards and artworks tell us a story of a Spawn-esque anti-hero fighting against wicked creatures to protect his city from the menacing of evil.
    In an unnamed city, a strange, parasitic virus known as Vendread Core takes control of corpres and turns them into living weapons (Vendread Reorigin): Vendread Striges, Houndhorde and Revenants.
    But the virus also reborns our hero (Revendread Origin), Revendread Slayer, presumably dead before these events, or maybe killed by the zombified creatures themselves. The virus seems unable to control him, maybe because the flames of hatred and revenge that envelop him (presumably because of the death of his beloved one) are even more powerful than the Core itself.
    He fights against the monsters who are besieging the city (Vendread Nights), and even face a powerful, mutant-like creature named Vendread Chimera (as seen in Vendread Reunion). But, as the night progresses, a more powerful monster makes its appereance (Vendread Charge): Vendread Battlelord. Slayer is no match for the giant, who easily defeats the hero.
    As he's about to be absorbed by the Core (Vendread Revolution), Slayer remembers his beloved ones (Vendread Anima) and finds the power he needs to overcome his opponent. He snatches Battlelord's Core and absorbs it (Revendread Evolution). Reborn as Revendread Executor, he defeats the almighty Battlelord, thus ending the nightmare that enveloped the city (Vendread Nightmare).
    As the sun rises, Executor, highly injured by the battles he faced during the night, vanishes (Vendread Daybreak). But he's not died in vain, as the city he protected is now safe. Nobody knows where he is now, but it is said to appear to aid those in need (Advendread Savior).

    THE ARCHETYPE


    Revendread Slayer
    Vendread Battlelord

    You can Ritual Summon this card with any "Vendread" Ritual Spell. Once per battle, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 300 ATK. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Spell from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use this effect of "Revendread Slayer" once per turn.
    You can Ritual Summon this card with any "Vendread" Ritual Spell. You can banish 1 "Vendread" card from your GY and declare 1 type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that type. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Monster from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use each effect of "Vendread Battlelord" once per turn.
    The hero and his nemesis are the core pieces of the deck: When they are sent to the GY, they foolish a Vendread monster and provide a search (either a Ritual Spell or a Ritual Monster), thus replacing themselves while also advancing the game status. If you don't understand why are they so important just by reading them, you'll see why in the combo section.
    You could be tempted to run a playset of them, but they are easily searchable, and summonable from the GY by both the archetype's Ritual Spells, and also a giant brick if you happen to draw multiples. Furthermore, Pre-prep fetches Slayer from the GY.
    Run: 2

    Revendread Executor
    You can Ritual Summon this card with any "Vendread" Ritual Spell. This card's name becomes "Revendread Slayer" while on the field. While this Ritual Summoned card is on the field, your opponent cannot target cards you control with card effects, except this card. If this Ritual Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 "Vendread" card from your Deck to your hand. You can only use this effect of "Revendread Executor" once per turn.
    Let's be honest: If it wasn't for that thicc body, I doubt I would use him. The targeting protection is nice, but only if you manage to summon him by using Core. The float effect may as well not be there: Your opponent is not gonna destroy him, since Kaijus/Borreload/other-non-destruction-removal are a thing. The best thing about him is the level, though: We'll see it soon enough, but the best Vendread monsters happen to be lv1, lv3 and lv4, meaning you are gonna summon this with all of them.
    Searchable by Battlelord and summonable from the GY, don't run him in more than 1.
    Run: 1

    Vendread Chimera
    You can Ritual Summon this card with any "Vendread" Ritual Spell. When a card or effect is activated that would destroy a card on the field (Quick Effect): You can banish 1 Zombie monster from your GY; negate the activation, and if you do, destroy that card. If this card is Tributed, or banished, for a Ritual Summon: All monsters your opponent controls lose 500 ATK/DEF. You can only use each effect of "Vendread Chimera" once per turn.
    The protection from Ogre is nice, but you don't want to waste one of those precious Ritual Spells on this thing. It's only useful for its level when you're using Evolution, but it's not necessary for the main combo of the deck, so just leave it behind unless you want to add more bricks to an already inconsistent deck.
    Run: 0

    Vendread Revenants
    Vendread Houndhorde
    Vendread Striges
    Vendread Core
    Vendread Anima

    If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains this effect. You can only use the preceding effect of "Vendread Revenants" once per turn.
    ● Once per turn (Quick Effect): You can target 1 Special Summoned monster your opponent controls; banish it.
    If this card is in your GY: You can discard 1 "Vendread" card; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Houndhorde" once per turn.
    ● Once per turn (Quick Effect): You can target 1 Spell/Trap your opponent controls; banish it.
    If this card is sent to the GY: You can reveal 1 "Vendread" card in your hand; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Striges" once per turn.
    ● After damage calculation, if this card battled an opponent's monster: You can draw 1 card, then discard 1 card.
    If this card is in your GY: You can banish 1 other Zombie monster from your GY; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Core" once per turn.
    ● Your opponent cannot target this card with card effects.
    You can banish this card from your GY, then target 1 of your banished "Vendread" monsters, except "Vendread Anima"; Special Summon it, also you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Anima" once per turn.
    ● Banish any monster destroyed by battle with this card.
    All of them have a built-in Self-summon effect (except Anima, that summons a banished vendread monster), and an additional effect they grant to ritual monsters summoned using them on the field as tributes. While the only worth mentioning are Revenants and Houndhorde (OTP Quick banish Special Summoned monster/Spell or Trap) and Core (Targeting protection that stucks up with Executor's), you're gonna use each of them. Their Special Summon condition triggers very easily, giving you link fodder, and the more you have, the more you can float with Slayer and Battlelord. Furthermore, they add consistency with Evolution, since it demands specific levels.
    I don't recommend running more than one of each: they clog your hand and basically act as Garnets when you don't have other cards to put them to use. Furthermore, they all have HOPT clauses on both their effects. The duel will almost always end way before you find yourself in need of more.
    Run: 1 of each

    Advendread Savior
    2 Zombie monsters
    This card's name becomes "Revendread Slayer" while on the field. You can only use each of the following effects of "Advendread Savior" once per turn.
    ● You can target 1 "Vendread" card in your GY; add it to your hand.
    ● If this card battles an opponent's monster, during damage calculation: You can send 1 Zombie monster from your Deck to the GY; that opponent's monster loses ATK equal to the Level of the monster sent to the GY x 200, until the end of this turn.
    Nice for link climbing, can start the main combo when you draw into 1 Origin.
    Run: 1-2

    Revendread Origin
    Revendread Evolution

    This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Zombie monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "Revendread Slayer(s)" you control would be destroyed by battle or card effect, you can banish this card from your GY instead.
    This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or send 1 "Vendread" monster from your Deck to the GY, whose total Levels equal the Level of the Ritual Monster you Ritual Summon. The Ritual Summoned monster is destroyed during the End Phase of the next turn. You can only activate 1 "Revendread Evolution" per turn.
    Two of the most busted Ritual Spells in the entire game, stucked in a mediocre archetype. Remember: You don't have in-archetype ways to search them, meaning that Pre-Preparation of Rites and Deviritual Candoll are a must. When you manage to use one, though, you can easily search the next one with Revendread Slayer, Preparation of Rites and Revendread Savior.
    Max Origin, but don't do the same for Evolution: its HOPT clause really makes it worse than its counterpart.
    Run: 3 Origins, 2 Evolutions

    Vendread Charge
    Send 1 Zombie monster from your hand or face-up from your field to the GY; Special Summon 1 "Vendread" monster from your Deck. You can only activate 1 "Vendread Charge" per turn.
    It's a minus-1, but at least summons the Vendread you need when you can't summon Houndhorde, Revenants and Core within a turn. Nice to activate in chain to a Ritual Spell for surprise factor.
    You have a very limited pool of targets though, and it's still a minus-1, so don't max it. I personally run it at 1 and never find myself in need of a second copy, but add that second copy if playing with EU banlist (meaning: no Summon Sorceress).
    Run: 1-2

    Vendread Nights
    You can discard 1 card; add 1 "Vendread" monster from your Deck to your hand. You can only use this effect of "Vendread Nights" once per turn. When your "Vendread" monster destroys an opponent's monster by battle: You can banish 1 "Vendread" monster from your GY; it can attack an opponent's monster again in a row.
    Minus-1 on activation, minus-2 if your opponent has Ogre or Ash. You're burning into your resources really fast and the card doesn't really advance your game status. Charge does the same thing, but better, faster and cannot be stopped by Ogre and generic quick disruption.
    Run it if you really want, but don't expect it to turn the tide of the duel. At most, it will turn it against you.
    Run: 0

    Vendread Nightmare
    Once per turn: You can Tribute 1 or more "Vendread" monsters from your hand and/or field, then target 1 face-up monster you control; increase its Level by the number of monsters Tributed, until the end of this turn. When your attacking "Vendread" Ritual Monster destroys an opponent's monster by battle: You can have your monster gain 1000 ATK. You can only use this effect of "Vendread Nightmare" once per turn.
    The name is appropriate. This card is a nightmare.
    Run: 0

    Vendread Reorigin
    Target 1 face-up monster your opponent controls that has a Level; Tribute it, and if you do, Special Summon 1 "Vendread Token" (Zombie/DARK/ATK 0/DEF 0) with a Level equal to the Tributed monster's original Level. While the Token Special Summoned by this effect is on the field, you cannot Normal or Special Summon monsters, except "Vendread" monsters.
    Locking you away from non-Vendread monsters wouldn't be so bad, if only you could at least normal summon other things (or, you know, search a ritual spell to wipe the token out off the field). Advendread Saviour somehow fixes the problem just by existing, but if you don't have another Vendread to summon, you're stuck with that token. Furthermore, doesn't really help establishing a board turn 1, and Revenant already kills monsters, so you're better off replacing this card with something actually useful.
    Run: 0

    Vendread Reunion
    Reveal 1 "Vendread" Ritual Monster in your hand, Special Summon any number of your banished "Vendread" monsters with different names, in face-down Defense Position, whose total Levels exactly equal the Level of the revealed Ritual Monster, Tribute all those face-down Defense Position monsters, then Ritual Summon that Ritual Monster from your hand. You must be able to Ritual Summon to activate and to resolve this effect.
    Wouldn't be so bad if only it wasn't so restrictive: Summons only from the hand, using only banished monsters, whose levels exactly matches the level of the ritual monster. Since it's not searchable, you never draw into it when you want it, and if you do, it just sits in your hand doing nothing.
    Run: 0

    Vendread Revolution
    Discard 1 card, then target 1 "Vendread" monster and 1 Ritual Spell in your GY; Special Summon that monster in Defense Position, and if you do, add that Ritual Spell to your hand. You can banish this card from your GY, then target 5 of your banished Zombie monsters; shuffle them into your Deck, then draw 1 card. You can only use each effect of "Vendread Revolution" once per turn.
    It could warrant a spot in the deck because of the GY effect. You can discard it with Houndhorde or send it from the Deck to the GY with Foolish Burial Goods (which is a good card to run, since Savior recycles cards and can get you that ritual spell when you don't draw it). Even then, I still think that Burial from a Different Dimension is a better option.
    Run: 0-1

    Vendread Daybreak
    If your opponent controls more cards than you do: Choose 1 Ritual Summoned "Vendread" monster you control, and destroy all cards on the field, except the chosen monster. It cannot attack directly while it remains face-up on the field. You can only activate 1 "Vendread Daybreak" per turn.
    Non-searchable situational trap card. Again, Foolish Goods+Savior is a thing, but there are better options and the deck is already tight enough.
    Run: 0

    OTHER CARDS


    Shiranui Solitaire
    Uni-Zombie
    Mezuki

    The usual package. You're running a Zombie deck, you're running these.
    Run: 3 Solitaires, 1-2 Uni-Zombie, 2 Mezuki

    Shiranui Spiritmaster
    Shiranui Spectralsword

    Some run them, some don't. You can banish it with Origin, Slayer's battle effect and Core, but drawing it isn't always the best thing to happen. Sword is mostly a backup plan when things go wrong.
    Run: 0-1

    Shiranui Smith
    Shiranui Style - Swallow's Slash

    The ideal combo is Solitaire+Pre-Prep (or Solitaire+Origin+any ritual monster). Tribute Solitaire for Uni-Zombie, dump Smith, banish both Solitaire and Smith with Origin for a ritual summon; Summon Smith with Soliraire's banish effect, use Smith and Uni for Omega (or any lv8 Synchro Monster), search for Swallow's Slash. It's worth mentioning that Swallow's Slash is almost always live, and also gives Spiritmaster another use. It's fun to use and can really turn the tide of a duel, but sometimes it's just too slow. Really depends on your preference and how much competitive your local is.
    Run: 0, or 1 each.

    Gozuki
    Your normal summon is better used on Solitaire, but this is another option. I cut it just 'cause the deck was too tight for it. Worth mentioning that, alongside Needlefiber, it enables Quasar in the deck.
    Run: 0-1

    Goblin Zombie
    Used in the Extra link version. Summon it with Summon Sorceress, go into Firewall and a search, recycle it, summon again and search again.
    Run: 0-1 (in Extra Link versions)

    Impcantation Talismandra
    Impcantation Candoll
    Impcantation Pensilver
    Impcantation Bookstone

    The extra deck lock is bad for when you can't use them all with a single ritual summon, but they are good in any other situation. I use them at 1 each to allow for more flexibility (since they are all HOPT), but Candoll and Pensilver are the best ones (Candoll for the search, Pensilver to trigger it, and their level is low enough even for Slayer). If I were to cut one of these, I'd say Talismandra (too high level).
    Run: 1-2 (you choose who, but Candoll is a must).

    Ash Blossom & Joyous Spring
    Ghost Ogre & Snow Rabbit
    Droll & Lock Bird

    Infinite Impermanence

    The usual package, but if your wallet isn't that permissive, make sure to get at least Ash Blossom. It's a zombie, meaning that it synergizes well with Origin, occasionally acts as link fodder for when your starting hand is reaaaally bad, and it's gonna be reprinted in SHVA (hopefully it won't be short printed).
    Run: It really depends on your wallet.

    Pre-preparation of Rites
    Preparation of Rites

    You're running a ritual deck. You're running these.
    While Pre-prep is a must at 3, you can run Prep at 2. Never really felt the need for that third copy, really.
    Run: 3 (Pre-prep) and 2-3 (Prep)

    Foolish Burial
    Zombie staple.
    Run: How many the banlist lets you run.

    Foolish Burial Goods
    Somehow viable with Savior. Lets you search a ritual Spell or use Revolution's GY effect.
    Run: 0-2 (only when/if Savior makes an appereance in the TCG)

    Allure of Darkness
    Almost all your deck consists of DARK monsters. It's not really that useful to banish them though.
    Run: 0-3

    EXTRA DECK OPTIONS


    Vampire Sucker
    Link climbing with a nice draw effect. You can go into her if you already have the necessary cards for the combo, or into Savior if you don't. You can do both if you have enough cards.

    Summon Sorceress
    A must to gather all the materials (Core, Houndhorde and Revenants) you need for your ultimate ritual monster. Since Revenants are the only ones without a decent built-in special summon effect, you're most likely summoning those. Be aware that, if you live in EU like me, this card is still unavailable, unless your locals are kind enough to let you use your US copy.

    Decode Talker
    A cheap alternative to Summon Sorceress for budget player - or EU players.

    Trishula, Dragon of the Ice Barrier
    Uni + Striges + Houndhorde = This.

    Shiranui Samuraisaga
    Shiranui Shogunsaga
    Shiranui Sunsaga

    Nice to have, especially Shogun and Sun.

    Knightmare Phoenix
    Knightmare Cerberus
    Borreload Dragon

    Utility. You don't really need them though.

    COMBO SECTION


    MAIN WOMBO COMBO (2+ cards combo)
    End field: Revendread Executor with Core, Houndhorde and Revenant's effs, Summon Sorceress.
    Requires: 1-2 Ritual spells (at least one of them must be Revendread Origin), Revendread Slayer, ritual and link fodder. I don't specifically list cards since it can vary depending on your hand.
    Steps: 1| Summon Slayer with Origin. If you can, use Striges - they'll be useful for the next step.
    2| Summon another Zombie monster and Link Summon into Vampire Sucker (if you started with 2 Ritual Spells) or Advendread Savior (if you didn't).
    3| Slayer's eff, add Revendread Origin (if one of your starting ritual spells was Revendread Evolution) or Revendread Evolution (if it wasn't). Send Vendread Battlelord (if you don't have one) or Houndhorde (if you do).
    4| Activate Evolution, summon Battlelord by dumping another Battlelord (if Battlelord was in your hand and Houndhorde in your GY, first discard Battlelord with Hound's effect). Draw with Sucker or recover Origin with Savior.
    5| Link Sucker and Battlelord into Summon Sorceress.
    6| Battlelord's eff, dump Core, add Executor.
    7| Summon Core. If you didn't summon Houndhorde yet, summon it by discarding Executor. One of them must be linked to Summon Sorceress, but not both.
    8| Summon Sorceress eff, Summon Revenants.
    9| Activate Origin, Summon Executor by using Core, Houndhorde, Revenants.

    Please take note that this is the most powerful combo the ritual variant can do. In the end, you have an untargettable field, Houndhorde and Revenants banish effects active and two Origins in the GY to protect Executor, but you most probably used a good chunk of your hand to make this possible. Its efficacy really depends on the matchup, but take note that a single Kaiju can single-handedly break your almost-unbreakable board.

    SHIRANUI SMITH's COMBO (2 cards combo)
    End Field: Revendread Slayer + PSY-framelord Omega + Shiranui Style Swallow's Slash
    Requires: Shiranui Solitaire + Revendread Origin and Any ritual Monster (Pre-prep adds both)
    Steps: 1| Summon Solitaire, tribute it for Uni-Zombie.
    2| Dump Shiranui Smith.
    3| Activate Revendread Origin, banish Smith and Solitaire.
    4| Solitaire eff, Summon Smith. Use Uni-Zombie and Smith for Omega (or any lv8 Synchro monster), search Swallow's Slash.

    From here on, you can really go into whatever your hand lets you. You can also Summon Shogunsaga instead of Omega, link it and Slayer into Sucker/Savior and go for the "Main wombo combo".

    GOZUKI COMBO 1 (2.5 cards combo)
    End field: Omega in EMZ+Omega banished
    Requirements: Shiranui Solitaire+Mezuki in hand, Gozuki either in hand or Main Deck, another card in hand (if Gozuki is in the deck).
    Steps: 1| Summon Solitaire and tribute it for Uni-Zombie.
    2| Dump Gozuki from the Deck/discard it from the hand. Resolve the effect, banish Solitaire and summon Mezuki from the hand.
    3| Synchro Summon Omega, immediately banish it.
    4| Banish Mezuki to summon Gozuki.
    5| Use Gozuki's effect to bump another Mezuki.
    6| Banish Mezuki to summon Uni-Zombie.
    7| Bump/discard whatever you want and make it lv4, then synchro summon another Omega.

    GOZUKI COMBO 2 (2 cards combo)
    End Field: Quasar + Draw 3
    Requirements: Shiranui Solitaire+Mezuki, Gozuki either in hand or Main Deck, Crystron Needlefiber (yet-to-be-released in the TCG), Glow-up Bulb in the deck.
    Steps: 1| and 2| as above.
    3| Link summon Crystron Needlefiber, summon Glow-up Bulb.
    4| Banish Mezuki from the GY, summon Gozuki, use its effect to bump another Mezuki.
    5| Synchro Summon Hyper Librarian.
    6| Resurrect Glow-up Bulb with its own effect, and Gozuki with Mezuki.
    7| Synchro Summon another Librarian.
    8| During the opponent's Main Phase, tribute Needlefiber to Synchro Summon Frmula Synchron, draw 3 (1 for Formula and 2 for the Librarians).
    9| Still during your opponent's Main Phase, use Formula's effect to synchro summon Quasar using itself and the 2 Librarians.

    Note that you can use this Last combo to synchro summon Naturia Beast too (Gozuki+Bulb).

    DECKLISTS


    Core Decklist
    1| Revendread Executor
    2| Vendread Battlelord
    2| Revendread Slayer
    1| Vendread Revenants
    1| Vendread Houndhorde
    1| Vendread Striges
    1| Vendread Core
    1| Vendread Anima
    3| Shiranui Solitaire
    2| Uni-Zombie
    2| Mezuki

    3| Revendread Origin
    2| Revendread Evolution
    1| Vendread Charge
    3| Pre-preparation of Rites
    2| Preparation of Rites
    1| Foolish Burial

    Total: 29 cards

    These are the cards that, I think, should be played in the deck whatever techs you want to put in it. That leaves you with 11 free spaces, which you can use to add a Shiranui Swallow's Slash engine (1 Spiritmaster, 1 Smith, 1/2 Swallow's Slash), Impcantations, other utility cards like Gozuki or Goblin Zombie, a second Charge (especially if you live in EU territories and don't have access to Summon Sorceress), draw power in the form of Allure/Upstart Goblin (to hard draw those ritual spells) or generic staples like Ash Blossom, Ghost Ogre, Droll or Infinite Impermanence (Ash is heavily recommended and should be somehow cheap once SHVA is released). Once Savior will be released, Foolish Burial Goods and Vendread Revolution could be a nice addition (even if, I don't really like those).
    I don't have much familiarity with the Extra Link variant (don't really like those kind of decks, and if I really wanted to play one, Gouki would be the go-to), but if you want to try it, Summon Sorceress, Firewall Dragon and Goblin Zombie are a must. In extra link variants ritual monsters are much less important: the focus is to summon as many monsters as possible, go into Firewall, and loop. Ritual Monsters are only used as stepping stones, since they provide more Summons, foolish and search all in one card. As such, I recommend using only 2 Slayers and 1-2 Battlelord. Or, well, I think. As I said, I don't have much knowledge with that deck, except when my opponent was using it.

    My current decklist (EU)
    1| Revendread Executor
    2| Vendread Battlelord
    2| Revendread Slayer
    1| Vendread Revenants
    1| Vendread Houndhorde
    1| Vendread Striges
    1| Vendread Core
    1| Vendread Anima
    3| Shiranui Solitaire
    2| Uni-Zombie
    2| Mezuki
    2| Impcantation Talismandra
    2| Impcantation Candoll
    3| Ash Blossom & Joyous Spring
    2| Ghost Ogre & Snow Rabbit

    3| Revendread Origin
    2| Revendread Evolution
    2| Vendread Charge
    3| Pre-preparation of Rites
    2| Preparation of Rites
    1| Foolish Burial
    2| Allure of Darkness

    Total: 40 cards

    My list is focused on going first and summoning Battlelord/Executor with as many effs as possible (Core, Houndhorde and Revenants). It suffers from not having Summon Sorceress yet (thanks Konami, we EU players really like to be treated as scum), since she's usually the only way to summon Revenants (unless I draw into Charge). Hand traps are there to help me mantain control over the duel, and I usually side in more (a third Ogre, and 3 Effect Veilers/Drolls, since I don't have Impermanence) when I know my opponent is going first.



    That's all! I really hope you enjoyed reading through this thread and found it useful If you have something to say, be sure to do so in the comment section! I'd be happy to hear from other experienced Vendread players about techs and stuff. I play the deck at local level (near-meta level, with World Chalice U-boards, Mekk-knights Invoked and Pend Magician going rampant) and always manage to snatch a win here and there, but never went so far as to win an entire event.
    Last edited by BBDD; 2nd September 2018 at 04:39 PM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

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