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Thread: The Shaddoll Discussion Thread

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    The Shaddoll Discussion Thread

    Shaddolls are a series of puppetized creatures formed by a dark power. The theme focuses on Fusion Summoning the El Shaddoll; strong, stand-alone boss monsters of various types and attributes. Many cards here have names derived from Hebrew. They are among the antagonists of the latest Duel Terminal War.

    The El Shaddolls

    Presumably a pun on "El-Shaddai" and "Shadow Doll", these are our boss monsters who dominate the field, and so far each has their own unique typing and attribute from one another.
    El Shaddoll Construct
    Level 8 LIGHT Fairy / Fusion / Effect
    ATK 2800 / DEF 2500
    1 "Shaddoll" monster + 1 LIGHT monster
    Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the Graveyard. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: Also known as El Shaddoll Nephilim (OCG name). Nephilim has several definitions relating to "giants" and "fallen ones" or perhaps even "those who cause others to fall". Some call them children of angels. Unlike other Shaddolls, it's not immediately apparent if she's a puppetized version of another card. Rather, she appears to be the theme's puppet master. Her English name "Construct" suggests she is some kind of "Constructed" Life form. Her purpose and motives for her actions aren't known. She seems to have been assimilated by the Qliphort, and later, the Infernoid. Her role in the revival of tierra is not 100% clear.

    Usage: Construct's effects provide great all around coverage for offense and defense. She triggers any Shaddoll's effect from the deck (symbolizing her control over the entire theme), and is near untouchable in battle, and she returns our powerful Spells/Traps to the hand if she is felled. She can even send Shaddoll Spell and Trap cards for her to get beck later. She's now banned because Shaddolls were just that good with her legal. Riposa, riposa in pace. Dolce amore, in pace.

    Ruling(s): If a Special Summoned monster is Set by Book of Moon and she attacks it, she can still destroy it with her effect before it flips. Due to how TCG rulers SEGOC, Construct's effect will activate after the effect(s) of her fusion materials.
    El Shaddoll Winda
    Level 5 DARK Spellcaster / Fusion / Efffect
    2200 ATK / 800 DEF
    1 "Shaddoll" monster + 1 DARK monster
    Must first be Fusion Summoned. Cannot be destroyed by an opponent's card effects. Each player can only Special Summon monster(s) once per turn while this card is face-up on the field. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: Also known as El Shaddoll Midrash (OCG name). Midrash refers to a Jewish method of interpreting biblical texts beyond their explicit readings. It takes the form of Winda, Priestess of Gusto and is riding a puppetized Pulao, Wind of the Yang Zing. Her Stats are derived from Daigusto Gulldos as well. Note that Winda herself doesn't seem to have any strings attached to her, unlike Pulao, and other Shaddoll Monsters. Suggesting that she may not be directly controlled by another El Shaddoll.

    Usage: Winda is a powerful play that effectively seals off aggressive pushes from the opponent. She's our easiest to summon Fusion Monster by far and merits 2-3 copies.

    Ruling(s): She unfortunately will not stop Pendulum Summons or Soul Charge from summoning a mass of monsters at once, but she'll stop anything else after that. Note summoning her does not count towards her "1 Special Summon per turn" effect. Of course, if you Special Summoned before Winda hit the field, she won't count that either. Also, negated summons still count towards her 1 Summon per turn effect.
    El Shaddoll Grysta
    Level 7 FIRE Rock / Fusion / Effect
    2450 ATK / 1950 DEF
    1 "Shaddoll" monster + 1 FIRE monster
    Must first be Fusion Summoned. During either player's turn, when your opponent would Special Summon a monster(s) while you have a "Shaddoll" card in your hand: You can negate the Summon, and if you do, destroy that monster, then send 1 "Shaddoll" card from your hand to the Graveyard. You can only use this effect of "El Shaddoll Grysta" once per turn. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: From Gem-Knight Crystal to Cairngorgon, Antiluminescent Knight, and now finally El Shaddoll Grysta (Egrysta in the OCG). His fusion core became the source of the Shaddoll and he's been fully transformed into one. His name seems to come from the Grigori (Watcher) Angels, and his threads form his wings (its harder to see, but Nephilim's threads can resemble wings as well). It seems El Shaddoll Construct isn't the only one pulling the strings in this theme. He seems to have been sacrificed to the Qliphort, and his many Fusion Cores now lie with the Qliphort, and perhaps the Infernoid as well.

    Usage: FIRE Materials outside of Shaddoll Core can include Volcanic Shell, Flame Tiger, and perhaps Inari Fire, and Metaion the Timelord, but thanks to a themed Equip Spell, we don't have to resort to these. While he's not that great in mixed formats of multiple summoning methods, he excels at eliminating Pendulum Summons.

    Ruling(s): While Winda can't stop Pendulum Summoning, Grysta can. Not only that, but because Winda counts negated special summons too, Grysta + Winda can effectively lock out all special summons (that don't use the chain. Soul Charge Still gets around them).
    El Shaddoll Shekhinaga
    Level 10 EARTH Machine / Fusion / Effect
    2600 ATK / 3000 DEF
    1 "Shaddoll" monster + 1 EARTH monster
    Must first be Fusion Summoned. During either player's turn, when a Special Summoned monster activates its effect while you have a "Shaddoll" card in your hand: You can negate the activation, and if you do, destroy that monster, then send 1 "Shaddoll" card from your hand to the Graveyard. You can only use this effect of "El Shaddoll Shekhinaga" once per turn. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: El Shaddoll Construct and Apoqliphort Towers have merged to form this behemoth of a monster. Her name comes from the feminine Jewish name for God and his presence. Whether she is being bound against her will or not isn't quite certain, but the immense size and power of this fusion remains all the same.

    Usage: She commands the field by blocking off monster effects, and also attacks thanks to her massive bulk. Run 1 or 2 depending on how many EARTH Techs you use. Mathematician and Archfiend Eater are a couple notable mentions.
    El Shaddoll Wendigo
    Level 6 WIND Psychic / Fusion / Effect
    ATK 200 / DEF 2800
    1 “Shaddoll” monster + 1 WIND monster
    Must first be Fusion Summoned. During either player's turn: You can target 1 monster you control; this turn, it cannot be destroyed by battle with an opponent's Special Summoned monster. You can only use this effect of "El Shaddoll Wendigo" once per turn. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: While the Ritual Beast Ulti-Apellion was fighting against Yazi, Evil of the Yang Zing, a distracted Ritual Beast Tamer Wen and her Spiitual Beast Petolphin were ensnared by the Shaddoll. Wendigo is unique in that she is the only El Shaddoll bound by threads. That is, she is (possibly) the only El Shaddoll being controlled directly by another El Shaddoll. Her name "Wendigo" is also the only non-Jewish name (Algonquian), and it refers to half human, half demon beasts that ate humans. Thus she is closer to the more plain Shaddoll Materials than her more divine El Shaddoll counterparts. She seems to have been freed from the Shaddoll's Spell and is now a Zefra monster.

    Usage: She is only worth space for whenever a WIND deck stirs up a storm. If you run one, it'll be for having something to use Super Polymerization for. TCG Just banned Super Polymerization though so you'll likely ignore her.
    El Shaddoll Anoyatyllis
    Level 9 WATER Fiend / Fusion / Effect Monster
    ATK 2700 / DEF 2000
    1 “Shaddoll” monster + 1 WATER monster
    Must first be Fusion Summoned. Neither player can Special Summon monsters from the hand or Graveyard with Spell/Trap effects. If this card is sent to the Graveyard: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard; add it to your hand.
    Lore: Construct's latest form. She's merged now with Infernoid Devyaty (Lilith) to form Anoyatyllis (Anomalilith in the OCG, Anomaly + Lilith). She has a varied and disputed background, but the Kabbalah (where the qliphot(h) comes from) suggests she was born in the sea, which may explain Anoyatyllis' attribute. In the artwork of "Void Vanishment" Infernoid Devyaty appears to be merging with Construct, while remains of what may be a Qliphort-esque shell (the former Apoqliphort Towers) 'lie around her. The kanji characters in "Void Vanishment" contains a 3-layered pun. "Shouka" can mean "to extinguish (flames)", "to Crystalize", or "flower". All 3 meanings can be seen in the art, as Devyaty's flames give way to a frozen crystal flower at Construct's feet. The art of Void Purification and Divine Zefra Strike suggests that she is slain by the Dragunity Spear of Destiny, however, Infernoid Dekatron (a tuner) seems to be made from her remains. Through the power of the spell "Void Dream", Dekatron takes in the power of the Qliphot and Infernoid Tierra is born. Strangely, Anoyatyllis' stats don't seem to come from Infernoid Devyaty, yet they match Trishula's stats.

    Usage: Of all of Construct's forms, this appears to be the weakest. It's as though she evolved backwards. Construct is easily her strongest form, but that aside, she does do her job of being a thorn in the side of Nekroz decks. However, she's only a threat if you can get her out before they drop Nekroz of Unicore. She may be able to beat over it, but Nekroz of Decisive Armor and Nekroz of Valkyrus can put an end to that attempt. WATER Material can include Treeborn Frog, Ice Hand, and I suppose King of the Swamps, and Spellbook Magician of Prophecy if you really want to reach that far. Perhaps even the newly errata'd Sinister Serpent. We'll use one, maybe 2 if we're that desperate against Nekroz.

    The Shaddolls

    The Regular Shaddolls are all DARK Spellcaster monsters with a Flip effect, and an effect that activates when sent to the graveyard by a card effect. Their purpose is to mitigate the "cost" of Fusion Summoning.
    Shaddoll Falco
    Level 2 / DARK / Spellcaster / Flip / Tuner / Effect
    ATK 600 / DEF 1400
    FLIP: You can target 1 "Shaddoll" monster in your Graveyard, except "Shaddoll Falco"; Special Summon it in face-down Defense Position.
    If this card is sent to the Graveyard by a card effect: You can Special Summon it in face-down Defense Position. You can only use 1 "Shaddoll Falco" effect per turn, and only once that turn.
    Lore: Gusto Falco's Shaddoll Form.

    Usage: Interestingly enough, he retains his tuner status. Will this mean that Miracle Synchro Fusion and Supreme Arcanite Magician finally get a time to shine? Probably not, but he helps make for an easy Arcanite Magician. True to his original theme, he focuses on replacing himself with another monster when either flipped or fused with. Many now run 2-3 Falco.
    Shaddoll Hedgehog
    Level 3 DARK Spellcaster-Type Flip Effect Monster
    ATK 800 / DEF 200
    FLIP: You can add 1 "Shaddoll" Spell/Trap Card from your Deck to your hand.
    If this card is sent to the Graveyard by a card effect: You can add 1 "Shaddoll" monster from your Deck to your hand, except "Shaddoll Hedgehog". You can only use 1 "Shaddoll Hedgehog" effect per turn, and only once that turn.
    Lore: Neo Flamvell Hedgehog has been changed into a Shaddoll recruiter!

    Usage: A solid enough set of effects, but once we hit that 1st Fusion spell, its Flip Effect isn't all that useful anymore. Many run 2 or 1.
    Shaddoll Hound
    Level 4 DARK Spellcaster / Flip / Effect
    ATK 1600 / DEF 900
    FLIP: You can target 1 "Shaddoll" card in your Graveyard; add it to your hand.
    If this card is sent to the Graveyard by a card effect: You can target 1 monster on the field; change its battle position. (Flip monsters' effects are not activated at this time, except "Shaddoll" monsters'.) You can only use 1 "Shaddoll Hound" effect per turn, and only once that turn.
    Lore: Satellarknight Sirius' Shaddoll Form.

    Usage: Unfortunately his use is more niche than the other members. He does let Winda possibly take out monsters she normally wouldn't be able to touch, and his recursion effect is decent enough. Also a themed A/D Changer that let's you trigger flip effects a bit faster. He's a 1-of. Or none. Not particularly necessary.
    Shaddoll Squamata
    Level 4 DARK Spellcaster / Flip / Effect
    ATK 1800 / DEF 1000
    FLIP: You can target 1 monster on the field; destroy it.
    If this card is sent to the Graveyard by a card effect: You can send 1 "Shaddoll" card from your Deck to the Graveyard, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.
    Lore: Satellarknight Unukalhai had been ensnared and transfigured into Shaddoll Squamata (The name for the order of animals comprising of all lizards and snakes). Squamata's armor also appears on Jiaotu, Darkness of the Yang Zing, and Yazi, Evil of the Yang Zing, suggesting it may have been defeated by the Yang Zing, or has been absorbed by the Yang Zing, turning them evil.

    Usage: He helps us take out threats if we don't have a fusion play, and he sends another Shaddoll with him to trigger that Shaddoll's effect. He's a solid 2 of.
    Shaddoll Dragon
    Level 4 DARK Spellcaster-Type Flip Effect Monster
    ATK 1900 / DEF 0
    FLIP: You can target 1 card your opponent controls; return it to the hand.
    If this card is sent to the Graveyard by a card effect: You can target 1 Spell/Trap Card on the field; destroy it. You can only use 1 "Shaddoll Dragon" effect per turn, and only once that turn.
    Lore: The Shaddoll Form of Suanni, Fire of the Yang Zing.

    Usage: He gets around cards that cannot be destroyed and blasts S/T cards away. His usefulness varies from format to format. Most don't use more than 2, and may use as few as 1.
    Shaddoll Beast
    Level 5 DARK Spellcaster-Type Flip Effect Monster
    ATK 2200 / DEF 1700
    FLIP: You can draw 2 cards, then discard 1 card.
    If this card is sent to the Graveyard by a card effect: You can draw 1 card. You can only use 1 "Shaddoll Beast" effect per turn, and only once that turn.
    Lore: A Shaddoll Form of Naturia Beast.

    Usage: Generally used between 2 and 3 copies. His draw effect when sent by a card effect is generally useful at any stage of the game. His Flip effect is also quite good, and by being level 5 lets us tribute off a Fusion Monster. Although it sounds counter-productive, its an extremely relevant option to have against the Mirror Match, where you don't want the opponent fusing from their deck. Plus our Fusion Monsters will Float back a Shaddoll Spell/Trap anyways.

    The Shaddoll Spells

    We currently have 3 themed fusion spells to work with. Run at least 6 fusion spells.
    Shaddoll Fusion
    Normal Spell Card
    Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If your opponent controls a monster(s) that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
    Lore: Our themed Polymerization with a hint of Future Fusion. Shaddolls utilize a cursed Gem-Knight Fusion (whose alternate Japanese reading is "Shadow Possession Fusion").

    Usage: Has remained a 2-3 of.

    Ruling(s): If the monster summoned from the extra deck is later set face-down, you may not use Fusion Materials from your deck (Its still considered as Special Summoned, but not from the Extra Deck). If you don't have enough materials when Shaddoll Fusion Resolves (due to a chained Book of Moon cutting you off from the main deck), you won't be able to fuse, and you must reveal your hand, set monsters, and extra deck. Also, the card does not refer to "extra Deck Monsters" only. Any monster summoned from the Extra Deck, including Pendulum Monsters summoned from there, will let you use materials from the deck.
    El Shaddoll Fusion
    Quick-Play Spell Card Fusion Summon 1 “Shaddoll” Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
    You can only activate 1 “El Shaddoll Fusion” per turn.
    Lore: El Shaddoll Winda seems to be after the power within Naturia's Sacred Tree (guarded by Leo, the Keeper of the Sacred Tree). Its alternate reading is "Contact with a Copy of God". While it may be too early to say for certain, our next card suggests that El Shaddoll Winda is a much more important player than initially perceived.

    Usage: Use as many legal copies as you can. Currently 1. Being a Quick-Play Fusion Spell allows it to be both proactive at making aggressive pushes, and reactive by replacing a Shaddoll in trouble with an El Shaddoll that causes trouble, setting off various Shaddoll Effects with it.
    Nephe Shaddoll Fusion
    Spell Equip
    Activate this card by declaring 1 Attribute. Equip only to a "Shaddoll" monster, and it becomes that Attribute. During your Main Phase: You can Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials, including the equipped monster. You can only use this effect of "Nephe Shaddoll Fusion" once per turn.
    Lore: The implications of this card are quite interesting. Its name has 2 readings like our other Shaddoll Spell/Traps, and this one means "Absorption of the Soul Copy". Like El Shaddoll Fusion above, this card refers to a "Copy" of sorts, and both feature El Shaddoll Winda. It stands to reason that Winda is some sort of Copy of a Divine Soul. We don't know the exact relationship between the Shaddolls and the Qliphorts, but Winda seems to be contained by them, and Construct has merged with Apoqliphort Towers. The card's name may actually refer to the Hebrew word "Nephes" which is often Translated as "soul", as opposed to Nephilim, who doesn't appear in this card's art at all. Now both a Duplicate Soul and a Constructed Body lie in the hands of the Qliphort. What will follow?

    Usage: This is a rather odd fusion Spell in that it is the first equip card to conduct a proper Fusion Summon, while also allowing Shaddolls to access any El Shaddoll they desire. However what this card sacrifices in return for this ease of access is usability. Its easy to disrupt with anything that kills spells/traps and our other Fusion Spells are generally better at fusing. Test for yourself and run as many copies as you feel fit.
    Curse of the Shadow Prison
    Field Spell Card
    Each time a "Shaddoll" monster(s) is sent to the Graveyard by a card effect, place 1 Spellstone Counter on this card for each sent monster. All monsters your opponent controls lose 100 ATK for each Spellstone Counter on this card during your opponent's turn only. Each time you Fusion Summon a "Shaddoll" Fusion Monster, you can remove 3 Spellstone Counters from this card to use 1 Appropriate face-up monster your opponent controls as 1 of the Fusion Materials.
    Lore: Here we get a glimpse at the nature of the Shaddolls, as a shadow takes hold of Satellarknight Unukhali. Judging from his expression, he fears his imminent demise. Perhaps Constellar Raselhague's (now Evilswarm Kerykeion) staff served as bait for this trap.

    Usage: This gives us the ability to steal an opposing monster with any fusion card. Despite looking like a Super Polymerization replacement, the card is not nearly fast enough for competitive use. Also, it has no synergy with previous Spellstone Cards. Don't touch those.

    Shaddoll Traps
    Shaddoll Core
    Continuous Trap Card
    Special Summon this card as an Effect Monster (Spellcaster-Type/DARK/Level 9/ATK 1450/DEF 1950). (This card is also still a Trap Card.) If Summoned this way, you can substitute this monster for 1 Fusion Material Monster that lists an Attribute, on a "Shaddoll" Fusion Monster Card. If this card is sent to the Graveyard by a card effect: You can target 1 "Shaddoll" Spell/Trap Card in your Graveyard, except "Shaddoll Core"; add it to your hand.
    Lore: Shaddoll Core appears atop Cairnorgon's head. Cairngorgon, Antiluminescent Knight was Gem-Knight Crystal, but went mad from having fused too much. Given his stats (and Core's) its very likely that the Shaddoll were born from Lswarm influence. As the Source of the Shaddoll, and having been born of Cairn, Shaddoll Core harbors all elements within it,

    Usage: Core allows us to fuse for any Shaddoll in our Extra Deck without needing to run other attributes. It is something of a Dead draw later game, but do note this card triggers off of Construct's, Squamata's, and our next card's effects to get back a different Shaddoll Spell or Trap. A solid 1-of used to get back our fusion spells without letting us wait on our opponent to send our El Shaddoll to the graveyard.
    Sinister Shadow Games
    Normal Trap Card
    Send 1 "Shaddoll" card from your Deck to the Graveyard, then you can change any number of face-down Defense Position "Shaddoll" monsters you control to face-up Defense Position.
    Lore: The Yang Zing face off against their shadows who seem to be challenging them over control of their bodies.

    Usage: This card lets us get at our Shaddoll Flip effects while also triggering any Shaddoll Monster's Grave Effect from the deck. This card acts both as a Trap ROTA, MST, a chump blocker for an attack, and even a way to recur a Shaddoll Spell or Trap from the graveyard. While versatile, it isn't particularly disruptive. Normal Summoning / Setting Shaddolls isn't the most optimal play we prefer for our Normal Summon. The card is run between 1 and 3 copies. Some prefer giving the space to more disruptive Trap cards, however now that El Shaddoll Fusion has been limited, the deck may have slowed down enough for this to be a higher priority than before.

    Ruling(s): You do not need to control a set Shaddoll to use this card. In which case it acts as a Foolish Burial in trap form.

    The Shaddoll Zefra (Sephira)

    The Zefra (Sephira in the OCG) are a league of purified monsters who have banded together to fight against the Dark Forces of this DT Generation. They span various archtypes, including Shaddolls in their ranks, but those Shaddolls do not mesh well with regular shaddolls. Probably because the Zefra's shaddolls aren't in league with the actual shaddolls.

    Shaddoll Zefranaga
    Level 2 DARK Spellcaster-Type Pendulum Effect Monster
    Scale 1 | 900 ATK / 100 DEF
    Pendulum Effect: You cannot Pendulum Summon monsters, except "Shaddoll" or "Zefra" monsters. This effect cannot be negated.
    Monster Effect: If this card is Pendulum Summoned or sent to the Graveyard: You can target 1 card in either player's Pendulum Zone; return it to the hand. You must have a "Zefra" card in your Pendulum Zone to activate and to resolve this effect. You can only use this effect of "Shaddoll Zefranaga" once per turn.
    Lore: Known as Je Shaddoll Sephiranaga in the OCG. The J here is pronounced like a Y, exactly like in Hallelujah. The "Je" here refers to the name Jesus. Kerykeion appears in a seemingly super-powerful form, yet he dons the attack and defense strength of his previous form, Constellar Rasalhague. We don't yet know exactly what his role is in this war. For some reason, his (Rasalhague's) staff appears in the art of Curse of the Shadow Prison, but that's his only other connection to the shaddoll at the moment.

    Usage; Avoid using. He's meant to work with the Zefra moreso than the Shaddoll, and he's not necessarily good at even that.
    Shaddoll Zefracore
    Level 4 DARK Rock-Type Pendulum Effect Monster
    Scale 7 | ATK 450 / DEF 1950
    Pendulum Effect: You cannot Pendulum Summon monsters, except "Shaddoll" or "Zefra" monsters. This effect cannot be negated.
    Monster Effect: If this card is Pendulum Summoned or sent to the Graveyard: You can target 1 "Zefra" card in your Pendulum Zone, except "Shaddoll Zefracore"; Special Summon it. You can only use this effect of "Shaddoll Zefracore" once per turn.
    Lore: Even after getting power crazed and destroyed, Gem-Knight Crystal doesn't know how to stay dead. He finally seems to be pulling himself together. With no strings attached he doesn't seem to be in league with the shaddoll anymore, despite retaining some features as Cairngorgon. He seems to have exerted his willpower over the Darkness and has joined forces with the side of Good. The Japanese name is "Ol Shaddoll Sephiraroots". "Ol" in Hebrew means Bonds (as in, those of Friendship). Roots of course refers to Shaddoll Core.

    Usage: He doesn't mix well in a Shaddoll deck at all. Avoid using anywhere but in perhaps a Zefra deck.

    Supporting Monsters and Engines

    Since our El Shaddoll require a variety of attributes to use, we may want to include some engines to help access our Non-DARK fusions, or else include useful cards with effects that activate in the grave that Shaddoll Fusion can put there from the deck.

    Performage Trick Clown / Heroic Challenger Thousand Blades - Forms a powerful rank 4 engine. Clown inflicts damage after reviving itself from the graveyard, triggering Thousand Blades, reviving itself from the graveyard, for an Xyz Summon. Additional Performages like Hat Tricker and Damage Juggler can further help you make a more consistent Rank 4 engine.

    Armageddon Knight / Mathematician - These guys effectively give us a Stratos for Shaddoll Monsters, among various other effects on summon. Knight accessing higher levels is an advantage, but we'll see what EARTH Fusion we may get to help boost Mathematician's playability. Space permitting, we'll see how many we can squeeze in here.

    Kuribandit - Like the above, he can trigger a slew of Shaddoll effects and even helps search out Fusion spells. However he's a bit slow at his job. Worth keeping an eye out for.

    Here's a comprehensive list of Pros and Cons for each of these three options.

    Kuribandit
    Pros:
    -Digs for Fusion and other spells and traps
    -Can activate multiple Shaddoll Effects at once
    -DARK for Dark Creator and Winda
    -Can fuel Sephylon

    Cons:
    -Doesn't stay on field, opening you up to attacks
    -Non Shaddoll monsters milled are often lost forever
    -Multiples of one Shaddoll or irrelevant Shaddolls might be milled
    -Essential spells or traps might be milled
    -Needs to be normal summoned to gain effect
    -Level 3, only useful for synchros if effect is negated

    Armageddon Knight
    Pros:
    -Level 4, can contribute to rank 4s or lvl 6 synchros
    -precise dumping
    -DARK for The Dark Creator and Winda
    -Can get effects if special summoned
    -Searchable via ROTA if you're desperate

    Cons:
    -1400 atk can't get over a set Shaddoll Falco
    -Typically eats up normal summon
    -Can only dump DARK monsters

    Mathematician
    Pros:
    -Will plus if destroyed by battle
    -Precise dumping
    -Can 1 card lvl 7 synchro with Felis, Lightsworn Archer
    -Can dump all attributes of monsters
    -EARTH for Shekhinaga
    -Can run over a set Shaddoll Falco

    Cons:
    -lvl 3; see Kuribandit
    -Can't fuel or be summoned by The Dark Creator
    -Only gets effect by consuming your normal summon
    -is now limited to 1, so you might want to consider using some of the other options in addition.

    Dark Armed Dragon / Collapserpent / Wyvernbuster / Eclipse Wyvern - these dragons have been providing a useful engine as fusion fodder and rank 4 access and gaining advantage back for you when they are banished. DAD is somewhat difficult to drop later game, but depending on any other chaos or graveyard manipulation you run, he can be made viable. The mini dragons can be used in 2s or 3s and eclipse can be used at 1 copy per monster it can grab.

    Black Luster Soldier - Envoy of the Beginning / Chaos Sorcerer - depending on the number of Light monsters you run, can be a solid inclusion. (Chaos Serpents, Construct etc). Also can make Rank 8 (Rank Felgrand).

    Traptrix Myrmeleo / Traptrix Dionea - This pair of Traptrixes make for solid EARTH material and a Rank 4 plays. Myrmeleo also destroys spell/traps without being shut down by Shadow-Imprisoning Mirror.

    Monarchs & The Monarchs Storm Forth - Shaddolls can reliably and easily set up tribute fodder for monarchs like Caius and Raiza who can remove threats without destroying them. Very useful in the mirror and can be set up further with cards like the Monarchs Storm forth. Majesty's Fiend, and Vanity's Fiend however are other popular options that can lock out the opponent.

    Lightsworn Monsters - Lumina, Lyla, Raiden, Wulf and Felis all are worthy mentions. If they mill a Shaddoll, you get its effect, and since our Spells are recur-able, we don't have to worry about milling them. However Lightsworns aren't known for being the most consistent of themes, so you might want to stick to a smaller group of them. Felis is sometimes used due to her interaction with Mathematician, but Lyla and Raiden see the most play of the bunch.

    Artifact Movement / Artifact Moraltech / Artifact Scythe / Artifact Lancea - A hyped up engine that gives us access to Rank 5s and were more LIGHTs for Construct when she was legal. Moralltach was recently limited so some potency is lost, but Scythe and Lancea can be very disruptive against various match-ups.

    3 Star Seraph Scepter / 2 Star Seraph Sovereignty - This engine had been dominating in the OCG in both Shaddolls and Tellarknights. They make 3-material Rank 4s (Stellarknight Delteros). They're a popular engine for us that the OCG has since restricted. The TCG will likely follow suit.

    Electromagnetic Turtle - was useful light fodder while Construct was legal. Can end the battle phase, protecting your life and your monsters from attacks. Necrogardna and Rainbow Kuriboh exist for the TCG side, but those are vastly inferior and outclassed by other techs.

    Peropero Cerperus - instead of battle phase protection, you can load up the grave with these to make your opponent think twice about attacking. Works well with Mathematician too, since you can ram your Mathematician for a draw and a pop. Both of which are EARTH fodder.

    Glow-Up Bulb / Lonefire Blossom / Spore / Dandylion - GUB is an amazing card in general, making Synchro Summons happen at a +0 and being an EARTH Material. Its milling Effect also triggers Shaddoll monsters if you're lucky. Whether the other members of the plant engine make it in or not requires testing but GUB is a very solid option just by itself.

    Volcanic Shell - Great FIRE material that pays for itself setting you up with another material. Of course the issue will be space and drawing multiples of it. We can't fill our decks with too many attribute techs but if we just wanted to focus on the few we have, Shell isn't a bad card to find room for. Metaion the Timelord, Inari Fire and Flame Tiger are other possibilities. Grysta however isn't a particularly outstanding monster to build a deck around, however, but if you wanted to, it's an option. With the Volcanic Rocket, Royal Firestorm Guard and Blaze Accelerator Reload, its possible to make an even more dedicated hybrid on top of that.

    Night Assailant - Each Main Deck Shaddoll monster is a FLIP monster for her to recover if you use her as fusion material from the hand. She also has a Flip effect herself if you need it in a pinch. I wouldn't say she's necessary, but she's an interesting option to have available.

    Thunder King Rai-Oh / Koa'ki Meiru Drago - Both provide powerful lock-down effects against various decks. Options to keep in mind if one wants to add more control. Drago's WIND material searchable by Diamond Core of the Koa'ki meiru.

    Denko Sekka - Completely locks down backrows and is a LIGHT Material if we need to bring out Construct (or was). A side-deck option to consider.

    Banisher of the Radiance. technically, we can use Banisher to lock opponent's out of their graveyard. While normally this would also lock us out of ours, if we use it in a fusion summon, none of the materials will be banished. Has yet to see play, but it exists and may be worth trying out. Or was when Construct was legal.

    Other Supporting Spells Traps

    Mask Change Second / Masked HERO Dark Law - MC2 not being restricted to HEROs for its cost means we have access to the might Dark Law. While it may be costly for some other decks, we can handle it pretty easily. Sending a Shaddoll from the field to the grave with its effect will trigger it to help mitigate the cost, and Dark Law effectively blocks anything from hitting the grave. For those who want to take a more anti-meta spin on the deck, this may be your hero.

    Super Polymerization - While El Shaddoll Fusion exists, Super Poly being able to prevent responses is a huge advantage to have at your disposal. The card will only get better as we get more attributes. Run as many legal copies as you can between the main and side (currently, 0 in the TCG, 1 in the OCG).

    Instant Fusion - Nets us a free Winda, who gives us a Shaddoll Spell/Trap when we send it to the graveyard for anything. Alternatively it grabs Panzer Dragon who can destroy a card when it dies. The card is actually quite versatile. You can use it to make Rank 5s or Rank 4s (with Elder Entity Norden), but you can also use it to grab fusion material for any El Shaddoll you wish to summon. Worth consideration as a 1 or 2 of, but you're free to use your discretion.

    Foolish Burial - Triggers all of the Main Deck's Shaddoll Monsters. Is essentially a Rota with benefits.

    Mind Control - This card is another card that gets stronger the more attributes we get. It also takes Set Shaddolls away from the opponent in the mirror match, letting us use their flip effect instead.

    Dragged Down into the Grave - lets us snipe threats out of the opponent's hand. Might be nice to have to get rid of opponent's sided cards. Can work well with Mind Crush.

    Burst Rebirth - Provides a way to recur our FLIP monsters and use the graveyard like a toolbox. A costly by noteworthy option.

    Crush Card Virus - while Errata'd into a weaker form, it's still akin to a themed Mind Crush for us. Just be careful when using it against decks that /want/ to see certain monster hit the graveyard.

    Dark Renewal / Dark Magic Veil - DARK Spellcaster support that we can make use of, though it isn't too useful against a Pendulum deck. You can consider making a Dark Magician hybrid though for fun.

    Please feel free to share your comments on this guide in the thread. I hope it was useful to you.
    Last edited by Joenen; 18th June 2016 at 11:18 PM.

  2. #2
    Registered User Zarafkiel's Avatar
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    I find some hand traps in Shaddolls to work well, since they can disrupt plays, or be used as fusion mats if your opponent doesn't have a play on his turn, for example Effect Veiler and GhostOgreSnowRabbit. If you want to control your flip effects without requiring to wait for a turn, A/D Changer is also a nice card to tech in, granted you either have Foolish Burial, or you have means of sending it to your graveyard.

    I also personally tech in the Beelze combo, which consists of D Hero Malicious, and 1-2 copies of Plaguespreader Zombie. Since there are times which I get limited by monster cards which don't allow you to Fusion Summon, or activate spell cards, this particular tech allows me to summon Beelze for running him over with.

    Alternatively, Prediction Princess Shaddolls (not sure if that was the name of that variant of the deck, the one with the Ritual named Tarotrei) have been seen as the better variant, as they can gain control of flip effects more effectively than my A/D Changer tech which I noted above. Pot of Taboos may also help in this deck, since Tarotrei can easily summon this card from the Deck in face down defense, and flipping it up right after that, by using her effect to utilize one of Taboo's four effects. Note that you can only flip face up, or set it down on a turn, which can be activated in either player's turn due to it being a quick effect.

    Main problems is that its easy to side for this deck (I'm looking at you, Shadow Imprisoning Mirror and Macro Cosmos), which may require you to side suitable techs for this, such as Fairy Wind, Double Cyclone, MST, or etc.

    Edit: Can anyone help me confirm that Tarotrei can summon Shaddolls from the deck? Since its effect notes down "A Flip monster"
    Last edited by Zarafkiel; 16th October 2015 at 03:15 PM.
    Might as well just put this so that people can actually read from my mistake


  3. #3
    Registered User InfyHeartz's Avatar
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    Tarotrei can summon a Shaddoll but only in grave or hand.
    "During your End Phase : You
    can Special Summon 1 Flip monster from your hand or Graveyard in face-down Defense Position"
    I have troubles on making my tarotrei dolls consistent so im not sure if its the best variant.

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    Registered User JoJoToast's Avatar
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    Well a lot of people use Taboo's and and Coinnorma so i guess its Tabooed Prediction Dolls. Overall it's a very inconsistent build that has trouble summoning Tarotrei without using too much resources or stalling for draws/searches.
    Stop spreading on me!

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    Bit late to the party, and I know it doesn't matter at this point, but does Construct's effect activate during either player's Damage Step? Haven't had any luck finding answers on that front.

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    Registered User Pendulum's Avatar
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    Quote Originally Posted by Delerious1 View Post
    Bit late to the party, and I know it doesn't matter at this point, but does Construct's effect activate during either player's Damage Step? Haven't had any luck finding answers on that front.
    Yes. /*10 characters*/

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    Registered User Hope in the Interstice's Avatar
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    I've been thinking a bit about Fusion decks and I'd like to ask here: what makes Shaddolls a good Fusion deck?

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    Quote Originally Posted by Hope in the Interstice View Post
    I've been thinking a bit about Fusion decks and I'd like to ask here: what makes Shaddolls a good Fusion deck?
    Easy:
    Usage of materials from the deck.
    Relatively non-specific requirements for each of their Fusions, allowing easy access to each of them.
    Searchabilty and recycling of fusion spells, further increasing accessibility of the Extra Deck.
    Innate pluses to mitigate the cost of Fusion summoning.
    Powerful effects (especially of the lockdown/stun variety).
    Massive damage potential thanks to the quickplay fusion spell.

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    Registered User Archsorcerer's Avatar
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    I've been trying a Shiranui Shaddoll mix. Some cool plays but the synchros + fusions clog the extra deck and the result is not that good.

    I should try Shaddolche 'cuz it sounds sweet.

    That combination with the Phantom Knights that showed up in the OCG looked really cool.

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    Registered User R3QU13M's Avatar
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    Quote Originally Posted by Archsorcerer View Post
    I've been trying a Shiranui Shaddoll mix. Some cool plays but the synchros + fusions clog the extra deck and the result is not that good.

    I should try Shaddolche 'cuz it sounds sweet.

    .

    Actually, just fine which extra deck you prefer to use instead of trying to clog it with whats available.

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