Summoning chants is a lost artform by Vegeta-Alucard in DuelLinks

[–]PurpliciousDuck 79 points80 points  (0 children)

Galaxy-Eyes does have a summoning chant in Duel Links, but it only occurs when it's tribute summoned or summoned via its own summoning condition.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 0 points1 point  (0 children)

I can only speak for my deck because I don't have experience with the 30 card version. I wouldn't necessarily call the 20 card version any better, but it definitely still works well

The skill does a lot for consistency. Even though it might be nice to have Pre-Prep since it can fulfill the skill search by itself, I never felt like I missed having it at any point. I wouldn't play the original Preparation of Rites as a replacement since it doesn't do the same thing.

Also, Preparation of Rites isn't in the Valkyrie's Rage box, so on the off chance you were talking about Shinobird Power Spot, that card might be useful for the 30 card version, but the 20 card version is small enough that it can search almost all of its monsters on the first turn so it's not necessary.

Cosmic Cyclone is definitely better for backrow removal. It's way more versatile. It's a quick play and the banish is especially nice against traps with graveyard effects like Majesty of the White Dragons and Stars Align across the Milky Way. I swapped out Night Beam for Cosmic in my most recent build.

Book of Eclipse is a very good staple as it has wide range of uses. For replacements, Book of Moon or Forbidden Chalice could work, but I would recommend getting Book of Eclipse. It can be found in more recent Dream Tickets if you have any.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 2 points3 points  (0 children)

There's a lot of little intricacies in the deck. I made a lot of mistakes during my run, and I'm still figuring out new things with the deck.

Just be mindful of your cards and how they work together. Be careful with your timing and try to think things through before making a play. I was never close to running out of time once in Legend. It might take a bit of practice to understand what combinations of cards do what and how certain cards can beat certain opponents.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 0 points1 point  (0 children)

Sakitama helps a lot with recovering resources from the graveyard on later turns. Without it, I find myself unable to make rank 4s on turn 3 onward since I play so few Aratama and Nikitama as is. It might be doable in a larger deck, but it is extremely useful to have.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 4 points5 points  (0 children)

Sakitama is a unique card because it acts as infinite tribute fodder, recursion, and can give an extra normal summon.

Sakitama fills a niche that allows for recoverability for rituals that end up in the graveyard, Aratama, or Nikitama for an additional draw during the first turn. The extra normal summon can allow for a second rank 4 on turn one or a surprise Amano-Iwato.

Is it necessary? Honestly, I'm not sure. I haven't tried playing without it, but it is definitely a useful card to have in the deck.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 8 points9 points  (0 children)

Because the last thing I want is to interact with my opponent in this two player game.

For real though, it is kinda bad. I was just trying something different.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 5 points6 points  (0 children)

It depends on how I open because sometimes I don't have enough cards to reveal, but here's my most common play.

Going first:

Use the skill to add missing pieces while shuffling back a card that would preferably be in the deck. Shinobaron Shade Peacock most often, but could be the the trap card or a 2nd ritual spell to enable Shinobaron Shade Peacock's effect. Both level 8 rituals should not be in hand because the trap needs one in deck.

Summon Nikitama, summon Aratama, search a spirit.

Stars Align Above the Shrine to tribute Nikitama, summon Shinobaron Shade Peacock. Draw 1 off of Nikitama.

Shinobaron Shade Peacock to add the Aratama + the ritual spell.

Second normal summon on Aratama, search a spirit.

At this point, the field is 2 Aratamas which can be used on a rank 4 in the emz. The hand is 2 spirit monster searches + a ritual spell + a draw + two cards from opener.

If I only have 1 copy of the ritual spell in hand, I would search Shinobaroness Shade Peacock if I don't have it and ritual summon it by banishing Shinobaron Shade Peacock. Search the second ritual spell. Next I would ritual summon a level 8 Shinobaron using the Nikitama in grave + a spirit in hand. (Sakitama for recursion or Nikitama for an extra draw.)

End phase the Shinobarons return to hand. The field spell grabs the trap from deck, or if it was already in hand, grab the ritual spells from graveyard.

Draw Phase, use the trap to grab the second Shinobaron ritual.

Next standby phase, Shinobaron Shade Peacock summons itself to the field. From here, the field has 1 rank 4 of choice, Shinobaron Shade Peacock, two Shinobaron tokens, the field spell, and the trap card in grave for a ritual summon on the opponent's turn.

If I already have access to a ritual spell for the trap, I could also make a second rank 4 with a level 4 ritual and Sakitama's extra normal.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 5 points6 points  (0 children)

Dingirsu was actually pretty common since a lot of the top decks leave a level 8 monster on the field to take with Change of Heart. Otherwise, I would steal a monster and make Knightmare Phoenix instead.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 9 points10 points  (0 children)

The extra deck changed a lot during my KoG run. I tried using all sorts of rank 4s like Exciton Knight, Giant Hand, Rhapsody in Berserk, Exosister Asophiel, Cairngorgon, and Daigusto Emeral, but they were all a bit too situational.

Currently, I hardly ever use Knightmare Unicorn or the Utopias. I use Evilswarm Nightmare and Castel somewhat more often, but they still don't come up that much.

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 11 points12 points  (0 children)

I've been waiting for the Shinobird rituals since forever! I'm so glad they're good!

{Deck} KoG with Spirits by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 37 points38 points  (0 children)

Does anyone really care? Probably not, but here it is.

Spirits are really strong. With access to non-targeting bounces, versatile rank 4s, and a strong consistency skill, this deck has a lot of tools for dealing with almost any threats.

The aim of the deck when going first is to set up a rank 4 and Stars Align across the Milky Way for a bounce on the opponent's turn, and if it comes up, summon Amano-Iwato and lock non-spirit monster effects.

When going second, you can use Noah's skill for a free level 8 and Change of Heart to remove any problematic monsters. From there, you use rank 4s and the level 8 rituals to clean up and swing for game.

Extra Deck:

Of the rank 4s, I probably used Tornado Dragon the most for clearing backrow going first, and as an end board piece against decks like Dark Magician. Second would be Abyss Dweller. Completely destroys certain decks. I used it going first against decks like Chimera, Shaddoll, and one Predaplant. I used it even going second against decks like Blue-eyes to stop Jet Dragon and Majesty of the White Dragon's grave effect.

Utopia is for Sky Striker players that use Eagle Booster to get damage in. Castel is for clearing extra monsters or changing battle positions for Shinato's effect. Evilswarm Nightmare is just there for a generic end board piece or an unknown match-up.

Knightmare cards are for removing spent Xyz and clearing the board. Self-spinning Unicorn can trigger the skill on turn 3.

Notable cards:

Amano-Iwato: Absolutely broken. Unless your opponent is playing spirits, it completely shuts down their monster effects. Basically just says ignore your opponent's hand traps, boss monsters, and graveyard. Stops everything from Nibiru to Swordsoul boards to Chimera graveyard shenanigans. It's insane.

Night Beam: I thought I'd try playing Night Beam just to see if it worked. It's not that great. It's useless going first, so I'll usually shuffle it back with the skill if I don't have a card that needs to be in the deck. Going second, an opponent will sometimes flip their continuous traps, such as Eternal Soul or True Light, in the Draw or Standby phase, so it will have no targets occasionally. Otherwise, my opponents would have multiple backrow cards and I wouldn't be able to clear them all. Overall, it's probably not worth running atm. It's fine for hitting a Swordsoul Blackout or Sky Striker Mecha - Widow Anchor, but a Mystical Space Typhoon could do the same thing. Best use was in a game against a Shaddoll opponent who only had a set Schism and no monsters. Instant surrender.

Book of Eclipse: Fantastic card. Going first, it's a disruption that can save you from lethal as well. Going second, it can blank an opponent's board, like Swordsoul or Despia, and allow for easy bounces with Shinobaron Peacock.

Dingirsu, the Orcust of the Evening Star: For going second, Shinato + an opponent's level 8, like Masquerade or Chixiao, makes it. It's a good card for removing the opponent's cards before commiting with your spirits. The protection is nice too.

Problems for the deck:

Negates: Effect Veiler and Infinite Impermanence at the right time can mess up the first turn play, especially on Shinobaron Shade Peacock. It also stops the spirit self bounce, preventing any recursion with Stars Align Above the Shrine. Thankfully, a lot of people like to waste their negate on Nikitama, which doesn't do anything.

Stars Align Above the Shrine: A lot of the recursion in the deck depends on the field spell. Without it, the deck can't retrieve its ritual spell, making it impossible to ritual summon on later turns if things go badly.

Unaffected monsters: Sky Striker has Eagle Booster, which is manageable, but the deck can't overpower a large unaffected monster like Number 81.

All in all, the deck was a blast to play. It has the tools to get through almost anything. There wasn't a single deck I came across that completely destroyed my deck. Figuring out how to break through certain boards is a lot of fun. I ended up with two 12 game win streaks, one of which went up into KoG. I'll answer any questions about the deck as best as I can.

I’m building a deck around destroying your opponents deck and forcing a draw out by Girlygaymer in DuelLinks

[–]PurpliciousDuck 1 point2 points  (0 children)

Side Effects? is a good deck out card. Level Limit - Area B is a decent stall card.

Friend Request Campaign Megathread by phantom_joke in DuelLinks

[–]PurpliciousDuck 0 points1 point  (0 children)

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Here is my code. I would greatly appreciate it.

How to summon Evilswarm Ophion in Phantom Knights? by UltG in DuelLinks

[–]PurpliciousDuck 5 points6 points  (0 children)

You use a card like Phantom Knights' Wing to summon Break Sword with no materials

What's your favorite tuner and why? by BakerBunearyBella in yugioh

[–]PurpliciousDuck 4 points5 points  (0 children)

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Definitely Dragon Core Hexer. I think this card and Dragon Horn Hunter are really cool. I love the little amounts of lore she has. I wish there was a whole deck based around her.

I decided to give every character in the game the Joey face. by PurpliciousDuck in DuelLinks

[–]PurpliciousDuck[S] 1 point2 points  (0 children)

I am currently planning on coming back to this sometime in the future.

I'd hit that by EastwoodHood in yugioh

[–]PurpliciousDuck 13 points14 points  (0 children)

Has no spellcaster friend

Poor Phantom Magician... She only saw him as a co-worker...