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Heart of the Cards: Seabound Immortals

Shiri

Smash Chump
Joined
Nov 7, 2004
Messages
3,804
Link to original post: [drupal=2406]Heart of the Cards: Seabound Immortals[/drupal]



This deck is a remix of sorts based on my Deepsea Assault deck. One thing that I want to have in most of my <i>Yu-Gi-Oh!</i> is consistency. Even if it's a deck built purely for fun, being able to play your key cards when you need them is part of the fun of the game and playing out your strategy against an opponent adds to the game's depth. Without that, why bother playing with something that...<b>MIGHT</b> work? However, as I played Deepsea Assault more and more, it became painfully clear that consistency was not one of its strong points.

Deepsea Assault was sketchy because it focused a lot on luck and some mild control before all the pieces of the puzzle could fit together. Thankfully Assault decks have options to force key cards to come to you faster, but the whole mechanic had so many holes in the push to complete the strategy. If you have no cards on the field, the procedure to finish with a Coelacanth and two Stardust Dragon/Assault Modes can be stopped at a possible maximum of ten different points in a single turn and requires a MINIMUM of five cards that are NECESSARY for the push. Just way too many points for getting stuffed as well as not enough variety to really mix things up.

Enter Earthbound Immortal Chacu Challhua. Earthbound Immortals are infamous for being relatively high maintenance monsters; you need to tribute two monsters to normal summon them and they need a field spell to even stay on the field. However, they attack directly, cannot be attacked, and Chacu Challhua comes with an optional burn effect as well as the ability to bypass your opponent's battle phase.

Of course, downsides exist. The one thing that will always always stop this particular deck's core is not getting Coelacanth in time. There are plenty of ways to draw or search for field spells, but getting Coelacanth in the one really hard thing to do. Also, while the deck can fend off a few threats on its own, the monsters really aren't there to attack; Coelacanth, your Synchro monsters, and Chacu Challhua are what will be attacking the most--your regular monsters are there just to fend off the enemy until then. It's not the intent of the deck for it to be this way, but the best monsters for the job just won't stand up to more than two turns in battle with everyday decks.

Without further ado, the deck:

Seabound Immortals: 40

Monsters: 18
Superancient Deepsea King Coelacanth [3]
Earthbound Immortal Chacu Challhua [3]
Royal Swamp Eel [3]
Golden Flying Fish [3]
Oyster Meister [3]
Card Guard [3]

Spells: 17
Heavy Storm [1]
Giant Trunade [1]
Terraforming [3]
Mausoleum of the Emperor [3]
Field Barrier [3]
Gold Sarcophagus [2]
Pot of Avarice [2]
Allure of Darkness [2]

Traps: 5
Fish Depth Charge [3]
Call of the Haunted [1]
Torrential Tribute [1]

This deck doesn't really side against too much. Of course, destruction could be replaced with spin (Phoenix Wing Wind Blast, Compulsory Evacuation Device, etc.), but mostly the core remains the same for better or for worse.

Card Guard being here makes like really interesting. If it's needed, there are several ways to bring him out to defend either Coelacanth or a field spell (or Field Barrier, LOL!). If Card Guard isn't necessary, he can be tossed for Allure of Darkness or for Coelacanth's effect. Oyster Meister is absolutely clutch for defense and makes abusing Fish Depth Charge both beneficial and easy.

The main point of this deck is to bring out ANYTHING. Instead of focusing on a particular monster, just getting Coelacanth out and either performing Synchro Summons or bringing out Chacu Challhua. I suppose the point would be, then, to get Coelacanth out. The deck plays to a variety of Synchro monsters to adapt to situations on the fly. Royal Swamp Eel can join with Golden Flying Fish for typical level 8 monsters (Stardust Dragon, Red Dragon Archfiend, Thought Ruler Archfiend, Colossal Fighter, Avenging Knight Parshath, Light End Dragon), Oyster Meister for level 7 monsters (Black Rose Dragon, Ancient Fairy Dragon, X-Saber Urbellum), and Oyster Tokens for level 5 monsters (Magical Android, mostly).

Level 8 monsters provide offensive variety. Lifepoints paid for tributes can be recovered with Thought Ruler, Colossal Fighter can abuse his recursion effect, Parshath can use his piercing and position switching effects, et cetera. Level 7 monsters provide the defensive variety. Black Rose Dragon can bring out the possibly necessary field nuking, Urbellum can take advantage of empty fields and full hands, and Ancient Fairy Dragon. Let me tell you a bit about Ancient Fairy Dragon. First, while she isn't the best attacker, her defense is impeccable. Her effect to destroy field spells is good not only because it gets you a new field spell to your hand from the deck (deck thinning mechanic as well as ensuring that you have a field spell available for use when you want to bring out Chacu Challhua), but it also nabs some nice lifepoints. Finally, her effect to special summon a monster once a turn gets a free card guard to slap a counter on something. Very handy.

Heavy Storm and Giant Trunade are an absolute must for this deck. Clearing the field to get ready to play Mausoleum or summon anything to get the combo started needs to be performed without interruption since this has some trouble bouncing back from incomplete turns. Allure fits somewhat well because of the multiple darks. Gold Sarcophagus is just one additional way to get Coelacanth or Terraforming to your hand faster than you would normally.

By the way, if you're wondering about how to bring out Chacu Challhua, you can bring him out with the field spell or with special summoned fish from Coelacanth if you haven't used your normal summon that turn.

This is my take on Earthbound Immortals. The Deepsea core is a little more consistent here and is more strategically sound with its Synchro monsters. Finding a superfast way to get Coelacanth to one's hand would make this deck top without question, but until that day comes, a few gaps here and there make this deck still fun to play and frustrating to play against if it draws as well as it looks. Until next time~
 

highfive

Smash Lord
Joined
Mar 22, 2009
Messages
1,324
Location
Buhl, Idaho
Wow. This sounds pretty confusing to scrubby me (never played the game) but I wish you luck on your deck.
 

Denzi

Smash Master
Joined
Jul 25, 2008
Messages
3,483
Location
Cleveland, OH
Sounds like a fantastically solid deck to me. The only problems I could see would be opponents taking advantage of your mausoleum or (to a lesser extent) guard counters being spun away.

Oh, and RFG would make graveyard recovery useless, as well as negate the usefulness of oyster meister. It would also prevent you from regaining lifepoints with Thought Ruler, as well as stop you from keeping Stardust around.

Plasma might also be a problem.
 
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