Madolche Guide and Discussion I - Sweet Revenge!
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Madolche Guide and Discussion I - Sweet Revenge!
A Guide to the Madolche Archetype
I. Playstyle/Basic Strategy
Madolche is an archetype that made its debut in Return of the Duelist, and focuses around returning cards to the deck and hand to gain card advantage. Madolche plays the advantage game better than any other deck, in that they not only gain large amounts of card advantage, but keep that advantage as well. They focus around their Spell support to gain and keep this card advantage. Madolche Chateau essentially turns almost any minus by destruction (battle or card effect) into a +0, and Ticket turns any -1 or +0 from the Madolche's own effects into a +0 or +1, respectively.
By doing this, it is incredibly easy for a Madolche deck to set up an OTK. What's even better is if that OTK is stopped, you don't suffer heavy penalties for having that OTK stopped. We get Mirror Force'd, we could care less. Sure, we may have an empty field, but assuming we can hold off the opponent for one measly turn, we are back in the game with our hand full of card advantage. This is how we win. Play the grind game of plusses and 0s, and ultimately explode unhindered.
II. Viable On-Theme Cards
IIa. Monsters- All non-Xyz Madolche monsters share this effect:
- When this card in your possession is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into the Deck.
Rulings on this effect:
- This effect CANNOT miss the timing and is mandatory. ("When...Effect", not "When...You can")
- If your opponent plays Solemn Warning in response to a monster with this effect, the effect WILL trigger. ("in your POSSESSION", not "in your CONTROL")
- If control of a monster with this effect is switched to your opponent, and the monster is later destroyed, the effect will NOT trigger, since the card is not "In your possession".
Note: I will not include the effect listed above when listing the non-XYZ Madolche monsters. Just remember it as we go down the list.
Note: I will only list cards viable to the archetype when listing. All other cards not on this list should not be competitively run in any number above zero.
- Madolche Baaple:
- EARTH Beast / Effect
LV3 0/1800
Once per turn: You can target 1 face-up Attack Position "Madolche" monster you control and 1 face-up Attack Position monster your opponent controls; if both monsters are still on the field, change them to face-up Defense Position, and if you do, the ones changed by this effect cannot have their battle positions changed until the end of your opponent's next turn.
- Madolche Cruffssant:
- EARTH Beast / Effect
LV3 1500/1200
Once per turn: You can target 1 face-up "Madolche" card you control, except this card; return it to the hand, and if you do, increase this card's Level by 1 and ATK by 300.
- Madolche Hootcake:
- EARTH Beast / Effect
LV3 1500/1100
You can target 1 monster in your Graveyard; banish it, and if you do, Special Summon 1 "Madolche" monster from your Deck, except "Madolche Hootcake". You can only use this effect of "Madolche Hootcake" once per turn.
- Madolche Magilene:
- EARTH Spellcaster / Effect
LV4 1400/1200
When this card is Normal or Flip Summoned: You can add 1 "Madolche" monster from your Deck to your hand.
- Madolche Marmalmaide:
- EARTH Spellcaster / Effect
LV4 800/2000
When this card is flipped face-up: You can target 1 "Madolche" Spell/Trap Card in your Graveyard; add that target to your hand.
- Madolche Messengelato:
- EARTH Warrior / Effect
LV4 1600/1000
When this card is Special Summoned: You can add 1 "Madolche" Spell/Trap Card from your Deck to your hand. You must control a face-up Beast-Type "Madolche" monster to activate and to resolve this effect.
- Madolche Mewfeuille:
- EARTH Beast / Effect
LV3 500/300
When this card is Normal Summoned: You can Special Summon 1 "Madolche" monster from your hand.
- Madolche Puddingcess:
- EARTH Fairy / EffectLV5 1000/1000
When this card you control is destroyed by your opponent (either by battle or by card effect) and sent to your Graveyard: Shuffle this card into your Deck. While you have no monsters in your Graveyard, this card gains 800 ATK and DEF. After damage calculation, when this card battles an opponent's monster: You can target 1 card your opponent controls; destroy that target.
- Madolche Queen Tiaramisu:
- EARTH Fairy / Xyz
R4 2200/2100
2 Level 4 "Madolche" monsters
Once per turn: You can detach 1 Xyz Material from this card, then target up to 2 "Madolche" cards in your Graveyard; shuffle those cards into the Deck, then shuffle cards your opponent controls into the Deck, up to the number of cards returned.
IIb. Spells
The two on-theme spells also both happen to be the best support we have!
- Cheating Cheteau (Madolche Chateau):
- Field Spell Card
When this card is activated: Shuffle all "Madolche" monsters in your Graveyard into the Deck. All "Madolche" monsters on the field gain 500 ATK and DEF. If a monster(s) in your Graveyard would be returned to the Deck by the effect of a "Madolche" monster, you can add it to your hand instead.
- All-You-Can-Eat Buffet Ticket (Madolche Ticket):
- Continuous Spell Card
When a "Madolche" card(s) is returned from your side of the field or Graveyard to your hand or Main Deck by a card effect: Add 1 "Madolche" monster from your Deck to your hand. If you control a face-up Fairy-Type "Madolche" monster, you can Special Summon the monster from your Deck in face-up Attack Position instead of adding it to your hand. You can only use the effect of "Madolche Ticket" once per turn.
IIc. Traps
There is only 1 trap in the Madolche archetype worth playing:
- Madolchepalooza:
- Normal Trap Card
Special Summon any number of "Madolche" monsters from your hand, but shuffle them into the Deck during the End Phase.
III. Viable Off-Theme Cards
IIIa. Engines
There are two viable engines you can play: Psychic and T.G. Both engines open Synchro options, but my personal preference is T.G. Whether you choose to run an engine or not is personal preference. I've notced that T.G. builds tend to make more synchros than Psychics and also take less deck space, whereas Psychics have raw speed going for them. Run 0-1 of the following engines:
- Psychic:
- 1 Esper Girl/Psychic Jumper
2-3 Serene Psychic Witch
2-3 Emergency Teleport
0-1 Psychic Commander
- T.G.:
- 2 T.G. Striker
2-3 T.G. Warwolf
0-1 T.G. Rush Rhino
IIIb. Other Monsters
Effect Veiler and Maxx "C"
The infamous hand trap duo works especially well in here, as it fuels Hootcake's effect. I personally main 3 Maxx "C" and 2 Veiler, but the exact number of mained hand traps is preference.
Naturia Beast/Naturia Barkion
The Naturia synchros are very, very good at what they do, and if you're running ANY of the EARTH Tuners, run 1 of each.
Some other notable EARTH Tuners:
- X-Saber Pashuul
- Shiba-Warrior Taro
M-X-Saber Invoker
Our version of Win-Derp Carrier Zenmaity, but our only target is Messengelato. You definately want to run this because it sets up your plays and can set up our Sweet OTK. Run 1
Leviair the Sea Dragon
An Invoker that can grab stuff that was banished by Hootcake. Unlike Invoker, this has a far higher list of targets, so Run 1 of this too.
Other good Xyz:
Number 49: Fortune Tune
Wind-Up Zenmaines
Muzurhythm the String Djinn
Temtempo the Percussion Djinn
Mechquipped Angineer
Ghostrick Alucard
Soul of Silvermountain
Number 17: Leviathan Dragon
Number 30: Acid Golem of Destruction
Abyss Dweller
Gagaga Cowboy
Lavalval Chain
Maestroke the Symphony Djinn
Diamond Dire Wolf
Photon Papilloperative
Number 50: Blackship of Corn
Fairy King Albverdich
Number 39: Utopia
Other good Synchros:
Armades, Keeper of Boundaries
Black Rose Dragon
Ally of Justice Catastor
Arcanite Magician
Ancient Fairy Dragon
IIIc. Spells
Forbidden Lance
Mystical Space Typhoon
Both of these have similar roles, with the main difference being that MST can stop continuous S/T while Lance stops everything save Counter Traps. Lance also has the ATK loss effect, which makes it a good battle trick.
I personally prefer to main 2 Lance and Side 3 MST. You should, at the very least, side any MST copies you don't main. Whether you main Lance or not is preference.
Book of Moon
Hooray, free Magiliene searches! On top of that, it can screw your opponent up too! I run the 1 legal copy, but some don't. The choice is yours.
Pot of Duality
This card has various opinions regarding it. Some say it boosts consistency, which is needed in Madolche. Other disagree, saying the no Special Summoning condition can conflict with your power plays. I personally like it, but depending on the build, as well as preference, run 0 or 2-3.
IIId. Traps
Safe Zone
It's good, especially in a format with Triple MST everywhere. A blind MST and BOOM! You get a +1. Sadly, I don't really get what you are going to protect with this. An XYZ? Sure, but the triple MST rule still applies, only this time it's not blind and gets your OPPONENT the +1. If this deck focused heavily on a powerful boss monster, then I would run it. But Tiaramsu just isn't that broken, and is not our main focus. You can test it at 2 if you want, but I advise you to run 0.
Compulsory Evacuation Device
This is a very powerful trap this format. Self-Explanatory, run 1 (It's limited). A little trick you can use is to chain this to their trap with Ticket up to net a +1 and keep your monster in hand.
Starlight Road/The Huge Revolution is Over
These are good in any format where Heavy Storm as at 1 or more. Road negates at a +1, but THRIO safely negates more things without fear of Solemn Warning or Royal Decree/Trap Stun. In a format with Heavy Storm at 1 or more run 1-2 of one, otherwise run 0.
Ultimate Offering
Bet you wished this was legal, huh. Sadly it isn't, so run 0 unless you're a cheater. (JUDGE!)
Torrential Tribute
Good card is good. Nukes the frontrow on any summon. You typically want them to overextend a bit, then play this at the last possible chance for plusses. Also, the Madolches you destroy won't get their shuffling effect, making them targets for Tiaramisu. Run the 1 you're allowed.
List of other staple/semi-staple traps we can run:
Bottomless Trap Hole
Dimensional Prison
Fiendish Chain
Mirror Force
Solemn Warning
Trap Stun
Void Trap Hole
I. Combos
IIa. The Sweet OTK
Requirements:
- Mewfeuille, Warwolf/Emergency Teleport in hand
- Hootcake in hand with one or more monsters in grave.
- Normal Summon Mewfeuille, and use its effect to Special Hootcake from hand.
- Special Summon T.G. Warwolf using its effect/Activate Emergency Teleport to summon a lv 3.
- Activate Hootcake's effect, and Special Summon Messengelato from deck to add Chateau.
- Activate Chateau.
- Overlay Warwolf and Mew for M-X-Saber Invoker.
- Activate Invoker's effect detaching Mew to grab Messengelato and Ticket.
- Activate Ticket.
- Overlay both Mesengelato for Tiaramisu.
- Activate Tiaramisu's effect targeting Messengelato and Mew, and on resolution, choose to send them both back to deck. (You must do one or the other for both monsters)
- Activate Ticket, Special Summoning Messengelato from your deck and adding a target of your choice.
- Attack with all for a total of 8400.
Last edited by TheRealSirShady on Sat Oct 19, 2013 4:59 pm; edited 1 time in total
TheRealSirShady- Posts : 260
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Re: Madolche Guide and Discussion I - Sweet Revenge!
who ever you are, thank you so much for posting this i have never understood Madolche's and i never thought i would until i read your guide you are a saint haha
RekonZero- Posts : 1138
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Re: Madolche Guide and Discussion I - Sweet Revenge!
lol thanks Anything you would suggest? I only include cards that people should be running this format, or cards that were good in previous formats.Itachi Uchiha wrote:who ever you are, thank you so much for posting this i have never understood Madolche's and i never thought i would until i read your guide you are a saint haha
TheRealSirShady- Posts : 260
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Re: Madolche Guide and Discussion I - Sweet Revenge!
i like a more trap heavy control madolche variant
ThunderChidori- Posts : 1875
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Re: Madolche Guide and Discussion I - Sweet Revenge!
Glad you said that. While I don't really prefer a trap heavy deck this format, I listed the traps you could run, so if you do want to run them, you can.ThunderChidori wrote:i like a more trap heavy control madolche variant
TheRealSirShady- Posts : 260
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Re: Madolche Guide and Discussion I - Sweet Revenge!
i don't really need deck help with anything... i just felt like posting that because why notTheRealSirShady wrote:Glad you said that. While I don't really prefer a trap heavy deck this format, I listed the traps you could run, so if you do want to run them, you can.ThunderChidori wrote:i like a more trap heavy control madolche variant
ThunderChidori- Posts : 1875
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TheRealSirShady- Posts : 260
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Re: Madolche Guide and Discussion I - Sweet Revenge!
no spell striker lol
macthemitchell- Posts : 39
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Re: Madolche Guide and Discussion I - Sweet Revenge!
Should be self-explanatory, as Spell Striker is nowhere in the guide, which if you read the guide, I said that if a card wasn't in the guide, it had no main deck benefit to Madolche. Spell Stiker is bad, trust me. If you want extra level 3s for XYZing, just run one of the engines or other techs I mentioned. The only thing I haven't done is a Side Deck portion, which I will leave to personal preference and meta calling.macthemitchell wrote:no spell striker lol
TheRealSirShady- Posts : 260
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