Altergeist Guide

Altergeist Guide

Sorry for the delay, now it's time for me to talk about the Altergeist deck. This deck has been out for a while, in the same box as Live Twin but it's still really fun to play.

Let's start!




Introduce

Introduce

Archetype Overview : Altergeist is a deck played by Emma Bassho, commonly known as Ghost Gal, in the Vrains Anime. The Deck is based on Mythology... Female Creatures combine with Computer Terminology to form what I call some Ghastly Glitches. For example; Altergeist Hexstia is based on Hestia, combined with Hexadecimal, the base 16 number system used in mathematics and computer science. Well that's all I know about Archetype, but I've never actually watched the anime :)

Altergeist is a true Control Deck , the deck's gameplay is to slowly win, exposing the opponent to resources. Make your opponent run out of cards while you have built a field and hand strong enough for the game, and Recycle all used cards. The deck can make your field full of monsters and threaten opp with Boss Links, but the stability is not high, easy to brick and difficult to play on turn 1.

Therefore, this deck needs to depend on Traps to slow down the game and warm up with players like Altergeist Multifaker and Altergeist Marionetter . From there, the deck can control the whole game with Altergeist Silquitous and Altergeist Hexstia, and your opponent will have to crawl around to find a way to relieve the siege.



Quick explanation of each leaf in Archetype

 

Altergeist Multifaker (x2)

UR Rarity
Altergeist Multifaker
UR Rarity
Altergeist Multifaker
Altergeist Multifaker
DARK 3
Altergeist Multifaker
  • ATK:

  • 1200

  • DEF:

  • 800


If you activate a Trap Card (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Special Summon 1 "Altergeist" monster from your Deck in Defense Position, except "Altergeist Multifaker". You cannot Special Summon monsters the turn you activate this effect, except "Altergeist" monsters. You can only use each effect of "Altergeist Multifaker" once per turn.


This card is the core card of the deck , any build will revolve around this card. I was quite shocked to see that Konami gave us these two cards... and they were also free!

Multifaker has the ability to summon itself from your hand every time you use Trap. And when it is summoned, it means it can summon any Altergeist in the deck in defense position (mainly Altergeist Silquitous to threaten opponents).

Everyone wants to have this card as soon as possible, so 90% of the time when using Altergeist Meluseek and Personal Spoofing we will aim for Multifaker. Oh, and remember, you can only use this eff if you only special summon Altergeist before!

Altergeist Marionetter (x2-3)

SR Rarity
Altergeist Marionetter
SR Rarity
Altergeist Marionetter
Altergeist Marionetter
LIGHT 4
Altergeist Marionetter
  • ATK:

  • 1600

  • DEF:

  • 1700


When this card is Normal Summoned: You can Set 1 "Altergeist" Trap directly from your Deck to your Spell & Trap Zone. You can target 1 "Altergeist" card you control and 1 "Altergeist" monster in your GY; send that card on the field to the GY, and if you do, Special Summon that other monster from your GY. You can only use this effect of "Altergeist Marionetter" once per turn.


Not only does it help set traps, it also makes it easier for Link to summon . Allows you to set 2 trap cards: Altergeist Manifestation or Altergeist Emulatelf from the deck.

Marionetter also has a second effect of sending 1 Altergeist card on your field (including itself) to the Graveyard to special summon another Altergeist Monster from the Graveyard. This allows you to reactivate Altergeist Multifaker or just to summon Altergeist Meluseek back.

This card has not yet reached its full potential because it is still lacking in Duel Links.

Altergeist Meluseek (x1-3)

UR Rarity
Altergeist Meluseek
UR Rarity
Altergeist Meluseek
Altergeist Meluseek
WATER 1
Altergeist Meluseek
  • ATK:

  • 500

  • DEF:

  • 300


This card can attack directly. When this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; send it to the GY. If this card is sent from the field to the GY: You can add 1 "Altergeist" monster from your Deck to your hand, except "Altergeist Meluseek". You can only use this effect of "Altergeist Meluseek" once per turn.


Both a searcher and a removal effect . Meluseek can attack directly, which allows it to easily activate its second effect of sending 1 opponent's card to the Graveyard when it deals Battle Dmg.

But most notably, it can add any Altergeist Monster from your deck to your hand if it is sent from the Yard to the Graveyard. With Support of Link-1 Monsters like Linkuriboh and Artemis, Magistus Moon Maiden , you will have more ways to access the Altergeist Multifaker card to ensure you can play the game.

Normally everyone wants this card x3, but due to the limit, you might consider cutting down on some copies to play other powerful Trap limit 3 cards like Ice Dragon's Prison or Crackdown .

Altergeist Silquitous (x2)

SR Rarity
Altergeist Silquitous
SR Rarity
Altergeist Silquitous
Altergeist Silquitous
WIND 2
Altergeist Silquitous
  • ATK:

  • 800

  • DEF:

  • 1500


(Quick Effect): You can return 1 other "Altergeist" card you control to the hand, then target 1 card your opponent controls; return it to the hand. If this card is sent from the field to the GY: You can target 1 "Altergeist" Trap in your GY; add that card to your hand. You can only use each effect of "Altergeist Silquitous" once per turn.


This will be the main target to summon with Multifaker's effect . Silquitous can return 1 other Altergeist card on your field to your Hand to Return a card your opponent controls. This plays a huge role in gameplay, making opponents uncomfortable and is why it will often be recovered by Multifaker.

When sent from Field to GY, it can also recycle another Trap Altergeist in your GY by adding it back to your hand.

Altergeist Kunquery (x1)

UR Rarity
Altergeist Kunquery
UR Rarity
Altergeist Kunquery
Altergeist Kunquery
EARTH 5
Altergeist Kunquery
  • ATK:

  • 0

  • DEF:

  • 2400


When an opponent's monster declares an attack, if you control an "Altergeist" card: You can Special Summon this card from your hand, and if you do, negate that attack. If this card is Special Summoned: You can target 1 face-up card your opponent controls; negate the effects of that card while it and this monster are face-up on the field.


Negate attack and counterattack are super annoying . As long as you are controlling an Altergeist card, you can special summon Kunquery from your hand to block your opponent's attack with a bonus of 1 piece of DEF 2400, so Kunquery is a great way to defend through the battle phase when you are weak. .

On top of that, Kunq also Negates your opponent's card when it is summoned and as long as it remains on the field, making this card a good choice when playing Altergeist Multifaker as well.

Important note : Kunquery's attack stopping effect is not limited to one per turn. So you can completely return Kunquery with the effect of Altergeist Silquitous and can continue to negate the attack. In addition, we can also shuffle Kunquery on the field again with Personal Spoofing and add the add back to use it a second time.

Personal Spoofing (x1)

UR Rarity
Personal Spoofing
UR Rarity
Personal Spoofing
Personal Spoofing
Trap Continuous
Personal Spoofing

    Once per turn: You can shuffle 1 "Altergeist" card from your hand or face-up from your field into the Main Deck; add 1 "Altergeist" monster from your Deck to your hand.


    This is also another way to easily get the Altergeist Multifaker starter . Unfortunately, this card cannot be searched in Archetype because it does not have the word "Altergeist" in its name, meaning Marionetter cannot place it face down on the field and Silquitous cannot return it either.

    By shuffling 1 Altergeist card from your Hand or field to the Deck, you can add any Altergeist Monster of your choice. Again, just to be sure, this effect will primarily target A ltergeist Multifaker in most cases, but on the following turns, you will mainly consider adding A ltergeist Kunquery or Altergeist Marionetter .

    It should be noted that if you activate and immediately use the effect of Spoofing and add Multifaker, Multifaker will be able to "see" that you activated Trap and can special summon itself from the said hand. Note that Spoofing will shuffle 1 card as a cost, so you will suffer -1 (loss) if your opponent chains something to remove Spoofing from the field.

    Altergeist Hexstia (x2-3)

    UR Rarity
    Altergeist Hexstia
    UR Rarity
    Altergeist Hexstia
    Altergeist Hexstia
    FIRE
    Altergeist Hexstia
    • ATK:

    • 1500

    • LINK-2

    Link Arrow:

    Bottom

    Right


    2 "Altergeist" monsters Gains ATK equal to the original ATK of each "Altergeist" monster it points to. When a Spell/Trap Card or effect is activated (Quick Effect): You can Tribute 1 "Altergeist" monster this card points to; negate the activation, and if you do, destroy that card. If this card is sent from the field to the GY: You can add 1 "Altergeist" card from your Deck to your hand. You can only use this effect of "Altergeist Hexstia" once per turn.


    This card is responsible for Negate Spell/Trap and the main damage of the deck . You can negate and destroy any active spell/trap by tribute the Altergeist this card points to (Link arrow). This effect is Soft One Per so it means that the more Hexstia on the field, the more Negate turns we have.


    Additionally, Hexstia also gains ATK equal to the ATK of each Altergeist Monster it points to (Link arrow). Although most of them have quite low ATK, you can have Hexstia point at another Hexstia or a Marionetter for a 3k/3.1k meat to support the attack. And finally, Hexstia also has a Hard Once Per Turn effect that adds an Altergeist Monster from the deck to the hand when it is sent from the Field to the GY, useful in difficult games.

    Altergeist Primebanshee (x1)

    UR Rarity
    Altergeist Primebanshee
    UR Rarity
    Altergeist Primebanshee
    Altergeist Primebanshee
    DARK
    Altergeist Primebanshee
    • ATK:

    • 2100

    • LINK-3

    Link Arrow:

    Bottom

    Bottom-Right

    Right


    2+ "Altergeist" monsters During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn.


    A Link 3 card is essential for playing around Multifaker. Admittedly, you will rarely summon Primebanshee when playing. But when you get the chance to summon it, think of it as if you just won a duel.

    Summoning an Altergeist straight from the deck with Quick Effect (at a cost of 1 tribute) can do many things... things that I explained in the Multifaker section. Well, honestly, think of this as a Link 3 Multifaker .


    Once it is sent to the GY from the yard, you can Recycle Altergeist from your GY to use it again.

    Altergeist Manifestation and Altergeist Emulatelf (Traps)

    SR Rarity
    Altergeist Manifestation
    SR Rarity
    Altergeist Manifestation
    Altergeist Manifestation
    Trap Normal
    Altergeist Manifestation

      Target 1 "Altergeist" monster in your GY; Special Summon it in Attack Position, and if you do, equip it with this card. When this card leaves the field, destroy that monster. You can banish this card from your GY, then target 1 "Altergeist" Trap in your GY; add it to your hand. You can only use this effect of "Altergeist Manifestation" once per turn.


      N Rarity
      Altergeist Emulatelf
      N Rarity
      Altergeist Emulatelf
      Altergeist Emulatelf
      Trap Continuous
      Altergeist Emulatelf

        Special Summon this card as an Effect Monster (Spellcaster/LIGHT/Level 4/ATK 1400/DEF 1800). (This card is also still a Trap.) If Summoned this way, while it is in the Monster Zone, other "Altergeist" Traps you control cannot be destroyed by card effects, also neither player can target them with card effects.


        1 card is Call of the Haunted Altergeist version. 1 card is the Trap monster of the deck.

        • Altergeist Manifestation (x1-2) will be the main Altergeist trap card in your deck. You can read the effect of this card yourself. I will mention a few important things about this card: the second effect can recover its own copy. And please note that this is a Normal Trap, not a continuous trap like the other cards. Assuming this card leaves the field with an active effect (for example, capturing Cosmic), we will still be able to summon Altergeist. And this is quite important when you immediately chain with the effect of Altergeist Silquitous or Personal Spoofing , we will save costs.

        • Altergeist Emulatelf is simply a trap monster used to spam Link summons, in addition to protecting your Altergeist traps from effects. Run out of




        Skill

        Altergeists seems to be one of the rare decks that can play well without skills. Most of Ghost Gal's skills are quite lackluster and this deck can hold its own without really needing a fixed skill. However, something is still better than nothing, so I will still give a few recommended skills.

        Personal Spoofing (Prioritize)

        UR Rarity
        Personal Spoofing
        UR Rarity
        Personal Spoofing
        Personal Spoofing
        Trap Continuous
        Personal Spoofing

          Once per turn: You can shuffle 1 "Altergeist" card from your hand or face-up from your field into the Main Deck; add 1 "Altergeist" monster from your Deck to your hand.


          ( This should have been the Personal Spoofing skill, but for some reason I used this card as a representative )

          Set Personal Spoofing from nowhere on your side of the field if you control a Link Altergeist in the Main Monster Zone. A skill that seems to only really come into play in the mid and late game, but it gives you the ability to activate Multifaker for free in late situations where you don't have traps on the field. And just using Personal Spoofing is enough to give you full value for the rest of the match if the only Spoofing in your deck has been removed by your opponent.



          The Legend of the Heroes (Skill Card) and LP Boost Alpha (Increases LP)

          UR Rarity
          The Legend of the Heroes (Skill Card)
          UR Rarity
          The Legend of the Heroes (Skill Card)
          The Legend of the Heroes (Skill Card)
          The Legend of the Heroes (Skill Card)
          • ATK:

          • 0

          • DEF:

          • 0


          Each of the following effects can be used once per Duel. ・Can be used if the total Link Rating of the monsters on your field is 3 or more. Increase your Life Points by 2000. ・Can be used on turn 5 and onward. Return 4 Link Monsters from your Graveyard to the Extra Deck, and add 1 "Mekk-Knight Crusadia Avramax" from outside of your Deck to your Extra Deck.


           Rarity
          LP Boost Alpha
           Rarity
          LP Boost Alpha
          LP Boost Alpha
          LP Boost Alpha
          • ATK:

          • 0

          • DEF:

          • 0


          Increases starting Life Points by 1000.


          LP Boost Alpha/ Legend of the Heroes . Both skills have the same purpose: to give you more LP for survival. LP Boost Alpha seems to be the best because it is activated right from the beginning of the game, while Legend of the Heroes will require you to wait a few turns to activate the first part to receive 2k LP. The second effect of the skill will also appear rarely.

          Draw Sense: Low-Level (Skill Card), Draw Sense: DARK and Draw Sense: LIGHT (Skill Card) (draw cards)

          UR Rarity
          Draw Sense: Low-Level (Skill Card)
          UR Rarity
          Draw Sense: Low-Level (Skill Card)
          Draw Sense: Low-Level (Skill Card)
          Draw Sense: Low-Level (Skill Card)
          • ATK:

          • 0

          • DEF:

          • 0


          Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of doing a normal draw, draw a random monster of Level 4 or lower.


           Rarity
          Draw Sense: DARK
           Rarity
          Draw Sense: DARK
          Draw Sense: DARK
          Draw Sense: DARK
          • ATK:

          • 0

          • DEF:

          • 0


          Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of doing a normal draw, draw a random DARK-attribute monster.


          UR Rarity
          Draw Sense: LIGHT (Skill Card)
          UR Rarity
          Draw Sense: LIGHT (Skill Card)
          Draw Sense: LIGHT (Skill Card)
          Draw Sense: LIGHT (Skill Card)
          • ATK:

          • 0

          • DEF:

          • 0


          Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of doing a normal draw, draw a random LIGHT-attribute monster.


          Draw Sense: Low-level. The interesting thing is that DS Low Level is a reasonable choice for most builds. Since the deck tends to play more Traps than Monsters, it's easy to get bricked. And with Low-level DS, you're guaranteed to get any playable Monster, although Silquitous can be considered a pretty bad draw. But getting Meluseek, Multifaker or Marionetter with this skill is always valuable for later plays in the game.

          Draw Sense: Attribute (Light, water, dark) are also good options if you want to tailor your hand to a specific Altergeist. If you notice, all Altergeists in the Main Deck have different Attributes. WATER for Meluseek, Dark for Multifaker, Light for Marionetter. (WIND for Silq but why do you want to draw it??)



          Some pieces of the puzzle are missing

          Tell me in advance to prepare yourself mentally or if you intend to switch to another format.

          Bonus

           Rarity
          Altergeist Haunted Rock
           Rarity
          Altergeist Haunted Rock
          Altergeist Haunted Rock
          Trap Continuous
          Altergeist Haunted Rock

            If this card was Set by the effect of an "Altergeist" card, you can activate it the turn it was Set. When this card is activated: Send 1 "Altergeist" monster from your hand to the GY. When your opponent activates a Trap Card (except during the Damage Step): You can send 1 "Altergeist" monster from your hand to the GY; negate that effect, and if you do, destroy that card. You can only use each effect of "Altergeist Haunted Rock" once per turn.


             Rarity
            Altergeist Protocol
             Rarity
            Altergeist Protocol
            Altergeist Protocol
            Trap Continuous
            Altergeist Protocol

              The activation and effects of "Altergeist" cards activated on your field cannot be negated. When your opponent activates a monster effect: You can send 1 other face-up "Altergeist" card you control to the GY; negate the activation, and if you do, destroy it. You can only use this effect of "Altergeist Protocol" once per turn.


               Rarity
              Altergeist Memorygant
               Rarity
              Altergeist Memorygant
              Altergeist Memorygant
              DARK
              Altergeist Memorygant
              • ATK:

              • 2800

              • LINK-4

              Link Arrow:

              Left

              Bottom-Left

              Bottom-Right

              Right


              2+ "Altergeist" monsters During the Battle Phase (Quick Effect): You can Tribute 1 other monster; this card gains ATK equal to that Tributed monster's ATK on the field. When this card destroys a monster by battle: You can destroy 1 monster your opponent controls, and if you do, this card can make a second attack in a row. If this card would be destroyed, you can banish 1 monster from your GY instead. You can only use each effect of "Altergeist Memorygant" once per turn.


               Rarity
              Altergeist Pookuery
               Rarity
              Altergeist Pookuery
              Altergeist Pookuery
              DARK 1
              Altergeist Pookuery
              • ATK:

              • 300

              • DEF:

              • 100


              If an "Altergeist" monster you control would be used as Link Material for an "Altergeist" monster, this card in your hand can also be used as material. You can only use this effect of "Altergeist Pookuery" once per turn. If an "Altergeist" Link Monster is Link Summoned to your field, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use this effect of "Altergeist Pookuery" once per Duel.


              (Does not include the latest Support TCG like Adminia)

              • Altergeist Protocol , a Monster Negate that can be set up by Marionetter, this also makes it impossible for your opponent to chain with your Altergeist Effect. Would make the deck very, very scary if it were added.

              • Altergeist Haunted Rock allows Multifaker to be summoned with Marionetter's normal summon. Also provides additional protection from enemy trap cards.

              • Altergeist Pookuery allows you to summon your Link Monster more easily by using Pookuery as a material from your hand.

              • Altergeist Memorygant is an OTK Enabler for the deck.




              Companion unit:

              - Yu-Gi-Oh! Guidance Vietnam





              https://metaduelist.com/
              Top