I was wrong, sorry for saying the deck flop, now the deck is in a different position, I regret it... Previously there was a tutorial on how to play Shaddoll, but back then Shaddoll was really weak, but Now, there have been some changes in skills that make Shaddoll jump straight to tier 1. Let's see what the new Shaddoll has.
Instructions for playing Shaddoll (Tier 1 Version)
Sections covered in this guide:
Changes in Skills
Shadow-Weaving Power (Skill Card) (100%)
Shadow-Weaving Power (Skill Card)
ATK:
0
DEF:
0
This Skill's second effect can only be used once per Duel if all of the monsters in your Deck (excluding the Extra Deck) are "Shaddoll" monsters or Spellcaster monsters. 1: At the beginning of the Duel, choose 2 "Shaddoll" Trap Cards from your Deck at random and send them to the Graveyard, and add 1 "El Shaddoll Winda" to your Extra Deck, and 3 "Shaddoll Fusion" and 1 "Shaddoll Schism" to your Deck. 2: During your Main Phase, shuffle 1 "Shaddoll" card from your Graveyard or among your banished cards into the Deck.
The skill still retains the most basic thing compared to before, which is providing us with x3 Shaddoll Fusion cards, x1 Shaddoll Schism and x1 El Shaddoll Winda . The first change is that now this skill will not limit special summons, we can summon anything we like and can also bring Shaddoll Spell/Trap back to the Deck with the second effect.
However, there is still a slight cost if we want to use the Skill's second ability, which is that our Main Deck can only include "Shaddoll" and Spellcaster monsters. This skill is also quite important when we want to get back Winda , Schism or Incarnation if they are Banish.
But the beauty now is that you can completely sacrifice this effect to play monsters other than Shaddoll and Spellcasters. Turn Shaddoll into an engine that can be placed in any Deck while creating diversity in gameplay.
Note that we must have at least 2 Trap Shaddoll cards " available " in the deck to be able to add more Shaddoll cards to the skill. Among the Shaddoll Traps, there is only one useful card, Resh Shaddoll Incarnation, which I will talk about in detail later.
Important cards
Here I will talk first about a few important cards that affect the main purpose of the deck. If you want more specific details, you can go back to the old article to read.
Resh Shaddoll Incarnation (x2-3)
Resh Shaddoll Incarnation
Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects; ● Change 1 face-down monster you control to face-up Defense Position. ● Change 1 face-up monster you control to face-down Defense Position. You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn.
We need at least 2 of these cards to activate the skill, the remaining x3 or not depends on you.
This is the card that you will send to the grave with Construct or Squamata , then banish this card from the grave to flip a face-down monster -> Activate the monster's Flip effect to harass during your opponent's turn or to Search/Perfect combo during your turn.
This time I will only play x2 Incarnation and not add any more Shaddoll trap cards to ensure 100% of the cards sent to the grave will be Incarnation . One good thing is that the condition of this card only needs to be banish along with 1 "Shaddoll Card", so sometimes we can banish the Incarnation card left in the grave to turn monsters, but if the card is good then we should just banish it. Keep this leaf to use more times.
**This card can flip any face-down monster, even other than Shaddoll. So in general, Flip Monster decks are considered to benefit from this skill when we can use it right in the first turn, flip the monster we just placed face down and set it up as we like. There are many new deck building ideas that we can learn about on Youtube =)))))))
El Shaddoll Construct and Shaddoll Squamata (x3)
El Shaddoll Construct
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 GY. 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 GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
Shaddoll Squamata
ATK:
1800
DEF:
1000
FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" card from your Deck to the GY, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.
Construct and Squamata are mentioned here. These two cards are both very important and have something in common that helps us send Shaddoll cards to the grave, the activation conditions are just different. Simplifying it, it means that after using Incarnation in the grave, it will be banned -> Activate the skill to return Incarnation to the deck -> use 1 of these 2 cards to throw it back to the bottom of society where it belongs (grave).
Unique Effects & Unique Effects:
- Squamata: Set on the field and raised during the enemy's turn to destroy 1 monster on the field.
- Construct: Boss of the deck, an effect during combat turns that allows it to punch against other deck bosses with higher Atk than itself. The effect when leaving the field helps us replenish the Shaddoll Spell/Trap, which is extremely delicious when taking and retaking Schism cards.
Tactics & Engine support
Overall, our gameplan hasn't changed too much. We will do exactly the same steps as before, but everything will be done faster thanks to the new Skill.
Shaddoll Schism and El Shaddoll Winda (x1-SKILL)
Shaddoll Schism
During the Main Phase, you can: Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY, but it cannot attack directly. Then, you can send to the GY 1 monster your opponent controls with the same Attribute as that Fusion Summoned monster. You can only use this effect of "Shaddoll Schism" once per turn.
El Shaddoll Winda
ATK:
2200
DEF:
800
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 GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
The main goal of the deck right now is still to do everything possible to put Schism on the field, then immediately Fusion to Winda to lock the opponent from special summoning.
Shaddoll Squamata and Shaddoll Dragon (Disturbances)
Shaddoll Squamata
ATK:
1800
DEF:
1000
FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" card from your Deck to the GY, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.
Looking at that, Winda can still be negated by cards like Chalice or Droplet . So we have to guard against the second option, which is to put one of these two cards face down on the field with a Normal Summon, or we can also put them face down with Wendy . If Winda is not Negate, combining Schism & Winda with these guys is really dirty. At this point, you're no different than Dirty Old Man teasing a helpless loli =))
El Shaddoll Construct, Reeshaddoll Wendi and El Shaddoll Winda (Fight for a long time)
El Shaddoll Construct
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 GY. 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 GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
Reeshaddoll Wendi
ATK:
1500
DEF:
1000
FLIP: You can Special Summon 1 "Shaddoll" monster from your Deck in face-up or face-down Defense Position, except "Reeshaddoll Wendi". If this card is sent to the GY by a card effect: You can Special Summon 1 "Shaddoll" monster from your Deck in face-down Defense Position, except "Reeshaddoll Wendi". You can only use 1 "Reeshaddoll Wendi" effect per turn, and only once that turn.
El Shaddoll Winda
ATK:
2200
DEF:
800
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 GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
The Shaddolls are also scary in their ability to attack for a long time. These 3 cards have effects after leaving the field, giving us the ability to recover extremely strongly without fear of running out of resources, the more we play, the stronger they become.
Magistus Engine
Rilliona, the Magistus of Verre
ATK:
800
DEF:
1800
If this card is Normal or Special Summoned: You can activate 1 of these effects; ● Add 1 "Magistus" Spell/Trap from your Deck to your hand. ● Return 1 of your banished Level 4 or lower Spellcaster monsters to your GY. You can banish this card from your GY, then target 1 "Magistus" monster you control; equip it with 1 "Magistus" monster from your GY, except a Level 4 monster. You can only use each effect of "Rilliona, the Magistus of Verre" once per turn.
Aiwass, the Magistus Spell Spirit
ATK:
2000
DEF:
2800
1 "Magistus" monster + 1 Spellcaster monster While this card is an Equip Card, the equipped monster gains 1000 ATK/DEF. During the Main Phase (Quick Effect): You can target 1 other face-up monster on the field; equip this card you control to it. If this card was equipped to an opponent's monster by this effect, take control of the equipped monster, also it cannot activate its effects. You can only use this effect of "Aiwass, the Magistus Spell Spirit" once per turn.
Magistus Invocation
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including a Spellcaster monster. If Summoning a "Magistus" Fusion Monster this way, you can also use monsters in your Spell & Trap Zones that are equipped to a "Magistus" monster. You can only activate 1 "Magistus Invocation" per turn.
Artemis, the Magistus Moon Maiden
ATK:
800
LINK-1
Link Arrow:
Top
1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.
The best way to play Shaddoll is to combine it with the Magistus Engine. This engine is one of the good ways to search for fusion magic cards, thereby calling out El Shaddoll Construct (Because Magistus Invocation can fuse).
If not, we can summon Aiwass , not a bad choice to get the disturbing effect if we have enough goods and Winda .
If we choose this Engine, we should put in the deck the number of cards: x3-x1-x1-x1 (Order as shown above)
Invokerrrrr Engine
Aleister the Invoker
ATK:
1000
DEF:
1800
(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.
Invoked Caliga
ATK:
1000
DEF:
1800
"Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.
Invoked Purgatrio
ATK:
2300
DEF:
2000
"Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
Invocation
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.
As mentioned in the previous article, Invoker is also a pretty good choice for Shaddoll. Like Magistus, it will also search for Fusion Spells and bring you a pretty solid field. But in fact, the parameters have proven that Magistus is actually more reliable than Ivoker :V
As for Invoked Caliga , going with Winda will be something very annoying, 2 Floodgates on the field at the same time will sometimes make the enemy helpless.
If we choose this Engine, we should put in the deck the number of cards: x3-x1-x0-x1 (Order as shown above)
Build Deck
Now coming to the Build Deck section, as mentioned above, if you want to look closely at each card, go back to the previous Shaddoll article to read ( https://ygovietnam.com/gameplay/duel-links/guide/710/huong-dan- choi-shaddollll l) and here I will only say what I should say
El Shaddoll Construct (x2-3)
El Shaddoll Construct
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 GY. 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 GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
It is mandatory in the deck, we must at least x2 and most comfortably x3. But in theory, x2 is fine (to comfort the poor guys).
Artemis the Magistus Moon Maiden (x1)
Artemis, the Magistus Moon Maiden
ATK:
800
LINK-1
Link Arrow:
Top
1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.
X1 this card to let Link go to your Shaddolls, and also get the Light Fusion material (LIGHT)
Gravity Controller (x1)
Gravity Controller
ATK:
1000
LINK-1
Link Arrow:
Bottom-Left
1 non-Link Monster in an Extra Monster Zone Cannot be used as Link Material the turn it is Link Summoned. This card in the Extra Monster Zone cannot be destroyed by battle with a monster in the Main Monster Zone. At the start of the Damage Step, if this card battles an opponent's monster in the Extra Monster Zone: You can return both that opponent's monster and this card to the Deck.
Use Construct to link this card, then get Schism back.
Resh Shaddoll Incarnation (x2-3)
Resh Shaddoll Incarnation
Target 1 "Shaddoll" monster in your GY; Special Summon it in face-up or face-down Defense Position. You can banish this card and 1 "Shaddoll" card from your GY, then activate 1 of these effects; ● Change 1 face-down monster you control to face-up Defense Position. ● Change 1 face-up monster you control to face-down Defense Position. You can only use 1 "Resh Shaddoll Incarnation" effect per turn, and only once that turn.
As noted above
El Shaddoll Fusion (x1-3)
This card is quite good because it is a Quick Fusion Spell (which means it can be used during your opponent's turn, taking advantage of them). At least 1 is this because there will be times when we need to Fusion 2 times in 1 turn, and most fusion spells are One per turn (1 time/turn). Maybe we don't need x3 because we still have Shaddoll Hedgedog
Reeshaddoll Wendi (x3)
Reeshaddoll Wendi
ATK:
1500
DEF:
1000
FLIP: You can Special Summon 1 "Shaddoll" monster from your Deck in face-up or face-down Defense Position, except "Reeshaddoll Wendi". If this card is sent to the GY by a card effect: You can Special Summon 1 "Shaddoll" monster from your Deck in face-down Defense Position, except "Reeshaddoll Wendi". You can only use 1 "Reeshaddoll Wendi" effect per turn, and only once that turn.
This card is definitely x3, it gives us the ability to access any Shaddoll from the deck and at the same time use it as a fusion material. Monsters specially summoned by Wendy can be placed face down or face up: Face down will save the Flip Effect, face up will be a Fusion material depending on the situation.
Shaddoll Beast (x1)
I recommend that you only use x1 of this card, the draw ability sounds quite good in difficult games, but I often play with Incarnation and his friends so this card is not too necessary.
Shaddoll Falco (x0-1)
Shaddoll Falco
ATK:
600
DEF:
1400
FLIP: You can target 1 "Shaddoll" monster in your GY, except "Shaddoll Falco"; Special Summon it in face-down Defense Position. If this card is sent to the GY 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.
Similar to Shadoll Beast, at most we only need x1 of this card because it only gives us more survivability. It looks like a tuner so it can expand our playing direction towards Synchros, but don't be fooled, the main purpose of this card is just to help us live longer. And of course this card is not required to crowd the slot deck.
Shaddoll Hedgehog (x1-3)
Shaddoll Hedgehog
ATK:
800
DEF:
200
FLIP: You can add 1 "Shaddoll" Spell/Trap from your Deck to your hand. If this card is sent to the GY 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.
This card is quite good on turn 1 because of its ability to Search Shaddoll Backrow. It can search for the Fusion card -> Link to Artemis and immediately Fusion to Construct .
Adding this card can greatly improve the deck's rate, we can even x2 or x3 to get a good rate. But I actually feel x3 is not necessary because we already have enough items to get the Fusion cards, so save the slot.
Shaddoll Squamata (x3)
Shaddoll Squamata
ATK:
1800
DEF:
1000
FLIP: You can target 1 monster on the field; destroy it. If this card is sent to the GY by a card effect: You can send 1 "Shaddoll" card from your Deck to the GY, except "Shaddoll Squamata". You can only use 1 "Shaddoll Squamata" effect per turn, and only once that turn.
It was said above ehehehe
Helshaddoll Hollow (x0-1)
Helshaddoll Hollow
ATK:
2900
DEF:
2900
FLIP: You can target 1 face-up monster your opponent controls; send 1 "Shaddoll" monster with its same Attribute from your Extra Deck to the GY, and if you do, banish that monster. If this card is sent to the GY by card effect: You can send cards from the top of your Deck to the GY, equal to the number of different original Attributes among the monsters on the field. You can only use 1 "Helshaddoll Hollow" effect per turn, and only once that turn.
Level 9 looks like a Bullshit card but fortunately it can be summoned with Wendi, the effect is quite good but mainly used as fusion material.
Support cards
Knightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Bottom
Right
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Knightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
These cards all support Shaddoll. Especially Super Polymerization . If you pay close attention, you will see that the fusion Shaddoll monsters all have different systems (Light-Dark-Fire-Wind), so this Super Poly card will be a trump card to counter many meta cards because when activated Even opp can't chain this card:
- Light - counters: Blue-Eyes, Skeletal Dragon Felgrand (Red-eyes Undead deck), Galaxy-Eyes,...
- Dark - counter: Red-Eyes Zombie Dragon Lord; Sky Striker Ace - Raye; Dingrisu - Orcust; Number 68; Phantom Knight;....
- Fire - counter: Shiranui Sunsage; Shiranui Skillsaga,...
- Wind - counter: Mist Bird; Battlewasp - Hama;...
Shaddoll Dragon (x2-3)
Removing no Target is quite good, x2 seems fine