Good day, and welcome to THE 堕天 DUELIST, where we learn about more than just tier 1.
So, today, we talk Heraldic Beasts.
Just looking at the individual cards, they seem powerful enough right?
Free +1s from graveyard for no reason?
A compulsary tutor even when used as an exceed material?
Said tutor having a 2000 ATK body?
Free special summoning of exceed monsters from the graveyard?
One card exceed summon from the graveyard?
The ability to play 4 Monster Reborn?
God even the less than powerful cards such as Basilisk seem good on their own.
So, what is the problem in the deck? Why isnt it being played?
Easy. It takes time to set up, and it doesnt have a future fusion to abuse.
So, what cards can we use to speed up this set up process?
The obvious Foolish Burial is unfortunately limited, so what about our other options.
Since all of our Heraldic Beasts are level 4, just pull one out and make an exceed. Sets up when the exceed dies.
Summon, activate effect, Dump a Leo, gain advantage.
When you need those exceed materials you used to head right on back to the graveyard
No. 10 Illuminator
Never a better graveyard set up engine than discarding then drawing
Miracle Dig/Burial From a Different Dimension
You're removing these Heraldic Beasts for their effects anyhows, why not just bring them back for more ridiculous advantage garnering
Pheonix Wing Wind Blast
Control on your defense and a nice discard outlet.
And now for the true gems of set up:
No, not Chain Dissapearance. Chain Destruction is a card, when a 2000 or lower monster is summoned. you can activate, destroying the cards with the same name in the deck, hand.
While this isnt usually a great strategy, its the perfect card we need to dumping multiple cards of the same name for some sweet setups.
Also, these also trigger Leo twice. Free 2 cards!
Generation Change is a trap card that destroys one monster from your field and special summons a monster with the same name from your deck. As with chain destruction, this doesnt necessarily mean losing advantage, as cards like Leo allow you to get advantage right back, and Aberconway can mean late game salvaging.
And now, the Decklist
3 Heraldic Beast Leo
3 Heraldic Beast Aberconway
1 Heraldic Beast Basilisk
1 Heraldic Beast Earley
1 Heraldic Beast Twin Head Eagle
2 Heraldic Beast Unicorn
2 Summon Priest
1 Green Baboon, Guardian of the Forest
3 Advanced Heraldic Art
2 Reborn Medallion
1 Foolish Burial
3 Exceed Gift
1 DDR - Different Dimensional Revival
1 Heavy Storm
1 Monster Reborn
1 Dark Hole
2 Pot of Duality
2 Chain Destruction
1 Generation Change
2 Torrential Tribute
2 Bottomless Trap Hole
2 Pheonix Wing Wind Blast
1 Solemn Judgement
So, the first thing that might stick out to you is the low monster count.
Yes, 14 may be a very low monster count, but not only does the deck account for this by running Reborn Medallions for more monster recursion(Leo), the 5 of the decks monsters directly tutor out monsters, and the 3 Aberconway gives you even more monster salvage ability
Different Dimension Revival could also be Burial From a Different Dimension, but I prioritised picking a discard outlet in addition to the summoning.
Now, you may notice the 3 Exceed Gifts.
Most decks would not run any at all, since it defeats the purpose of having exceeds in the first place.
But when you are bringing out Rank 4 exceeds left right and center through special summoning effects and medallion arts, these let you get those materials back into the graveyard.
I wanted to add Generation Force to the deck to search out these cards, but there wasnt any space.
Some rank 4s have no drawback to having no materials, such as Hope, since you just go into Hope Ray.
Another potential draw source would be pot of avarice, returning your exceeds to draw cards.
Did I mention Using Leo as a material gives you his effect when hes detatched?
Use this to your advantage by making rank 4s with 2 Leos, then dumping both materials for a Exceed Gift. 2 Cards into 2 draw and 2 search. Pretty boss.
Thats all for today.