Deck Doctor #32: Synchros and Inzektors

tyler nolanHey readers, First up this week, we’re going to take a look at Armando Guzman’s pretty cool brew:

1 Black Luster Soldier - Envoy of the Beginning
1 Chaos Sorcerer
1 Dark Armed Dragon
1 Tragoedia
2 Plaguespreader Zombie
3 Destiny Hero - Malicious
1 Archfiend Heiress
1 Dark Grepher
1 Armageddon Knight
1 Krebons
1 Psychic Commander
3 Black Dragon Collapserpent
3 White Dragon Wyverburster
2 Photon Thrasher
1 Lumina, Lightsworn Summoner
2 Lyla, Lightsworn Sorceress
2 Raiden, Lightsworn Assailant

1 Book of Moon
1 Reinforcement of the Army
1 Foolish Burial
1 Charge of the Light Brigade
1 Allure of Darkness
1 Archfiend's Oath
1 Solar Recharge
3 Emergency Teleport
1 Pot of Dichotomy

1 Phoenix Wing Wind Blast
1 Sixth Sense

PlaguespreaderZombie-BP02-EN-C-1EWhile this list isn’t entirely tcg-legal at the moment, lacking Raiden until further notice, I thought this list was interesting enough to warrant taking a look at anyways. Using the black and white dragons, this deck is able to make easy level 8 synchros with Raiden, or easy double level 6’s with Plaguespreader. The Lightsworn engine helps fix the deck’s graveyard to make everything fall into place easier, and it’s playing Malicious for some redundancy, just in case the Dragons don’t get going.

Though while Malicious definitely adds an angle of attack to the deck through Arms Knight and Grepher, I feel this deck is served better by just picking one free non-tuner, and with Malicious only synergizing with the Teleports, Krebons, and the Plaguespreader, I’m going to cut him, and in cutting him, a cascade of cuts follows: Dark Grepher, Armegeddon Knight, and Foolish Burial are all no longer needed, with only Plaguespreaders (and another card we’re about to cut) as viable targets now.

The Archfiend Oath + Archfiend Heiress + Lightsworn engine is cute, but with only Plaguespreader to pair the Oath with for a guaranteed draw, I don’t think it’s anything more than cute.

I also really don’t like the Thrashers. With the Dragons, Thrasher should be redundant, and it’s so much worse than the Dragons that I’d rather run cards to help get to the Dragons. I’m going to keep the RotA in, as while it loses utility, it will still have a couple targets after I add some cards.

Lastly, I don’t feel Pot of Dichotomy has much of a place in here. While yeah, you have a bunch of different monster types, most of this deck’s problems are going to be early on, trying to establish a graveyard, or trying to find a Dragon to get the engine going. Dichotomy doesn’t solve these issues, and instead just provides a mediocre lategame card advantage option that forces you to basically Time Walk yourself to draw a couple cards.

The cuts in summary: 11
-3 Destiny Hero Malicious
-1 Dark Grepher
-1 Armageddon Knight
-1 Foolish Burial
-1 Archfiend’s Oath
-1 Archfiend’s Heiress
-2 Photon Thrasher
-1 Pot of Dichotomy

I want to start off by expanding the Lightsworn engine a bit, by adding 2 copies of Minerva, Lightsworn Maiden (another not-tcg legal for the moment Lightsworn monster) This might be a little difficult to make live, but we’re going to try! The goal is obviously the dream line of Minerva -> Wyverburster, to make Ancient Sacred Wyvern, tutor up a Black Dragon and hopefully be able to make a gameshot, but the main reason I’m adding it is because it’s another good lightsworn tuner, and it can help tutor for the Dragon engine, which we’re leaning pretty heavily on now with this build.

Ryko, Lightsworn HunterNow, of course, to support Minerva we need to add a couple more lightsworn names to the deck as well, so I’m going to add singletons of Ryko, Ehren , and a Wulf, who seems like he might be pretty good with Assailant’s mill effect in combination with Plaguespreader Zombie, but really he’s just there for Recharge fodder and to be another name for Minerva.

From there, I want to add the last 2 copies of Solar Recharge to round off the Lightsworn package. It’s possible we want to be slightly more heavy on the Lightsworn engine, so feel free to tinker around with these.

Next, we cut a good number of our Dark attribute monsters, so I want to add 2 more Krebons to the main, not only to make Teleport more live through all the milling we’re going to be doing, but also to bump up the Dark count.

Lastly, I want to add a couple more real traps. This deck is great at dropping level 8 synchros, the issue is when they can’t win the game immediately, you don’t have much protection for them. So I’m going to round off the additions with a Compulsory Evacuation Device, and a Vanity’s Emptiness.

Additions in summary:
+2 Minerva, Lightsworn Maiden
+1 Ryko, Lightsworn Hunter
+1 Ehren, Lightsworn Monk
+1 Wulf, Lightsworn Beast
+2 Solar Recharge
+2 Krebons
+1 Compulsory Evacuation Device
+1 Vanity’s Emptiness

inzektor hornetNext, I want to take a look at Matt Carioli’s Inzektor list:
Monsters: 18
1 Armageddon Knight
1 Dark Armed Dragon
3 Inzektor Centipede
1 Inzektor Dragonfly
1 Inzektor Giga-Mantis
1 Inzektor Hopper
1 Inzektor Hornet
3 Inzektor Ladybug
2 Maxx "C"
2 Summoner Monk
2 Tragoedia

Spells: 12
1 Book of Moon
1 Foolish Burial
1 Insect Imitation
1 Forbidden Lance
2 Inzektor Sword Zektcalibur
3 Mystical Space Typhoon
3 Pot of Duality

Traps: 10
1 Bottomless Trap Hole
2 Imperial Iron Wall
1 Mirror Force
3 Threatening Roar
1 Torrential Tribute
2 Trap Stun

SummonerMonkSDSC-EN-C-1EThis Inzektor list is featuring a card I haven’t seen much of in Inzektor Lists, Summoner Monk. Monk is interesting in this deck, as it provides a pretty easy way to not only tutor up Armageddon Knight, but also do something meaningful on the same turn by making a Key Beetle, or other rank 4. Already have the Hornet? No problem, tutor up Hopper, pop a card, and make a rank 4. It really gives the deck a secondary angle of attack, with very little space investment.

The first cut I want to make is the two Tragoedias. The synergy with Maxx “C” is nice, but between Summoner Monk eating your hand, and the pretty sizable trap lineup, it’s going to be tough keeping him big enough to stop more than one attack. You also have Roars in the deck, which while they aren’t usable when drawn off Maxx “C”, they fill the same basic role of keeping you alive through a big push.

With various incarnations of Stardust Dragon running about, I really dislike Mirror Force right now. I’d rather run a trap that definitely answers Spark Dragon. The Forbidden Lance feels a bit excessive, we already have 3 Typhoons and 2 Trap Stuns for answers to backrow, Lance is definitely the worst of these cards, and I feel pretty comfortable cutting it here.

The cuts in summary:
-2 Tragoedia
-1 Forbidden Lance
-1 Mirror Force

The additions are going to be rather simple. I want to add in 2 Vanity’s Emptiness, just to give an extra trap to protect with Key Beetle, while also just being a generically good card even without the Beetle plays.

Next, to replace the Mirror Force, I want to add in a Compulsory Evacuation Device, which helps deal with Stardust (Spark) Dragon issues this deck might have, and just in general being a more consistent answer to cards than Mirror Force at the moment.

Lastly, I want to add in the 3rd copy of Insect Imitation, as a consistency booster. The big problem I’ve always had with Inzektor lists is the lack of consistency they have with only a single Hornet. Imitation wasn’t my favorite fix to this, but with the deck now playing Summoner Monk, you can always just pitch the dead Imitation to Monk to grab a guy.

The additions in summary:
+2 Vanity’s Emptiness
+1 Compulsory Evacuation Device
+1 Insect Imitation

That’s all for this week, if you have a list you’d like doctored, send a message to: with your list, and a brief description of your deck.
Until next week, remember to Play Hard or Go Home!