The format has become pretty stabilized with Shaddolls and Burning Abyss leading the pack. When it gets to this point, I usually start trying out fun things to make the game interesting again. Recently, at ARGCS Columbus, Josh Everly piloted a Madolche Artifact deck to the Top8. In the weeks leading up to that event, I kept pestering Sean McCabe to playtest a Madolche deck with me because I felt it had a decent enough matchup against the top two decks. Though we never quite got around to it, I was certain that there was something there to be discovered, and seeing Josh’s success was more like reinforced truth. I took his build, tweaked it a bit, and played with it at my locals for a weekend. Here’s what I ended up using:
3 Madolche Anjelly
3 Madolche Hootcake
3 Madolche Magileine
3 Artifact Moralltach
2 Madolche Messengelato
2 Maxx “C”
1 Madolche Mewfeuille
1 Artifact Beagalltach
3 Upstart Goblin
3 Artifact Ignition
2 Forbidden Lance
1 Madolche Chateau
1 Madolche Ticket
3 Artifact Sanctum
3 Vanity’s Emptiness
2 Breakthrough Skill
1 Madolche Palooza
Extra Deck: 15
2 Madolche Queen Tiaramisu
2 Leviair the Sea Dragon
1 M-X-Saber Invoker
1 Ghostrick Alucard
1 Downerd Magician
1 Constellar Pleiades
1 Castel, the Skyblaster Musketeer
1 Blade Armor Ninja
1 Abyss Dweller
1 Gagaga Cowboy
1 Number 30: Acid Golem of Destruction
1 Temtempo the Percussion Djinn
1 Diamond Dire Wolf
There are several things that I love about the Madolche engine, and we’ll touch base on each of them in this article. For starters, it has one of the best single-card openings right now thanks to Anjelly. She is an instant +2, so even after going first you’ll end your turn with 7 cards. Just going over the basics here, you use Anjelly to bring out Hootcake, then remove her for his effect to bring out Messengelato, which then searches out either Madolche Ticket or Madolche Chateau. Now, if you’re wondering, there is a right choice and a wrong choice when it comes to this decision. It is highly preferred that you grab the Ticket first, and for good reason.
Madolche Anjelly’s lingering effect will prevent the Hootcake that you summoned from being destroyed by battle, but it will also put it back into the deck if you don’t get it off the field before the end of your next turn. Since we don’t want to lose advantage here, the most secure thing you can do is search Ticket first. Assuming that you aren’t able to either Xyz or make use of the Hootcake on the turn that it would go back into the deck, the effect of Anjelly will trigger your Ticket. At that point, you can just search another Anjelly.
The only time that I really search Chateau first is when I plan to do some serious beatdown, and/or my hand doesn’t need the search of another Madolche monster. You might also consider searching Chateau when going second because you want to beat over a monster, or you want to deal a quick 4100 damage. Speaking of which, that is one of my favorite parts about this deck—the damage output. You can deal over 8000 in two turns by just resolving Hootcake once. Obviously, your opponent will not go down that easily (unless their hand sucks), but the pressure of it is enough to make them play at your pace, and not the other way around.
The other thing that I really like about the Madolche deck is that you have 6 good opening monsters. Magileine and Anjelly are both amazing to start with, so the deck has pretty good consistency. When you don’t have one of those, you can fall back on the Artifact engine. In even rarer cases, you can use Mewfuille and Messengelato to grab Madolche Ticket.
I decided to play Maxx “C” over Effect Veiler for two reasons. First, I like to go first, and Veiler sucks when going first because it’s a dead card. If you open with Veiler and Hootcake, you don’t have a play. However, if you open with Maxx “C” and Hootcake, you can pitch the Maxx “C” for no reason, and then use it to fuel Hootcake’s effect, which is a +2. The other reason is for when I’m forced to go second, I’d much rather have Maxx “C” to draw me a card and sit in the grave, making Hootcake live on my first turn, and allowing me to still have 6 (or more) cards. Maxx “C” can also be very effective against Burning Abyss when they start to special summon their monsters from the hand. There are arguments to be made for Effect Veiler, too, though, because it can halt a Tour Guide effect, which will render the Burning Abyss player virtually powerless until her or she gets another one. It’s weird that Tour Guide is one of their best plays when it goes through, but one of their worst plays when it doesn’t. She becomes a pseudo-Flying “C” in that case because all of their monsters self-destruct, and they can’t make an Xyz for another turn.
Effect Veiler also stops Mathematician on the first turn, which can be a good way to prevent things from getting out of hand against Shaddolls, or even act as another pseudo-Flying “C.” Even still, I prefer Maxx “C” because of its potential value and the first turn utility.
I wasn’t too sure why Josh chose not to run Upstart Goblin in his deck, and instead opted for 41 cards, but in my experiences, I’ve found that all you want to do is get to Madolche Anjelly as quickly as possible. That means you want your deck to be as thin as possible, too. The lifepoint gain is negligible since this deck can kill so easily, and you’ll typically end up having tons of advantage to make your opponents scoop as another win condition. What I do like is his choice to play Wiretap over Trap Stun, because you need something to help with Stellarnova Alpha, and to pinpoint the one trap that really hurts your play. With the rise in Artifact engines, Trap Stun becomes less effective when trying to push through. Once again, there are merits to both of them, and the format will usually dictate which is the right choice at any given time. We must not forget that Trap Stun can turn off a face-up Vanity’s Emptiness, while Wiretap cannot.
I opted to go with 1 Beagalltach and 3 copies of Artifact Ignition because I hate having dead Moralltachs, but I love making Constellar Pleiades with little effort. Drawing the red ranger with an Ignition is an instant Pleiades, and drawing Moralltach with Sanctum is an instant Pleiades—all because of one card’s inclusion. If you don’t care for it, you can cut the Beagalltach and 3rd Moralltach for something else, and switch out the Ignitions for Mystical Space Typhoons or more defense.
For the grand finale, and the main reason that anyone would play this deck competitively, we have the absurdity that is Madolche Queen Tiaramisu. Her effect is so game-changing and unique that I don’t mind going into my extra deck against even Shaddolls. After all, if it resolves, the match is over. It just so happens that the best decks are heavily reliant on the graveyard for their effects, but she doesn’t care to send anything there. In fact, shuffling cards back into the deck is one of the most efficient ways to deal with pretty much any problem. I’m sure you know this already, but for the sake of full disclosure, Queen Tiaramisu does not target. This means your opponent needs to respond to her effect when she detaches, or else he or she will risk losing those responses. It’s like she comes with built-in disaster prevention. The cards you return to your own deck can be returned to your hand instead by the effect of Madolche Chateau, or you can search/summon any Madolche monster from your deck with Madolche Ticket. The combination of Tiaramisu, Chateau, and Ticket is what closes out games. You’ll end up with +infinite while your opponent struggles to piece together even 2-card combos.
If you’ve never played with Madolche before, I strongly recommend trying it out, especially since the cards are no longer expensive. Take it to local, drop Tiaramisu on a field of double Dante, and collect the tears.
Until next time, duelists! Remember, Play Hard or Go Home!