Some of you may want something new to run. Something to have fun with. I won't be giving you anything to take out the big bad Dragon's (at least on a consistent basis) but if you want to have fun, you certainly came to the right place today!
By far, my favorite type of monster has for a long time running been Plants. Ever since I read [ccProd]Lonefire Blossom[/ccProd] in Phantom Darkness, in my head it was much cooler than that silly [ccProd]Dark Armed Dragon[/ccProd]. Now, with the release of Shadow Specters, we get a new toy in the form of Meliae of the Trees
2 Level 3 EARTH Monsters
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
● Send 1 Plant-Type monster from your Deck to the Graveyard.
● Target 1 Plant-Type monster in your Graveyard; Special Summon that target in face-up Defense Position.
So right of the bat, she's great for getting your Dandylion and Spore to the Graveyard to set up future plays, or even bring back Tytannial, the most powerful of the Flower Princesses. Here is the deck I've been working with so we can see what Meliae can do for us:[ccDeck="Main Deck"]1 Tytannial Princess of Camellias:3 Redox, Dragon Ruler of Boulders:2 Debris Dragon:1 Neo-Spacian Grand Mole:1 Lonefire Blossom:2 Card Trooper:3 Crane Crane:1 Dandylion:2 Hedge Guard:3 Maxx "C":1 Spore:2 Effect Veiler:1 Foolish Burial:2 Pot of Duality:3 Pot of Dichotomy:3 Mystical Space Typhoon:3 Scapegoat:3 Enemy Controller:3 Mark of the Rose[/ccDeck] [ccDeck="Extra Deck"]1 Crimson Blader:1 Scrap Dragon:1 Stardust Spark Dragon:1 Black Rose Dragon:1 Ancient Fairy Dragon:1 Orient Dragon:1 Ally of Justice Catastor:1 Armory Arm:1 Mist Bird Clausolas:1 Formula Synchron:1 Mecha Phantom Beast Dracossack:1 Leviair the Sea Dragon:2 Meliae of the Trees:1 Number 49 Fortune Tune[/ccDeck]
Meliae takes 2 Level 3 Earth monsters. This is most easily accomplished with Crane Crane, being an Earth monster itself, can Special Summon Grand Mole, Card Trooper, Dandylion, another Crane Crane, or my personal tech of this deck, Hedge Guard.
Hedge Guard is a level 3, Earth, Plant-type Monster, so it is literally everything you needed in order to be viable. It also has a pretty nifty effect; You can send it from your hand to the Graveyard when one of your monsters battle, to half your monsters attack, but it cannot be destroyed by that battle.
This works great once you have Meliae on the field, as she can be kind of hard to keep around do to her low attack points. You summon her, usually use her effect to ditch a Dandylion, and end your turn. Now, since your opponent will usually try to attack over her, with Hedge Guard you can prevent her from being destroyed, and use her effect AGAIN next turn! This means you start racking up Dandylion tokens pretty quickly, or get out the big booty Princess herself Tytannial to start wrecking havok negating anything that targets. Pretty nifty.
I also use 3 Redox, seeing as most of your monsters are Earth, his Monster Reborn ability is simply insane in this deck and shouldn't be passed up.
Moving on to the Spells, this is where many people might be sad, but don't worry!
I have 3 Pot of Dichotomy... yeah, in most decks this card isn't so great. I have yet to find "broken" deck that can abuse this card, as it's stipulations are so high, but in this deck it fits right in. You get monsters into your graveyard fast, and most of your monsters are all different types... not only that, the fact you can Synchro and Xyz summon so quickly means it also gets lots of different types into your graveyard.
Dichotomy forces you to skip your Battle Phase, and because of this drawback you wont be able to take our your opponent's monsters as normal, but thank god for things like [ccProd]Black Rose Dragon[/ccProd], which doesn't require you to have a Battle Phase to simply wipe out your opponents field.
Also, I run 3 [ccProd]Scapegoat[/ccProd]s because of this. Sometimes you might need to use Dichotomy, and still protect yourself (with no Black Rose play in sight), so Scapegoats almost ensures that you will live to see another turn, as well giving you great options for Synchro Summons.
3 Mark of the Rose and 3 Enemy Controller. Easily probably the most annoying thing about this deck. What this deck lacks is the raw power to simply give it to your opponent, sealing the game. You can out advantage your opponent all day with this deck but, that wont get your opponents Life Points to zero. That's where these 2 Spells come in. With all of your token creation, and free monsters, you simply turn your opponents monsters against them. You can easily Special Summon a Tytannial and another monster to your field, be it Redox, Meliae, a Synchro monster, and after that, you simply take your opponents monsters and attack with all you have for game. Mark of the Rose... is actually like, just straight up busted. Stealing Dracossacks is fricken hilarious, as it gives you tokens to start spaming your own Synchro monsters, pop your opponents cards, and swing for so much damage that your opponent will pray that they have [ccProd]Swift Scarecrow[/ccProd].
Finally, talking about the Extra Deck, we have standard Synchro monsters for this type of deck, and he new addition of Stardust Spark Dragon, when he's paired alongside Tytannial, make a very, very powerful force. The only Xyz monster I want to talk about is Fortune Tune, which is a very, very underrated card, and honestly, I've loved it since it came out. I always tell people that it's better than [ccProd]Wind-Up Zenmaines[/ccProd] but no one ever believes me.
First off, it cannot be targeted. You cannot [ccProd]Number 11: Big Eye[/ccProd], [ccProd]Mecha Phantom Beast Dracossack[/ccProd], [ccProd]Fiendish Chain[/ccProd], [ccProd]Phoenix Wing Wind Blast[/ccProd], or [ccProd]Spellbook of Fate[/ccProd], wait, nevermind, of course you can Fate it. You can Fate everything... But those other cards, no, you cannot use those on it, where as Zenmaines falls to all of them. The only way you're getting rid of this guy is attacking it and you can detach materials to prevent it from being destroyed. So 3 times it needs to be attacked, or destroyed another way, like [ccProd]Dark Hole[/ccProd], and if they can't, well, on your turn you get a little bonus of 500 Life Points. After they get rid of Fortune Tune however, it does something somewhat unique; it returns 2 Level 3 monsters from your Graveyard to your deck (IE Crane Crane and other goodies you want to reuse) and warps Fortune Tune back to the Extra Deck to come back another day.
In conclusion, it is one hell of a deck to play. It has lots of plays and options, which makes it fun and fresh, not to mention you get to use Plant monsters. Did I mention you get to use Plant monsters again? I can't remember.
Anyway duelist, thanks for reading, and I hope you can have some fun with this deck like I have! The Circuit Series's next stop is this upcoming weekend (Nov 16-17) in Worcester, MA! Until next time, play hard, or go home!