The Master of Mill - A Basic Guide to ANY Magical Merchant Turbo Deck
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The Master of Mill - A Basic Guide to ANY Magical Merchant Turbo Deck
Have you ever thought that Lightsworns could mill faster than anything else?
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The Magical Merchant Turbo Deck
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As this isn't an archetype, this will be unlike most other guides for decks. There's only one NECESSARY card, everything else can change:
Run 3. NO EXCEPTIONS.
Now that you know the key card, here's the point of the deck:
Run VERY few Spells/Traps, flip Magical Merchant, mill whole deck.
Using this method, you can get useful cards into the Graveyard.
This next section will briefly go over some cards that work well in all Merchant Turbo decks.
ALRIGHT. Now that we've gone over the monsters that are run in the deck in general, we have to formulate an idea of what direction we want to go. We have a few choices in the Spell and Trap card zone. The Extra Deck is largely open to whatever the heck we feel like using. But before we do that, we have to choose an exact type of Deck. Here's a list of a large number of choices (there are dozens yet to be discovered):
Of course, all of these types of decks run their own types of cards, too. For this part, I'll just provide Decklists. Click on the name of any of those decks to see my decklist.
If somebody else wants to bother making this part of the guide actually split and detail every card and why it's used for each type of Merchant Turbo Deck, then feel free to. For now, feel free to ask me, Menace13, any questions about anything Magical Merchant. I consider myself to be the top Magical Merchant deck-maker on DN.
Thanks for reading my (rather bland) guide on the most fun Mirror Match decks of all time!
-Menace13
IMPORTANT NOTES:
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The Magical Merchant Turbo Deck
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As this isn't an archetype, this will be unlike most other guides for decks. There's only one NECESSARY card, everything else can change:
- Magical Merchant:
LIGHT | Insect | Level 1 | ATK 200 | DEF 700
FLIP: Pick up cards from the top of your Deck until you pick up a Spell Card or Trap Card. Add that card to your hand. Send the remaining cards to the Graveyard.
Run 3. NO EXCEPTIONS.
Now that you know the key card, here's the point of the deck:
Run VERY few Spells/Traps, flip Magical Merchant, mill whole deck.
Using this method, you can get useful cards into the Graveyard.
This next section will briefly go over some cards that work well in all Merchant Turbo decks.
BASIC CARDS wrote:Run 1. No exceptions. Free 2 Tokens when milled or detached or destroyed or sent or Tributed... Why not?
- Dandylion:
EARTH | Plant | Level 3 | ATK 300 | DEF 300
When this card is sent to the Graveyard: Special Summon 2 "Fluff Tokens" (Plant-Type/WIND/Level 1/ATK 0/DEF 0) in Defense Position. These Tokens cannot be Tributed for a Tribute Summon during the turn they are Special Summoned.Run 1. No exceptions. Free Level 1 Tuner from Graveyard. Why not?
- Glow-Up Bulb:
EARTH | Plant | Level 1 | ATK 100 | DEF 100
You can send the top card of your Deck to the Graveyard and Special Summon this card from the Graveyard. Each player can only use the effect of "Glow-Up Bulb" once per Duel.Run 0-1. Some people don't both with Spore or Lonefire, just using Dandylion and Glow-Up Bulb. All 4 is best if you want to get big Synchros easily.
- Spore:
WIND | Plant | Level 1 | ATK 400 | DEF 800
If this card is in your Graveyard: You can banish 1 other Plant-Type monster from your Graveyard; Special Summon this card from your Graveyard and increase its Level by the Level of that banished monster. Each player can only activate the effect of "Spore" once per Duel.Run 0-1. Banish this for Spore effect if you haven't milled Dandylion, or use this for its actual effect.
- Lonefire Blossom:
FIRE | Plant | Level 3 | ATK 500 | DEF 1400
Once per turn, you can Tribute 1 face-up Plant-Type monster to Special Summon 1 Plant-Type monster from your Deck.Run 1-2. Useful in correcting Levels for Synchroing what you need.
- Level Eater:
DARK | Insect | Level 1 | ATK 600 | DEF 0
If this card is in the Graveyard, you can activate its effect by selecting 1 face-up Level 5 or higher monster you control. Reduce that monster's Level by 1. Special Summon this card from the Graveyard. This card cannot be Tributed except for a Tribute Summon.Run 1. No exceptions. Searches out Magical Merchant, can be gotten by...
- Sangan:
DARK | Fiend | Level 3 | ATK 1000 | DEF 600
When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your hand.Run 0 or 3, your pick. Gets Sangan, which searches Magical Merchant. Also makes Rank 3s.
- Tour Guide from the Underworld:
DARK | Fiend | Level 3 | ATK 1000 | DEF 600
When this card is Normal Summoned, you can Special Summon 1 Level 3 Fiend-Type monster from your hand or Deck. Its effects are negated, and it cannot be used as a Synchro Material Monster.Run 0-3, but only with 3 Tour Guide from the Underworld. Returns things you want in Deck, or ruins opponent's set-up.
- Tour Bus from the Underworld:
DARK | FIend | Level 3 | ATK 1000 | DEF 1000
When this card is sent to the Graveyard: Target 1 monster in either player's Graveyard, except "Tour Bus From the Underworld"; shuffle that target into the Deck.Run 1. Return various cards to your hand that can be Special Summoned, and Special Summon them again. Low cost, can work with Glow-Up Bulb for Shooting Quasar Dragon.
- Blackwing - Zephyros the Elite:
DARK | Winged Beast | Level 4 | ATK 1600 | DEF 1200
If this card is in your Graveyard, you can return 1 face-up card you control to the hand to Special Summon this card from the Graveyard and take 400 damage. Each player can only use the effect of "Blackwing - Zephyros the Elite" once per Duel.Run 2-3 in Main Deck if you have room; Side Deck the rest. Draw power is always useful. Since this deck relies on getting Magical Merchant early on, this can help you draw it.
- Maxx "C":
EARTH | Insect | Level 2 | ATK 500 | DEF 200
You can activate this effect during either player's turn by sending this card from your hand to the Graveyard. This turn, each time your opponent Special Summons a monster(s), draw 1 card. You can only activate "Maxx "C"" once per turn.Run 2-3 in Main Deck if you have room; Side Deck the rest. You don't really have protection (almost no Spells/Traps) so this will keep you safer. In a mirror match, NEVER attack face-downs early on. Wait for them to flip them and use Veiler.
- Effect Veiler:
LIGHT | Spellcaster | Level 1 | ATK 0 | DEF 0
During your opponent's Main Phase, you can send this card from your hand to the Graveyard to select 1 face-up Effect Monster your opponent controls. Negate the effect(s) of that monster until the End Phase.Run 1. No exceptions. Since you never have a backrow (most likely), if your opponent wipes out your monsters they can attack directly and you can Special Summon this. Wins games.
- Gorz, Emissary of Darkness:
DARK | Fiend | Level 7 | ATK 2700 | DEF 2500
When you take damage from a card your opponent controls while you control no cards, you can Special Summon this card from your hand. Then activate the appropriate effect, based on the type of damage:
● Battle Damage: Special Summon 1 "Emissary of Darkness Token" (Fairy-Type/LIGHT/Level 7/ATK ?/DEF ?). Its ATK and DEF are each equal to the amount of battle damage you took.
● Effect Damage: Inflict damage to your opponent equal to the damage you took.Run 2, if possible. Since you never have a backrow (most likely), you usually have a large hand. This card makes good use of that. Wins games. Works well with Synchro and Xyz.
- Tragoedia:
DARK | Fiend | Level 10 | ATK ? | DEF ?
When you take Battle Damage: You can Special Summon this card from your hand. This card gains 600 ATK and DEF for each card in your hand. Once per turn: You can send 1 monster from your hand to the Graveyard to target 1 face-up monster your opponent controls with the same Level as the sent monster; take control of that target. Once per turn: You can target 1 monster in your Graveyard; this card's Level becomes the same as that target's, until the End Phase.Run at LEAST 1 in the Main Deck no MATTER what for search when Sangan dies. It WILL save you. If you don't run all 3 (which you should), then Side Deck the rest, no exceptions. It WILL save you. 99.9% guaranteed.
- Battle Fader:
DARK | Fiend | Level 1 | ATK 0 | DEF 0
When your opponent's monster declares a direct attack: You can Special Summon this card from your hand, then end the Battle Phase. If this card is Special Summoned with this effect, banish it when it leaves the field.Run 0-3 of each. Your pick. I find that with 2 Maxx "C" and 3 Tour Guide and Sangan and 3 Magical Merchant, I get my Merchants easy enough. These searchers aren't necessary. I know ! Plants! would recommend them. Your choice.
- Danipon/Gokipon/Rai-Mei:
EARTH | Insect | Level 2 | ATK 600 | DEF 600
When this card is destroyed by battle and sent to the Graveyard: You can add 1 Insect-Type monster with 1000 DEF or less from your Deck to your hand.
EARTH | Insect | Level 2 | ATK 800 | DEF 800
When this card is destroyed by battle and sent to the Graveyard: You can add 1 Insect-Type monster with 1500 or less ATK from your Deck to your hand.
LIGHT | Thunder | Level 3 | ATK 1400 | DEF 1200
When this card is destroyed by battle and sent to the Graveyard, you can add 1 Level 2 or lower LIGHT monster from your Deck to your hand.Run 0-1. It's not as useful as Bulb/Spore, but can come in handy.
- Plaguespreader Zombie:
DARK | Zombie | Level 2 | ATK 400 | DEF 200
You can return 1 card from your hand to the top of the Deck to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.Run 0-1. Not as useful as Zephyros, although they both have their uses.
- Wulf, Lightsworn Beast:
LIGHT | Beast-Warrior | Level 4 | ATK 2100 | DEF 300
Cannot be Normal Summoned or Set. When this card is sent from your Deck to the Graveyard: Special Summon it.Run 0-3, depending on your preference. Pick what works for you. The likelihood of milling one of the 3 or fewer Spells/Traps in the Deck is extremely unlikely, and you might mill a high Level monster. Can be reused by...
- Gallis the Star Beast:
EARTH | Beast | Level 3 | ATK 800 | DEF 800
You can reveal this card in your hand; send the top card of your Deck to the Graveyard, then, if it was a monster, inflict damage to your opponent equal to its Level x 200 and Special Summon this card from your hand, otherwise destroy this card.Run 0-3, depending on your preference and how much room you have. Pick what works for you. Can be used to return either of the two following cards and then re-Special Summon them. Deadly with the latter of the two, due to Synchro Summoning for R-Genex Locomotion afterwards.
- Genex Ally Birdman:
DARK | Machine | Level 3 | ATK 1400 | DEF 400 | Tuner
You can return 1 face-up monster you control to the hand to Special Summon this card from your hand, and this card gains 500 ATK if it was a WIND monster you returned. If this card is Special Summoned with this effect, remove it from play when it is removed from the field.Run 0-1, depending on number of DARK and LIGHT monsters.
- Black Luster Soldier - Envoy of the Beginning:
LIGHT | Warrior | Level 8 | ATK 3000 | DEF 2500
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Once during each of your turns, you can select and activate 1 of the following effects:
● Select 1 monster on the field, and remove it from play. If you activate this effect, this card cannot attack during this turn.
● If this card destroyed your opponent's monster by battle, it can attack once again in a row.Run 0-2, depending on number of DARK and LIGHT monsters and personal preference. Run the above monster before you run ANY of this. Return and re-Special Summon with Birdman before Synchroing for R-Genex Locomotion.
- Chaos Sorcerer:
DARK | Spellcaster | Level 6 | ATK 2300 | DEF 2000
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Once per turn, during your Main Phase, you can select 1 face-up monster on the field, and remove it from play. If you activate this effect, this card cannot attack this turn.Run 1-2. If you run this, you should probably run...
- Sephylon, the Ultimate Time Lord:
LIGHT | Fairy | Level 10 | ATK 4000 | DEF 4000
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 10 or more monsters in your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can Special Summon 1 Level 8 or higher Fairy-Type monster from your hand or Graveyard. Its effect(s) are negated, and its ATK becomes 4000.Run 1, but only if you run Sephylon. It can get this with 4000 ATK from the Graveyard (*coughcough Magical Merchant Mill coughcough*). Also, this can protect you an entire turn, which can be life-saving.
- Metaion, the Timelord:
FIRE | Fairy | Level 10 | ATK 0 | DEF 0
Cannot be Special Summoned from the Deck. If you control no monsters, you can Normal Summon this card without Tributing. This card cannot be destroyed by battle or by card effects. You take no Battle Damage from battles involving this face-up Attack Position card. At the end of the Battle Phase, if this card attacked or was attacked: Return all other monsters on the field to the hand, and inflict 300 damage to your opponent for each card returned. During your Standby Phase: Shuffle this card into the Deck (even if face-down).
ALRIGHT. Now that we've gone over the monsters that are run in the deck in general, we have to formulate an idea of what direction we want to go. We have a few choices in the Spell and Trap card zone. The Extra Deck is largely open to whatever the heck we feel like using. But before we do that, we have to choose an exact type of Deck. Here's a list of a large number of choices (there are dozens yet to be discovered):
- Generic (Monster Reincarnation [run 2] into BLS or Sephylon)
- Evil HEROes (Dark Calling [run 2-3] into Evil HERO Dark Gaia)
- Frogs (SS 3 Ronintoadin, then use Des Croaking [run 2] and swarm for massive damage)
- HERO Quasar (Future Fusion [run 1] loop into Quasar)
- Infernities (Infernity Launcher [run 1] and Burial from a Different Dimension [run 1] for swarm and Synchro)
- Skull Servant Zombies (many choices here, Monster Reincarnation/Reborn, Recurring Nightmare, etc.)
- Lavals (Rekindling [run 3] into massive swarms)
- Agents (Monster Reincarnation or Beckoning Light [run 2 total] into swarms)
- Nordic Beasts (Closed Forest [run 2-3] with the Synchro Summon powers of the Nordic Beasts
- DARKs (Monster Reincarnation [run 2] into Phantom of Chaos for Sky Scourge Norleras, or get The Dark Creator or Rainbow Dark Dragon)
- Chaos Dragons (Monster Reincarnation [run 1] and Return from the Different Dimension [run 1] for swarm/revival)
Of course, all of these types of decks run their own types of cards, too. For this part, I'll just provide Decklists. Click on the name of any of those decks to see my decklist.
If somebody else wants to bother making this part of the guide actually split and detail every card and why it's used for each type of Merchant Turbo Deck, then feel free to. For now, feel free to ask me, Menace13, any questions about anything Magical Merchant. I consider myself to be the top Magical Merchant deck-maker on DN.
Thanks for reading my (rather bland) guide on the most fun Mirror Match decks of all time!
-Menace13
IMPORTANT NOTES:
- Make sure your Side Deck always has Return from the Different Dimension in case you run into a Banish deck.
- Keep 3 Effect Veiler, Maxx "C", and Battle Fader total between the Main Deck and Side Deck, no exceptions.
- Thunder King Rai-Oh does NOT stop Magical Merchant. It simply sends the card you would add to your hand to the Graveyard along with the other cards
- Not having Spells/Traps in your Deck WILL NOT MAKE YOU LOSE when you mill by Magical Merchant's effect. What you must do is show your opponent that you have no more Spells or Traps in your Deck (they can verify by looking thorugh your Deck) and then shuffle the Deck again. You will probably lose from not having milled what you needed to mill (for example, drawing all your Spells/Traps and not getting to mill at all), but you won't lose from being decked out.
- The above point is the reason I always run at LEAST 2 Spells/Traps in a Magical Merchant Turbo Deck, except HERO Quasar (once you have Future Fusion you don't need to mill in order to get Future Fusion, duh!)
- ALWAYS have Daigusto Emeral in your Extra Deck above all other Rank 4s. It can save you from a deckout if your Spells/Traps are the bottom 2-3 cards.
- HAVE FUN!
Re: The Master of Mill - A Basic Guide to ANY Magical Merchant Turbo Deck
Very nice guide, but I think you should mention Witch of the Black Rose as a borderline staple for this deck. In the best cas scenario, it is a +1 that can potentially synchro into Black Rose Dragon with Gallis. In the worse case scenario, it is dark food for boss monsters.
Farls_Barkley- Posts : 22
Join date : 2012-01-15
Re: The Master of Mill - A Basic Guide to ANY Magical Merchant Turbo Deck
i love chaos necromancer in my ls mm deck
S.S.A.- Posts : 1010
Join date : 2011-10-16
Re: The Master of Mill - A Basic Guide to ANY Magical Merchant Turbo Deck
Awesome guide. I dislike the Reincarnations though. I prefer to just use Dark hole and Heavy storm as my spell line up. Sometimes Avarice, or Monster Reborn. I dislike it when merchant mill just 1 or no cards.
Also, a couple other variants:
Quickdraw/Simorgh
Overload Fusion+Machina (suppose this is kinda the dark one you mentioned but with machines)
Good luck with your mills.
Also, a couple other variants:
Quickdraw/Simorgh
Overload Fusion+Machina (suppose this is kinda the dark one you mentioned but with machines)
Good luck with your mills.
WizardRubic- Posts : 6
Join date : 2011-06-22
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