Superion Maximus Leona
Posts : 3080 Reputation : 3 Join date : 2013-09-21 Age : 28 Location : Cybertron
Character Sheet Name: Superion HP: (1000/1000) Age: 2 million
| Subject: The Guide to Ghostricks Sun Oct 27, 2013 1:39 pm | |
| "Dwelling in a mansion near humans are the Ghostricks who enjoy pranking people. While they wait and look forward to people coming to their place due to the rumors of this haunted house, they seem to have realized that they haven't been able to prank as many people lately, as fewer and fewer people believe in them, and they're now kind of lonely."
The Ghostrick cards are all a part of a new Halloween themed archetype debuting in Shadow Specters. Every Ghostrick monster (barring our Xyz monster, Ghostrick Alucard) has the following effect in common: "Cannot be Normal Summoned unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position." As one could surmise, this strategy coupled with their fieldspell enables the Ghostrick monsters to pop out, scare their opponent, and go back into hiding. Hence the portmanteau of Ghost and Trick
To go further in depth, the archetype is unsurprisingly entirely comprised of DARK monsters and surprisingly comprised of not 1 but 3 different monster types: level 1 fiends, level 2 spellcasters, and level 3 zombies.
With a Madolcheesque artstyle to boot, this archetype is so original, it's scary!
The Pumpkin Patch
"These two (Lantern and Specter) love to surprise people who wander into the mansion by suddenly jumping out from the shadows. They're always flying about, looking for people to mess with."
- Quote :
- Ghostrick Lantern:
DARK, Fiend, Level 1, ATK: 800, DEF: 0 Cannot be Normal Summoned unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. When your opponent attacks you directly or targets a "Ghostrick" monster you control for an attack: Negate that attack, and if you do, Special Summon this card from your hand in face-down Defense Position.
Simply put, negating attacks is far more useful than it would initially seem. Essentially, we have a searchable handtrap necrogardna here. With the added bonus, I might add, of never dead-drawing into it + being able to abuse its easy field presence + being able to abuse its 0 DEF (Kamenleon; Recurring Nightmare).
It is to be noted that Ghostrick Lantern and Ghostrick Mary conflict with one another. This is the reason that Ghostrick Lantern is now run at a relatively low number.
He is still needed, though, as he adds much needed versatility to Ghostrick Kyonshee and thusly the deck as a whole.
RUN 1
- Quote :
- Ghostrick Specter:
DARK, Fiend, Level 1, ATK: 600, DEF: 0 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When a "Ghostrick" monster is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: You can Special Summon this card from your hand in face-down Defense Position, and if you do, draw 1 card.
He's a +1 whenever he is summoned, he can be summoned whenever a Ghostrick monster you control is destroyed by battle OR card effect, and he can be searched with and played immediately by Ghostrick Kyonshee.
He nullifies destruction minuses and retains your field presence whilst speeding through your deck ala Upstart Goblin.
Lest we forget that he can be SS'd even when a Ghostrick monster of yours has its summon negated (Warning, Judgment, Laggia).
RUN 2-3 - Quote :
- Ghostrick Mary:
DARK, Fiend, Level 1, ATK: 100, DEF: 1600 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When you take Battle Damage or Effect Damage: You can discard this card from your hand; Special Summon 1 "Ghostrick" monster from your Deck in face-down Defense Position. You can only use this effect of "Ghostrick Mary" once per turn. Ghostrick Mary is the card that ties the whole theme together: she sets any of our monsters from the deck (which, in turn, fulfills our normal summon clause for next turn; makes Ghostrick Specter all the more live [teehee]; and, overall, adds consistency to, well, just about everything we would want to do), and she makes use of the fact that your opponent can attack you directly under Ghostrick House. She makes your opponent fear what they used to take for granted: free attacks. Yes, your doubled life points will last even longer now!
Her stats are completely irrelevant: in any case you would want to summon her and not Xyz (still an odd route to take...), taking the damage and summoning Ghostrick Kyonshee or Ghostrick Stein would be a better alternative. If you're summoning her to prevent your opponent from attacking for game, let's face it: you've already lost.
She is an odd yet perfect fusion of Super-Nimble Mega Hamster and Gorz, the Emissary of Darkness.
...
God Save the Queen.
RUN 3 Witch Witch is Witch?"These two are capable of paralyzing their enemies with their strange powers. Be careful, though, as Witch is a strong-minded girl and can't be stopped when she gets angry." - Quote :
- Ghostrick Witch:
DARK, Spellcaster, Level 2, ATK: 1200, DEF: 200 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. Once per turn: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. This card can use her effect immediately (if you control a face-up Ghostrick monster) and continually (it is a OPT effect), but her setting effect is only temporary.
Yes, Ghostrick Tsukuyomi has proven, as one would expect, to be quite useful.
RUN 2 - Quote :
- Ghostrick Yuki-Onna:
DARK, Spellcaster, Level 2, ATK: 1000, DEF: 800 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When this card is destroyed by battle and sent to the Graveyard: You can change the monster that destroyed it to face-down Defense Position. That monster's battle position cannot be changed. This card sets a monster permanently, but you can only use her effect once, and she has to be destroyed to get her effect off.
Essentially, you lose more, and they lose more.
Yet, 1-for-1 removal isn't exactly "losing" much, is it? In fact, their monster isn't even technically destroyed, so they could just tribute it or what not next turn.
The juice just isn't worth the squeeze. Well, not with Witch around, it isn't.
RUN 0-1 Cryptically Constructed - Quote :
- Ghostrick Kyonshee:
DARK, Zombie, Level 3, ATK: 400, DEF: 1800 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When this card is flipped face-up: You can add 1 "Ghostrick" monster from your Deck to your hand whose Level is less than or equal to the number of "Ghostrick" monsters you control. You can only use this effect of "Ghostrick Kyonshee" once per turn.our hand whose Level is less than or equal to the number of "Ghostrick" monsters you control. You can only use this effect of "Ghostrick Kyonshee" once per turn. "Their job is to set up everything needed for the tricks and traps. But, at times, they break the furniture, which results in them getting scolded by Witch..."Let's get this out of the way: Ghostrick Kyonshee is our best monster.
For the most part, you will be searching for Ghostrick Specter and Ghostrick Mary.
Pro tip: you opponent attacks over your Ghostrick Kyonshee with, say, Boggart Knight. Flip her up, activate her effect, search Ghostrick Specter (+1), Ghostrick Kyonshee gets destroyed by battle (0), you special summon Ghostrick Specter (+1), and you high-five yourself silly.
However, searches of Lantern and, to an even lesser extent, the spellcasters and zombies will occur and thus add to the overall versatility of the card at hand.
Think Geargia Armor with your opponent being unable to destroy it (Ghostrick House/Ghostrick Out).
Yes, plusses abound.
RUN 3 - Quote :
- Ghostrick Stein:
DARK, Zombie, Level 3, ATK: 1600, DEF: 0 Cannot be Normal Summoned unless you control a "Ghostrick" monster (but can be Normal Set). Once per turn: You can change this card to face-down Defense Position. When this card inflicts battle damage to your opponent: You can add 1 "Ghostrick" Spell/Trap Card from your Deck to your hand. You can only use this effect of "Ghostrick Stein" once per turn. "He's always prancing about the mansion, and he'll tell the rest of us if he's found a target to surprise and scare."Ghostrick Stein searches ANY Ghostrick spell or trap card. Yes, even that handsome field spell! Think Atlantean Marksman Ghostrick-style.
This is the reason we're setting the opponent's monsters. That 1600 direct provided by virtue of our field spell?
Can you say +1? And 1600 damage is nothing to sneeze at...
He is QUITE GOOD.
RUN 3 - Quote :
- Ghostrick Ghoul:
DARK, Zombie, Level 3, ATK: 1100, DEF: 1200 Cannot be Normal Summoned, unless you control a "Ghostrick" monster. Once per turn: You can change this card to face-down Defense Position. Once per turn, during your Main Phase 1: You can target 1 "Ghostrick" monster you control; its ATK becomes equal to the combined original ATK of all "Ghostrick" monsters currently on the field, until your opponent's next End Phase, but if it does, only that monster can attack this turn. Say hello to Ghostrick Sirocco. With the aid of Ghostrick Ghoul, you'll be able to boost up one of your monsters to a massive 8100 ATK and go for an OTK (Alucard + Alucard + Alucard + Stein)! ...doesn't that seem rather win-moa-- But wait! With Ghostrick Ghoul, you'll be able to save your other monsters from the perils of Mirror Force, D-Prison, and the like! ...doesn't that seem rather situationa--But wait! With Ghostrick Ghoul, you''l be able to attack over your opponent's strongest monster (with Stein in particular to plus)! Furthermore, Ghostrick Ghoul provides a whopping 1100 ATK (which is massive for a Ghostrick monster)! ...doesn't seem ideal when you could merely flip their best monster facedown AND get 1200 ATK to boot with Ghostrick Witch.
Overall: Ghostrick Ghoul has its uses, but most of its uses, quite simply, aren't very useful.
RUN 0-1 - Quote :
- Ghostrick Alucard:
DARK, Zombie, Rank 3, ATK: 1800, DEF: 1600 2 Level 3 monsters Your opponent cannot target other "Ghostrick" monsters or face-down monsters for attacks. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of "Ghostrick Alucard" once per turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand. "I, their master, under the cover of darkness, spend day in and day out keeping an eye on these noisy guys. Though, to tell you the truth, I'd really prefer to take a good long rest inside my coffin..."Ghostrick Alucard is our first Xyz monster, and he does not disappoint. He allows you to pop any set card for free (you set your opponent's monsters A LOT), he allows you attack prevention in the absence of Ghostrick House, he allows you to retain advantage when he dies (even if negated by cards like Solemn Warning!), and he allows you the opportunity to summon him generically.
Ignore his meager attack. If he dies, we get a card back; our opponent's monsters will likely be set, so he can just detach and destroy them; his 1800 ATK is deadly when coupled with our field spell; and if the situation calls for something else, we have plenty of other Xyz monsters that are something else.
To top it all off, if you manage to get 2 Ghostrick Alucards on the field, you create a lock akin to the Hopper Lock.
RUN 2-3 - Quote :
- Ghostrick Dullahan
DARK, Fiend, Rank 1, ATK: 1000, DEF: 0 2 Level 1 monsters This card gains 200 ATK for each "Ghostrick" card you control. Once per turn, during either player’s turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field; halve that monster's ATK until the End Phase. If this card card is sent to the Graveyard: You can target 1 "Ghostrick" card in your Graveyard, except this card; add that target to your hand. Our second XYZ monster. Makes the Specters and Lanterns even more useful. With the Ghostrick name he will always be at 1200. Thanks to his effect he's able to tie against the many 2400 attack monsters. Able to recycle like Alucard and become stronger if our field is up. Adds a bit of competition on the mirror matches since he won't get stronger if the opponent has Ghostrick House up.
RUN 1-2They threw a Monster Bash - Quote :
- Ghostrick House:
Field Spell Card Face-down monsters cannot be targeted for attacks. If the only monsters a player controls are face-down, their opponent's monsters can attack them directly. Halve any battle damage from monsters, except "Ghostrick" monsters, or effect damage either player takes. The strategy is simple: hide in the house until your opponent least expects it...THEN JUMP OUT AND GET HIM!
...Then duck back into the shadows.
Oh, and when we emerge from the shadows, we hit our opponents at full strength.
...Lest we forget the advantage we have in the burn matchup.
Outstanding card. It is the deck.
RUN 3 - Quote :
- Ghostrick Out:
Normal Trap Card Reveal 1 "Ghostrick" monster in your hand; for the rest of this turn, "Ghostrick" cards and face-down Defense Position monsters you control cannot be targeted or destroyed by card effects. It is, in essence, a Forbidden Dress for everything "Ghostrick" (even spell and traps)! When used in conjunction with Ghostrick House, your opponent's turn will essentially end!
This card helps you flood the field without having to worry about overextending.
And the best part? GHOSTRICK STEIN CAN SEARCH IT.
You know how hard it is to win a duel without Ghostrick House, right?
Chain to MST, Heavy, Lyla, Dragosack, Heavy Infantry, Hyperion...
PROTECT THIS HOUSE
RUN 1 - Quote :
- Ghostrick Panic:
Normal Trap Card Target any number of face-down Defense Position monsters you control; change them to face-up Defense Position, and if you do, change face-up monsters your opponent controls to face-down Defense Position, up to the number of "Ghostrick" monsters flipped face-up by this effect. A Book of Moon for the opponent's entire field? Yes.
A Book of Moon that can be searched? Yes, with Ghostrick Stein.
A Book of Moon that can setup your searchers? Yes, it sets up Ghostrick Stein.
This card is your big play in the deck. You want to save it, then, for those big plays, so it is better to search it than it is to draw it.
Oh, and Ghostrick Kyonshee does NOT miss timing.
RUN 2The Guests Have Arrived - Quote :
- Dark Armed Dragon:
DARK, Dragon, Level 7, ATK: 2800, DEF: 1000 Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having exactly 3 DARK monsters in your Graveyard, and cannot be Special Summoned by other ways. You can banish 1 DARK monster from your Graveyard to target 1 card on the field; destroy that target. An insanely powerful yet insanely situational card.
RUN 0-1 - Quote :
- 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. A great card, no doubt, but not one that does anything in particular to help the deck (asside from Xyzing into Alucard, that is).
RUN 0 or 2 - Quote :
- Allure of Darkness:
Normal Spell Card Draw 2 cards, then banish 1 DARK monster from your hand, or, if you don't have any in your hand, send all cards in your hand to the Graveyard. Want more consistency without having to run undesirables like Terraforming?
More DARK perks, that's right. Feels good. Feels good.
Though, this card has never (nor ever will be) considered a staple.
You already know if you like Allure or not.
RUN 0-1 - Quote :
- Pot of Duality:
Normal Spell Card Reveal the top 3 cards of your Deck, add 1 of them to your hand, then shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card. Do you want even more consistency?
Do you even special summon, bro?
Did you answer "Yes!" and "Not really!" to the questions above?
Then brace yourselves for GK level PoD abuse!!!
FREE CONSISTENCY.
...Unless you play a more aggro playstyle, that is, and don't like being hindered by PoD.
Know thyself!
RUN 0-3 - Quote :
- Recurring Nightmare:
Normal Spell Card Select 2 DARK monsters with 0 DEF in your Graveyard and Return them to your hand. It's a Salvage for Ghostrick Lantern, Ghostrick Specter, and Ghostrick Stein.
So, like Stein, it comes with a huge (and literal) plus but at the cost of being dead early game.
RUN 0-1 - Quote :
- Swords of Concealing Light:
Continuous Spell Card When this card resolves, all monsters your opponent controlled when this card was activated are changed to face-down Defense Position. Monsters your opponent controls cannot change their battle positions. Destroy this card during your 2nd Standby Phase after activation. This card accomplishes the deck's strategy of setting your opponent's monsters all by itself.
...And it lasts until your 2nd Standby Phase...
Yeah.
Oh, and the "monsters your opponent controls cannot change their battle positions" bit applies only to them changing their own battle positions.
Card effects, like your card effects, for instance, can still affect their battle positions.
RUN 2-3 - Quote :
- Needle Ceiling:
Normal Trap Card When there are 4 or more monsters on the field: Destroy all face-up monsters. A chainable trap that nukes face-up monsters. Seems like a good card in a deck that revolves around maintaining a field of set monsters.
Yeah.
RUN 1-2Credit to Rozen Ritter for starting and maintaining this guide and the community for helping in any way they could any suggestions feel free to let me know |
|