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Colonel176


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PostSubject: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 2:11 am
Ok, so i'm not sure if i'm even allowed to post a guide, but here goes:

Noble Knights
Obviously this archetype is based on the legend of King Arthur and his knights of the round table from English mythology. The reason why the names are slightly odd is that the card designers decided to name them using the old gaelic (Welsh) versions of their names. I won't go in to too much detail about the lore but suffice it to say that the lore is mirrored in their effects and in the changing attribute of some of the monsters. In terms of gameplay, you are trying to build up resources by equipping your monsters with the various noble arms, loading your fiend and graveyard until you summon your boss monsters and wipe out your opponent's cards. Ordinarily strategies that rely on equips are dubious at best, but the noble arms reattach when they are destroyed and they all have fairly potent effects, plus the two on theme xyz monsters can recur them three at a time from the graveyard, and your main synchro searches them straight from the deck.

1) The monsters themselves:

Noble Knight Artorigus
your standard vanilla 1800 beater. Some people like to run 3 so as to abuse rescue rabbit, personally, I never saw the need to run him at all until the Lady of the Lake was released - now I run 1, he can be easily searched with a variety of cards, he's light for honest and if the worst should happen and you open with him in your hand you can summon him and either buff him with noble arms gallatin (which turns him into 2800 points of vanilla goodness) or wall with noble arms of destiny.

Noble Night Medraut
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
● This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 "Noble Knight" monster from your Deck in face-up Defense Position, except "Noble Knight Medraut", and if you do, destroy 1 Equip Spell Card you control.

This is your searcher/on theme summoner monk and tbh  its pretty amazing. Since you will be summoning another noble knight, the destruction of your equip just means you can reattach it, if its not destiny then you can buff up your new monster, if it is then you can simply reattach to medraut and wall. The level increasing makes it easier to summon rank 5s and the normal monster part allows it to interact with a couple of your other monsters. Run 3, he's too good not to.

Noble Knight Borz
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with these effects.
● This card becomes DARK and its Level is increased by 1. During your Main Phase: You can reveal 3 "Noble Arms" cards from your Deck, have your opponent randomly add 1 of them to your hand, and send the rest to the Graveyard. You can only use this effect of "Noble Knight Borz" once per turn.

Your other searcher, where Medraut searches your knights, this one searches your equips, only it also thins your deck and loads your graveyard. Like Medraut it has the level increasing effect and the normal monster, gemini-esque thing going on. Medraut and Borz + any noble arms (especially destiny) are the most solid opening moves you can have. Run 3, nuff said.

Noble Knight Drystan
While you control another "Noble Knight" monster, your opponent cannot target your monsters with less than 1800 ATK, except this card, for attacks or with card effects. When a "Noble Arms" Equip Spell Card is equipped to this card: Target 1 face-up card on the field; destroy that target. You can only use this effect of "Noble Knight Drystan" once per turn.
Spot removal and protection from battle, with the release of the second noble knight xyz, its not as crucial, still its handy and easy to search. Run 1-2 depending on preference.

Noble Knight Gwalvachad
This card is treated as a Normal Monster while face-up on the field. While equipped with a "Noble Arms" Equip Spell Card, this card becomes an Effect Monster with this effect.
● You can target 1 "Noble Knight" monster in your Graveyard; add it to your hand, and if you do, destroy 1 "Noble Arms" Equip Spell Card you control. You can only use this effect of "Noble Knight Gwalchavad" once per turn

Like Medraut, only it recycles your monsters from the graveyard, this allows you to keep on the pressure, since you don't have to reattach the equip, you can let it become a normal monster again, which allows you to use it to bring back the next card and xyz... Run 1-2, i find that 1 is usually enough given ease of searching.

Noble Knight Gawayn
If you control a LIGHT Normal Monster, you can Special Summon this card (from your hand) in face-up Defense Position.

His effect is short and sweet and suddenly all the gemini-esque effects make sense, this card allows you to access your xyz monsters more efficiently and more reliably as well as allowing you to get more use out of Gwavachad (you bring him back, don't re-equip the noble arms and you can summon him straight to the field). Probably your MVP outside of Borz and Medraut. Run 3, he's also a capable beater, especially when buffed.

Lady of the Lake
Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Warrior-Type monster. If this card is used for a Synchro Summon, banish it. When this card is Normal Summoned: You can target 1 "Noble Knight" Normal Monster in your Graveyard; Special Summon that target. If this card is in your Graveyard: You can target 1 Level 5 "Noble Knight" monster you control; reduce its Level by 1, and if you do, Special Summon this card from the Graveyard.
Not a knight herself, but provides amazing theme support, single handedly makes that lone copy of Artorigus worth running as well as providing new ways to leveredge spent knights into advantage - the banishing is annoying, but there are ways to work around that. Run as many as you wish, personally i find either 1 or 2 to be optimal.

Ignoble Knight of Black Launsallyn
You can send 1 face-up LIGHT Normal Monster you control to the Graveyard; Special Summon this card from your hand or Graveyard. You can Tribute 1 "Noble Knight" monster; add 1 "Noble Arms" card from your Deck to your hand. You can only use this effect of "Ignoble Knight of Black Laundsallyn" once per turn. You can only control 1 face-up "Ignoble Knight of Black Laundsallyn".
In earlier times i would have advised against this card, nowadays i say to run 1, the reason being it allows you to make use of superfluous copies of Borz or Medraut and, combined with Lady of the Lake enables you to turn almost any of your knights (save Drystan or Gawayn) into its upgarded form.

2) Your Bosses

Ignoble Knight of High Laundsallyn
1 Tuner + 1 or more non-Tuner "Noble Knight" monsters
When this card is Synchro Summoned: You can equip 1 "Noble Arms" Equip Spell Card from your Deck to this card. At the end of the Battle Phase, if this card destroyed a monster by battle and sent it to the Graveyard: You can add 1 "Noble Knight" or "Noble Arms" card from your Deck to your hand. You can only control 1 "Ignoble Knight of High Laundsallyn".

This guy is a baddass, and provided you can destroy at least one monster with him, it is perfectly possible to ride him to victory. your first search will of course always be dictated by what your opponent has on the field, but once multiple equips start to stack on him, your opponent will have to expend a lot of effort to remove him. Lady of the Lake and Ignoble Knight of Black Laundsallyn in the grave mean that you can turn almost all of your knights into this guy at the drop of a hat. You could easily run 3 of this guy, I run 2, i guess it depends on the number of tuners you wish to run.

Artorigus, King of the Noble Knights
2 Level 4 "Noble Knight" monsters
When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card; destroy any number of Spell/Trap Cards on the field, up to the number of "Noble Arms" Equip Spell Cards you control.

Your first xyz and the usual xyz of choice, this card allows you to recur all of your equips, making him really hard to remove and decimate your opponent's back row. Busting out this guy and equipping him with as much as you can from the graveyard is one of your main aims with this deck. Run 2-3.

Sacred Noble Knight of King Artorigus
2 Level 5 "Noble Knight" monsters
When this card is Xyz Summoned: You can target up to 3 "Noble Arms" Equip Spell Cards with different names in your Graveyard; equip those targets to this card. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other monster on the field; destroy that target. If this card on the field is sent to the Graveyard: You can target 1 Level 4 or higher "Noble Knight" monster in your Graveyard; Special Summon that target.

The Second Xyz and the final boss monster. Its essentially the same as the last one, only he targets monsters and is slightly stronger and a higher rank. still an amazing card. Run as many as you run the other noble knight xyz, we have methods of getting to it without having to xyz summon.

3) The Noble Arms

Your equip spells, typically you want to be running between 7 and 10 of these in your deck, i run 9. They provide the power you need to keep your monsters on the field and deal damage as well as activate the majority of your cards. All of them except Noble Arms - Excaliburn share the ability to re-equip themselves to your knights when destroyed once per turn so your opponent suddenly loses a lot of the utility of their MSTs or Lylas or whatever else they happen to be using to keep control of your back row. 2 things to note: your noble arms can equip to any of your warrior monsters (although only your noble knights will get the recursion) and you can only control one copy of each at any one time.

Noble Arms - Gallatin
You can only control 1 "Noble Arms - Gallatin". Equip only to a Warrior-Type monster. It gains 1000 ATK. During each of your Standby Phases, it loses 200 ATK. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Gallatin" once per turn.
Turns any of your knights into a hefty beatstick, it takes 5 turns for its second effect to become actively detrimental and your monsters won't be staying around for anywhere near as long. You probably want to be running at least 2.

Noble Arms of Destiny
You can only control 1 face-up "Noble Arms of Destiny". Equip only to a Warrior-Type monster. Once per turn, the equipped monster cannot be destroyed by battle or by card effects. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms of Destiny" once per turn.
Protects your monsters, buys you time and generally frustrates your opponent, what's not to love? My favourite of the equips - run at least 2

Noble Arms - Excaliburn
Equip only to a "Noble Knight" monster. It cannot be targeted by an opponent's card effects. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Noble Knight" Xyz Monster you control; Special Summon from your Extra Deck, 1 "Noble Knight" Xyz Monster with a different name, by using that target as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only use this effect of "Noble Arms - Excaliburn" once per turn.
This card has the most limitations out of all of the noble arms, requiring a noble knight monster instead of any warrior, it also lacks the recursion effect, however, its effect is awesome - in combination with destiny, it makes any of your knights indestructible and its second effect allows you to switch between your two themed xyz monsters. You want to run at least two, kick them to the graveyard as soon as possible, always keep one in the grave for your xyz to equip.

Noble Arms - Caliburn
You can only control 1 face-up "Noble Arms - Caliburn". Equip only to a Warrior-Type monster. It gains 500 ATK. Once per turn: You can gain 500 Life Points. If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Caliburn" once per turn.
Not as impressive as the others, Caliburn is still useful. 500 lp a turn is always handy, and it adds up, especially as you can often gain it multiple times in a turn. Other then that, its a nice boost to your monster and makes it easier to make the most out of your xyz monsters. Run 1.

Noble Arms - Arfeudutyr
You can only control 1 "Noble Arms - Arfeudutyr". Equip only to a Warrior-Type monster. Once per turn: You can target 1 Set card your opponent controls; the equipped monster permanently loses 500 ATK, and if it does, destroy that target. (This ATK loss remains even if this card leaves the field or the monster becomes unaffected by card effects.) If this face-up card on the field is destroyed and sent to the Graveyard: You can target 1 Warrior-Type "Noble Knight" monster you control; equip this card to that target. You can only use this effect of "Noble Arms - Arfeudutyr" once per turn.
More S/T removal, although this also works on set monsters. The attack reduction hurts, but bear in mind you can also use this to weaken an opponent's monster. The number you run should be dictated by how backrow- heavy your opponent is, remember, you can always side in more. Run at least 1, in my experience i usually only need 1.

4)Off theme notes:

Basically you can use anything that supports light monsters and warriors and all the usual staples. With regards to mst: I don't tend to run this card the reason being that in this deck, i believe forbidden lance to be better simply because you want to protect your monsters and this deck already has a surplus of backrow control. Other honourable mentions go to Unknown Synchron who gives us easier access to our synchro and Swords at Dawn a card that I personally don't run, but quite a few do - it allows for some cute tricks, especially with Drystan.

Special mention to Imperial Iron Wall, this card is good in most places, but especially here as it allows you to abuse Lady of the Lake as often as you want (that sounded wrong) as well as completely crippling dragon rulers or anything that can remove your knights from play. Only be aware that it messes with Excaliburn's second ability.

Summoner Monk is also great since we don't care if our equips end up in the grave.

5) My build

i won't post the side-deck since thats more up to personal choice, and i'd rather there was some element of surprise should I happen to duel any of you.

Monsters - 19
1 - Noble Knight Artorigus
1 - Noble Knight Drystan
1 - Noble Knight Gwalvachad
3 - Noble Knight Gawayn
3 - Noble Knight Borz
3 - Noble Knight Medraut
1 - Lady of the Lake
2 - Summoner Monk
2 - Effect Veiler
2 - Maxx 'C'

Spells - 16
1 - Book of Moon
1 - Reinforcement of the Army
2 - Forbidden Lance
3 - Pot of Duality
3 - Noble Arms of Destiny
2 - Noble Arms - Gallatin
2 - Noble Arms - Excaliburn
1 - Noble Arms - Arfeudutyr
1 - Noble Arms - Caliburn

Traps - 5
2 - Phoenix Wing Wind Blast
3 - Imperial Iron Wall

Thanks for reading and I welcome any comments (n.b. My build is simply the one that i am finding most effective at this time and i am not saying that it is definitively the best build out there (but it is able to go toe to toe with most major strategies) constructive criticism is welcome, but anyone who just wants to be obnoxious about it can take a hike)
Colonel176


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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 2:23 am
Forgot to post my extra deck, although this frequently changes based on performance/whimsy, the core of it is this:

2 - Atorigus King of the Noble Knights
2 - Sacred Knight of King Artorigus
2 - Ignoble Knight of High Laundsallyn
1 - Lavalval Chain
1 - Blade Armor Ninja
1 - Heroic Champion Excalibur
1 - Photon Papilloperative

the remaining 5 slots depend largely on personal preference or whichever 'staples' you wish to include
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 1:38 pm
Not sure about the Forbidden Lances since your monsters will be unaffected by the equip cards as well, if anything I'd say MST and/or Trap Stun, as Trap Stun is 1 of the outs to no only back row, but also Return from the D.D. and Sixth Sense. Nice guide though. Shout out to Camelot XD
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 2:01 pm
I see what you mean, but typically you'll use lance to protect your first xyz monster from bottomless or compulsory, since you aren't really affected by battle traps since you can decimate their backrow, with excaliburn you can then upgrade your monster and re-equip or, if imperial iron wall is out, you are still secure in the knowledge that your monster will be fully buffed during their turn. Lance is also better at protecting Medraut and Borz, they still get their effects even if they aren't affected by the equips.

Colonel176


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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 2:06 pm
trap stun is good, and i considered running it for those reasons, but if you run wall, then return from d.d. is going to be hard for your opponent to play anyway, and if they do get it to work then the decks high level of backrow control basically forces them to play it on your turn, which is suboptimal because all it does is stall and they can't leveredge those monsters into xyz or synchros and lose them all again at the end of the turn.
Sixth sense is valid, but i'm not sure i can justify dedicating multiple spaces in the main deck to counter one card, however powerful. It depends on the build you run tho, i know ppl who have run trap stun in noble knights with great success, my build is just based on personal preference and experience.
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 7:50 pm
I was going to try and learn these knights, so thanks for the guide; I'll read it later. I was trying to find a way to abuse Gearfried the Iron Knight's effect to auto-destroy and then re-equip but sadly there's no monster that makes a search when an equip is destroyed. Razz

What's your opinion on Vylon Matter? I see you don't run it but it could be quite handy. Release Restraint Wave may be a card you want in your side depending on the opponent you face.
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 8:32 pm
I havn't tested matter or release restraint wave, however i'm not sure that vylon matter is a good fit for the deck, it works in vylon builds because it keeps you able to cycle through your equips, giving you advantage and allowing you to pop more cards with epsilon, however, in noble knights, having your equips in your graveyard sets you up for your xyz plays whilst ensuring that you draw into cards that can give you more direct advantage. Release restraint wave could work well, a harpie's feather duster is always nice, however it doesn't help that much against some of the more dominant strategies (looking at you dragon rulers) and i feel that it falls into the pile of cards that could be useful, but i can't justify removing something else to play it - i would say that it could be a very nice side-deck option. As i said, i havn't really tested those two cards so thats just my initial opinion. Swords at Dawn, or grandeur, or pomp and circumstance or whatever ppl are calling it, i have tested and it can be useful. more often than not you wd want to use it on Drystan, since that translates into direct advantage and card destruction on your opponents turn, it also allows you to make your monsters indestructible or whatever depending on the equip you bring back. However, personally i found that there were rarely any situations where i would have rather drawn this than a knight or a noble arms, simply because it forces you to delay your tactics until you can make the most out of its effect, which means usually that you want to play it in your opponents turn. It makes for some cute tricks and its not a bad card at all, and if you want to play it then this is definitely the deck in which to do it, but its just a little inconsistent, and its not as useful early game, and here your early game is crucial because you are trying to establish solid field presence and load your graveyard. If you want to run it i wd only run one, but i find it hard to justify removing an equip or a knight to make room for it. I know that other ppl like it more than i do, so i guess it comes down to personal preference, i just feel that unfortunately the deck runs more smoothly without it.
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Wed Nov 27, 2013 8:33 pm
Quite a long reply so sorry for that, i just wanted to explain my reasons as much as possible.
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Fri Nov 29, 2013 6:37 pm
Running this atm:

Noble Knight Guide MmMzNdX

I don't feel like Lavalval Chain is a must; you're able to sp summon Artorigus with Medraut anyway (though Borz is usually better ofcourse). The deck seems very good and defensive while being able to plus, but at the same time I've been stuck a few times and then dead draw into equips too. I'm not sure how to deal with that yet but I'll find something. Maybe I'll swap Upstart for PoD, but atm I feel Upstart is better as it doesn't lock sp. summoning.
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PostSubject: Re: Noble Knight Guide   Noble Knight Guide Icon_m11Fri Nov 29, 2013 6:51 pm
@NickV I think maybe - BTH and Iron Wall for + 2 Black Horn of Heaven, cards too good atm. Side the Iron walls ofcourse.

Also I don't know much about Noble Knights but won't Summoner Monk work to tool box the Knights out and Equip the Spells?
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