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 Desolation - An Introduction to Tribute Steelswarms

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AsianGuy1137


AsianGuy1137


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PostSubject: Desolation - An Introduction to Tribute Steelswarms   Desolation - An Introduction to Tribute Steelswarms Icon_m11Wed Oct 31, 2012 8:34 pm
Abandon All Hope, Ye Who Enter Here



-| A GUIDE TO TRIBUTE STEELSWARMS |-



- Background -

The Steelswarm is an archetype that was first introduced in the Duel Terminals, rising from the infection of the natives of the Duel Terminal world. Each one of its monsters is supposed to have a counterpart in the "boss" monster of one of the several other DT archetypes. Although they've never been deemed competitively viable, they do have some nice "boss" monsters that are all designed to either gain advantage through destroying/bouncing your opponent's field presence when they're tribute summoned successfully through tributing a Steelswarm monster. For that reason, they're known as the pseudo-monarch archetype.

- Monsters -

The main players of the archetype that can be summoned most successfully and consistently whilst still being able to apply their effects are Steelswarm Girastag and Steelswarm Moth. They're the archetype's counterparts to Caius and Raiza, respectively, with slightly different effects. They share a similar trait to most Steelswarm "bosses" in having 0 DEF. In addition, they're ranked in a hierarchy of levels from 1 to 10. Starting with Mantis at Level 5 with an ATK of 2200, the proceeding member has an additional 200 ATK for each additional Level.

Steelswarm Girastag:

Instead of banishing, Girastag sends to grave which is worse in most scenarios, but in addition to sending, Girastag gives you +1000 LP and can run over 2500 beaters with its 2600 ATK. Main 3.
===============

Steelswarm Moth:

Moth, on the other hand, can't spin to deck, but it can bounce which could be +2 if used on Extra Deck monsters or tokens, at the cost of 1000 LP. Main 2-3.
===============

Steelswarm Hercules:

Very stringent summoning requirements for a mediocre effect. I'd rather run a Demise OTK deck than run this except in very dedicated builds that abuse the other Steelswarm monsters and Ultimate Offering. Since the other Steelswarm monsters are rather lackluster and Ultimate Offering is limited, I don't see this becoming viable anytime soon. Run 0.
===============

Steelswarm Longhorn:

Not as stringent as Hercules, but still hard to pull off in many cases. The most reliable way to summon this guy is to tribute a Steelswarm monster you already had on the field since last turn and then SS Steelswarm Cell or bring back Scout, but for the effort, I'd say it's not worth it. Girastag has a better effect that gives you LP. Although if you could help this guy survive for long enough, you could potentially gain advantage each turn through its eff and attacking, provided your opponent is foolish enough to leave his monsters unprotected. Run 0-1.
===============

Steelswarm Caucastag:

This one provides an immediate sem- field clearing effect, useful for finishing it off or when the field is really clogged. Very susceptible to Starlight Road so be careful. I'd say it's a worthwhile consideration at 1, but taking it out leaves room for other goodies. Run 0-1.
===============

Steelswarm Mantis:

Although this card has a nice effect, it can't be used in conjunction with your normal tribute engine as Scout prevents SSing. Could be run at 1 if you're running Cell. Otherwise, run 0.
===============

Steelswarm Scout:

The backbone of the tribute engine. Restrictive recursion that limits SS that must be used for Steelswarm monsters. If the SS clause wasn't there, this card would be potentially amazing, but alas, as it is, it only meets the bare minimum requirements for being necessary. Run 2-3.
===============

Steelswarm Cell:

Can easily be recycled or even used for the 2+ tribute Steelswarm monsters, but only should be run to increase consistency of tribute engine. Run 0-2.
===============

- Non-Archetype Monsters -

Armageddon Knight:

The main dumper (lol) if you opt out of running Dark Grepher, which I think is a smart choice considering how much of a disadvantage Grepher is. This is essentially Swap Frog with a slightly weaker effect. Run 2-3.
===============

Mystic Tomato:

Useful for summoning Armageddon Knight or directly bringing out Scout. Run 0-2.
===============

Dark Armed Dragon:

A nice addition that can come out of nowhere and blow up the field for GG. Run 0-1 (if only you could run more...)
===============

Cardcar D:

Useful for speeding up slower hands and gather the cards you need. Although if you are, maybe run more traps for a control variant or your triple threat stopper a la Gorz/Trag/Trag. Run 0-2.
===============

In addition to the aforementioned monsters, there is the Tour Guide engine and the Gorz/Trag/Trag combination that you can use to further supplement your line-up. I personally prefer the latter as it is more useful for protecting yourself when left exposed. Plus, Trag really shines in a deck that plays more conservative grind matches that this archetype specializes in.

Despite their similarities to Monarchs, they're not quite as good as the ONLY form of recursion they can reliably use is Steelswarm Scout, a pseudo Treeborn Frog that summons itself at the beginning of your Main Phase 1 (thus preventing you from using any form of chainable shenanigans). In addition to its lack of versatility, it can only be used for the tribute summon of other Steelswarm monsters, and on top of that, it prevents any kind of Special Summoning after its own Special Summon resolves successfully. This might seem like too much of a hindrance, but its the support cards of the archetype that really allow the "boss" monsters to shine.

- Support -

The usable support exists in the form of Infestation cards, alluding to the infestation that the arrival of the Steelswarm has caused throughout the DT world, corrupting everything in its path. The main cards are: First Step Towards Infestation, Infestation Pandemic Infection, and Infestation Wave, two Quick-Play spells and a trap, respectively. As the archetype favors less S/T setting on field because of Steelswarm Scout, it's absolutely vital that everything you play can either be reactive to either player's moves or played at anytime.

First Step Towards Infestation:

First Step Towards Infestation is a themed Compulsory which bounces your tributed "boss" monster to allow for a draw. This is useful for protecting your monster and serves as a mini draw engine as well as allowing for your monster to be reused next turn.
===============

Infestation Wave:

Infestation Wave is similar to First Step, except it differs in being a trap that allows you to destroy a card your opponent controls instead of providing a draw, which can be very useful if timed right.
===============

Infestation Pandemic Infection:

Infestation Pandemic Infection, however, does not bounce or provide a direct form of advantage. Instead, it serves as a themed Foribbden Lance without the downside. I personally find this card to be less useful than just maining 3 MST and the other two support cards.
===============

- Non-Archetype Support -

Recurring Nightmare:

Helps recycle your dead guys as a +1. Run 2-3.
===============

Allure of Darkness:

Definitely required at 1 to speed up slower hands. If only you could run 3...
===============

Upstart Goblin:

Speeds through deck. Run 0-3.
===============

Deck Devastation Virus:

Useful for a control variant, although to be honest, I don't see many decks that can run threatening monsters with those stats. Run 0-2.
===============

Eradicator Epidemic Virus:

Man, this card makes me... ahem, quite mentally erected with the ideas of how to abuse the hell out of our used monsters. Quite useful for a control variant, provided your build can bring out Girastag consistently enough. Run 0-2.
===============

Reckless Greed:

Useful for speeding up through your deck. Run 0 or 3.
===============

Sample Decklist

1. Desolation by AsianGuy1137 - 10/31/12 (still being tested)

- Monsters -
- 20 -

1 | Steelswarm Caucastag
3 | Steelswarm Girastag
3 | Steelswarm Moth
2 | Steelswarm Scout
2 | Steelswarm Cell
3 | Armageddon Knight
2 | Maxx "C"
2 | Tragoedia
1 | Gorz the Emissary of Darkness
1 | Dark Armed Dragon


- Spells -
- 15 -

3 | First Step Towards Infestation
3 | Recurring Nightmare
3 | Mystical Space Typhoon
2 | Pot of Duality
1 | Allure of Darkness
1 | Monster Reborn
1 | Dark Hole
1 | Heavy Storm


- Traps -
- 5 -

3 | Infestation Wave
2 | Torrential Tribute

===============

- Replays -
First Variant: Tests 1-9

Thank you for reading!
Zepheon


Zepheon


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PostSubject: Re: Desolation - An Introduction to Tribute Steelswarms   Desolation - An Introduction to Tribute Steelswarms Icon_m11Thu Nov 01, 2012 10:26 pm
Hm...Having Evilswarm Castor as a tech can do wonders Razz Access to some support cards like the thingy that lets you shuffle a dead evilswarm/steelswarm into your deck to get another... forgot what it was called D:
AsianGuy1137


AsianGuy1137


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Posts : 121

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Desolation - An Introduction to Tribute Steelswarms 2ntv8so
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PostSubject: Re: Desolation - An Introduction to Tribute Steelswarms   Desolation - An Introduction to Tribute Steelswarms Icon_m11Thu Nov 01, 2012 11:00 pm
Evilswarm Castor is alright, but if you're going to rely on Tribute Summoning, it's better to just stick to the Steelswarm Scout engine and use Cell instead as it can be SS'ed unless you're going for the bigger monsters, which I'd recommend against. Plus, Castor is vulnerable to Effect Veiler and Bottomless whereas the other two dodge them. The card you're talking about is Infestation Infection, but since it's a continuous trap, it'll render your Scouts unable to SS themselves thus rendering your entire tribute engine dead.

I should make a note, I'm only going to include cards that are reasonably viable in a competitive environment, not that Steelswarms are viable enough either way Sad ...
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PostSubject: Re: Desolation - An Introduction to Tribute Steelswarms   Desolation - An Introduction to Tribute Steelswarms Icon_m11
 

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