Painters' Souls
Deck Primer
Weather Painters revolutionized by the inclusion of Magicians' Souls as a draw engine.
Souls helps boost Painter's consistency by helping you majorly plus with decent hands, or helping to un-brick some of your worse ones.
Using Magicians' Souls you can send the Weather Painter spells or traps either in your hand or on the field to the graveyard to draw 2 cards. If you control Weather Painter Cloud when this effect happens, and you send canvases on the field to the grave; you can immediately get those canvas' (or any other in your grave if you'd like) back - making Souls a free +1 or +2 gain in card advantage.
In addition to that, Souls can also help worse Painter hands by putting a free body onto the field, which in a pinch can be used to tribute for Aurora if you have no other better options available to get a Canvas on the field - or as link material for one of the Topologics or Borrelsword.
Pot of Extravagance is also there for additional draw power in cases where you don't see Souls. The two sometimes tend to clash since you can't use both in the same turn, but the extra boosted consistency you get is, in my opinion, worth it since chances are you may not see 1 of your 3 Souls in your opening hand. Or alternatively you can pitch the Extravagance with Souls when needed. Having both is nice, but if you had to choose one - Souls is by far the better singular option in this deck. Feel free to run 3 of whatever handtrap suits you if you'd like to replace Extravagance.
Apprentice Illusion Magician is the usual garnet. If drawn it serves the same purpose on field as souls for being potential tribute fodder for Aurora when need, or as link material.
The rest of the deck is pretty straightforward: Imperial Order shuts down spells, Anti-Spell for a pseudo Imperial Order (and can be used well in tandem with Rain Canvas for continued freezing of said spells), Rivalry of Warlords because other than Souls all the main deck monsters are Fairy (and works pretty dang well against decks with more than once monster type like Spyral), Evenly Matched because this deck can struggle against established boards going second, and Skill Drain because universal monster effect negation that rarely applies to yourself because Painters banish themselves for cost is very, very useful.
Side deck is pretty standard. Niberu and Gadarla for going second removal (any kaiju is fine, but I like it for dealing with the occasional anti-meta Barrior of the Storm Winds lockdown decks). Twin Twisters for backrow removal -Lightning Storm also works, but I'm not a fan of it's restrictions (or the price tag). Drowning Mirror Force for secondary removal since your painters banish for cost and can leave you open for direct attack a lot. Aurora Pattern works well against decks that like to do a lot of individual searching, and is highly searchable and accessible itself which means no more than 1 is needed. Dimensional Fissure and Macro Cosmos to prevent your opponent from abusing their graveyards. And Unending Nightmare as it's non once per turn face up backrow destruction works very well against control based decks - True Dracos and Altergeist especially.
Souls helps boost Painter's consistency by helping you majorly plus with decent hands, or helping to un-brick some of your worse ones.
Using Magicians' Souls you can send the Weather Painter spells or traps either in your hand or on the field to the graveyard to draw 2 cards. If you control Weather Painter Cloud when this effect happens, and you send canvases on the field to the grave; you can immediately get those canvas' (or any other in your grave if you'd like) back - making Souls a free +1 or +2 gain in card advantage.
In addition to that, Souls can also help worse Painter hands by putting a free body onto the field, which in a pinch can be used to tribute for Aurora if you have no other better options available to get a Canvas on the field - or as link material for one of the Topologics or Borrelsword.
Pot of Extravagance is also there for additional draw power in cases where you don't see Souls. The two sometimes tend to clash since you can't use both in the same turn, but the extra boosted consistency you get is, in my opinion, worth it since chances are you may not see 1 of your 3 Souls in your opening hand. Or alternatively you can pitch the Extravagance with Souls when needed. Having both is nice, but if you had to choose one - Souls is by far the better singular option in this deck. Feel free to run 3 of whatever handtrap suits you if you'd like to replace Extravagance.
Apprentice Illusion Magician is the usual garnet. If drawn it serves the same purpose on field as souls for being potential tribute fodder for Aurora when need, or as link material.
The rest of the deck is pretty straightforward: Imperial Order shuts down spells, Anti-Spell for a pseudo Imperial Order (and can be used well in tandem with Rain Canvas for continued freezing of said spells), Rivalry of Warlords because other than Souls all the main deck monsters are Fairy (and works pretty dang well against decks with more than once monster type like Spyral), Evenly Matched because this deck can struggle against established boards going second, and Skill Drain because universal monster effect negation that rarely applies to yourself because Painters banish themselves for cost is very, very useful.
Side deck is pretty standard. Niberu and Gadarla for going second removal (any kaiju is fine, but I like it for dealing with the occasional anti-meta Barrior of the Storm Winds lockdown decks). Twin Twisters for backrow removal -Lightning Storm also works, but I'm not a fan of it's restrictions (or the price tag). Drowning Mirror Force for secondary removal since your painters banish for cost and can leave you open for direct attack a lot. Aurora Pattern works well against decks that like to do a lot of individual searching, and is highly searchable and accessible itself which means no more than 1 is needed. Dimensional Fissure and Macro Cosmos to prevent your opponent from abusing their graveyards. And Unending Nightmare as it's non once per turn face up backrow destruction works very well against control based decks - True Dracos and Altergeist especially.
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