Rikka'valon: The Arrangement
Deck Primer
Warning: Not a good deck. Just my current reference building point towards something.
The current build of this deck is using 60 cards, but I'm work this down to 40-42. I saw something interesting numbers at 41. I'm going to ignore that and take my building of this deck 1 step at a time.
The idea of this deck build came to me, when I realize Water is pretty grindy attribute. Rikkas are already a pretty grindy deck. Not the best grindy deck. Definitely not the best grindy deck out of the box that it came out of. I just saw something interesting if I fuel its grindiness.
First off. Rikka is the core. It's archetype has some pretty interesting mechanics. It is still missing cards imo. Rikkas role as the heart of the deck is be a surprise deck. That is all. Played a few people at my locals. Just... not alot of people know what youre doing. They usually have to shotgun the cards they know.
Generaiders. I'm actually going to cut Harr and Spell/traps. With the current 60 card count. They're unreliable. Mardel's search effect is way to important, to use on another Generaider card. Mardel, herself, is abit of pain due her lv9 status. But since Mardel can search plants and give me access to Rank 9 plays. SHE STAYS!
Sunavalon: They actually provide some pretty good options. They can interact with GY. Provide Link fodder for Jasmine plays. Shrine is pretty interesting. Alittle short of insane. I don't think alot people understand the borderline broken effect it has. It allows me to re-set any Continuous Trap in my GY. Due to that. I don't need 3 copies of the very restrictive Bloom. And then there's the SS2 lingering effect on Bloom. If you play Sunavalon; Always consider Zepyhros.
Cutting down both Sunseed's from 3 to 2(or 1).
Draw Cards: I'm playing way too many. But that's the point. Moray can be used whenever you meet its cost. Jack-in-the Hand, can help dig out a lv1 for plays or incentivize getting a lv1 plant in the GY. Salvage helps keep your Rikka targets out of the GY and load your hand. I won't say its a plus 1. But if Mudan is a target can lead to extra advantage. Prosperity will be very powerful, when I fine tune the extra deck for the right targets. I will safely help me further dig into my deck.
One for One. Self explanatory.
Pollinosis is a placeholder. I'm just a fan of the card and how it can play with the Rikka tribute mechanic. Like, popping a Strenna, to go into another Teardrop or Kanzashi or... Treebeast.
Torrential is just a package I added as a placeholder. I can switch between a Raigeki package and Harpie's FD package.
Extra Deck is pretty basic. Its focused on Rikka and Sunavalon. With Rikka's being more board control and aggro and Sunavalon [Thrasher] being the donkey puncher. Again with the Bloom. If Bloom can stick, with the Lv4 Link and Thrasher, It's actually pretty much game over.
Missing items: Evil Thorn and Lonefire Blossom. I know they're staples. And I have already got my eye on what needs to go bring them in. Also, missing other staple plants like Rose Girl. Spore, if I add a Synchro target. Carrotweight.
Hand Traps: I'm balancing between 3-6 spots. If I go with 4, I will be going with the Psy-Frame or a Artifact package.
I am also looking into using Formud Skipper and Parallel Exceed. But I almost feel like I will lose the identity of the deck and also, if I start going down the cyberse road. Accesscode Talker wont be too far from the next exit.
The current build of this deck is using 60 cards, but I'm work this down to 40-42. I saw something interesting numbers at 41. I'm going to ignore that and take my building of this deck 1 step at a time.
The idea of this deck build came to me, when I realize Water is pretty grindy attribute. Rikkas are already a pretty grindy deck. Not the best grindy deck. Definitely not the best grindy deck out of the box that it came out of. I just saw something interesting if I fuel its grindiness.
First off. Rikka is the core. It's archetype has some pretty interesting mechanics. It is still missing cards imo. Rikkas role as the heart of the deck is be a surprise deck. That is all. Played a few people at my locals. Just... not alot of people know what youre doing. They usually have to shotgun the cards they know.
Generaiders. I'm actually going to cut Harr and Spell/traps. With the current 60 card count. They're unreliable. Mardel's search effect is way to important, to use on another Generaider card. Mardel, herself, is abit of pain due her lv9 status. But since Mardel can search plants and give me access to Rank 9 plays. SHE STAYS!
Sunavalon: They actually provide some pretty good options. They can interact with GY. Provide Link fodder for Jasmine plays. Shrine is pretty interesting. Alittle short of insane. I don't think alot people understand the borderline broken effect it has. It allows me to re-set any Continuous Trap in my GY. Due to that. I don't need 3 copies of the very restrictive Bloom. And then there's the SS2 lingering effect on Bloom. If you play Sunavalon; Always consider Zepyhros.
Cutting down both Sunseed's from 3 to 2(or 1).
Draw Cards: I'm playing way too many. But that's the point. Moray can be used whenever you meet its cost. Jack-in-the Hand, can help dig out a lv1 for plays or incentivize getting a lv1 plant in the GY. Salvage helps keep your Rikka targets out of the GY and load your hand. I won't say its a plus 1. But if Mudan is a target can lead to extra advantage. Prosperity will be very powerful, when I fine tune the extra deck for the right targets. I will safely help me further dig into my deck.
One for One. Self explanatory.
Pollinosis is a placeholder. I'm just a fan of the card and how it can play with the Rikka tribute mechanic. Like, popping a Strenna, to go into another Teardrop or Kanzashi or... Treebeast.
Torrential is just a package I added as a placeholder. I can switch between a Raigeki package and Harpie's FD package.
Extra Deck is pretty basic. Its focused on Rikka and Sunavalon. With Rikka's being more board control and aggro and Sunavalon [Thrasher] being the donkey puncher. Again with the Bloom. If Bloom can stick, with the Lv4 Link and Thrasher, It's actually pretty much game over.
Missing items: Evil Thorn and Lonefire Blossom. I know they're staples. And I have already got my eye on what needs to go bring them in. Also, missing other staple plants like Rose Girl. Spore, if I add a Synchro target. Carrotweight.
Hand Traps: I'm balancing between 3-6 spots. If I go with 4, I will be going with the Psy-Frame or a Artifact package.
I am also looking into using Formud Skipper and Parallel Exceed. But I almost feel like I will lose the identity of the deck and also, if I start going down the cyberse road. Accesscode Talker wont be too far from the next exit.
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