09/10/2012

Digitalist Profile, 6


I promised to post this up last month but unfortunately I had some rough setbacks but I am here to keep that promise now. Today’s article is an introduction to a deck evolved from Teleport Hieratics, I call it Hieratics Overdrive. Well, the name is really there just for the kicks. It is still a Hieratics variant that utilizes Emergency Teleport and Psychic Tuners to nullify the absence of some power cards like Red-eyes Darkness Metal Dragon. Of course, this one comes with a surprise tech which is Overdrive Teleporter. Another day, another OTK. Life is fulfilling indeed.

HIERATICS OVERDRIVE


Hieratic Dragon of Tefnuit x3
Hieratic Dragon of Su x3
Hieratic Dragon of Eset x3
Card Car D x3
Psychic Commander x3
Overdrive Teleporter x2
Solar Wind Jammer x2
Maxx "C" x2
Red-Eyes Darkness Metal Dragon x1
Wattaildragon x1
Meteor Dragon x1
(Monsters-24)

Mystical Space Typhoon x3
Emergency Teleport x3
Forbidden Lance x2
Hieratic Seal of Convocation x2
Pot of Duality x2
Heavy Storm x1
Monster Reborn x1
(Spells-14)

Call of the Haunted x3
(Traps-3)

EXTRA DECK: 

Scrap Dragon x1
Stardust Dragon x1
Thought Ruler Archfiend x1
XX-Saber Gottoms x1
Hyper Psychic Blaster x1
Wind-Up Zenmaines x1
Tiras, Keeper of Genesis x1
No.61: Volcasaurus x1
No.25: Force Focus x1
Photon Streak Bouncer x1
Swordbreaker x1
Hieroglyph Dragon King-Atumus x2
Gaia Dragoon, the Thunder Charger x2

Previously, I’ve already explained a big part on how E-Tele works with Hieratics in an older deck profile post. If you miss out on that, please do check it out to get a better understanding on how to play this deck. It is actually quite easy to find your personal style with this deck. Now, let us take a look at the newer techs included into this version of the deck. First up would be Max Teleporter or Overdrive Teleporter.

                      (Visit here for effect: http://yugioh.wikia.com/wiki/Overdrive_Teleporter)

What does this guy do here? While it might look slightly unnecessary to play this card, Max Teleporter spices things up in a lot of ways. One thing I have always discussed about is how Hieratics sometimes need a beater that goes over 2800 and Overdrive Teleporter gives you that by allowing you to go into Hyper Psychic Blaster. A 3000 bully with decent effects. Now if you switch out the conventional Emerald Dragon for Meteor Dragon, you pretty much have access to XX-Saber Gottoms which is another 3100 bully that can be summoned with two cards, namely, Psychic Commander and Meteor Dragon if you do replace Emerald Dragon for it. That’s an option one can take to increase his or her chances of OTK. A hand of Tefnuit and Overdrive Teleporter can easily turn into a field of 4 cards provided if you encounter no disturbance during the process. 

Overdrive Teleporter is in here to ensure your OTK chances improves. That’s the main purpose. You can tweak the deck to let it have the ability to go into Naturia Synchros but I wouldn’t bother since all I want to concentrate on is to survive, collect my resources, Exceed once and make sure people die. You get the drill. Though Teleporter can be a dead draw at times, it gives you high reward combos that usually end up as good news for you. A simple play of attacking with Overdrive Teleporter and double Psychic Commanders already gives you a total amount of 4900 damage so imagine the creativity in digits when you are allowed to go nuts. Before I forget, Max is a Level 6 as well giving you the ability to go into a Rank 6 and Rank 3 Exceed in one turn when you can’t do shit. Still, a decent way to make a living. Next up, we got this guy.

                       (Visit here for effect: http://yugioh.wikia.com/wiki/Solar_Wind_Jammer)                                                            
Solar Wind Jammer is one of those cards I initially saw potential for it in Karakuris. After going into a deeper thought, this card can do amazing stunts in Hieratics as well. I chose this card over Ghost Ship or Cyber Dragon due to its similar Special Summoning ability as Photon Thrasher which is good for Turn 1 setups or desperate measure. A Wind Jammer and Eset nets you a Rank 5 Exceed monster. The best thing about this card would probably be the synergy it has together with Hieratic Dragons and Emergency Teleport. For example, if you open with a hand of Solar Wind Jammer, Hieratic Dragon of Eset, Hieratic Dragon of Su, and Emergency Teleport during Turn 1 you might as well conclude with a field of Stardust Dragon, Hieroglyph Dragon King-Atumus or Gaia Dragoon, zero stats REDMD, and a random dragon. That could spell OTK the next turn but obviously there are many ways more to play around with this tech in Hieratics Overdrive.

The next advantage to take notice of is how well Solar Wind Jammer works together with E-Tele or Psychic Commander. An instant Level 8 Synchro of your choice depending on the scenario you’re in is quite a keeper.  Stardust for protection, Scrap Dragon to pop stuff off the field, Thought Ruler Archfiend if you read D.Prisons, or even go into stall mode with Colossal Fighter if you can’t handle a bigger monster for now. For God’s sake, you can make Red Dragon Archfiend if you like. Depending on your match-up, Solar Wind Jammer can prove to be useful. It’s a tech with generic and situational plays. If you don’t like it, there are always cards like Tragoedia and Gorz that would work well with this deck. 

Hieratics Overdrive has the capability to go into different styles and tactics depending on the scenario you’re in and the kind of player you are. Whether it is OTK, Aggro, or Control this deck offers a fair deal. Personally, I’d like to just close the deal in one attempt. Just to add in, My Body As A Shield works really well in this deck. Here comes the end of today’s post. I hope you have enjoyed reading and I apologize for the long wait. Remember to play smart, fight hard, or go home a loser. Thank you for dropping by!




4 comments:

  1. Hi there, been a fan of your blog and your interesting deck profile for quite some times. :)
    Just a question here, how are you gonna deal with the increase in plays of maxx c recently? Is main-decking divine wrath worth it?

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    Replies
    1. Hey there, thank you for your support! Appreciate it lots. Regarding the Maxx "C" issue, Divine Wrath is generally a good card to main but it is slow due to setup. I've a tech that deals with Maxx "C" in Hieratics. Wait for my post tonight and you'll find out. :)

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    2. i still don't understand how come the divine wrath isn't in proper order.

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    3. I'm not saying its not good i'm saying its slow due to setup. And when it comes to draw consistency you need to Main more than a single copy. If you don't mind that, nothing wrong.

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