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Crystal Beast Guide: 2014 Edition Untitl15
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Crystal Beast Guide: 2014 Edition Untitl14
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Crystal Beast Guide: 2014 Edition

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Crystal Beast Guide: 2014 Edition Empty Crystal Beast Guide: 2014 Edition

Post by Wulvkaan Sat Sep 06, 2014 4:15 pm

Despite the bad reputation they get from players who use things like Rainbow Dragon and Hamon, Lord of Striking Thunder, Crystal Beasts have remained one of the most popular archetypes in the game, and are capable of swarming the field very quickly, making big Xyz monsters from nothing and can easily OTK off of their ace card, Crystal Abundance. Crystal Beasts have quite a few inherent flaws, however. They only have 1 monster capable of getting things going with no prior setup: Sapphire Pegasus. This combined with their frailty and inability to run large backrow makes them susceptible to effect negation and cards like Evilswarm Exciton Knight. But here's how to run Crystal Beasts as well as possible in today's game.

The monsters:

Crystal Beast Sapphire Pegasus:
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

The best monster in the deck. Reinforcement of the Army on ALL summons, and a level 4 WIND for the magical Lightning Chidori. And most importantly he can revive Sapphires and Rubies from the grave. However if it is summoned as a Chain Link 2 or higher, be careful, because it will miss its timing to activate.

Run 3 in all builds, no exceptions. It's the best monster in the deck.

Crystal Beast Ruby Carbuncle:
When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

The reason we can be a powerful deck still. Upon special summon, be it by Beacon, Promise, Rainbow Ruins, or Soul Charge, she will swarm the field with crystals, also giving any and all Sapphire Pegasus she summons the chance to activate their effects.

Run 3, 2 at the very least. She is one you always want to have in the deck for beacon and on the field for Rainbow Ruins.

Crystal Beast Cobalt Eagle:
Once per turn: You can target 1 face-up "Crystal Beast" card you control; return that target to the top of the Deck. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

Bad stats and a useless effect is what we used to say. But now, this guy is amazing. He's a level 4 WIND for Lightning Chidori, gives Chidori access without burning out Sapphire Pegasus', and lets you Raiza any one of your own Crystal Beasts. He can contribute to the grind (which is more important now than ever because of shaddolls) by topdecking your Pegasus, or he can contribute to your swarm by topdecking a Carbuncle to then Beacon out of the deck.

Run 2-3, he's just that good now.

Crystal Beast Topaz Tiger:
If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

So he beats for 2000, when equipped to release, 2800, and allows you to get over 1900 threats.

But this doesn't constitute his place in the deck anymore. He's a very good 1-of, as he allows you to open stronger than Eagle or Set Carbuncle, and he is an extra Ayers Rock Sunrise target in the late game.

I maintain the use of him at 1, but any number from 0-2 should be fine.

That's all for even the relatively good Crystal Beast monsters, but here are the rest:

Crystal Beast Amber Mammoth:
When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

He's meh. His effect isn't particularly useful, even when equipped with Release, and his stats are mediocre at best.

Run 0.

Crystal Beast Emerald Tortoise:
Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

He's better than Mammoth, but still not good. His effect is useful at times, and he's a level 3 for Xyz plays, but he's not even worth using.

Run 0-1, but he's better at 0.

Crystal Beast Amethyst Cat
This card can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

Oh, man! When rescue cat was legal she did a LOT. But now that it's not legal, she's worthless. She's level 3, but has none of the durability of Emerald, or the power of Ruby. Even when equipped with release she's 1000 at best, and she's easily beat over by anything. Topaz Tiger is a better Ayers Rock Sunrise target, but even he pales in comparison to Pegasus. A win condition in 2007, a loser now.

Run 0.

The Spells:

Crystal Beacon:
Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.

The card that gets you Sapphire Pegasus when you don't have him, or allows you to swarm with Ruby when you do. Every deck wants a free Special Summon from the deck, and he have it.

Run 3, no exceptions. It's the very best card in the deck.

Crystal Tree:
Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.

The very best set-up card in the deck. It's capable of pulling plenty of Crystal Beasts out of thin air. It thins the deck, sets up beacon and abundance, and allows you to easily swarm with Ruby Carbuncle.

Run 3. You want to see this ASAP.

Crystal Promise:
Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.

Free Ruby Summon anyone?
Well the problem with Promise is its inability to save you when losing, and its uselessness when winning. I mean a free Ruby summon is great, but if you're winning, it's likely you can wait for the City, and if you don't have ruby or pegasus, it becomes chumpblocker to try and stop an otk next turn (which usually fails due to spot removal btw).

Run 0-3. 0-1 in control and xyz builds, 2-3 in turbo to combo with Pegasus and Tree.

Crystal Release:
Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.

A lot of people don't like this card. It takes up a s/t zone, it misses timing when you Xyz summon. But what it can do is get you over big threats, replace itself with a sapphire you don't have yet, and be used as mst bait while facedown.

Run 0-2, depending on your need for power and consistency.

Crystal Blessing:
Target up to 2 "Crystal Beast" monsters in your Graveyard; place those targets face-up in your Spell & Trap Card Zone as Continuous Spell Cards.

This card sets up for Beacon, or possibly Abundance. However it's now largely outclassed by Ayers Rock Sunrise and Soul Charge.

Run 0-1, side an extra copy for the Lightsworn matchup.

Crystal Abundance:
Send 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards on the field to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards your opponent controlled that were sent to the Graveyard by this card's effect.

Here we have the most powerful card in the deck, and perhaps the most broken and devastating card ever printed, especially at 3. Field wipe, plus free summons that trigger all your Sapphires, really punishes your opponent for committing to the field and makes it almost impossible to comeback outside of Exciton Knight.

Run 0-2 in control, 2-3 in Abundance Turbo.

Ancient City - Rainbow Ruins:
You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and resolve these effects: ● 1+: This card cannot be destroyed by card effects. ● 2+: Once per turn (including the opponent's) you can halve the Battle Damage you take. ● 3+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; negate the activation, and if you do, destroy it. ● 4+: Once per turn, during your Main Phase: You can draw 1 card. ● 5+: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.

Well here's our field spell. And what a field it is. No destroy, negate battle damage, negate spells and traps, free plusses, and free swarms with Ruby. Upon release this was the best field spell in the game, and honestly, it still ranks in the top 5.

I'd say to run 3 always, but with the new double field rule, a resolved ruins is never leaving the field, so either run 3, or run 2 + 1 terraforming. Playing it safe with a fully charged city is often game.

Advanced Dark:
All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If "Rainbow Dragon" or "Rainbow Dark Dragon" attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that battle.

"The other Crystal Beast field spell." Advanced Dark builds aren't competitive. They require too much setup to play effectively and aren't as powerful as standard, especially since you have to give up your good field for this. The main point of Advanced Dark builds is to play their boss monsters like The Dark Creator and Dark Armed Dragon, but they're too relatively inconsistent to do much.

In any Advanced Dark builds, run 3, plus 1-2 Terraforming, since the field is legitimately necessary to play. But in competitive builds run none and stick to standard or synchro. Remember this was printed to be a novelty card for Anime fans.

Rare Value:
If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards.

The draw power of the deck, and now with Ayers Rock Sunrise and Soul Charge its cost is mitigatable.

Run 0-3, depending on your playstyle and the worth of your backrow Crystal Beasts.

The Traps:

All the Crystal Beast traps are terrible and I deny their existence, but here are the traps you SHOULD be running:

Compulsory Evacuation Device
Torrential Tribute
Breakthrough Skill
Treacherous Trap Hole (if using no other traps)
Mirror Force/Dimensional Prison

Whatever else you really want to use, just make sure it's not continuous or is easily triggered

Bosses: (Hint, we don't run any of them)

Rainbow Dragon:
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned. ● During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent. ● You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Decks.

This guy may be the icon of the archetype, but please don't run him, he's VERY VERY bad. He requires you to run all the crystal beasts (yes, even the bad ones), will sit dead in your hand for a LONG time, BANISHES your Sapphires and doesn't even save himself from his own effect (good luck never summoning anything again), and has no protection from Book of Moon, Maestroke, Number 101, or EITHER of Castel's effects. He's just really bad. Run 0.

Hamon, Lord of Striking Thunder:
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by sending 3 face-up Continuous Spell Cards you control to the Graveyard, and cannot be Special Summoned by other ways. When this card destroys an opponent's monster by battle and sends it to the Graveyard: Inflict 1000 damage to your opponent. While this card is in face-up Defense Position, your opponent cannot target other monsters for attacks.

Hamon is very popular among players who know that Rainbow Dragon is bad, but still don't know how to play the deck. Hamon uses up 3 of your Crystal Beasts in the s/t zone (just 1 away from Abundance!), STILL has no protection, and his big booty isn't very useful when Castel is a card. He's just very bad, and his other effects aren't good either, so please don't run him and expect me or any other CB vet to take you seriously.

Malefic Cyber End Dragon:
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 "Cyber End Dragon" from your Extra Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

This guy has all of the 4000 attack the other two have, but only 1 of the downsides. A Rainbow Ruins is never leaving the field now, his defense is high enough to protect him from book of moon (no relevant monsters outside of Judgment Dragon can run over his defense, and JD will just blow him up), he has a VERY easy summoning condition, and is very easy to keep on the field. However, with Bottomless and Torrential falling out of favor, he is no longer the bait he used to be (the reason he was mainly ran btw), and so he can be dropped now. He could've always been dropped actually.

Run 0-1, but mostly 0

Dragon Queen of Tragic Endings:
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.

She's got a good effect (but her low attack makes it difficult to achieve), a big Defense stat, and the ability to get rid of overloaded trees (though if this is a problem, reconsider how you play the deck). However she's hard to summon, especially now that mass removal is everywhere and setting up is slow. She's a level 6 for Xyz plays though.

You could run up to 3, to make powerful xyz plays, but better judgment on my part says 1.
My EVEN BETTER judgment says 0, because she sucks now.

Useful Techs:

This list includes Dark Hole, even if it is bad in every other deck right now.

Summoner Monk:
While this card is face-up on the field, it cannot be Tributed. If this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck, but that monster cannot attack this turn.

Absolute Staple at 2. When he comes back to 3, run 3. This guy gives us the consistency of Sapphire and we have an abundance of spells to discard for him (excuse the pun). While he can often be dead late game, and we have to give up the reason we need pegasus to get pegasus, he must be ran for the deck to even think about playing competitively.

Ayers Rock Sunrise:
Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant, and Winged Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.

Staple at 2-3. With the introduction of this card, making big plays has never been better, and you can xyz safely without worrying about conserving your Sapphires. It also forces your opponent's monsters into being weak enough to be ran over easily, though this is rarely the major concern of using it.

Soul Charge:
Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.

Staple at 1-2. This card singlehandedly allows ruby swarms from the grave for the cost of 1000 life points, or bringing 2-3 Sapphires back for 2-3 extra crystals in the backrow, which can then allow you to swarm even more later. This card gives the deck the same Life monster reborn did when it was legal. Not running it is close to killing yourself.

Pot of Duality: This card allows you to dig into the deck to get your combo pieces faster. It's very helpful when wanting to open with Pegasus or a tree (since special summoning is not the priority on the first turn) and lets you make more powerful plays later. Run 2-3 if you feel this is a concern (I'm currently running 3 Duality with no Rare Value, as I'd rather have the ability to gain resources than the ability to use ones I don't have).

Genex Ally Birdman: This guy is pretty cool. He's limited, but he allows you to reuse Sapphire Pegasus, multiple times, and go into cards like Black Rose Dragon and Ancient Fairy Dragon. Not as good as he was though. If you use him, naturally use the 1 you can, but most of the time I'd suggest to forgo him for the next tuner option:

Scrap Beast: The absolute star of the Synchro Build, he is a level-4 Beast-type tuner. The reasons why both of those things are important should be obvious, but... He can be summoned by Summoner Monk and RESUMMONED by Scrap Dragon and Ayers Rock Sunrise (did I mention how good Ayers was?) In the synchro build, run 1-2 because of his versatlity you can easily use him multiple times.

Book of Moon: El Shaddoll Winda is a pain, but is also why we run Breakthrough Skill. If you want, run 1, since it can also re-use Sapphire and shrug off Fiendish Chains.

Foolish Burial: Instant Pegasus and setup for Ayers Rock Sunrise and Soul Charge.

Forbidden Lance and Mystical Space Typhoon: Last format I'd say never to main MST. Side all 3, I'd say. Well now, main 3. Vanity's Emptiness sees a lot of maindeck play now and if you hadn't noticed, this is a Special Summoning Deck. It's impossible for us to play under Emptiness and we need to get rid of it as soon as possible. Forbidden Lance also helps us by making us immune to cards like Bottomless Trap Hole and Traptrix Trap Hole Nightmare (the enemy of Ruby Carbuncle). SO that is a consideration. Run 0 or 2 lance if you do run it.

Tour Guide from the Underworld: Instant Rank 3 for just 1 draw. If you need Leviair badly, go here, but she's not as useful in this deck now.

Nova summoner: A free Ruby Summon from the deck, but spot removal hurts. It's now better to stick to Beacon and Rainbow Ruins.


The Extra Deck:

This is the reason we can be competitive again. With the dawn of Xyz Monsters, the epic swarming potential of Crystal Beasts makes it possible to play them again. The deck has the ability to put out Rank 4's very easily, and here are the Xyz you should definitely consider:

Lightning Chidori:
2 Level 4 WIND monsters
When this card is Xyz Summoned: Target 1 Set card your opponent controls; return that target to the bottom of the Deck. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; return that target to the top of the Deck.

The star of the deck now. It's beyond easily made, has a PWWB-like effect with 0 cost, and puts our Sapphires in the grave for extra Ayers Rock Sunrise plusses! It also removes big threats and troublesome backrow, so he's overall great.

Run 2, no more, no less. I'd say run 3, but we have this guy:

Daigusto Emeral:
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
●Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
●Target 1 non-Effect Monster in your Graveyard; Special Summon that target.

Now his second effect is useless, but his first effect lets us recycle Pegasus, Ruby and Chidori back into the decks they go in. Then we draw. NEAT. He recycles Chidoris at least twice and allows us to make huge plusses off of it and reset Rubies for Beacon which leads to MORE EXTRA DECK SPAM.

Run 1.

Castel, the Skyblaster Musketeer:
2 Level 4 monsters
You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 Xyz Materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.

Double Book of moon is good. But his Detach 2 is what makes him great. He is able to spin any floodgate not named Skill Drain or Vanity's Emptiness. If he's good enough for meta decks, he's good enough to justify a spot here.

Run 1. I would say 2 because he's just that amazing, but extra deck space is very tight right now.

Leviair the Sea Dragon:
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Pegasus gets banished by Bottomless or some other means? Overlay 2 rubies into Leviair and revive him, which then plusses you more, and gives you a use for 2 rubies that would normally be terrible on the field.

Run 1.

Constellar Hyades:
2 Level 3 LIGHT monsters
Once per turn: You can detach 1 Xyz Material from this card; change all monsters your opponent controls to face-up Defense Position

Constellar Ptolemy M7
2 Level 6 monsters
You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If you do, its effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card to target 1 monster on the field or in either player's Graveyard; return that target to the hand.

These two give a better use for Ruby when nothing is banished. AND WHAT USE THEY HAVE. Hyades is singlehandedly the reason Bujins can be beaten with this deck, and allows you to go into castel to remove face-down monsters that would be problematic. After you've used Hyades, you can use M7, who will:

A. Get your pegasus from the grave to the hand.
B. Bounce a problematic card to the hand.

A lot of people say these aren't staple. I disagree. Run 1 of each.

Gagaga Samurai:
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; that monster can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack: You can change this card to Defense Position and change the attack target to this card, then proceed to damage calculation.

This guy is OCG only currently, but his effect is beyond useful. He can save us from battle (which is rare) but hsi first effect is what shines. He SEALS your OTK completely. With Abundance being better than ever as a means of winning, and Eagle not picking up ANY slack we had before, this guy is capable of turning your normally 3200 Pegasus-Eagle into 3800 damage. With 2 other Pegasus on the field, this leaves the opponent with only 600 Life Points left, provided they had all 8000. Note that a 5-Abundance will always OTK on 8000 unless one is Ruby for whatever reason. "600 left seals an OTK?" you say? Well, this makes sure of it:

Run 1.

Gagaga Cowboy
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position.
● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only.
● Defense Position: Inflict 800 damage to your opponent.

The Attack position effect is rarely relevant, but the defense position effect burns for game. After your Samurai-Pegasus-Pegasus Combo leaves the opponent with 600 Life points, turn the other 2 Pegasus into Cowboy and burn the rest of the way. His attack position effect is also very useful at being no targeting, non-effect-based removal, so don't ever discount his usefulness.

Run 1.

Number 82: Heartlandraco:
2 Level 4 monsters
While you control a face-up Spell Card(s), this card cannot be targeted for attacks. Once per turn: You can detach 1 Xyz Material from this card; this turn, this card can attack your opponent directly, but other monsters cannot attack.

4000 damage almost instantly, and our Crystal Beasts are spells, so this should be fairly obvious for a game ender as well.

Run 1.

Diamond Dire Wolf:
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.

Removes floodgates and triggers out s/t zone effects. Run 1.

Other Xyz to consider:

Ice Beast Zerofyne: I consider it a 1-of staple personally, but this thing negates EVERYTHING your opponent controls and gets 300 extra attack for every face-up card on the field, until your next standby phase. So your opponent is pretty dead for a turn.
Harpie's Pet Phantasmal Dragon: Non targetable, direct 6000, with a very decent sized booty to help it out for stall.
Mechquipped Angineer: Protects out monsters from cards like Judgment Dragon and the like. Run 1 if you have space.
Number 101: Silent Honor ARK: An obvious one a while ago, now not as useful. Run 1, but Castel is better.
Abyss Dweller: A very obvious rank 4 that I feel should be in every deck. Run 1. Run 1. Run 1. Do not discount graveyard effects being insanely powerful now.
Number 103: Ragnazero: Kind of a staple, but there are other options. Run 1 if you do.

For the Synchro Variant:

Scrap Dragon:
1 Tuner + 1 or more non-Tuner monsters
Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target.

Scrap Beast and Summoner Monk instantly makes this, and upon dying, gives you back scrap beast to make more stuff! Also with his effect, you can target Rainbow Ruins (with one Crystal in the backrow) and get free destruction since Rainbow Ruins cannot die!

Run 1-2 in the Scrap Build.

Stardust Dragon:
1 Tuner + 1 or more non-Tuner monsters
During either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your Graveyard.

Very powerful vs. a LOT of decks, though mass removal isn't as powerful now, and destruction is making its leave in the modern game.

Run 0-1. I personally maintain the use of 1, but he isn't as necessary as he was.

Stardust Spark Dragon:
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn (except during the Damage Step): You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or by card effects.

I'm liking this a lot more than regular Stardust lately, and it can be used to much more effectiveness, as well as being a very lethal duo with Scrap Dragon in the Synchro Variant.

Run 1
Crimson Blader:
1 Tuner + 1 or more Non-Tuner monsters
If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.

Like Stardust, very useful vs. a number of decks, but unlike Stardust, retains his usefulness in the Shaddoll Matchup.

Run 1.

Other Synchros to consider:

Black Rose Dragon: A free field nuke, and triggering frontrow Crystal Beast effects is great, but again, destruction is not as powerful as it was.
Ancient Fairy Dragon and Ancient Pixie Dragon: Meh. They're level 7 like Black Rose Dragon, so they can only be made with a ruby carbuncle. And they're aren't that amazing anyway. Run 0-1 of each. Mostly 0.


Ninja Variant:

This is centered around utilizing the effect of Ninja Grandmaster Hanzo to grab Ninjitsu Art of Transformation from the Deck, and then using it to turn Hanzo into Pegasus. Here are the cards that comprise that engine:

Ninja Grandmaster Hanzo:
When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster from your Deck to your hand, except "Ninja Grandmaster Hanzo".

The card that gets the deck started. Run 3.

Ninjitsu Art of Transformation:
Tribute 1 face-up "Ninja" monster you control; Special Summon 1 Beast, Winged Beast, or Insect-Type monster with a Level less than or equal to the Level of the Tributed card + 3 from your hand or Deck. When this card leaves the field, destroy that monster.

The main card to search with Hanzo, and the reason to play the deck.

Run 2. Three clogs because it's easily searchable.

Armor Ninjitsu Art of Alchemy:
If you control 1 face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards.

Draw power that rivals Rare Value and will Trigger your Crystal beast effects. You can use Magic Planter, but this is searchable by Hanzo.

Run 1-2.

Reinforcement of the Army:
Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.

This is self explanatory. It is the card that gets the card that gets the card that lets you play the game. Run the max number of copies, which is currently 3 (Yay!).


Last edited by Wulvkaan on Mon Oct 27, 2014 7:21 pm; edited 11 times in total
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by Haseo Sat Sep 06, 2014 5:03 pm

Very good guide, maybe you can add in how the combos will work (With pictures maybe).
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by Wulvkaan Sat Sep 06, 2014 9:00 pm

Deck Skeleton Time:

Pure:

3 Sapphire Pegasus
3 Cobalt Eagle
3 Ruby Carbuncle
0-2 Topaz Tiger
2 Summoner Monk

2-3 Ancient City - Rainbow Ruins
0-1 Terraforming
3 Crystal Beacon
3 Crystal Tree
1-3 Crystal Abundance
0-3 Crystal Promise
0-2 Crystal Release
0-3 Rare Value
2-3 Pot of Duality
2 Mystical Space Typhoon
0-2 Forbidden Lance
2-3 Ayers Rock Sunrise
1-2 Soul Charge
0-1 Dark Hole

1-3 Breakthrough Skill
1 Compulsory Evacuation Device
0-1 Torrential Tribute (Which I personally no longer use).

Example

Ninja:

3 Hanzo
3 Pegasus
2-3 Carbuncle
2-3 Eagle
0-1 Tiger
2 Summoner Monk
0-1 Black Luster Soldier - Envoy of the Beginning
0-2 Dark Simorgh (the reason for 2 Leviair)

3 Crystal Beacon'
1-3 Crystal Promise
0-3 Rare Value
3 Pot of Duality
2 Reinforcement of the Army
1-2 Ayers Rock Sunrise
0-1 Soul Charge
1-2 Armor Ninjitsu Art of Alchemy
2 Mystical Space Typhoon

1-3 Breakthrough Skill
1 Compulsory Evacuation Device
2 Ninjitsu Art of Transformation
0-1 Torrential Tribute

Example
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by Luneth777 Sun Sep 07, 2014 7:11 pm

Very good guide! i follow it for my CBS deck. that is, when i use it.
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by supremedragoon Mon Sep 15, 2014 7:50 pm

One thing to think about is that 101 can get rid of absolute zero without triggering that annoying effect. Once shadow mist is tcg legal, that will be sometihing to consider again.
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by Winged Kuriboh lv.9 Sun Sep 21, 2014 2:53 am

I personally as someone who has been using Crystal Beasts for years can say that they are the most flexible archetype in the game because of what they can do. You can make a chaos version, ninja version, pure version, mist valley, malefic etc. I my eyes no other archetype has as much support - by support i mean flexibility - as Crystal Beasts do. The Hands don't count as an archetype to me so that is why i can say this.
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by Wulvkaan Sun Sep 21, 2014 3:22 am

Winged Kuriboh lv.9 wrote:I personally as someone who has been using Crystal Beasts for years can say that they are the most flexible archetype in the game because of what they can do. You can make a chaos version, ninja version, pure version, mist valley, malefic etc. I my eyes no other archetype has as much support - by support i mean flexibility - as Crystal Beasts do. The Hands don't count as an archetype to me so that is why i can say this.

This so much. After playing Crystal Beasts as long as I have and seeing it all the years I can vouch for this. The cards that the new sets bring to the game always somehow give CB players hope to keep using them, like the recent Soul Charge and Ayers Rock Sunrise.

As someone who's played all the versions of the deck (so many to name. pure, ninja, divine wind, beast turbo, synchro, chaos, malefic, hands, and the more recent kamikaze crystal beasts) the ability for them to play with almost any cards is outstanding, especially for such an old archetype. Hell, the deck has stolen more support than dragon rulers, especially in the extra deck (thanks Harpies and Constellars!)

When the wind fusion is released, trying my hand at Shaddoll CBs. This oughta be good.

There's also the lightsworn variant but that focuses on milling yourself into all 7 for rainbow dragon. so we don't talk about that one.

I should add this stuff to the OP.
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Crystal Beast Guide: 2014 Edition Empty Re: Crystal Beast Guide: 2014 Edition

Post by supremedragoon Sun Sep 21, 2014 12:19 pm

HEROes have more support than any other archetype even though most of it sucks. We were lucky to get a ton of playable support :p still waiting for dem pendulums tho.
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