1st Time KoG with Bean Harpies

Deck Record: 21-1

Decklist

Deck Overview: The goal of this deck is to win through attrition by taking advantage of Harpie's Hunting Grounds ability to turn Harpie Ladies into S/T removal. By removing the enemy's field spell, Jerry Beans Man becomes the strongest beater in the game at 1750. The deck also has Emissary of the Afterlifes to search Jerry while also being respectable 1600 beaters themselves. This deck became more consistent with the ability to farm normal harpie ladies from Mai to have 6 targets for Order to Charge.

Card Review:

Monsters

3x Jerry Beans Man -- Star of the deck. One thing to note is 0 Def makes him particularly weak to Kuriboh, Econ, and Windstorm, so be extra wary of those.

3x Harpie Lady -- Necessary for Hunting Ground. 1500 atk (after boost) is respectable but is still weaker than unboosted Dinos, so generally needs to be protect with a S/T. Of note is make sure to farm normal harpies from Mai instead of using Harpie Lady 2 and 3 because of Order to Charge.

2x Emissary of the Afterlife -- 1600 atk is strong but more importantly searches Jerry when it dies. The fact that your opponent searches as well rarely comes up (twice in my 22 games). I wouldn't run more than 2, although I'll test 3 once I pull a 3rd copy.

1x Sphere Kuriboh -- Obviously very strong, but another advantage is by activating in hand it lets you have '4' active traps because it doesn't take up 1 of your 3 slots. I might replace this with Econ once I get one, but I'm not sure.

1x 4-Starred Ladybug of Doom -- I put this in originally because I needed another monster and didn't know what to add, but it performed really well. It's a nice passive turn 1 play, which this deck is light on because you don't want to play harpies if you go first. I'll test yomi ship and hade-hane in this slot once i get them.

Spells

2x Order to Charge -- One of the most important cards in the deck. 6 targets makes it very consistent. Don't need more than 2

1x Riryoku -- Good removal with harpies after you remove their S/T. Also is nice because it pushes damage. I only own 1, but I don't think you want anymore.

1x Twister -- Back up removal when field is destroyed or you don't draw your harpies. Only need 1.

1x Shard of Greed -- Delayed card advantage. Your opponent rarely removes it because they will twister your field first. Might consider running 2, but drawing both at the same time would clog S/T zones, so 1 is good.

1x Autonomus Action Unit -- Unsung MVP of the deck. After your Order to Charge their fusion or Daedalus, this sets up to kill them the next turn with any monster. Only run 1 because LP cost is steep.

Traps

1x Mirror Wall -- Standard, not really much else to add. I only own 1, but probably would still only run 1 if I owned more. (Might cut Michizure for 2nd Mirror Wall, but diversity is nice)

1x Michizure -- Standard. Is nice with emissaries because you want those to die. Also can combo with Order to Charge to destroy 2 monsters.

1x Metalmorph -- Perfect trap to couple with harpies because 1800 atk beats over everything including enemy Jerry Beans Man. Once I get a 2nd one, I'll cut windstorm for it.

1x Windstorm -- Strong defensive trap, but I'd like to replace with an Econ or Metalmorph. It can also be used offensively to preemptively protect your monsters from dying to Mirror Walls and other stat modifiers.

Last notes: If anyone is wondering what's in the extra deck, it's just random fusions, nothing summonable.This deck is really fun to play so I hope you guys try it out. The mirror match would be really funny (because harpies destroy 2 S/Ts and emissaries search for both people). Also I can't wait until Konami adds Sonic Duck to be a lvl 3 1900 beater with field boost.

Posted Feb 17, 2017, 2:54 AM UTC · edited

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