Deck Profile: Shaddoll Artifacts

As requested, a deck update:

From the last list I posted the deck looks very different. To me it feels like I’ve been running this same build for a while now, but it has mostly just evolved slowly over time to the build I have now. The majority of changes to the deck are due to the meta in which case basically all that has happened is that Retaliating “C” came out, which sucks, but it can be dealt with. There’s also the existence of Norden, hence added Instant Fusions, which I’ll talk about what I do with them. I also run a ton of cards (48 is a lot), but I’ll explain that as best I can. Here’s the deck list:

Main Deck (48):

Monsters (24):

  • 1 Black Luster Soldier – Envoy of the Beginning
  • 1 Dark Armed Dragon
  • 2 Shaddoll Beast
  • 1 Artifact Scythe
  • 1 Artifact Moralltach
  • 1 Artifact Lancea
  • 1 Artifact Beagalltach
  • 1 Thunder King Rai-Oh
  • 1 Shaddoll Dragon
  • 3 Shaddoll Squamata
  • 1 Felis, Lightsworn Archer
  • 3 Mathematician
  • 1 Shaddoll Hedgehog
  • 3 Shaddoll Falco
  • 3 Effect Veiler

Spells (11):

  • 2 Instant Fusion
  • 3 Shaddoll Fusion
  • 3 El Shaddoll Fusion
  • 3 Artifact Ignition

Traps (13):

  • 3 Artifact Sanctum
  • 3 Mind Crush
  • 1 Torrential Tribute
  • 2 Sinister Shadow Games
  • 1 Shaddoll Core
  • 3 Call of the Haunted

Extra Deck (15):

Fusion (8):

  • 1 El Shaddoll Shekhinaga
  • 1 El Shaddoll Anoyatyllis
  • 3 El Shaddoll Construct
  • 2 El Shaddoll Winda
  • 1 Elder Entity Norden

Synchro (4):

  • 1 Leo, the Keeper of the Sacred Tree
  • 1 Trishula, Dragon of the Ice Barrier
  • 1 Arcanite Magician
  • 1 Armades, Keeper of Boundaries

XYZs (3):

  • 1 Artifact Durendal
  • 1 Castel, the Skyblaster Musketeer
  • 1 Abyss Dweller

Side Deck (15):

  • 1 Artifact Lancea
  • 2 Fire Hand
  • 2 Ice Hand
  • 3 Ghost Ogre & Snow Rabbit
  • 2 Double Cyclone
  • 2 Breakthrough Skill
  • 3 Imperial Iron Wall

Single Card Changes:

The last Regional event I went to I ran a very similar build to this one and I ran a ton of cards just like this build as well. I’ve thinned out the cards that I ended up thinking where not that great or pointless, for example I took out Raigeki, Book of Moon, Ring of Destruction and Peropero Cerperus because I thought they all where pretty pointless. The only deck you really want any of those cards for is Qliphorts, and other than that match-up all four of those cards really kill your momentum because they don’t move your agenda forward at all, which I think is contrary to the ideal way to be building a Shaddoll deck. What I mean by that is that if I have Raigeki in hand, it’s in no way going to make my deck perform Shaddoll plays any better, so opening with it is essentially giving yourself 1 less card to work with to perform combos.

I run some exceptions to that rule: Dark Armed Dragon, Mind Crush and Torrential Tribute, and to a degree you could also argue against Thunder King Rai-oh or any of the other random LIGHT monsters like Effect Veiler, but I think the fact that they are monsters and also LIGHT makes them conducive to Shaddoll combos with that alone. I have explained Dark Armed before, it has this factor that when you open it, you will basically win, other than that it doesn’t effect you much and it also is a really easy card to side out game 2, and without at least a couple cards to side out easily it’s hard to side in some match-ups. Mind Crush is my new alternative to Mistake main decked. It’s good against literally everything but a few rouge decks and it is an out to Retaliating “C”, a constant thorn in my side. It’s mostly a meta call, and I would change it in the future if the top decks change. Torrential could be argued to be a combo piece in Shaddolls because it can set off your own Shaddoll effects. That and it’s pretty much the best trap ever. I’ve told people before, I will run as many legal copies of Torrential Tribute as I can.

Shaddoll Lineup:

The lineup hasn’t been changed all that much. I dropped down to 1 Hedgehog and went up to 3 Falco. Hedgehog is pretty much a bad card, but you need 1 for when you need it. The reason it’s bad is because you never want to draw it, in my opinion you only want to send it from the deck for its monster search effect. So if you don’t want to draw it then you should run as few copies as possible, but still run 1 so it’s present. The same goes for Dragon, you don’t want to draw it but you want access to it. Shaddoll Beast is really good and important to the deck, and you need more than 1, but it’s a really bad draw because it’s not versatile. In a scenario when you open bad, having a Beast in hand only makes your hand worse since you can’t use it unless you draw a fusion spell. On the other hand, Squamata and in most instances Falco can be used from the hand even without a fusion spell.

I now have 3 Falco, because I decided that the entire engine of Shaddoll monsters boils down to two really simple things: beating down the opponent with fusion monsters and Shaddoll Falco stalling. While a Shaddoll player has a Falco face-down on the field the opponent is hard pressed to make any effective pushes without using at least 2 powerful cards, and generally exhausting their important resources, which is to the Shaddoll player’s advantage. On top of that a Shaddoll player may have additional ways to deal with a scenario on top of the Falco, so whenever a Shaddoll player has a setup set Falco you pretty much are in control of the match. With 3 Falco you almost never run out of defensive steam and almost always have access to the most plays because Falco is simply the most versatile monster in the deck. It can be defensive and wall out opponents with Squamatas, you revive Fusions for aggression and recursion, you can use it for a multitude of Synchro options, you can use it to draw cards with Beast, and it provides very versatile fusion material and potentially multiple fusion materials. The only card that can rival its role is Squamata because Squamata is such a strong stand alone card and the optimal for setup. Basically, Squamata is the ideal setup monster for the deck and Falco is the ideal end result of the deck.


I just want to note, I think that every time anyone runs Artifacts, even if Moralltach was to go back to 3, you should be running Artifact Ignition and at least 1 Artifact Beagalltach. I never really understood the reasoning behind the idea where people only ran Sanctum and some Artifacts. Ignition is easily one of the best cards in Artifacts and I literally want to open with as many copies of it as I possibly can every duel. Even if you open 3 copies you can make plays without the opponent even having set spells and traps. You can use 2 Ignition to destroy each other and set a Beagalltach and a Moralltach, then use the 3rd Ignition to destroy your set Beagalltach and set another Artifact from deck, ideally Caduceus if you’re running it. Then Beagalltach will summon and destroy your 2 other Artifacts, summoning them both, Caduceus first, then Moralltach. You’ll draw 1 card off of Caduceus and destroy 1 card off Moralltach netting a plus 2. And considering you all you did was open 3 MSTs, that’s pretty great.

Instant Fusion & Norden:

So, I run Instant Fusion, but one could debate I don’t have anything all that spectacular to do with it and for the most part you are correct. Even so, I would still run the card because it’s simple a fantastic card even in the most general instances. Simply put, a 1 card Rank 4 that doesn’t use your normal summon is fantastic for any deck even if other decks can use the same engine to perform much more advantageous combos. There are also some additional things that can be performed with Instant Fusion that are special to this deck, but nothing all that special.

First, I’ve got the 2 generic Rank 4 XYZ that I think go along with Norden: Castel and Abyss Dweller. Castel is basically the best Rank 4 XYZ monster. It provides spot removal even in the face of Shadow-Imprisoning Mirror, which is fantastic, and it can also flip my opponent’s and even my own monsters face down, which is fantastic as well. Sometimes just summoning a free Castel and spinning a monster in addition to the bonus 2000 ATK is enough to make a field an OTK in Shaddolls. Abyss Dweller is the ideal control monster for Norden. Since Norden is WATER it gives Dweller the attack boost. Dweller also has one of the most influential effects on the current metagame, stopping opposing Shaddolls, Burning Abyss, Yang Zing and many other decks in their tracks. Not to mention, Abyss Dweller is WATER itself giving you the threat of a much easier Anoyatyllis in the Nekroz match-up.

Norden can also allow for Synchro summons, and for the most part there are 2 things worth summoning off of Norden plays: Armades and Trishula. Armades is just a super easy play, it only requires an Effect Veiler in the graveyard. Armades already was functional in the deck before making this all the better in the deck. Trishula can be summoned 2 ways, either having a Mathematician on board and using Norden to revive Falco in grave or having any Level 4 and reviving an Effect Veiler from the grave, both add up to 9.

Norden is also always welcome to deck running Call of the Haunted, because after Norden has been summoned off of Instant Fusion, you can revive it again with Call of the Haunted and it still gets its effect. This turns Call of the Haunted into all the plays I mentioned earlier late game, but with the random addition of being able to attack with the Norden, causing a lot of potential OTK scenarios. Norden has 2000 ATK, and ang the most likely revival target Squamata has 1800 ATK, making a Call of the Haunted turn into 3800 damage.

Instant Fusion also has the small alternative play to summon a Winda, which can be used as Synchro or XYZ material for Arcanite Magician or Durendal respectively. This also lets you recur fusion spells with that Winda’s effect.

Extra Deck Changes:

I dropped down to 1 Shekhinaga because I almost never summon it anymore, it’s more of a disparity play at this point and also is one of the only outs to Clear Wing Synchro Dragon.

I run only the 1 Norden, the 2nd one is mostly unnecessary because the scenario in which you activate 2 Instant Fusions in 1 game with this deck is almost nonexistent, and even if it does come up you can always bring out a Winda with the second copy.

The Synchro lineup keeps getting thinner. I almost never used Black Rose Dragon or Moonlight Rose Dragon so I dropped both. Whenever I make a Level 7 Synchro it’s always Arcanite Magician. If someone wanted to add a monster to this Extra Deck I would recommend dropping Trishula, because it’s the weakest link here.

I dropped Constellar Pleiades because I needed Extra Deck space with the addition of Norden and the Rank 4 XYZ. The more I play using this deck, the less often I feel like I need to make Pleiades, and also since most decks generally stay away from using Extra Deck monsters against Shaddolls, the uses of Pleiades are pretty thin. If the meta changes to make Pleiades more advantageous I might add it back in in the future.

Side Deck:

  • Artifact Lancea:
    • For Kozmo, Nekroz and Infernoids.
  • Fire Hand & Ice Hand:
    • For Qliphorts, Satellarknights, sometimes Burning Abyss, and floodgate side decks.
    • Fire and Ice Hand can function against just about any deck that runs back row. In combination with the Artifact engine, you can fall back on the solid Hand Artifact control strategy against decks that are attempting to lock out the Shaddoll portion of the deck.
  • Ghost Ogre & Snow Rabbit:
    • For Qliphorts and floodgate side decks.
    • I don’t really side this all that often, but it’s mostly for Floodgates and for decks that Effect Veiler doesn’t really do well against so I can still keep might LIGHT count up. I don’t ever side out any of my LIGHT monster for things that aren’t more LIGHT monsters if I can help it.
  • Double Cyclone:
    • For Qliphorts, Satellarknights, and floodgate side decks.
    • As opposed to MST, which I think is a bad card. Double Cyclone has the ability to set off Artifacts, making it have the ability to push your own agenda forward rather than just simplify the gamestate. Worst case scenario I use a spell card like Shaddoll Fusion and then chain Double Cyclone to destroy my own Shaddoll Fusion if I don’t have anything functional to destroy with Double Cyclone.
  • Breakthrough Skill:
    • For Nekroz and Satellarknights.
  • Imperial Iron Wall:
    • For Nekroz, Kozmos and Infernoids.
    • With the added bonus of completely stopping Retaliating “C” a.k.a. my worst nightmare.


Feel free to leave any comment or questions below!

Written by: Kyle Oliver

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