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[TCG] Deck Profile - Phal Control

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iamjason8
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[TCG] Deck Profile - Phal Control

Post by iamjason8 on 06.06.17 11:36

As I posted in my first post, I wanted to get into DM content creation, specifically for the TCG. I got back into the game with a small circle of friends and naturally we've developed our own meta. In our 'local meta', many cards from DM-10 onwards are in severe shortage and control decks have risen to the top. Phal Control is no exception and would say it is easily one of our strongest decks despite missing some of the more overpowered cards.

Philosophy
The way we build our decks is a compromise of the cards we have available and how good a deck would be irrespective of 'meta' (i.e. built to be as consistent as possible while able to cope with varying strategies). Thus, while some decks are inherently better than others, they're all fairly competitive with each other which I think makes it more fun since anyone can pick up a deck and play.

About the Deck
Phal Control was a strong contender towards the middle of DM's life outside of Japan as powerful control based cards were released in subsequent sets but the card Phal Eega itself more or less flew under the radar with many decks choosing to exclude it. In sorting through our cards, we found several copies of Phal and having been inspired by Earthpower's Phal Control deck decided to give it a shot. While a lot of the extremely powerful cards such as Apocalypse Vise and Cranium Clamp were absent due to lack of availability, we found that even in its 'budget state' it proved to be a strong contender since it is so conceptually sound. My friend Andrew on the most part built the deck from scratch and because of his inclination towards techy one offs combined with how he's piloted many but never built his own control deck, it was a match made in heaven. I would definitely recommend this deck to anyone looking to add another to their arsenal since to us, the deck adheres to criteria that which makes a deck appealing - easy to build and high effective!

Light 11
3 Phal Eega, Dawn Guardian
3 Magris, Vizier of Magnetism
2 Logic Cube
1 Rain of Arrows
2 Holy Awe

Water 12
3 Aqua Hulcus
2 Energy Stream
1 Crystal Memory
4 Corile
1 Thrash Crawler
1 Flood Valve

Darkness 13
3 Locomotiver
2 Lost Soul
4 Terror Pit
2 Dark Reversal
2 Bloody Squito

Fire 12
3 Phantom Dragon's Flame
2 Tornado Flame
2 Burst Shot
2 Searing Wave
1 Gatling Skyterror
1 Bazagazeal Dragon
1 Bolmeteus Steel Dragon

Multi 2
2 Tajimal, Vizier of Aqua

Total: 50

Other Options:
Sundrop Armor when low on shields. Estol, Vizier of Aqua could also be an option but Sundrop is preferable as it is reusable with Phal (not to mention easier to acquire).

If Bolmeteus or even Bazagazeal are not available to you, Twin-Cannon Skyterror, additional copies of Gatling Skyterror and to a lesser extent Valiant Warrior Exorius could also be suitable choices for boss cards.

You could also try a more Liquid People based variation replacing Corile with Aqua Surfer and throwing in Crystal Lancer for the boss card slots.

If you have a greater budget or access to cards, Craze Valkyrie, Bluum Erkis or more copies of Bolmeteus are worthwhile additions.

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OcaVan
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Re: [TCG] Deck Profile - Phal Control

Post by OcaVan on 06.06.17 23:38

I love Rain of Arrows! I never saw in action, at least i can't remeber it. However, i imagine that it must be extremly satisfying and ironic too, to discard Cranium Clamp, Lost Soul or Upheaval with it Very Happy.
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iamjason8
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Re: [TCG] Deck Profile - Phal Control

Post by iamjason8 on 07.06.17 3:16

Rain of Arrows is definitely an underrated card! You're totally right, most satisfying card to hit and utterly devastating if used against you. Even if you whiff it, you probably wouldn't have played anything else on turn 2 anyway to the risk reward trade off is worth it. Wink
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Bronze-Arm Sloth
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Re: [TCG] Deck Profile - Phal Control

Post by Bronze-Arm Sloth on 17.07.17 5:52

@iamjason8 wrote:Rain of Arrows is definitely an underrated card!  You're totally right, most satisfying card to hit and utterly devastating if used against you.  Even if you whiff it, you probably wouldn't have played anything else on turn 2 anyway to the risk reward trade off is worth it. Wink

Totally agree here!
I usually tech 2 arrows in my decks with light for having it earlier.
In turn 2 you have a high chance to hit the opponent really hard and discard some pits and clamps!
Really nasty and effective, because many players use pit and clamp!
Just pull and play it early haha

    Current date/time is 18.11.17 13:54