Just a heads up, skill drain will negate the tributed monsters because they activated/ resolved on the field when it was negated. I’m no expert at explaining, but there is a ruling on it.
All of the grave yard effects work. They activate on field but resolve in grave. Skill drain negates effects on the field but does not stop activations. Try it on any online dueling platform. Any monster that tributes itself for cost (pankatrops, abc buster, battle butler, etc...) still resolves under skill drain.
when you build this deck, it's important to consider what you want the flex spot to be. Poly gives you a higher ceiling at the cost of being dead in hand (which isn't that big of a problem due to rocksies). More handtraps make disrupting your opponent easier but make you more vulnerable to being disrupted yourself. hand traps are like a back-up plan for those scenarios. Another option are extenders like Thunder Dragon Fusion or Parallel Exceed. TDF allows you to Fuse from your GY to play around Nibriu or extend your opening with a second Battle butler. Parallel Exceed chain blocks the initial Prankid, which is especially vulnerable to Ash or helps playing around Nibiru by opening up the follow up play: Nibiru token>Link Spider>Summon Parallel>Link Anaconda>send TDF. However Exceed has the disadvantage of using up a lot of ED space, if you want to play the Link Spider into Anaconda play. I personally like Parallel Exceed + 1 copy of TDF in the main since it's quite flexible and doesn't rely on having mulitple different Kids in hand like the Poly play. This sounds like a rather unlikely situation, but trust me, I played the deck before it got Mew Meow and the Poly + 2 Kids combo isn't nearly as consistent as you need it to be. Other good extenders are Instant fusion into Rocket and Monster Reborn (depending on when you get hand trapped).
@@LordTrent. comes up everywhere: raye GY eff, aleister atk boost, any GY float effs, a lot of guru effects (hidden city, final battle, guru), brotaur, borrelsword/avramax. Also can create a priority lock if all your monsters are prank-kids.
It's often useful for me, it's situational but a great resource to have. I found a random Psy-frame player and basically just did nothing each turn except for attacking with that to not trigger any of his cards. Generally I can't count how many times it came in clutch even against some top decks
I have to study up on this deck, I feel like meow-meow kind of actually gives this deck a weakness to targeting that didn't exist before, assuming they play greedy for the double Raigeki. Forbidden chalice kind of wrecks them in this regard.
Forbidden Chalice?? The biggest weakness is an Ash or a Gamma on the first kid you summon when you don't have a follow up play but generally you can recover from a Chalice, Impermanence or Veiler on your Doodle
You can chain the effect of your battle buttler to forbidden chalice cause it's not once per turn. Like BB effect (banish meow) --> forbidden chalice --> BB effect (tribute him)
Actually they resolve where they activate, which is on the field, reason why cards like infinite impermanence can negate the effect of doodle after it's tributed for cost. The thing is skill drain says "face up on the field"
Because the cost of activation for the Prank-Kids is their tributing, the Fusions can still be activated while things like Skill Drain/ The Monarchs Erupt are on the field, since those cards don’t negate the activation of the cards, just negate the card itself while it’s on the field. (Aka since you can activate cost even under Imperm, they’re not affected by the negation anymore if tributed)
I needed this thank you
Glad you enjoyed it!
¿Why does nobody banish meow-meow for Bow-wow, or weather washer effects since they are tributing during the opponents turn?
Just a heads up, skill drain will negate the tributed monsters because they activated/ resolved on the field when it was negated. I’m no expert at explaining, but there is a ruling on it.
All of the grave yard effects work. They activate on field but resolve in grave. Skill drain negates effects on the field but does not stop activations. Try it on any online dueling platform. Any monster that tributes itself for cost (pankatrops, abc buster, battle butler, etc...) still resolves under skill drain.
when you build this deck, it's important to consider what you want the flex spot to be. Poly gives you a higher ceiling at the cost of being dead in hand (which isn't that big of a problem due to rocksies). More handtraps make disrupting your opponent easier but make you more vulnerable to being disrupted yourself. hand traps are like a back-up plan for those scenarios.
Another option are extenders like Thunder Dragon Fusion or Parallel Exceed. TDF allows you to Fuse from your GY to play around Nibriu or extend your opening with a second Battle butler. Parallel Exceed chain blocks the initial Prankid, which is especially vulnerable to Ash or helps playing around Nibiru by opening up the follow up play: Nibiru token>Link Spider>Summon Parallel>Link Anaconda>send TDF. However Exceed has the disadvantage of using up a lot of ED space, if you want to play the Link Spider into Anaconda play.
I personally like Parallel Exceed + 1 copy of TDF in the main since it's quite flexible and doesn't rely on having mulitple different Kids in hand like the Poly play. This sounds like a rather unlikely situation, but trust me, I played the deck before it got Mew Meow and the Poly + 2 Kids combo isn't nearly as consistent as you need it to be.
Other good extenders are Instant fusion into Rocket and Monster Reborn (depending on when you get hand trapped).
🐤🐤🐤🐤🐤🐤🐤🐤🐤🐤🐤🐤
Thank you
Good deck , but you can do a fluffal deck profile
Why does NOBODY talk about the Armades effect on Weather Washer.
It rarely comes up honestly.
@@LordTrent. comes up everywhere: raye GY eff, aleister atk boost, any GY float effs, a lot of guru effects (hidden city, final battle, guru), brotaur, borrelsword/avramax. Also can create a priority lock if all your monsters are prank-kids.
It's like my favorite card and severely underrated.
It's often useful for me, it's situational but a great resource to have. I found a random Psy-frame player and basically just did nothing each turn except for attacking with that to not trigger any of his cards. Generally I can't count how many times it came in clutch even against some top decks
Weather wins duels. Feel you, man 😶
Jonathan slllllllllllll denissssssss sllllllll meow meow
I have to study up on this deck, I feel like meow-meow kind of actually gives this deck a weakness to targeting that didn't exist before, assuming they play greedy for the double Raigeki. Forbidden chalice kind of wrecks them in this regard.
🐤🐤🐤🐤🐤🐤🐤🐤🐤🐤🐤
Forbidden Chalice?? The biggest weakness is an Ash or a Gamma on the first kid you summon when you don't have a follow up play but generally you can recover from a Chalice, Impermanence or Veiler on your Doodle
You can chain the effect of your battle buttler to forbidden chalice cause it's not once per turn.
Like BB effect (banish meow) --> forbidden chalice --> BB effect (tribute him)
Dont you mean forbidden droplet?
How can you activate your fusion monsters effect if you have skill drain on board
Skill drain negates effects on field. All of the fusions resolve in grave.
Actually they resolve where they activate, which is on the field, reason why cards like infinite impermanence can negate the effect of doodle after it's tributed for cost. The thing is skill drain says "face up on the field"
Because the cost of activation for the Prank-Kids is their tributing, the Fusions can still be activated while things like Skill Drain/ The Monarchs Erupt are on the field, since those cards don’t negate the activation of the cards, just negate the card itself while it’s on the field.
(Aka since you can activate cost even under Imperm, they’re not affected by the negation anymore if tributed)