Low Key: Super Quantum Volcanics

Doug Zeeff

7/18/2016 11:00:00 AM
 Comments

I'm honestly surprised it's taken me so long to try this deck. Loukas and Pasquale constantly make fun of me for it, but I'm definitely known to try out any Volcanic variant I can find. Out of all the mechanics in the game, the one that I always gravitate towards is drawing cards. It's more random than searching things directly, but that's half the fun!

Through Blaze Accelerator Reload, Volcanics can dig into their deck faster than a lot of rogue choices. Volcanic Shell is by far one of the best discards. You can flip Blaze Accelerator Reload up on your opponent's turn to trade Shell for a draw, and then on your following turn search another Shell to immediately discard. Then, you can add the third Shell to your hand for next turn, effectively digging five cards deeper into your deck in three turns.

Of course, the real star is Volcanic Scattershot, which Raigekis your opponent while also doing 1500 damage if you send it to the grave off of a Blaze Accelerator card. That works with the discarding effect of Blaze Accelerator Reload and the banishing effect too, which lets you yard a Volcanic during either player's Main Phase as a quick effect.

Enter: Super Quantums
You've probably seen Super Quantums a few different times over the past year. We've featured them here on TCGplayer several times, whether it be the pure build Calvin Tahan won ARGCS Richmond with in March, or as support in a deck like Batteryman.

For a quick summary, the three main Super Quantums each have an effect that triggers when they're sent to the graveyard, and one when they're summoned. Super Quantal Fairy Alphan is the theme's Lonefire Blossom, picking one copy of each of the three Super Quantums, one of which is Special Summoned while the other two get sent to the graveyard. That hopefully triggers three different effects, making for a clean swing in card economy.

Taking a more individual look at the Super Quantums, Super Quantum Blue Layer has two great effects. When it's sent to the graveyard you can shuffle back up to three Super Quant cards, preventing you from running out of steam in the late game. More importantly, when you summon Blue Layer you can search out any Super Quant, usually grabbing Alphan. It's a Level 3 Psychic so it blends perfectly with Emergency Teleport, which is just one of many power spells packed into today's build.

 Volcanic Rocket
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Volcanic Rocket25786
Set Force of the Breaker
Number FOTB-EN000
Level 4
Type Effect Monster
Monster Pyro
Attribute FIRE 
A / D 1900 / 1400
Rarity Secret Rare
Card Text

When this card is Normal Summoned, Flip Summoned, or Special Summoned, you can add 1 "Blaze Accelerator" Card from your Deck or Graveyard to your hand.


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You probably recognize Super Quantum Red Layer because of its Cyber Dragon-like effect, but it also has two more abilities. When you summon it you can get back a Super Quant to your hand, once again helping your longevity, and when it's sent to the graveyard you can Special Summon a Super Quant from your grave without its effects. Super Quantum Green Layer is by far the least useful, but it still has a niche; when you summon it you can Special Summon a Super Quant from your hand, unclogging brick openings. Also, when it's sent to the graveyard you can toss a Super Quant out of your hand to draw a card, going right along with the Volcanic theme.

The real synergy between the Super Quantums and Volcanics lies in Super Quantal Mech Ship Magnacarrier. With Magnacarrier in play you can discard a card to target a Super Quantum and upgrade it to its corresponding Xyz Monster: Super Quantal Mech Beast Grampulse for Blue Layer; Super Quantal Mech Beast Magnaliger for Red Layer; and Super Quantal Mech Beast Aeroboros for Green Layer. You can mouse over those monsters if you aren't familiar with their effects to get the specifics, but the gist is that they're all great.

Additionally, you can send Magnacarrier to the graveyard to upgrade all three of the Xyz Monsters into the infamous Super Quantal Mech King Great Magnus, which has several deadly effects. The main one we're focusing on is when it has at least four Xyz Materials, which makes it completely unaffected by other card effects. Calvin Tahan used that ability to take an entire tournament, but afterwards Kaiju became incredibly popular Main and Side Deck picks, effectively crushing the concept.

Taking a look at recent lists from the North American World Championship Qualifier, though, I noticed that almost none of the Top 64 finishers ran any Kaiju monsters. Even going back through the last couple of weeks I found that there just aren't a lot of Kaijus running around anymore. They're largely ineffective against Fire King Kozmos and Demise Kozmos, and cards like Great Magnus haven't shown up in events for months. All things considered, I think that now's the time for Great Magnus to return.

Not only can you discard Super Quantums with the field spell, you can also pitch Volcanic cards; Volcanic Shell can singlehandedly supply enough discards to power up all three Super Quantums in a single turn. And there are a lot of times when I was discarding a Blaze Accelerator Reload to upgrade just one Super Quantum, and then sending Scattershots to clear the board. A lot of the time you'll have three or four big monsters on the field, so blowing everything up with Scattershot and inflicting 1500 damage is often enough to win. Let's take a look at what I came up with:

    Super Quantum Volcanics Doug Zeeff    
 
Main Deck
Side Deck
1 Gem-Knight Garnet
1 Performage Trick Clown
2 Royal Firestorm Guards
3 Super Quantal Fairy Alphan
2 Super Quantum Blue Layer
2 Super Quantum Green Layer
2 Super Quantum Red Layer
3 Volcanic Rocket
3 Volcanic Scattershot
3 Volcanic Shell
Monsters [22]
3 Brilliant Fusion
2 Emergency Teleport
2 Instant Fusion
2 Super Quantal Mech Ship Magnacarrier
2 Terraforming
3 Twin Twisters
1 Upstart Goblin
Spells [15]
3 Blaze Accelerator Reload
Traps [3]
Deck Total [40]

EXTRA DECK

2 Abyss Dweller
1 Artifact Durendal
1 Castel, the Skyblaster Musketeer
1 Daigusto Emeral
1 Dragoness the Wicked Knight
1 Elder Entity Norden
2 Gem-Knight Seraphinite
1 Number 106: Giant Hand
1 Panzer Dragon
1 Super Quantal Mech Beast Aeroboros
1 Super Quantal Mech Beast Grampulse
1 Super Quantal Mech Beast Magnaliger
1 Super Quantal Mech King Great Magnus
Extra Deck [15]
Notes:


I've drifted away from Brilliant Fusion recently because I felt like they had a consistency paradox I couldn't crack. If you play two Gem-Knight Garnet you're more likely to be able to resolve a Brilliant Fusion, but you also draw a Garnet more often than if you played just one. If you do decide to play a single copy, drawing it instantly changes all three Brilliant Fusions in your deck to dead draws.

However, Volcanics have always been able to use Brilliant Fusion beautifully because of Royal Firestorm Guards. A staple in all Volcanic decks, Guards shuffles back four Pyros into your deck to draw two cards. That's primarily used for resetting Volcanic Shell and Volcanic Scattershot, but it has the added benefit of being able to shuffle back Garnet. That essentially lets the Volcanic duelist get away with all the benefits of one Garnet without the potential dead Brilliants, and it's one of my favorite unique interactions in Volcanics by far.

One thing you might question is why I'm only playing one of each of the Super Quant Xyz Monsters. Usually you don't need more than one of any of them, and Blue Layer can always shuffle them back to get some extra mileage. There's also not a lot of room in the Extra Deck if you're playing Brilliant Fusion and Instant Fusion. I really feel like all three Instant Fusion targets are necessary, because they complete any of the Super Quant Xyz Monsters if you have the corresponding Effect Monster. I suppose an argument could be made for a third Instant Fusion and Thousand-Eyes Restrict, but that honestly hasn't come up for me so far.

As far as everything else goes, there's definitely some room for changing things to fit your local metagame. Twin Twisters is great against Card of Demise strategies, but I also heavily considered Breakthrough Skill or Solemn Strike. At the end of the day I settled on Twin Twisters because it's the most versatile and this deck sometimes has a difficult time pushing through traps, but you could easily switch those out for specific tech. Overall, though, this deck is a blast to play, packed to the brim with draw cards to dig you to your combos!

-Doug Zeeff


Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered semi-Yu-Gi-Oh! related content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, catching Weedles, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!


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