For part 4 of my REDU preview we’re going to be looking at the Madolche cards. They’re a new cute sweet based theme, with an unusual mechanic whereby they return to the deck rather than filling up your Graveyard. If you can get their field card out they’ll go one better and end up in your hand again. Both of these mean it’s quite hard for you to run out of Madolche monsters, but that your deck won’t thin down much over the course of the game. The theme was also an opportunity for Konami to make lots of cake based name puns, because they seem to like puns so much. See if you can work out what all the cakes / sweets are for each character.
To save explaining it each time, or filling the first monster with talk about it I’ll cover the general Madolche effect here. All of them have the effect “When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck.” This means that whenever you have your Madolche destroyed, whether by battle or effect, it will go back into the deck instead. You could use this fact to abuse monsters like Guardian Eatos which need a Graveyard empty of monsters. Alternatively use it alongside Skill Drain, since they’ll all still end up in the deck. This version would probably be reliant on getting both Chateau and Skill Drain going at the same time, whilst using Majoleine and Chouxvalier to beat the opponent down.
Madolche Mille-feuille: Level 3 500/300 Earth Beast
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. When this card is Normal Summoned: You can Special Summon 1 “Madolche” monster from your hand.
Mille-feuille is the sort of monster we’re seeing for a lot of themes at the moment, which is basically a theme specific Marauding Captain, at least in terms of the special summoning. Mille-feuille has several possible uses because of this, the most obvious being to combine it with Sheerup, to get Sheerup’s effect and then Xyz summon a Rank 3 monster. Alternatively you could use it alongside Chouxvalier to protect Mille-feuille. You could also use it to summon Puddingcess without having to worry about the tribute requirement.
Madolche Meepuru (Madolche Sheerup): Level 3 0/1800 Earth Beast
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. Once per turn: You can target 1 face-up Attack Position “Madolche” monster you control and 1 face-up Attack Position monster your opponent controls; change the targets to face-up Defense Position. The targets cannot change their Battle Positions until the end of your opponent’s next turn.
Sheerup makes it much easier for your weaker Madolche monsters to win battles, and can also help protect your Lifepoints. Most of the Madolche are lacking in attack power, with even their leader Puddingcess only hitting 1800 without their Chateau, but fortunately lots monsters played nowadays are lacking in defense power. This means that once you’ve shifted them to defense your Madolche will be able to defeat them in battle.
Most of the time you’ll probably want to be using Sheerup’s effect on himself, since at 1800 defense he’s essentially the wall of the deck, and it’s not like he’ll do anything with his 0 attack. This will allows Chouxvalier or Puddingcess to hopefully defeat something in battle either this turn (if you already have them with Sheerup) or next turn since the opponent stays stuck in defense. As mentioned before you can easily combine Sheerup with Mille-feuille to follow this up with a Rank 3 as well. If you keep Sheerup around, you can just repeat it again next turn if you switch Sheerup back into attack first.
Even if you can’t follow up Sheerup with an attack it’ll still buy you an extra turn, since the monster selected won’t be able to attack.
Another potential use is to protect yourself from damage, by switching your other Madolche to defense after attacking. So for example the opponent might have 2 monsters on the field, one of which your Madolche can defeat anyway, the other you can’t defeat in either position. You can kill the first, then switch the Madolche and the other monster to defense, hoping to draw an out on your following turn.
Madolche Chouxvalier: Level 4 1700/1300 Earth Warrior
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. Your opponent cannot target “Madolche” monsters for an attack, except for “Madolche Chouxvalier”.
Chouxvalier supplies the other half of Marauding Captain’s effect that Mille-feuille missed out, except of course he comes with a higher 1700 attack. This is fairly respectable, allowing you to stand up to some monsters out there, but will still see him run over by lots of monsters currently played. However with support like Madolche Chateau and Madolche Manner he can get bigger and start to stand up to some of the larger threats in the game.
Most of the time you’ll be using Chouxvalier to protect either weaker Madolche, or more important ones like Puddingcess from being destroyed.
Madolche Majoleine: Level 4 1400/1200 Earth Spellcaster
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. When this card is Normal or Flip Summoned: You can add 1 “Madolche” monster from your Deck to the hand.
Majoleine is the searcher for the deck and will be essential in setting up for future plays. Most of the time you’ll probably have to risk summoning her and potentially taking damage, since you can’t guarantee you’ll manage to get a chance to flip summon her.
Without support Majoleine will probably not last very long, but with Chateau she can reach 1900, which is enough to match or beat just about all low level cards being played at the moment. Since you get a free card just by summoning her the opponent will want to try defeating her in battle, because otherwise they’ll start to run out of resources faster than you. By pushing her up to 1900 this becomes harder for them, and may force them to use removal instead.
Majoleine can also be used to provide either an unending stream of attackers or defenders, depending on the situation. If you don’t have the Chateau you could grab a 2nd Majoleine. When the first dies you just summon the second, and use it to get the first one again. You would then repeat this until you draw other cards to dig yourself out of trouble. You’ll still probably be taking damage in the process, but at least it’s a little less than if you had no monsters.
If you do have Chateau you could start to cause real problems for the opponent, provided they lack a way to banish your monsters. Every time Majoleine dies you’ll get her back to your hand and just summon her again on the next turn. This can build up a massive supply of Madolche in your hand, you just have to be careful you don’t break the hand size limit if you plan on playing Puddingcess further down the line. (Since you’ll be force to discard a Madolche to the graveyard sooner or later. If the opponent cannot deal with Majoleine in battle they will either end up taking lots of damage, or be forced to waste all your resources whilst you lose none.
Madolche Butlerusk: Level 4 1500/800 Earth Spellcaster
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. When this card is Normal Summoned while there is another face-up “Madolche” monster: You can add 1 Field Spell Card from your Deck to the hand.
Butlerusk has one goal, setting up Chateau and allowing the deck to function at full power. You will want to pull his effect off as fast as possible to get the deck rolling properly. Alternatively you could use Terraforming, which is an easier way to get a Field card, but doesn’t come with a body and doesn’t gain you cards. You would need to consider to trade off between speed and how useful the cards are when top-decked. Personally I feel Butlerusk is the better option of the two for this deck, but I may prove wrong in the future.
Chances are you’ll be summoning Butlerusk alongside either Sheerup or Chouxvalier, since on their own they’re the Madolche most capable of living for a turn. With Sheerup they can then team up to start defeating monsters, whereas with Chouxvalier you can start going into Beatdown mode. This is because Butlerusk and Chouxvalier will hit 2000 and 2200 respectively, making them quite the threat for the unprepared. What’s more they’ll be back next turn again thanks to Chateau.You’ll even get the chance to grab more Chateau for later should the first be destroyed.
Another option is of course to combine with Majoleine, since she can search Butlerusk, but she’s a bit harder to keep alive for a turn.
I think Butlerusk will be key to the deck.
Madolche Puddingcess: Level 5 1000/1000 Earth Fairy
When this card is destroyed by your opponent and sent to the Graveyard: Shuffle it into the Deck. If there are no monsters in your Graveyard, this card gains 800 ATK and DEF. When this card battles an opponent’s monster: You can target 1 card your opponent controls; destroy that target.
Puddingcess is the leader of the Madolche, and can be quite devastating if you can keep her around for long enough. Hopefully she’ll hit 1800, but expect her to be sitting at 2300 a lot thanks to Chateau. Without the Chateau she’s a little disappointing, since she can’t really handle all that many important things in battle, especially considering she’s a level 5. With Chateau around on the other hand she starts being able to deal with all but the boss monsters of most decks.
The reason she becomes devastating if you can keep her around, is that every time she battles an opponent’s monster she gets to destroy another card as well. This could mean she can take down a weaker monster in battle before getting rid of a stronger one with her effect. Alternatively she could take down a monster before getting rid of an annoying Spell / Trap card. Defense position monsters are no problem for her, since she’ll either destroy them with her effect, or slowly pick off all the opponent’s other cards instead. The opponent may even decide they’d rather lose the monster in battle and switch it to attack mode, than keep losing all their other cards.
Probably one of the easiest ways for the opponent to deal with Puddingcess will be to simply only put monsters she cannot defeat on the Field. However since they don’t necessarily know when she’ll be appearing you may be able to surprise them by picking off their smaller targets.
Madolche Chateau: Field Spell Card
When this card resolves: You can shuffle all “Madolche” monsters from your Graveyard into the Deck. All “Madolche” monsters gain 500 ATK and DEF. If the effect of a “Madolche” monster would shuffle a monster from your Graveyard into the Deck, you can add the monster into your hand instead.
This is the key to the deck and is essential to making the deck work. Usually no Madolche will be in the Graveyard, but if for example they get used for Xyz materials, Tributes or get discarded this may happen. To use Puddingcess to full power you’ll probably want to try following her up with Chateau, otherwise the monster you just offered to summon her will get in the way.
The power boost provided makes very little difference to Mille-feuille, but turns Sheerup into a pretty big wall, whilst making every other Madolche into a beatstick. You can’t break 2300 without further support, but even then it’s still pretty useful. A 1900 attack reusable Stratos like card, or a 2200 attack monster you can normal summon is nothing to turn your nose up at.
The final effect will possibly cause the biggest headache for the opponent though, since it means your Madolche will never go away, unless they get banished. It will make all their removal cards negatives for them, and even battle will only result in damage (if that). They will have to switch instead to trying to destroy the Chateau, because it’ll be more or less hopeless trying to deal with the Madolche themselves. As such you’ll want to do whatever you can to keep the Chateau alive.
Madolche Manner: Normal Trap Card
Target 1 “Madolche” monster in your Graveyard; shuffle that target into your Deck and have all “Madolche” monsters you control gain 800 ATK and DEF. Then, you can shuffle 1 monster from your Graveyard into the Deck.
Madolche Manner serves two purposes in the deck. Firstly it allows you to manipulate the grave to set up for Puddingcess. The Madolche who end up in the grave can be shuffled back to the deck, and you even gain the ability to send back non-Madolche, meaning you aren’t forced to play a pure Madolche deck.
The other reason is of course the stat boost. When you lack Chateau it will allow you to go on the offensive or protect yourself from your opponent’s assaults, by flipping it during the damage step. Since the boost is permanent you can build up quite a devastating attack force with this card. If you pull off doubler Manner, even Majoleine can go head to head with a Blue Eyes, or Black Luster Soldier – Envoy of the Beginning. Currently only really Five Headed Dragon could stand in their way.
When you do get Chateau this will become even better, because they’ll all have an extra 500 on top of this. Playing one copy of Manner whilst you have Chateau up will likely force the opponent to use their removal, lest they lose fairly quickly. This could lead to a massive depletion of their resources and with little to yours. You won’t really mind afterwards that they no longer have an 800 boost if you’ve cleared out lots of opponent’s cards in the process.
Madolche Waltz: Continuous Trap Card
At the end of Damage Calculations, if a “Madolche” monster you control battled: Inflict 300 damage to your opponent.
This is probably the weakest card in the theme. Minor burns like this are rarely ever worth it, because the card is useless on it’s own. It’ll be minor help when you’re winning, and no help when you’re losing. You’re better off using cards to help you win more consistently, than one that might help you win more quickly. I’d personally steer clear unless you for some reason wanted to play Madolche burn.
Madolche Tea Break: Counter Trap Card
When a Spell/Trap Card is activated while there are no monsters in your Graveyard: Negate the activation of that card and return it to the hand. Then, if you control “Madolche Puddincess”, you can destroy 1 card your opponent controls.
The final card in the theme is Madolche Tea Break. At first you might mistake it for their own Dark Bribe equivalent, but it’s actually closer to Malfunction or Goblin Out of the Frying Pan. That doesn’t mean it’s still not useful though.
Ideally you want to save it for cards with heavy costs, such as the Solemn cards, or those with a discard cost, since they won’t get the cost back even though they’ll have the card again. This could mean they’re unable to play the card again after you’ve used Tea Break, essentially turning it into a dead card.
If you use it on a Trap card you’ll be free of it for another turn, since they’ll have to set it again before they can re-use it. If you’re going to win this turn you won’t care about this fact and gladly give them their card back if it means you’ll win the game. If you aren’t going to win it also sets you up for a chance to play around the card since you now know it’s there. It will be especially useful against something like Solemn Warning, since not only will they be down 2000 lifepoints, but the summon they desperately wanted to stop will still go through. By the time they get to use Warning again it could already be far too late for them.
The final bonus is that whilst Puddingcess is around you’ll get to destroy a card as well. This could make your final assault easier, or mess your opponent’s plans up even more than they already were. Even if negating the Spell / Trap card doesn’t do anything meaningful for now (for example a free Spell card they’ll re-play immediately) you’ll still get to destroy one of their cards in the process.
If you play Madolche Tea Break smartly it can be quite a devastating card.
I think Madolche look like a fun deck to play, and could be very annoying to face with their never ending stream of monsters. Without bigger combos they lack any truly powerful monsters though, so there might be some consistency issues, and any deck which can consistently drop monsters bigger than the 2200/2300 range will probably have an easier time of them than other decks.
For the next part of my preview I’ll be looking at the Geargia, a new theme built out of Geargiano from GENF, and something which I’m sure Gadget players will also enjoy.