Doremichord Archetypr

Doremichord Archetype

 

Well, I never thought I’d see a day where Konami would actually print another full Pendulum Archetype after Pendulums warped the game as much as they did when they were first released. However, with the release of Ancient Guardians we have a really unique Pendulum Archetype in the Doremichord Archetype! A set of Fairy Pendulum Monsters of all different Attributes and levels, Doremichord seem to focus on having a mixture of odd and even numbered Pendulum Scales in play in order to fulfill various effects and protect your Doremichord Monsters while they are on the field. In this Archetype Analysis, I’ll be taking a look at the revealed Doremichord cards, some techs that could be run in the deck, and my personal thoughts on the Archetype overall.

Doremichord Archetype: The Monsters

 

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Dodoremichord Cutea
Level 1 EARTH Fairy Pendulum Effect Monster
ATK 100
DEF 400
Pendulum Scale: 8
Pendulum Effect:
(1) Your “Doremichord” Pendulum Monsters’ Pendulum Summon cannot be negated.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) If this card is Normal or Special Summoned: You can add 1 “Doremichord” Pendulum Monster from your Deck to your hand, except “Dodoremichord Cutea”.
(2) If you have an even-number Pendulum Scale in your Pendulum Zone, “Doremichord” Pendulum Monsters you control gain 100 ATK x their own Pendulum Scale.

Cutea is probably one of the single most important Monsters in this Archetype simply because of the sheer amount of jobs she fulfills. First off, being a Scale 8 makes Cutea the largest Scale of the Archetype, but her Pendulum effect protects your other Doremichord Monsters from having their Pendulum Summon negated which is huge. Her Monster Effects meanwhile are probably even more important as she acts as a RoTA on Normal or Special Summon. Her second effect, while nothing compared to her other effects, is still a cute little buff to all your Doremichord Monsters if you have an even-numbered Scale in your Pendulum Zone. I’d say Cutea is an easy 3 of considering opening up multiple copies of her isn’t going to be exactly a bad thing.

Dreama

Redoremichord Dreamea
Level 2 WIND Fairy Pendulum Effect Monster
ATK 600
DEF 400
Pendulum Scale: 7
Pendulum Effect:
(1) Your “Doremichord” Pendulum Monsters’ Pendulum Summon cannot be negated.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) If there is a “Doremichord” card in your Pendulum Zone: You can Special Summon this card from your hand.
(2) If you have an odd-number Pendulum Scale in your Pendulum Zone, and a “Doremichord” Pendulum Monster Card you control would be destroyed by an opponent’s card effect, you can destroy this card instead of 1 of that card(s).

Dreamea is an interesting card in this Archetype. Being another high scale, this automatically makes Dreamea important to run. She shares the same Pendulum effect as Cutea, so there isn’t much to say there as we already know protecting your Pendulum Summons is incredibly important. Things get interesting though when we get to her monster effects. Dreamea is able to special summon herself from your hand if you have a Doremichord card in your Pendulum Zone, making it pretty easy to special summon her outside of Pendulum summoning. What makes Dreamea really interesting is that she acts as a layer of protection from effect destruction for your other Monsters, as if you control her while you have an odd-numbered Pendulum Scale, you can destroy her instead of one of your other Doremichord Monsters. An easy 2-3 of in your Doremichord Deck.

Elitea

Midoremichord Elitea
Level 3 WATER Fairy Pendulum Effect Monster
ATK 1100
DEF 400
Pendulum Scale: 6
Pendulum Effect:
(1) Your “Doremichord” Pendulum Monsters’ Pendulum Summon cannot be negated.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) If this card is Normal or Special Summoned: You can target 1 Spell/Trap your opponent controls; return it to the hand.
(2) If you have an even-number Pendulum Scale in your Pendulum Zone, you take no battle damage from battles involving “Doremichord” Pendulum Monsters you control.

Elitea is probably the weakest of the Monsters revealed so far if you ask me. She has a decent Scale, being a high level even-number and of course, the same Pendulum Effect as both Cutea and Dreamea. Her Monster effects are where I think she drops the ball here. Her effect on summon is fairly useless going first, and even when going second, returning to the hand is far inferior to other forms of removal. Unfortunately, her other Monster effect isn’t much better. While protection from battle damage is ok, it isn’t exactly game changing and is strangely defensive for a Pendulum Archetype to have. I’d say run 1 of her, just because she gives you access to another even-number high Scale.

Fancea

Fadoremichord Fancea
Level 4 FIRE Fairy Pendulum Effect Monster
ATK 1600
DEF 400
Pendulum Scale: 5
Pendulum Effect:
(1) Your “Doremichord” Pendulum Monsters’ Pendulum Summon cannot be negated.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) During your Main Phase: You can take 1 “Doremichord” Pendulum Monster from your Deck, except “Fadoremichord Fancea”, and place it face-up in the Extra Deck.
(2) If you have an odd-number Pendulum Scale in your Pendulum Zone, and a “Doremichord” Pendulum Monster you control would be destroyed by battle, you can destroy this card instead.

Thankfully, Fancea is the last Doremichord Monster who’s Pendulum effects simply protect your Pendulum Summon. Let’s get that out of the way first. As for Monster Effects, Fancea is actually fairly versatile, as she is able to take any Doremichord Pendulum Monster from your Deck and add it to your Extra Deck, not only making for an easy Pendulum Summon of your choice. Her second effect isn’t as good, but is still fairly decent, protecting one of your other Doremichord Monsters from battle at the cost of herself. Not bad. Also, being a 1600 ATK Level 4 isn’t all that bad either. Considering her fairly low scale, she is probably better as something you summon instead of using as a Pendulum Scale, so I’d say running 2 of her would be your best bet, especially since she is easily searchable with Cutea.

Gracea

Sodoremichord Gracea
Level 5 WATER Fairy Pendulum Effect Monster
ATK 2100
DEF 1400
Pendulum Scale: 4
Pendulum Effect:
(1) When you Pendulum Summon a “Doremichord” Pendulum Monster(s), your opponent cannot activate Monster Effects, or Spell/Trap Cards.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) If this card is Normal or Special Summoned: You can add 1 “Doremichord” Spell/Trap from your Deck to your hand.
(2) If you have an even-number Pendulum Scale in your Pendulum Zone, and your “Doremichord” Pendulum Monster attacks, your opponent cannot activate Monster Effects until the end of the Damage Step.

Our first high level Monster, Gracea is pretty nice. She is the first Doremichord Monster who’s Pendulum effect is different, though like how all the high scales share their Pendulum Effects, all of the low scales also share the effect that keeps your Opponent from activating Effects when you Pendulum Summon your Doremichord Monsters, which if you ask me when combined with the effect of the smaller scales to stop your Pendulum Summons from being negated. Her Monster Effects are pretty useful as well, as she nets you a search of your in-Archetype Spells and Traps on summon, while also having the nice effect of stopping battle effects from being activated when your Doremichord Monsters attack. We all know the pain of trying to run over a pesky Masked HERO Dark Law only to be thwarted by an Honest Neos. Well, with Gracea, no more will that happen! Run 2-3 of her. Her Pendulum Scale is sort of awkward, being the highest of the low scales, but her stats and effect are good enough to possibly max out. Experiment with her for sure.

Angelea

Ladoremichord Angelea
Level 6 FIRE Fairy Pendulum Effect Monster
ATK 2300
DEF 1400
Pendulum Scale: 3
Pendulum Effect:
(1) When you Pendulum Summon a “Doremichord” Pendulum Monster(s), your opponent cannot activate Monster Effects, or Spell/Trap Cards.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) During your Main Phase: You can Tribute 1 “Doremichord” Pendulum Monster, and if you do, Special Summon 1 “Doremichord” Pendulum Monster with a Pendulum Scale that is 2 higher or lower than that Tributed monster’s from your Deck, except “Ladoremichord Angelea”.
(2) If you have an odd-number Pendulum Scale in your Pendulum Zone, and your “Doremichord” Pendulum Monster attacks, your opponent cannot activate Spell/Trap Cards or Effects until the end of the Damage Step.

Angelea is an interesting once more sure. Being able to Special Summon another one of your Doremichord Monsters from the deck is nice, although her effect is fairly situational depending on the Monsters you have on the field. She can be used to switch one of your smaller Monsters for a bigger one, but if you only have your stronger Monsters on the field, you may not want to use her effect. The great thing about it, however, is that fact that you can actually tribute herself in order to summon the big Boss Monster of the deck, who we will cover a little later. Her second effect is similar to Gracea, except stopping Spell and Trap effects from being activated instead of Monster Effects. So no more Battle Traps getting in your way when you try to go in for game! Run 3 of her because her Scale and effects are pretty useful.

Beautea

Sidoremichord Beautea
Level 7 EARTH Fairy Pendulum Effect Monster
ATK 2500
DEF 2400
Pendulum Scale: 2
Pendulum Effect:
(1) When you Pendulum Summon a “Doremichord” Pendulum Monster(s), your opponent cannot activate Monster Effects, or Spell/Trap Cards.
Monster Effect:
You can only use this card name’s (1) Monster Effect once per turn.
(1) (Quick Effect): You can target 1 Effect Monster your opponent controls; during this turn, if that card would leave the field, banish it. If you have an even-number Pendulum Scale in your Pendulum Zone, you can target 1 face-up Spell/Trap your opponent controls instead.
(2) Once per turn, at the start of the Damage Step, when this card battles a monster with an ATK that is equal to or higher than the lowest Pendulum Scale in your Pendulum Zone x 300: You can destroy that monster

Beautea is another interesting Monster. With so many Decks using their Graveyard as an extra resource these days, it’s easy to see why causing a Monster to be banished instead of being sent to either the Graveyard or Hand is a good effect. However, what may be better in my opinion, is the effect she gains when you have an even-number Scale in your Pendulum Zone. Many Spells and Traps in today’s Meta have secondary effects in the Graveyard, making this effect the one you are certainly going to want to aim for, especially since it is a Quick Effect. Her second effect is fairly situational, but can still be useful. Having a Catastor-like effect is nice, but considering it’s dependent on the lowest Pendulum Scale you have, you may not always be able to get it off. Still, it’s non-targeting removal so it can be useful. Run 3 of her.

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Dodoremichord Coolea
Level 8 WIND Fairy Pendulum Effect Monster
ATK 2700
DEF 2500
Pendulum Scale: 1
Pendulum Effect:
(1) When you Pendulum Summon a “Doremichord” Pendulum Monster(s), your opponent cannot activate Monster Effects or Spell/Trap Cards.
Monster Effect:
You can only use this card name’s (2) and (3) Monster Effects once per turn each.
(1) You can Special Summon this card (from your hand) by Tributing 2 Pendulum Monsters.
(2) You can target 1 face-up card your opponent controls; negate its effects until the end of your opponent’s turn. If you have an odd-number Pendulum Scale in your Pendulum Zone, you can target 2 cards instead.
(3) When the effect of a monster on the field with ATK less than or equal to 300 x the highest Pendulum Scale in your Pendulum Zone is activated (Quick Effect): You can destroy that monster.

The big Boss Monster of the Doremichord Archetype, Coolea is another interesting card. Right off the bat, you can see that her Level is higher than any of the available scales within the Doremichord Archetype, putting her in a strange spot. You can’t actually Pendulum Summon her using only Pendulums Scales from within the Archetype. However, that doesn’t mean you can’t actually summon her. She has a built-in effect that allows her to Tribute 2 Pendulum Monsters to get her from your hand, which is pretty nice, though I think this effect would have been even better had you been able to do this from the Face-Up Extra Deck too. Monster Effect negation is nice for her second effect, and being able to target two Monsters with an odd-number Scale. However, and again this is a running theme with Coolea, this effect would be so much better if it was Quick Effect since this really only gives Coolea an impact when going second instead of first. Her third effect is fine, being able to destroy a monster who’s effect is activated (This IS a QuiCk Effect which is nice), but much like Butea, it can be a tad situational. Overall, Coolea isn’t a bad card, but I find myself being underwhelmed by her, much like I was with the Abhyss Boss Monster. I’d say run 2-3 of her, not because her effects are anything mind blowing, but because being a Scale 1, she gives you the most versatility in Pendulum Summoning among your low scales.

Doremichord Archetype: The Spells and Traps

 

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Doremichord Scale
Normal Spell Card
You can only activate 1 card with this card’s name per turn.
(1) Apply these effects in sequence, according to the number of “Doremichord” Pendulum Monster Cards you control with different names.
• 3 or more: Return 1 card from your Pendulum Zone to the hand, and if you do, place 1 “Doremichord” Pendulum Monster from your face-up Extra Deck to your Pendulum Zone.
• 5 or more: Special Summon 1 “Doremichord” Pendulum Monster from your hand.
• 7 or more: Destroy all face-up cards your opponent controls.

Alright, so for our first piece of support for the Doremichord’s is Doremichord Scale, a Normal Spell card that gains effects depending on the number of Doremichord Pendulum Monsters you control. Right away we see that this card is situational, needing at least 3 Monsters in order to get the first effect. Being able to bounce a card from your Pendulum Zone to your hand to replace it with one from your Extra Deck is ok, as it can give you a better scale or effect than you have currently. For 5 or more Monsters you get to Special Summon any Doremichord Pendulum Monster from your hand. Not bad, and can activate some effects. However, by far the best effect is that Monster wiping one for controlling 7 or more. It’s not amazing, but destroying all face-up cards your Opponent controls can help change the tide of battle…if of course, the cards your opponent controls can be destroyed. The only real saving grace I can see about this card is that all the effects stack, so you can hit multiple effects at once. I’d say run 2 of these at the very most as if they do anything it will probably be later on in the game.

Harmonia

Doremichord Harmonia
Spell Field
(1) Select and activate 1 of these effects. You can only select these effects of “Doremichord Harmonia” once per turn each.
• Add 1 “Doremichord” Pendulum Monster from your face-up Extra Deck to your hand.
• Have 1 “Doremichord” card in your Pendulum Zone gain Pendulum Scales equal to its Level until the end of this turn.
• If you control 3 or more “Doremichord” Pendulum Monster Cards with different names that have odd-number Pendulum Scales, or that have even-number Pendulum Scales, you can destroy 1 card your opponent controls.

First of all, I just want to say that I love the Artwork on this cord. Seeing Cutea panicking like this is honestly hilarious. Ok, with that out of the way, let’s get into the discussion. Harmonia the Field Spell of the Archetype, being slightly more versatile than Scale. First off, being able to freely add a Doremichord Pendulum Monster from your face-up Extra Deck to your hand is great, and synergizes well with Fancea, getting any scale that you may need from your deck essentially to your hand. The second effect is also nice since it helps modulate your Scales to help Pendulum Summon some of your larger Monsters, including Coolea. Probably the weakest effect of the Field Spell is the removal effect. Once again, non-targeting removal is always nice, but you need to have some field presence in order to get it off. It’s not bad, but that’s more of a mid-to-late game effect.

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Doremichord Musica
Trap Normal
You can only activate 1 card with this card’s name per turn.
(1) Select 1 of these effects to activate, based on the Pendulum Scale of “Doremichord” Pendulum Monster Cards you control.
• Odd-number: Special Summon 1 “Doremichord” Pendulum Monster with an odd-number Pendulum Scale from your face-up Extra Deck.
• Even-number: Special Summon 1 “Doremichord” Pendulum Monster with an even-number Pendulum Scale from your face-up Extra Deck.
• Both odd-and-even-number: Target 1 card your opponent controls; destroy it.

Musica is a pretty lacklustre Trap Card. It’s a hard Once-Per-Turn effect that allows you to either Special Summon a Doremichord with the same kind of Scale (even or odd) from your face-up Extra Deck, or destroying a card your opponent controls. It can help with board presence, but honestly, I’d only run 1 if any at all.

DoremichordFormal

Doremichord Formal
Counter Trap Card
You can only activate 1 card with this card’s name per turn.
(1) When your opponent activates a Monster Effect, or a Spell/Trap Card and you control a “Doremichord” card in your Pendulum Zone: Shuffle 1 Pendulum Monster from your face-up Extra Deck into the Deck, then, apply these effects.
•  Pendulum Monsters you control are unaffected by that opponent’s effect.
•  Cards in your Pendulum Zones cannot be destroyed by that opponent’s effect.
•  Cards in your Pendulum Zones cannot be banished by that opponent’s card effect.

Formal is certainly interesting. It’s a Counter Trap that requires you to shuffle any one Pendulum Monster from your face-up Extra Deck into the deck while controlling a Doremichord to basically protect your Pendulum Cards from being removed from the field by your Opponent. Honestly, this card is much better than it looks, as it doesn’t only protect your Doremichord cards, but any other Pendulum cards you may have mixed into the deck as well, giving it more versatility than many of the other cards in the Archetype. I’d run at least 2 of these in the deck to start with because of the larger pool of cards this can work with.

Doremichord Archetype: The Techs

 

Doremichord are in a very awkward position when it comes to outside Techs that can be used in the strategy. Being Non-Pendulum Magician or Endymion Pendulum Monsters and Non-Light or Dark Fairy monsters, making the amount of generic support for the deck…less than great. Being someone who doesn’t play Pendulum Decks too often anyway, this probably won’t be a huge list of cards to experiment with, in Doremichord, but there are still a couple of options here that I think are worth looking into!

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NinePillarsofYangZing INOV EN R 1E

The Zefra Package is a great, small generic Pendulum Engine that can fit in a variety of Pendulum Decks, and Doremichord is no exception. The engine gives you access to Nine Pillars of Yang Zing, a great Counter Trap that acts like Infernity Barrier, but shuffles the negated card into the deck instead of destroying it. You could opt to play Zefra Divine Strike instead, which is very similar, except does destroy the negated card, but requires you to banish a Zefra Card from your face-up Extra Deck instead of destroying a Face-Up Yang Zing Monster. Due to this, I personally prefer Nine Pillars since you can instead keep recycling Zefraniu. Zefraath is ran for easy access to Zefraniu, especially since you can easily Pendulum Summon it back since Zefraath’s scale would become 7. I would highly consider running this engine, especially when you plan on going first.

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The Odd-Eyes Extra Deck Package gives the Deck another disruption Doremichords can run, although this is a bit more situational to run despite how powerful it may be. In order to run Vortex Dragon, you either need to run a small Odd-Eyes engine in order to Fusion Summon it, or, which is probably the better option, find a way to make Odd-Eyes Absolute Dragon and use that for Link Material in order to cheat out Vortex Dragon. Now, making Absolute Dragon isn’t the hardest thing in the world, only needing two Level 7 Monsters in order to Xyz Summon. Now Beautea is already one Level 7 monster, but in order to consistently make Absolute, you would need to run another Level 7 if you want to make this consistently.

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Dark Doriado is probably something that won’t see play in the deck, but it’s worth mentioning at least. Dark Doriado is a Pendulum Monster that while in the Pendulum Zone boosts all your Monster’s ATK and DEF Stats by 200 points for each different Attirbute you control. This is actually a decent boost to your Doremichord Monsters since the Archetype focuses on all Attributes beside Dark and Light. It’s Monster Effect is even more interesting though, as it allows you to stack your deck with 4 monsters (1 Earth, Water, Fire and Wind) in any order you wish. This could help you set yourself up for next turn if you want to make sure you draw into a specific Doremichord Monsters next turn. Maybe not worth running like I said, but certainly something to look at.

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The Darkwurm engine may seem like an odd choice for this deck, but Darkwurm provides you with a free body on the field for possible Link Summons, and have a 0 Scale to work with can be helpful when it comes to Pendulum Summoning your lower Level Doremichord Monsters. Another way to look at is as well is that Gate Zero is a Level 7 Monster, giving you another Monster to work with should you wish to also run the Odd-Eyes Package. Darkwurm has seen play in other Pendulum Decks before, and I think it could be worth looking into for this Deck as well!

Doremichord Archetype: Conclusion

 

Doremichord. What can I say about this Archetype? Well, first and foremost, the way is play off on whether you have even or odd Pendulum Scales in certainly an interesting mechanic, but I feel like the Archetype as a whole is fairly lacking. It seems to lack that utterly broken aspect that other Pendulum Decks seem to have, which may be good for Yugioh in General, but in terms of Doremichord in a bubble, it really makes you wonder if it is worth running over the other Pendulum Decks available. Another issue the deck has is while they are all Fairy Monsters, due to not being Light or Dark they really can’t take advantage of most of the good Fairy support in the game due to them Earth, Fire, Water and Wind Attribute. All in all, I’d say that Doremichord is fairly underwhelming at the moment. It’s an interesting deck and I’d love to experiment with it, but I just don’t think as the deck is now that it will make much of an impact. Only time will tell for sure.

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