Explosion of Meteor Tips & Decklists
Explosion of Meteor Decks Showcase
Konami's final Speed Duel Minibox of 2023 is here... and it looks completely underwhelming! Introducing support for fan-beloved archetypes in Witchcrafters and Red-Eyes, while giving the board breaking Ancient Warriors and the mystifying Amazements their debut for Speed Duel. This article will serve as an introduction for all the aforementioned decks while also acting as a review for the box in general. Will it be worth your gems? Or is it just gembait?

Short background for the archetype: Ok so Witchcrafters have a very dedicated lore, they live in and share the same world as Endymion, Spellbooks, and Aleister. It's honestly hard to describe their lore in a swift manner. So here's the best TL;DR I can make.
- In the same world as Endymion plotting against the World, Aleister going mad from his Invocations, and the Spellbooks keeping Aleister locked up. Rilliona, now known as Loading... , finds the Witchcrafter organization and also at some point figures out how to transmodify her body to transform into something younger and to her normal body at her will. And just like Endymion, she went out of her way to make in contact with a Goddess and make her a body of her own. A city of free trade and free magic builds up around the organization, which is more economically prosperous than Endymion's city, but probably less stable. Presumably her goal is to perfect Loading... , perhaps as a means of reviving the goddess. Verre's organisation attracts most of the Master Spellcasters in the World, some of them even choosing to drop their old life in order to work for the Witchcrafters insead. Just as shown with Loading... turning into Loading... .
Yeah it's probably gonna be weird reading if you're not aware of the Spellcaster Lore. But just know that the Magistus were all once together until Zoroa died and caused Endymion, Rilliona, and Aleister to split apart. Endymion wants to overrule and contain all magic, Aleister tries to use the power of invocation and goes insane by doing so, and Rilliona just lives out her life and do whatever the hell she wants.
Witchcrafters have a unique Control-type of gameplan, aiming to get as many spells in their hand to power up their Boss Monsters while having a very sufficient resource loop with the help of the smaller spellcasters of the group. All the Witchcrafter cards have 2 effects. One on Field and one in the GY, except the bosses who have 2 Field effects instead. All their Spells also add themselves back to the Hand, making it so you always have access to a Spell.
Being an old deck, I was considering just discussing what the new cards do for the deck. But seeing that it's been a while since the deck has seen play, here's a refresher on what they do.
Core Cards
Starting this off:
- The Level 1-4 Witchcrafters share the same Quick-Effect on Field to tribute themselves and discard a spell in order to Special Summon a Witchcrafter from the Deck. Extremely relevant as it means any of them + a spell starts your whole resource loop.
- The Spells all return themselves back into your hand from the Graveyard during the End Phase, provided that you don't use their first effects beforehand.
Madame Verre is the big boss of the deck and is what most people know the deck for. Coming it with 2 powerful effects, Verre is a threatening and oppressive monster to deal with. Albeit, she's just alright in the current era of Duel Links. In most cases, Verre will be your finisher for the deck and is what will win you a lot of your matchups in the current metagame due to her effects:
- On a Quick-Effect, you can discard a card in order to negate the effects of all face-up monsters your opponent currently controls. Amazing board-wide disruption that does great versus the likes of Loading... or Loading... . Of course, a well timed Verre can also shut down any combo your opponent might want to do.
- During Damage Calculation with your Spellcaster monster and an opponent's monster, you can reveal any number of Spells with different names from your Hand in order to boost the ATK/DEF of the Spellcaster by 1000 for each spell revealed. With a hand consisting of 3 different Spells, that's a whole 3000 Stat Boost. This is what makes Verre a threatening finisher, being able to boost her ATK and DEF to a high amount that the opponent can't handle.
Against certain matchups like Yubel or Lunalight, Verre will be your main target to summon with the smaller Witchcrafters, as she does amazing vs decks that rely on their Monster effects (shocking, I know).
Schmietta is the most important small Witchcrafter in your arsenal. Her GY effect allows you to banish her from the GY in order to send ANY Witchcrafter Card from Deck to Grave. This gets you any Graveyard effect you want to use, or it can get you any Spell you want to have in Hand during the End Phase.
- Sending a Spell: Priority is going to be Loading... , followed up by Loading... or Loading... , and then we have Loading... as the last priority target.
- Sending a Monster: Will always differ based on your hand. However, Loading... will usually be the best target. You can send Loading... instead if you already have Genni in Hand. And there are also going to be some scenarios where you'd want to send a Big Witchcrafter like Verre or Haine to summon off of Loading... .
- Sending a Trap: Loading... will be your main target, as it can summon Genni by banishing itself and 1 Spell from your GY. Allowing you to get a bit more protection and a way to get to Verre/Haine. Make sure to summon Genni in Defense! During the later stages of the game, you'd want to send Loading... instead so you're able to recycle your banished WC Spells.
Schmietta being a Level 4 is also great for your Rank 4 Toolbox and for Synchro Summoning with the Lightsworn Monsters.
The newly released second boss monster of the deck, enter Loading... ! Similar to Verre, Haine has 2 effects on the Field.
- Her first effect grants protection to your other Spellcasters, making it so Haine will be the only targetable Spellcaster as long as she's on the field. Do note that getting 2 Haines on the Field at the same time will make it so they're both untargetable. A bit underwhelming early into the game, as chances are you'll be ending on Haine alone which makes this effect a bit useless. But it quickly becomes a more powerful effect the later the game goes on, especially once you get Verre on the Field at the same time as Haine.
- Once per turn, on a Quick-Effect, you can discard a Spell to target and destroy a face-up card your opponent controls. Annoyingly only face-up cards meaning you can't remove backrow through this effect. But this is still pretty decent disruption against combo decks.
What I love about Haine is that dynamic that she and Verre have. Anything Verre can't deal with, Haine can. And anything Haine can't deal with, Verre can. Once you're able to have them both on the Field at the same time, they become a powerhouse of a duo.
Loading... 's GY effect allows you banish her and a Witchcrafter Spell from the GY in order to use the banished Spell's effect. To put it simply, banishing Loading... will let you use Holiday's effect and Special Summon a Witchcrafter from the GY. This makes Genni a very important piece for the deck.
- This effect will count as a Monster Effect, playing around certain Spell/Trap negations or interaction.
- If you have 2 copies of the same Witchcrafter Spell in your GY, banishing the first copy with Genni will let you use the effect while still letting you add the second copy of the Spell to Hand during the End Phase.
- Lets you keep Spells in your Hand. More relevant if you play 2 copies of Loading... for turns you want to push for lethal.
- You can use the same spell twice in one turn with this effect.
- Extension in general. If you ever get disrupted you can easily banish a Holiday, Loading... , or a Loading... for follow-up. Even more relevant if you're playing millers like the Lightsworns or Loading... .
Loading... can banish herself from the GY in order to let you draw 1 card and send a Witchcrafter Card from your Hand to the GY. But if you don't have any Witchcrafter Card in Hand, you banish your entire Hand instead. This is a great effect to pair with a Loading... or Loading... in Hand. You'll gain advantage by drawing a card, and then gain even more by having the other Witchcrafter effects in your GY set-up. Most notably, her being a Level 3 has a few applications for the Lightsworn version of the deck, allowing you access to Level 6/7 Synchros with the package.
Another new monster added in this box is Loading... . A pretty decent GY effect, allowing you to regain advantage if you ever find your Hand empty. Most notably, in some cases, you can use this to add back a Witchcrafter Spell that you've previously activated in the turn. And for follow-up turns if you don't have any Spell in Hand to discard, Potterie can add one back for you.
Loading... is not used at all in standard WC Builds, however she does have a decent niche in the Lightsworn version of the deck. Her first effect will rarely be relevant. But her second effect will. If you can summon Edel to the Field (with the likes of Loading... or any of the Small WC Effect), you can tribute Edel in order to Special Summon ANY Spellcaster from the GY. This means you can bring back a Loading... or a Loading... for Synchro Summons.
Loading... is one of the two new Spells added in the deck's arsenal. It's simply just a Loading... for the deck, allowing you to add any Witchcrafter Monster from Deck to Hand. Similarly to Schmietta, what you add will depend on your Hand. Pittore if you have Schmietta in Hand, Schmietta if you have no other monsters, or even Verre/Haine if you want to use Unveiling's effect.
Probably the most important spell in the deck. Holiday is simply just a Loading... for the archetype. Important for bringing back Verre/Haine, or to just let you access your Extra Deck Toolbox easier.
Collaboration allows you to target a Witchcrafter Monster you control to let it attack twice during the Battle Phase while preventing any Battle Traps from activating with its effect. Good card for pushing Lethal, especially with a Verre on the board.
Unveiling allows you to Special Summon a Witchcrafter from Hand. Pretty simple extension type of effect, but it also makes it so your opponent can't activate any effects in response to your Spellcaster effects this turn. Which means you're safe from Monster negations if you use Unveiling for the turn.
Loading... is another card added in this box, and quite frankly it's just a name. If you want more Spells to use for Haine and Verre's effect, play it. It does let you draw a card sometimes, but isn't that important nontheless. Interestingly, it's a Continuous Spell that activates itself on the Field instead of adding itself to the Hand. Its effect still lets you send it for Haine and Verre's effects, but you won't be able to reveal it for Verre's stat boost effect.
Patronus has 2 amazing effects. The first effect lets you shuffle one of your Witchcrafters that’s either banished or in the GY back into the Deck in order to add any Witchcrafter Spell of you choice from Deck to Hand. Not only does this recycle your Schmiettas and Gennis, but it also powers you up by adding an additional Spell for Verre. Additionally, except for the turn it was sent to the GY, you can banish Patronus from the GY in order to add any number of your banished Witchcrafter Spells with different names and adds them back into the Hand. When the game goes long, Patronus provides you with insane advantage.
Masterpiece is an interesting one. You’ll most likely only be using it for the GY effect, but its Field Effect is pretty interesting too. If you control a Witchcrafter Monster, you can target a Spell in either player’s Graveyard in order to add a Spell with the same name from your Deck to Hand. This can be ANY Spell, meaning you can get something like Loading... or Loading... if you play them in your deck. For the GY effect, except the turn it was sent there, you can banish Masterpiece and any number of Spells in your GY (they don’t have to be WC Spells), to then summon a Witchcrafter from your Deck whose levels equal the amount of Spells banished. This will mainly summon Loading... from Deck since it’s a Level 1.
Skill Choices
Grit has proven itself to be the better skill for the deck overtime. As the deck can struggle vs OTK decks, Grit is necessary in order to survive a turn longer. And that extra turn might just be all you need to win the match. However, this skill will only let you stay at 1 LP once. If they drop you to 0 LP and the skill lets you stay at 1 LP, you can still die if they have another monster left that can attack you. LP Boost Alpha can be seen as an alternative to Grit, however even 5k LP isn’t truly enough in the current era of Duel Links.
Show of Nightmares is a skill more often played in the Lightsworn Version of the deck. If you have 3 or more Spells in your Graveyard, the skill will let you randomly add one to your Hand at the cost of needing to shuffle a card in Hand back to the Deck afterwards. While the cost does seem off-putting, getting to add a Spell is still pretty decent. Especially if you hit Loading... or Loading...
Power of Dark is a pretty outdated skill, for obvious reasons. The skill starts you off with Loading... face-up on your Field, giving your Spellcasters a 200 ATK and DEF boost. And yes, it’s pretty irrelevant considering Verre gets you up to 6000+ if you’re lucky. But just know that Schmietta + Collaboration guarantees an OTK against an empty board with this skill. Oh, it also has decent synergy with cards like Loading... .
