Altergeist Guide

It has been over two years since the “Introduction to Altergeist” article was posted to Master Duel Meta. A lot of things have changed during the mean time, and unfortunately, this deck isn't the force that it once was. With the new DUNE support finally being added to the game, I felt it was time to release an updated version.


What is Altergeist?

Altegeist is a series of Spellcaster Monsters and Trap Cards that aims to win by out-resourcing the opponent. The term “a control deck that has combos” has been used to describe Altergeist in the past. And I think that still holds true to this very day. In fact, the combo you can perform in your turn has been expanded massively, aided by its new members


Core Cards

Old Line-Up

Altergeist Marionetter (x3)
Altergeist Marionetter

The main deck monster that gets you to your Trap Cards. It can also swap out an Altergeist card (including itself) for another Altergeist monster, which recovers your spent monsters or enables other Altergeist effect, such as Loading... 's on-summon or Loading... 's graveyard effect. Please do keep in mind, if you activate the second effect, and the target in your GY is removed from your GY in any manners, Loading... will still be sent to the GY.

You play 3 copies of her

Altergeist Multifaker (x3)
Altergeist Multifaker

The card that pushed Altergeist from irrelevant to one of the top deck in during its heyday. And what is seemingly holding it back from being able to mix and mingle with other archtype/ engines.

It used to be limited when Master Duel first came out. But now that it’s put back to 3, you play 3 of her no questions asked

Altergeist Meluseek (x3)
Altergeist Meluseek

The other main normal summon of the deck, or the usual target to summon off of Loading... 's effect on your turn to proceed with your play. In my personal opinion, the best main deck Altergeist monster.

Going first, you can use this monster as a Link Material for a Link-1, or a Link-2 in combination with other cards, which triggers its effect to add any Altergeist monster that you need (in a lot of cases Loading... )

Going second, this card is also a massive annoyance for the opponent as well. It forces out your opponent's interruptions with its first and second effect in combination. Three important notes in regard to its second effect. The first one is that it SENDS to the GY, not DESTROY, potentially avoiding some nasty effect. The second one is that this effect is a soft once per turn, meaning if you have 2 copies of Loading... on the field, you get to send 2 cards your opponents controls to their GY. Finally, the effect activates in the Damage Step, so your opponent needs cards that negate the activation specifically to stop it.

You play 3 copies of her

Altergeist Silquitous (x1)
Altergeist Silquitous

This is the monster you summon with Loading... s effect on your opponent’s turn. The cost to return an Altergeist card you control to the hand creates an interesting interaction with Loading... , which will be covered when we get to the card

The old ratio was 2 copies, but now most lists will only play 1 due to spacing.

Altergeist Pookuery (x1-3)
Altergeist Pookuery

This is an important component in your 2-card combo. The effect to recycle itself more often times than not enables you to chainblock, protecting your Loading... or Loading... from an Loading... .

The amount of copies you play of this card depends on how combo-heavy you really want to approach this deck

Altergeist Kunquery (x1)
Altergeist Kunquery

Because how small the stats are on all of Altergeists main deck monster, this is how you usually go about protecting them in battle. And since there is no once per turn restrictions on the card, you can stop as many attacks as you want, as long as you are able to loop her back.

The second effect also sometimes comes in handy, because her effect to negate an opponent's card is on any special summon, not just her effect. Therefore, you can also summon her off of Loading... , Loading... , etc. and stop your opponent's effect (usually field spell or continuous spell/trap) You used to play 1 of her due to how searchable she is, but now an argument can be made for how slow she is, and some have elected to cut her from the deck entirely. Test her for yourself and see what is your ideal ratio

Altergeist Hexstia (x3)
Altergeist Hexstia

Your boss monster, plain and simple. Its ATK usually reaches 3100, on-occasion 4300, which beats over most boss monster in the game. It’s a non-OPT Spell/Trap negate. And it searches any Altergeist CARD, not monster, when it’s sent to GY. This, in turn, gives you your follow-up/ recovery or extension tool if you choose to link her off. Run 3 of her.

Altergeist Primebanshee (x1-2)
Altergeist Primebanshee

This card used to be middling at best. But with the new cards, her first effect finally comes up a lot more often. And her effect to add back any card from the GY is also very nice, in terms of recovery or reaching your final endboard

You used to realistically only run 1 of her at best, but now she is a comfortable 2-of

Altergeist Memorygant (x1-2)
Altergeist Memorygant

This used to be the way you can OTK your opponent or clean up a board on Turn 2, with its permanent attack gain and non-targeting removal destruction.

It’s still somewhat an antithesis to what the deck really wants to do, but a nice tool to have. So I’d run 1, 2 if you feel like you have the 30 URs to burn and you fear Loading... banishing it

Altergeist Dragvirion (x0-1)
Altergeist Dragvirion

Frankly, this card is not good.

But you can technically play 1 of it, if you want to do a combo

Personal Spoofing (x1-3)
Personal Spoofing

One of the best and worst thing about this deck. This is NOT an Altergeist card. So you can’t set or add it with your monster effects. Regardless, a soft OPT way to fix your non-ideal hands or dodge removal is still very impactful. You always play this, but the number depends on how much of the long game you value, and you much you think you need its fixing effect.

Altergeist Manifestation (x1-2)
Altergeist Manifestation

The deck’s Call Of The Haunted for those old enough to even know what that is. The main difference is that this card is a NORMAL Trap, not a Continous Trap, so you can still get your monster back, even if this card is removed from the field before it resolves. This, in turn, leads to an interesting interaction you can perform.

Now you have a free special summon, while still getting the bounce from Silquitous or add from Spoofing

The second effect doesn’t come up that often, but handy if you play 2 copies, and you need to add back 1, or if you desperately need to recycle a protocol when both are in your GY. You play this at 2, but some lists have trimmed it down to 1, due to concerns of the pace of the game

Altergeist Protocol (x1)
Altergeist Protocol

This is one of the methods in your disposal to interrupt your opponent, as well as ensuring all of your on-field play goes through (the number of times people have Ashed or Impermed my Loading... , only for it to still resolve, is uncountable now).

Keep in mind, your continuous effects will STILL BE NEGATED if they are able to negate your monster’s effects, like your Loading... effect to attack directly or Loading... attack gain.

Since it’s easily searchable, you realistically only need 1

Altergeist Haunted Rock (x0-1)