Search the Community
Showing results for tags 'March 2013 Format'.
Found 3 results
The Brotherhood of the Fire Fist (EDIT: 3/7/2013) Original thread by Sanjura. You can find that thread here. Updates will be made as LTGY, Chicken, etc. are released. The Brotherhood of the Fire Fist consist of several Fire-element Beast-Warrior type monster making their debut in Cosmo Blazer. Their playstyle revolves around utilizing Fire Formation Spell and Trap cards to trigger their effects. Monsters: [spoiler]By far the best card of the deck, Bear is the heart and soul of the Fire Fist. It's ability to destroy any monster on the field poses an immediate threat as soon as it hits the field, and by simply inflicting Battle Damage to your opponent, Bear can loop Tenki to search itself out and repeat the process every turn. There is zero reason not to max this card. (EDIT: 3/7/2013) For now, Bear is still the best monster in the deck. Interestingly, many OCG Spirit/Chicken decks play only 2 Bear for space purposes. We will see if that trend continues in the TCG.[/spoiler] [spoiler]The themed MST of the deck. Often overlooked when compared to Bear, but its effect is nothing to scoff at, because it clears the way for your monsters to deal damage and it gets rid of problematic cards such as Factory, Gates, Decree, Messenger, and so on. (EDIT: 3/7/2013) The amount of Gorilla played in FF decks seems to vary by player. The average appears to be 2, but many players play only 1 in the Stun Side variant made popular by Mike Steinman. Some play 3 because of Gorilla's synergy with Forbidden Lance and ability to make Abysspike miss it's timing when Special Summoned by a destroyed Abysslinde.[/spoiler] [spoiler]Dragon is one of the primary beaters of the deck, boasting a strong 1800 base stat. Opening Dragon + Tenki is one of the deck's strongest starting plays, as it enables removal in the form of Bear or Gorilla, and it searches out protection (Tenken) or a guaranteed answer for bigger monsters (Tensen). It's other ability comes in handy too, as it gets rid of dead Tenkis and other spells/traps to create Rank 4 plays. (EDIT: 3/7/2013): While Dragon is still a very strong card, it has begun to fall out of favor, largely because it is relatively easy to play around Fire Formation trap cards, thus greatly reducing their effectiveness. However, Dragon is still one of the best ways to spam 2 Rank 4 Xyzs or create Shock Master.[/spoiler] [spoiler]Tiger King is one of the strongest XYZ monsters created thus far. Its effect to tutor any Fire Formation spell/trap card sets it far beyond those who can only grab one type. Not only that, it's one-sided Skill Drain-esque ability really comes it handy too, because the likes of Maestroke, Zenmaines, and Gachi, will be completely unable to wall your attacks. And, should it be destroyed, you get to bring out two monsters with the same attack..just to be able to make Tiger King all over again. (EDIT: 3/7/2013) Most current FF decks play 2 copies of Rescue Rabbit and 3 copies of either Vorse Raider or Gene-Warped Warwolf to spam Tiger King. Rabbit becomes largely unnecessary in Spirit/Chicken builds, and it is likely that the number of Tiger Kings played will fall from 3 or 2 to only 1.[/spoiler] Spells: [spoiler]The most important spell of the deck by far, Tenki serves as a ROTA for all Beast-Warriors. It's superior to ROTA because it gives all Beast-Warriors 100 atk. This may seem insignificant, but remember all of the Fire Formation spell/trap cards boost attack, meaning you'll be able to run over most normal monsters on just the boost(s) alone. Other notable monsters Tenki is capable of searching include Wind-up Rabbit, Vorse Raider (instantly becomes a Deck Dev target), T.G. Warwolf (for skill drain variants), Reborn Tengu (which is very important in the mirror match), Winged Rhynos, etc..[/spoiler] [spoiler]Tensu is another important spell to the deck, as it gives you the ability to bait out pesky traps with the first summon, only to drop a Bear/Gorilla with the next summon. It's a card that gives you extra aggression by putting multiple monsters on the board and enabling XYZ plays. It's very important to keep in mind that even if you have multiple copies of Tensu in play, you can only use the effect of an extra Normal summon once per turn no matter what. (EDIT: 3/7/2013) This card is almost never played at more than 1 or 2 copies due to the fact that it is not a very good draw. For obvious reasons, decks that don't play Dragon do not play more than 1 copy. An important item to note is that, when Tensu is on the board, you don't have to first use your Normal Summon and then use Tensu's summon. You can use the Summon granted by Tensu first. This is useful in situations where you want to bait a back row with a dead card (like the 3rd copy of Gene-Warped Warwolf) and then summon something stronger, like Rai-Oh or Bear.[/spoiler] Traps: [spoiler]One of the main traps of the deck, Tensen gives all your monsters the ability to break attack caps that reach into the XYZ range, as it gives +1000 to a monster of your choice until the end of the turn. Combined with Horn of the Phantom Beast, your monsters will be near impossible to defeat in battle, and this card is easily tutorable thanks to Tiger King and Dragon. (EDIT: 3/7/2013) As noted above, this card is seeing less and less play due in part to (1) it is easily played around, (2) a very bad draw, and (3) the increased popularity of Forbidden Lance. When your opponent's lance is chained to your Tensen in the damage step, it's hard to come back from. [/spoiler] [spoiler]Another main trap of the deck, Tenken provides protection from all destruction effects, and gives your monsters a nice +300 bonus on top of it. It's important to note, however, that this card will not save you from the likes of Dimensional Prison, Mirror Force, etc. during the Battle Phase, and your opponent can simply use destruction cards in Main Phase 2 to get around Tenken's restriction. (EDIT: 3/7/2013) Many of the things said about Tensen apply equally to Tenken. Add in the fact that Tenken can only be activated during MP1, and you have a card that isn't that great. In Dragon builds, it is a nice "one-of" but that's it.[/spoiler] Now that the cards have been covered, what does this deck do? This deck plays a very good grind game due to its ability to meet and overpower most things in battle. As stated earlier, Dragon sitting at 1900 means it can tie with the likes of Sabersaurus and Thunder King, two of the most common cards of the format. Tensen shoots everything up by at least 1000, if left to resolve (700 from the effect, 300 from its continuous effect), meaning most of the Fire Fist monsters will be hitting the 2600 atk barrier from it alone. Gorilla will take care of spells/traps, and Bear will allow you to take care of any problematic monster to keep a constant stream of Tenkis at your disposal. That being said, while it is good at grinding games and keeping strong attacking monsters, a glaring weakness of the deck is the fact that you have to reveal your set Fire Formation cards. This allows for MSTs to hit real trap/spells and allows your opponent to play around your known sets. Inzektors is a terrible matchup for this deck because Hornet can destroy things at a much faster pace than Bear/Gorilla, and Macro Rabbit can be a pain because Lance trumps the Fire Formation boosts, and Macro essentially shuts off Gorilla and Bear from eliminating threats. (EDIT: 3/7/2013) At the moment, one of the best assets this deck has is its Games 2 and 3. Besides Macro Cosmos, there is no card that completely "shuts down" FF. Cards like Mind Crush, Overworked, and Dust Tornado are all effective when played at the right times, but are not catch-all answers. Mostly, your opponent should aim to interrupt your FF monster summons and attacks. Conversely, this deck has excellent side deck options due to its already heavy trap line-up and its ability to thrive under Gozen, Rivalry, and Dimensional Fissure. More significantly, the small size of the deck's engine allows it to function properly while completely altering spell and trap line-ups. OR you can take out the FF engine entirely to play a conversion side. Future support includes: This section will be expanded upon when the cards are released. [spoiler] Brotherhood of the Fire Fist - Chicken When this card is Special Summoned by the effect of a "Fire Fist" monster: You can add 1 "Fire Fist" monster from your Deck to your hand. You can only use this effect of "Brotherhood of the Fire Fist - Chicken" once per turn. Once per turn: You can send 1 face-up "Fire Formation" Spell/Trap Card you control to the Graveyard; Set 1 "Fire Formation" Spell/Trap Card directly from your Deck. Chicken is a very strong card in that it cycles through your spell/traps and gives you new ones to use. It also has very strong synergy with Spirit, as shown below: [Spoiler]Credits to Dawgy I'm not sure if anybody has posted this yet, but I guess I will. I'm just going to post this little combo, and not every single Flaming Star monster, because fuck that: http://yugioh.wikia....Master_-_Choten Quote This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Beast-Warrior-Type monster. When this card is Normal Summoned: You can target 1 Level 3 FIRE Monster with 200 or less DEF in your Graveyard; Special Summon that target in face-up Defense Position. Monsters you control, except Beast-Warrior-Type monsters, cannot attack the turn you activate this effect. The effect of "Flaming Star Master - Choten" can only be used once per turn. I knew when this card was printed, it was going to be stupid the moment a proper target was printed, considering we have http://yugioh.wikia....arquis_-_Hoshin and http://yugioh.wikia....peror_-_Choraio But now we do: When this card is Special Summoned by the effect of a "Flaming Star" monster: You can add 1 "Flaming Star" monster from your Deck to your hand. This effect of "Steadfast Flaming Star - Tokei" can only be activated once per turn. Once per turn: You can send 1 face-up "Flaming Dance" Spell/Trap Card you control to the Graveyard; choose 1 "Flaming Dance" Spell/Trap Card from your Deck and Set it in your Spell & Trap Card Zone. Now to explain: Best case Scenario: Let's say you have this card in your hand, with Steadfast Flaming Star - Tokei in your grave. Two cards. Just two cards. Activate Flaming Dance - Tenki. Add 1 Flaming Star Master - Choten to your hand, or something else if you plan to make the Xyz to grab Choten. Summon Flaming Star Master - Choten. Revive Steadfast with its effect. Add 1 Flaming Star Monster from your DECK to your hand. Send Flaming Dance - Tenki to the grave to set another Flaming Dance card from your DECK to your field (either the RotA or the super Forbidden Lance, http://yugioh.wikia...._-_"Tenken"). Xyz or Synchro. Either add Choten back to your hand with the Xyz, or make the Synchro and summon eitherhttp://yugioh.wikia....g_Star_-_Hawkei (to turn the Synchro into a 2700 and have a decent field recovery option for next turn, like you fucking need it at this point), or SOMETHING ELSE IT REALLY DOESN'T MATTER AT THIS POINT BECAUSE THIS IS UNFAIR (Volcanic Counter would be kind of funny). Here's what you end up with in the end with just these two cards, WHICH ARE INSANELY SEARCHABLE GIVEN HOW THE ARCHETYPE OPERATES: If you went with the Xyz, you'll have: An Xyz Monster (which if it survives, will be a +1 your next turn). Any Flaming Dance Card from your deck (which can be used for more plusses next turn, or as protection). Any Flaming Star Monster from your deck. Flaming Star Master - Choten (AS IF YOU ACTUALLY REALLY NEED TO DO THIS AGAIN NEXT TURN). If you went with the Synchro, you'll have: A Synchro Monster (lol beatstick). Any Flaming Dance Card from your deck (which can be used for more plusses next turn, PROBABLY protection). Any Flaming Star Monster from your deck (PROBABLY CHOTEN SO YOU CAN INDULGE YOURSELF AGAIN NEXT TURN). Any level 3 FIRE Monster from your deck (Probably http://yugioh.wikia....g_Star_-_Hawkei, so your face-down super forbidden lance causes you to have a 3000 ATK beatstick and a 2000 Defense wall, WHICH IF YOU SOMEHOW NEED TO, HAVE THE ABILITY TO RECOVER FROM A DARK HOLE BECAUSE YOU PROBABLY DESERVE IT AT THIS POINT). So uh, I can't stress enough that you can do it again the following turn. Oh, and there's a lot of ways to get to this combo, and you can use any Flaming Dance card to start this with; the entire archetype tutors itself pretty much. Yep. Have fun! The above play allows for repeated abuse of Spirit/Chicken every turn to lead into Horse Prince/ Beast God Volcan plays and can win games all on its own. Enthusiastic Beast Wolfberk You can target 1 Level 4 FIRE Beast-Warrior-Type monster in your Graveyard; Special Summon that target in face-up Defense Position, but its effects are negated. You can only use the effect of "Enthusiastic Beast Wolfberk" once per turn. This card, along with Chicken, gives a major power boost to the deck. It's a 1-card Rank 4 Debris Dragon that enables Dire Wolf/Tiger King plays, or whatever Rank 4 you choose. It's entirely possible to end your Spirit loops with a Tiger King over Lion Emperor and Horse Prince to further solidify your position with protection from Tenken/Tensen. It also creates 2-card Shock Masters, provided there's a level 4 on field and the grave. Beast God Vulcan 1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: Target 1 face-up card on each side of the field; return those targets to the hand, and if you do, cards with the same name as the card that was returned from your side of field (if Spell or Trap) cannot be activated, or (if Monster) cannot activate their effects for the rest of this turn. You can only use the effect of "Beast God Vulcan" once per turn. This is the secondary Synchro monster the deck uses outside Horse Prince. Not only does it count for spot removal for whatever face-up problematic card you're facing, you get to reuse those dead Tenkis, Calls, Fiendish Chains, etc and reset them for further use the next turn. Brotherhood of the Fire Fist - Panther During your Main Phase, if this card was Normal or Special Summoned this turn: You can Tribute 1 face-up "Fire Fist" monster; Set 1 "Fire Formation" Spell/Trap Card directly from your Deck. You can only use the effect of "Brotherhood of the Fire Fist - Panther" once per turn. Simply an amazing card. It tutors Tenki and is a Spirit target. It will largely replace Raven in any sort of Spirit-Chicken loop. Brotherhood of the Fire Fist - Cardinal Commander 2 Level 4 "Fire Fist" monsters You can detach 2 Xyz Materials from this card to target 2 "Fire Fist" and/or "Fire Formation" cards you control or in your Graveyard, and 2 face-up cards your opponent controls or in their Graveyard; shuffle them into the Deck. You can only use the effect of "Brotherhood of the Fire Fist - Cardinal Commander" once per turn. Essentially a much better Tiaramisu. Adding Tenkis or Bears back into your deck AND sending threats from the field is crazy good. [/spoiler] Sample Deck Lists Ricki Madsen - YCS Bochum - Top 16 [WARNING - September 2012 Format] [spoiler] 3 Brotherhood of the Fire Fist - Bear 2 Brotherhood of the Fire Fist - Dragon 2 Brotherhood of the Fire Fist - Gorilla 2 Reborn Tengu 2 Rescue Rabbit 3 Vorse Raider 3 Fire Formation - Tenki 2 Fire Formation - Tensu 2 Forbidden Lance 1 Heavy Storm 1 Monster Reborn 3 Mystical Space Typhoon 2 Pot of Duality 2 Bottomless Trap Hole 1 Compulsory Evacuation Device 1 Deck Devastation Virus 2 Fiendish Chain 2 Fire Formation - Tensen 2 Mirror Force 1 Solemn Judgment 2 Solemn Warning 1 Compulsory Evacuation Device 3 Dimensional Fissure 2 Dimensional Prison 1 Dust Tornado 2 Effect Veiler 1 Full House 3 Rivalry of Warlords 1 Soul Drain 1 Thunder King Rai-Oh EXTRA DECK 2 Abyss Dweller 1 Ally of Justice Catastor 3 Brotherhood of the Fire Fist - Tiger King 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Gem-Knight Pearl 1 Lightning Chidori 1 Maestroke the Symphony Djinn 1 Number 16: Shock Master 1 Number 39: Utopia 1 Photon Papilloperative 1 Steelswarm Roach[/spoiler] Mike Steinman - YGOverdose Tournament #4 - Winner [spoiler] 3 Brotherhood of the Fire Fist - Bear 1 Brotherhood of the Fire Fist - Gorilla 2 Cardcar D 3 Gene-Warped Warwolf 2 Reborn Tengu 2 Rescue Rabbit 2 Tour Guide From the Underworld 1 Dark Hole 3 Fire Formation - Tenki 1 Fire Formation - Tensu 2 Forbidden Lance 1 Heavy Storm 1 Monster Reborn 3 Mystical Space Typhoon 2 Bottomless Trap Hole 2 Dimensional Prison 3 Fiendish Chain 2 Mirror Force 1 Solemn Judgment 1 Solemn Warning 2 Torrential Tribute 3 Banisher of the Radiance 2 Cyber Dragon 3 Dimensional Fissure 1 Dimensional Prison 2 Overworked 2 Snowman Eater 2 Thunder King Rai-Oh EXTRA DECK 1 Abyss Dweller 2 Brotherhood of the Fire Fist - Tiger King 1 Chimeratech Fortress Dragon 1 Diamond Dire Wolf 1 Gagaga Cowboy 1 Leviair the Sea Dragon 1 Maestroke the Symphony Djinn 1 Number 16: Shock Master 1 Number 17: Leviathan Dragon 1 Number 39: Utopia 1 Number 50: Blackship of Corn 1 Steelswarm Roach 1 Temtempo the Percussion Djinn 1 Wind-Up Zenmaines [/spoiler] ------------ Credits to the Animechronicles forum for the banner.
Infernity is a deck that emerged in May of 2010 with the release of The Shining Darkness. Ever since then, the arch-type has been a dreaded match-up to face when wielded by a skillful player. At its prime, the deck lost to almost nothing if played flawlessly. Recently the deck has developed into a sort of Xyz Toolbox deck with the ability to essentially lock your opponent out of the game on Turn 1 due to the advent of Lavalval Chain. [MONSTERS] Without this card, this deck would be non-existent. The heart of the deck, this card is what starts your loop and keeps it going. Being able to search any Infernity card instead of having a monster, spell, or trap restriction is a huge bonus to this deck. It searches your Necromancers, Launcher, or Traps and with Lavalval Chain you can search another Archfiend or Necromancer, overlay for Lavalval Chain and send a Stygian Street Patrol to Special the monster you searched! A great card that you will probably always want to max. Allows you to bring back Archfiend for a search, your tuners if you choose to play them, and is also a target for Tour Guide. Not a very complex card to explain, but nevertheless extremely good. If you choose to go the Synchro route, Avenger will be your main tuner. This card gives you access to important Extra Deck Cards such as Void Ogre Dragon, Hundred-Eyes Dragon, and so forth. Do not forget his effect, as it can be very useful in certain situations. His first effect is a nice perk, but the second effect is why you are playing this card. Ideally you will be dumping this guy into the grave with Lavalval Chain and Dark Grepher/Armageddon Knight, then banishing it to Special Archfiend and Necromancer and continue your plays. Other monsters worthy of consideration: Armageddon Knight Dark Grepher Infernity Beetle Infernity Mirage Summoner Monk Tour Guide From the Underworld Remember that this is Infernity, and you need to keep your Monster count low so your Monster Effects and Traps are actually usable. Therefore you cannot play all of these Monsters and will need to decide which ones are optimal. ----- [SPELLS] It's a searchable super Monster Reborn for Infernities. It's limited for a reason. There is no real need to explain why you play this card. Just remember the following: - You can get 2 of the same Infernity monster, such as Necromancer. - If you bring back 2 Archfiend with Launcher, you will only resolve 1 search since the first one puts a card in your hand. Other Good Spells: Dark Hole Foolish Burial Heavy Storm Instant Fusion (lets you bring out guys to overlay with, particulary relevant with Archfiend for Lavalval Chain) Monster Reborn Mystical Space Typhoon Night Beam (you don't really want to be going off into backrow) Pot of Duality (digs for your combo pieces Upstart Goblin (Deck thinning, Summoner Monk fuel) Relevant Ruling notes regarding Spells: - If you use ZERO-Max to bring back Infernity Archfiend, Archfiend misses the timing due to ZERO-Max's other effect. - If you draw Infernity Archfiend with Upstart Goblin, Archfiend misses the timing due to your opponent gaining LP being the last thing to happen. ----- [TRAPS] This card is absolutely insane, for obvious reasons. It's searchable with Archfiend, and lets you control the game after you combo off by negating pretty much any relevant play your opponent tries to make. A very, very good card that covers the things Barrier can't get (guys trying to attack over you) and just a very good card in general at disrupting plays. Other Good Traps: Bottomless Trap Hole Solemn Judgment Solemn Warning other generic removal (you probably won't have a ton of room after adding everything else, so just use good removal to keep you alive when you need another turn or 2) ----- [EXTRA DECK] This card is very simple, but absolutely insane in Infernity and is one of the main reasons the deck is seeing a resurgence. The first effect is the one you will be using the most, normally to send Stygian Street Patrol to the grave to continue your plays but you can also send your Infernity monsters to the graveyard when necessary. The second effect is also quite good. If you have no cards in hand you can use it to to put Archfiend on top, then draw Archfiend next turn and trigger it. While this card technically has nothing to do with Infernity, is a very important card to your turn 1 loops. You will generally be using the first half of your loops to load the graveyard with Lavalval Chain, then search Launcher to go into this guy, blow up your Necromancer to clear field space then flip Launcher to bring back Necromancer + Archfiend and get your Barriers/Breaks. It is also a very useful card at clearing their stuff before you go for game, and can be a clutch out to cards sided in that shut down Infernity. This card is one of the main bonuses of going to Synchro route. Ideally you will be ending with Void Ogre + 2 Infernity traps (Barriers), which is very difficult to break. Very relevant in the Synchro version, as it allows you to banish Infernity Mirage or Necromancer to get more Archfiend searches. Gives you a big Infernity monster to end your loops with, and also has an incredible effect as well. Worth noting Doom Dragon can be revived with Necromancer if the situation ever occurs. Between Stygian Street Patrol and Infernity Break, you will be banishing quite a few of your cards to begin with. This makes Leviair very abusable in this deck. It lets you get back Street Patrol, and you can even do crafty things like banishing your Archfiend with Break then going into Leviair to bring it back for a search! Other Extra Deck Monsters worth consideration: Abyss Dweller Ally of Justice Catastor Armory Arm Evilswarm Ouroboros Evliswarm Thanatos Gagaga Cowboy Instant Fusion targets Maestroke the Symphony Djinn Number 16: Shock Master Number 20: Giga-Brilliant Number 25: Leviathan Dragon Number 39: Utopia Number 50: Blackship of Corn Stygian Sergeants Wind-Up Zenmaines ----- [SIDE DECK] Side Decking with Infernity is tricky. You will need to side in things to deal with whatever their deck might side in to shut you down, but at the same time you can't overside to the point your deck has no real game-winning plays left. Just stick to the basics and side removal, cards that make your deck less combo dependent and cards that shut their deck down and buy you time. (I also plan to add a little "Infernity Playbook" thing as a second post if you find this Discussion intro acceptable. ----- Example Decklist: http://www.youtube.com/watch?v=j4bM-D4_vwY
Dragon Rulers are a crime against humanity deck introduced to the TCG in Lord of the Tachyon Galaxy. The deck revolves around the Four Dragon Rulers and their demon spawn children, using them for access to easy Rank 7 Monsters and various other plays. The deck has been a dominant force since it's release in the OCG and looks to do the same here. [MONSTERS] Since all the Dragon Rulers basically have the same effect excluding their 1 Specific one, those will be the only effects mentioned under the cards. But here is a quick summary of things you should know about the Big Four: - Their Summons are effects, not inherent summon. - You can only use ONE of these effects a turn, not one of each effect. - Pay attention to both the above with playing with/against this deck as it is incredibly easy to cheat with this deck if you don't pay attention. Redox's Special effect is a Monster Reborn if you have another Earth in hand, setting up more plays while loading your grave with Redox and another Earth for plays next turn. Tidal's effect lets you discard another water monster with it to send any monster in your Deck to the Graveyard. This is a very handy effect that gives you the potential to run certain cards you want in the Graveyard immediately, and at the very least lets you dump a different Elemental Dragon into your Graveyard. Blaster's effect lets you discard Blaster and 1 other Fire Monster to destroy any card on the field. This is incredibly useful as it is one of the deck's natural outs to things such as Evilswarm Ophion, and lets you clear problem cards before proceeding with your plays. Tempest lets you discard it and another Wind monster to search out any Dragon from your Deck, a very useful effect if your hand really wants a specific Dragonn monster that you otherwise be unable to search out. Lets you bring out Redox, and also has a nice beefy 1800 body to go along with it. Lets you bring out Tidal, also comes with 1600 ATK and a nice 2000 DEF if you need to set it and buy yourself a turn or two. Lets you bring out Blaster, comes along with a Level 3 body and 1000 ATK. Also a target for Rekindling! Lets you bring out Tempest, and has very relevant stats that make him a target for Debris Dragon! (And no, we aren't sure who decided that was necessary either.) Outside of the previously mentioned Monsters, the rest of your Monster lineup will be filled out by tech monsters you decide to run. List of potential Monsters: Debris Dragon Dragunity Corseca Droll and Lock Bird Eclipse Wyvern Effect Veiler Exploder Dragon Flamvell Guard Light and Darkness Dragon Maxx "C" Montage Dragon Red-Eyes Darkness Metal Dragon Swift Scarecrow These Monster choices will make or break your build and will be what separate your build from the field so choose carefully! ----- [SPELLS] A very simple but incredibly effective card in this deck. Banish a Dragon Lord, search for the effect then claim your Dragon Lord in 2 turns! Your deck discards naturally quite a bit and can pump out easy Tribute fodder. That makes this card insane in here, and the reason it will probably end up on the next ban list. Not much else to say here, just remember if you play one copy and draw another in the End Phase you can use that copy as well since the card is a Quick-Play! A nice themed draw card that triggers your banished searches. Since you can only use 1 per turn it is probably not worth maxing but the card is extremely good nevertheless. Outside of the above cards and things like Heavy Storm and Monster Reborn, you probably won't have room for much else. Just test out different cards and see what you like alongside the Staples and go from there. ----- [TRAPS] Outside of whatever Traps you decide to run, there are no real Traps considered Staple in this deck at this point. Some builds even choose to run none at all. Tech cards like Breakthrough Skill, Torrential Tribute, and etc are worthy of consideration however. ----- [EXTRA DECK] A very important card that lets you break down their Defenses before going in for the kill, and offers some protection to a deck that doesn't have a lot of room to run much otherwise. A very important card that the deck can summon at will. Also an Eradicator Virus target in Sided games. Just be careful not to leave this card sitting on the field if you can avoid it against other decks that can also easily make it, as it will be a prime target for their Big Eye. The rest of your Extra Deck will probably build itself based on your Main/Side. If you choose to run Level 1 tuners, you will want a couple of Level 8 Synchros. Debris Dragon also requires a few Synchros as well. Just mix and match based on what you feel you need and you should be fine. Potential Extra Deck Monsters: Ancient Fairy Dragon Black Rose Dragon Colossal Fighter Crimson Blader Exploder Dragionwing Gaia Dragon, The Thunder Charger Mermail Abyssgaios Rank 3/4 outs to Ophion Red Dragon Archfiend Scrap Dragon Stardust Dragon Thought Ruler Archfiend