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Found 18 results

  1. Burning Abyss now with Links!

    With the advent of a BA link monster and the ever increasing pool of link monsters I wanted to bring the archetype up for discussion. They’ve got a few new plays. Did you know from three BAs or one tour guide you can put over 8k right through two attack position monsters or just clear their board and go for the kill? First let’s talk about the two powerhouse link monsters. This card is very good as it allows you to tutor your whole engine and toolbox while giving access to other level 3’s like Blackwing - steam the cloak (which will become relevant later in the discussion). It also allows you to have monsters other than ba’s and shields your plays from ghost ogre and board from wipes. When you use the effect make sure you have another card on the field so you don’t lose it to ogre. Also keep in mind you can summon it off Beatrice or Cir. The most important part of the card is that it sends as a cost which means you can send steam without worry and often makes itself not a great target for negation. Going first you can pull ghost ogre right out of the deck and itself provide set-up/disruption through shooting riser dragon or t.g. wonder magician. Going second is where it really shines in this deck though and it will become clearer why. Now, why BA? BA has the ability to force responses and play through fields, the latter part is more so due to the ever increasing number of generic extra deck monsters. The monsters have either advantage or tool box effects which make them ideal for baiting responses. They aren’t ns reliant and can make the same plays without using it. They can play around negation like ash thanks to chain links. I didn’t realize how nuanced playing with the deck could be until I stopped using it as a splashed engine and instead played it as its own deck. That is the most important part when playing the deck imo as sometimes it can be easy to overlook something and realize after the fact you could’ve just played differently and had a much better outcome. For example, when I first started playing around with the deck I never would have thought to go into a Dante and use it with steam to make needle fiber and make ash unusable due to the chain order. I’ll demonstrate this in a short video after describing the otk. The otk starts in the same way but can take multiple different directions. It all revolves around a little card called Tin Musical Battlemech. First you go into Needlefiber with Steam the cloak and summon Mecha Phantom Beast O-lion. Steam will summon a lvl 1 token which you will use to synchro into Battlemech since O-lion is lvl 2. O-lion will summon a lvl 3 token and Battlemech will summon steam back. Then you can either go into Crystron Quardriongandrax and stuff or Borrelsword and Armory Arm. If you’re going the armory arm route you may want to run Link spider so you can turn the token that O-lion summoned and steam into Borrelsword. Then you’d use the newly spawned lvl 1 token and Battlemech to make Armory Arm. Here’s video of how to do various forms of the otk. I also included two set-ups in the video. The first otk doesn't use Borrelsword and so uses more of the extra deck. The effect of the card is: Borrelsword is a pretty crazy card for being generic – it can generally do 7000 by itself and means you need less stuff to put up damage. With Armory Arm it does 8000 on an empty field and more if they have atk position monsters. Generally though you go for Quardriongandrax because it is slightly safer. You’r opponent could safe ogre for the armory arm equip or for the Borrelsword honest effect. However, Quardriongandrax floats and could be protected by Cherubini and they can’t use it on the effect that spawns the double attack. Most of the time people use it well before then though. They’d have to know what you were trying to do. In general I think that if you have a trigger material like alich, farfa, or Cir into them and run fairy tail then that is enough to stop most plays. Needlefiber and ogre help to have coverage against face up s/t. Most decks Konami makes have the same flaw in that if their ns gets stopped then so do most of their options, which isn’t true for this deck. I still favor going second though unless I know my opponent is playing like a grass deck (snow) or extra link spam. I won’t talk too much about card choices but you should run 2 Needlefiber and Cherubini in case you use them T1 or they get negated/disrupted. The rest of the extra deck stuff can be ran at 1. With the way the deck is 1 dante is all you need, which is good for ocg players. Trapless is definitely the way to go since you want to have the greatest chance of making plays. Pure ba is best as you have a plethora of good ns and want to maximize playable and good hands – traps and phantom knights would just reduce that. Not to mention extra deck space is quite limited. You could side a single boots and fog blade for when going first against high ceiling decks, but I don’t think it is necessary. This means Light of Sekka is a card you should highly consider running – you don’t need spell/trap cards. Now for some miscellaneous card tips. I think lava golem is a great side card due to better economy than a kaiju and being able to do 7k from just borrelsword and most of your ns cards can get the same effect if you just discard them with a troymare. Gallis the star beast is like another BA that can get a lucky mill and gives purpose to Draghig. You have a small chance of hitting something you don’t want like O-lion or sekka but odds are you’ll mill something useful and you can always just fix it with Draghig. You could run mx-invoker, new six sams (Kizaru and Fuma), and bulb and make nat beast off of nearly any hand – a lot of hands you can make Beatrice too. Cherubini protects beast form ogre. It could be sided if Brandish really takes off. Math man can send steam to tribute a face-down monster (if you’re opponent had snow) and from those two cards you can otk. I encourage you to try out the deck and hopefully we’ll see the cards in the tcg soon.
  2. Lightsworn deck recipe

    Use all Lightsworn spells and monsters for support and try to get those level 6+'s out as fast as possible. Lightsworn2.ydk
  3. Zombie Otk

    The new synchron deck benefits synchro decks in unconventional ways. After watching TaintedWisdom’s youtube video on quasar, sifr, herald using zombies I wanted to make a deck out of it. He used powertool, karakuris, and t.g. extra deck monsters to achieve his field but I didn’t want to run any of those cards nor the maindecked speedroid cards necessary for his method. I played around and discovered this way of making quasar and even quasar, sifr, herald with extra mezukis.         Main (40):   Monsters (10): 2x Jet Synchron 2x Level Eater 3x Mezuki 3x Uni-Zombie   Spells (30): 1x Broken Bamboo Sword 1x Burial From A Different Dimension 3x Chicken Race 3x Cursed Bamboo Sword 1x Foolish Burial 3x Golden Bamboo Sword 3x Hidden Armory 3x Magical Stone Excavation 1x One for One 1x Pseudo Space 3x Reasoning 3x Terraforming 3x Upstart Goblin 1x Zombie world   Side (15):   1x Farfa, Malebranche of the Burning Abyss 2x Mystical Space Typhoon 3x Forbidden Chalice 3x De-Fusion 3x Anti-Magic Arrows 3x Prohibition   Extra (15):   2x Shooting Quasar Dragon 1x Trishula, Dragon of the Ice Barrier 3x Baxia, Brightness of the Yang Zing 1x Ancient Fairy Dragon 1x Metaphys Horus 1x T.G. Hyper Librarian 1x Accel Synchron 1x Phonon Pulse Dragon 1x Herald of the Arc Light 1x Tatsunoko 2x Formula Synchron     First, before I discuss the deck itself read how to perform the combos here: http://pastebin.com/WNPmUNkf.     The monster line-up is straight forward – everything you need nothing you don’t.   For the spells I chose to run the bamboo engine so that the deck could consistently draw through its deck and see the necessary pieces. You also may hit cursed swords off reasoning for extra advantage. I did not want to run hidden armory at first because I was afraid I wouldn’t be able to combo off. This turned out to rarely be the case with mezuki and reasoning. I use to run hand destruction and sometimes I want an extra discard outlet but I opted to exclude it. Excavation is so good. You can grab back a foolish or burial to combo off. Post side you can grab any side cards you milled with reasoning so that you can combo off. Normally you’d just pitch cursed swords to grab hidden armory. Zombie world is necessary to otk due to uni-zombies restriction. It is also why I run pseudo space and ancient fairy dragon. Pseudo space also comes up when you need to revive synchros with zombie world due to playing through backrow and then need to get rid of it to baxia loop. The only thing you really don’t want to happen is for horus to get warning’d or bottomless’d. You can still make quasar but you won’t be looping unless you have burial for the bottomless scenario.   For the side I chose farfa so if I get it off reasoning it can remove a winda/unicore (assuming they call 3). Anti-Magic arrows is so you can loop away backrow and make quasar. Next turn you can probably make your second one or just trish them and game them. De-Fusion is de-fusion. Good out to winda and serves as disruption after I combo off. Same with chalice for fiends/unicore. Mst is only necessary vs. rouge imo as horus can negate a face-up iron wall and the odds of them opening multiple running 3 upstarts is 4%. This can be done by getting a mezuki off reasoning and summoning jet synchron. Prohibition is for the “c”s, effect veiler, etc. If they maxx “c” you at the start of your combo and they went first then they didn’t pay attention because you will probably deck them out. Many people side maxx “c” with no additional hand traps so take advantage of that if you can. When I was running 3 hand destructions you could deck them out going first but you’ll be short without them.   For the extra you can chose to run miscellaneous monsters like felgrand, stardust warrior, etc over the stuff for the second quasar. Felgrand should be considered as he is good vs. certain decks and using him to make quasar immune should things go south is really good.
  4.   Hi, first time noob here. I've built a lot of antimetas, mainly all original ones, (a very few good, most terrible) so I'm foraying into archetypes; it isn't a good idea to limit oneself to 'my own greatest creation is teh best' and such.   Basically, the idea behind yosenju is to summon a ton of yosenjus and add a ton of pressure, attacking directly. After trying out a standard yosenju build, one of the problems I had was that I had too many redundant cards. For example, getting too many floodgates. It isn't just a problem of not getting a win condition, but also that the floodgates overlap in certain areas, lowering their utility. This also goes for removal cards. A lot of builds run 1 for 1 traps as well as mass removal. That can be dead quite often, as removal often overlaps; a set Dprison won't help much after Dark Holing. I wanted to maximize each card's utility, in as many stages of the game as possible, hence maxing mass removal and minimizing one for ones. There are monsters that don't care about destruction, but I try to kama 1 them and rely on floodgates to prevent opponent's making a comeback later.   Which brings me to floodgates. I only main 5, 3 L1T, Emptiness, and Necrovalley. The ss hate is good almost during any stage of the game, as yosenju doesn't need to ss much. Necrovalley is better a bit later in the game compared to the other ss hate, as it just locks in whatever was dumped in there and the grave it is often a means to an end-Special Summoning. This is why I didn't run any banishment. It is unlikely that I would get banishment early. Early is the main time when banishment has value. After stuff's already been dumped in the grave, it can be used. It wasn't good if the other guy already had stuff set up. It wasn't the most consistent, and added to the floodgates overlapping, so I just didn't run any, wanting to minimize the overlap. I wanted to maximize my offense, which would be good against any deck, rather than taking away from the other guy, which might or might not work. Instead of siding banishment, I just used SIM as many darks use the grave,and other floodgates.   Which leads me to thinning. Running less floodgates meant I might not get them as needed, but then adding thinner instead alleviated the issue, still increasing my chances of getting one while running a relatively low amount in comparison to a standard build. Assuming 3 Upstart, 3 Void, 1 Day of Peace, and 1 PoD, one gets at least one floodgate about 60% of the time (using a hyper-geometric calculator, with population size=32, number of success=5, sample size=5, and number of successes in sample size=1. However, this is assuming pod is an upstart.) In contrast, if one is running a standard build with upstart and PoD, and banishment with 2 necrovalley, then they get a 74% chance of getting at least 1 flood; 79% if GK's commandment is in. However, about 1 in 3 games they will be opening 2+ floods if they go first, compared to half that in this build. That can be a dead card. Even if that weren't the case, it still doesn't help to your win condition. Yosen wants to condense the monsters as much as possible. The thinning helps; a little under half the time (44%), going first, will get 3+monsters vs 34% with just the pod and upstarts. Around 10%+ more in most cases, which increases as the duel goes on due to other cards like reckless. But anyways, I don't like numbers...   But by using thinner to avoid running 1 for 1's, I essentially draw into more monsters in proportion, allowing more aggressiveness. Same for reckless. Although after a certain article was published online, the standard phrase bandied about was something like this: "X isn't a combo deck, so Reckless Greed shouldn't be run in it." Some people think this also applies to yosenju. However, it isn't quite so easy to categorize as such, I think. Yosenjus rely on one another to get their effects, and they have to be different ones. Also, there can be a tradeoff at times when there aren't enough monsters; should I attack and kill the monster with a kama, or should I attack direct with kama 2 to get kama 3's effect? And other such things. In addition, more monsters are sometimes needed, in case the extra is needed to toolbox, but wanting to keep a certain kama for later use. In addition, as the kamas can get their effects after each summon rather than just once, the -1 that is reckless can be mitigated by a kama 3 +1 or a kama 1 -1 from the opponent, or perhaps a tsujik boost kill. Another thing to be mentioned, PoD and reckless aren't run together by many decks, as decks that use reckless tend to SS. But with PoD, recklesses cost can be mitigated. In fact, recklessing into a tenki, reckless, PoD, or monster generally mitigates the cost outright.   Also, I don't main any disruption negators. I'd rather be aggressive and side for disruption than have something that is live only during some matchups and would only make the deck suboptimal overall because of it.   Some things- -3 Tsujik isn't usually dead, as it can be used like an Honest if the opponent stops a kama while still giving me a chance to use one later, assuming a multiple is drawn into, or just using it offensively. -Also I get multiples that I can't use that turn, like PoD or Tenki. I don't like that. -Also, PoD reveals thinner, diluting its power. -Also, Into the Void can let the kamas dodge its cost. I side them out against trap heavy decks, as it can be risky. But against other decks like Nekroz, its great. -Into the Void makes a terrible topdeck. -I experimented with a mixture of lv4 deck like kagetokage, but it wasn't worth making l1t dead. Although, I haven't tried tested too much into that.   Feedback and suggestions greatly appreciated. Monster 12 9 Yosenju Kama bros. 3 Yosenju Tsujik Magic 17 3 Tenki 3 Upstart 3 Into the Void 3 Pot of Duality 1 Raigeki 2 Dark Hole 1 Necrovalley 1 One Day of Peace Trap 11 3 Mirror Force 3 Reckless 3 Lose 1 arm and a leg and a wallet also 1 Emptiness 1 Torrential Side 15 3 SIM 3 Trap Stun 3 Fairy Wind 3 Imperial Iron Wall 2 MST 1 Necrovalley Extra 15 (might need a bit of work) 2 Cowboy 2 Chidori 1 Cairngorgon 1 Abyss Dweller 1 Diamond Crab King 1 Heartland Draco 1 Castel 1 Exciton 1 Tiger King 1 Ragnazero 1 Constellar Ptolemy m7 1 Satellarnight Diamond 1 Tellarknight Ptolemaeus
  5. OTK.dek

    [spoiler] [/spoiler]   3x Cyber Dragon 3x Galaxy Soldier 3x Solar Wind Jammer 1x Chronomaly Nebra Disk 2x Chronomaly Golden Jet 2x Honest 1x Electromagnetic Turtle 3x Cyber Dragon Core   2x Instant Fusion 1x Overload Fusion 1x Raigeki 3x Fusion Conscription 2x Power Bond 1x Dark Hole 1x Machine Duplication 3x Upstart Goblin 3x Cyber Repair Plant 2x Night Beam 2x Mystical Space Typhoon 1x Limiter Removal   1x Cyber End Dragon 1x Chimeratech Overdragon 2x Cyber Twin Dragon 2x Chimeratech Rampage Dragon 2x Panzer Dragon 1x Gaia Dragon, the Thunder Charger 2x Cyber Dragon Infinity 1x Constellar Pleiades 1x Number 61: Volcasaurus 2x Cyber Dragon Nova   This was as consistent as i could make cyber dragons with the new OCG stuff, the focus is not on the OTK or lose aspect of a usual cydra deck but rather on balancing consistency with the strong offence. the deck draws and thins well, can get rid of threats like backrow fairly easily and summon hilariously strong beatsticks (and pull off plenty of OTKs)   The star players are the new toys the OCG gave us. Cyber Dragon Infinity and Chimeratech Rampage Dragon   Infinity is 101 + Once per Turn Negation which is awesome on its own, add the 200 ATK for each material and the fact that it overlays onto cyber dragon nova (which can easily come out in the deck) then you get scary.   Rampage dragon is 2x (or more) Cyber Dragon monsters. and it pops backrow equal to the number of fusion material monsters. not to mention you can double foolish burial once per turn, and if you do it gets an additional attack for each monster you milled, leading potentially to 3 attacks with 4200 ATK. (or 2100 if you went with Overload Fusion)   Cydra/Wind Jammer make rank 5s easier, so does soldier. the Chronomaly engine i've been testing out and more than 1-2 can brick fairly easily, disk can search jet or recycle itself and jet makes rank 5s easily. turtle is just a useful monster that happens to be Light/Machine and Honest is Honest   the Spells are all about drawing, thinning, and destroying to get the combo pieces and bring out the big beatsticks.   The extra is what i need to do all my shit with. i rarely summon Cyber End but when i do its funny and it can be a surprise card against rogue/noob decks that think they can sit behind Marshmallon or w/e all day. Cyber Twin, Nova, Infinity and Rampage are the ones that come out most. Overdragon is a last resort kinda thing.   Well?   also fun fact. i OTKed on devpro in a Tag match (AKA both teams have 16k) it involved power bonded cyber twin with Honest and Limiter Removal reaching 15000ish ATK.
  6. Monsters: (14) 1 BFF - Bear 2 Cardcar D 3 KM Crusader 1 KM Tornado 3 KM Urnight 1 Tour Bus 3 Tour Guide   Spells(17) 3 Diamond Core (OCG) 1 FF Gyokkou 3 FF Tenki 1 FF Tensu 3 Lance 1 Iron Core 3 MST 2 Duality   Traps(9) 1 Bottomless 1 Call of the haunted 3 Fiendish Chain 2 Mirror Force 1 Solemn Warning 1 Torrential   Extra(15) 1 Dweller 2 Tiger King 1 Kagutsuchi 1 Emeral 1 Diamond Dire 1 Exciton 1 Cowboy 2 Invoker 1 Maestroke 1 ARK 1 Crazy Box 1 Roach 1 Zenmaines Choices: Bear is self explanatory, as it is a great normal summon, easily searchable also acts as a 4th tenki and effectivley a 4th Urnight which is the main combo Piece Cardcars are due to the fact that the deck is better of not commiting to the field until it can make a large combo, cardcar allows you to draw into these combos faster, rather than forcing you to make suboptimal plays inorder to stall. Crusdaer is the main target for Urnight, is also a beast warrior for cost, can add back diamond core and allows access to Tifer king which is important for maintaining advantage and the otk. You need 3 or you run out of copies in deck. its effect to add from grave is also fairly easy to abuse with 3 lance and considering 1900 is bigger than bear. 1 tornado, this is what lets the deck OTK through huge established fields and can be game changing. (themed raigeki) You only need one as is special summoned from deck, and can be added from grave to hand. 3 tour Guide+tour bus: Tour guide is needed for the OTKs, the deck runs through resources in deck very fast, so tour bus is needed a lot incase you fail to win after a combo. Also helps if you draw too many in deck targets for urnight. You run 3 tour guide so you draw it faster/could go into 2 invoker. 3 Diamond core is obvious, great searcher and protection, can be recycled. Standard FF spell core, 3 tenki searches urnight/bear, the 1 tensu is important in OTK's, more than 1 clogs too often/causes dead draws. 3 Lance helps trigger Crusader late game, also ensures your plays go off, usually between lance and diamond core you can push through most backrow. 1 Iron core is a necessary evil, more than 1 is shit as it is dead draws, but it is easily searchable via Diamond Core. 3 MSt again helps push through backrow, the deck dies to well timed backrow so you need all the protection you can get. 2 Duality helps get to combo pieces faster, only 2 as you only really want to see 1 a game, this prevents drawing multiples. Staple backrow power traps as is obvious. 3 fiendish chain is good against the meta, and the stall can be nice to get the OTKs ready. (torrential+Diamond Core can also make for a cute play)
  7. Hello I have played Tanukits (Raccoon Rascals was the best name they had) since their upload to devpro.  I have endlessly tested them but towards the end of the Sept format I dropped the deck.  Now with the release of obedience schooled and recent tops I wish to pick the deck back up.   Here is my current build.  It is pretty standard and I made the addition of Junk Synchron so I can access level 5 synchros and have access to Leo.   Deck List:   Monsters: Baby Raccoon Ponpoko-3 Get's Tantan and starts combos Baby Raccoon Tantan-3 Gets kalantosa or kitten for problem solving Elephun-1 tuner for turn 1 beast Junk Synchron-3 access to level 5s and leo Kalantosa, Mythical Beast of the forest-2  free pops Redox, Dragon Ruler of Boulders-1 reborn effect, access to leo Ryko, Lightsworn Hunter-1 problem solver The Fabled Cerburrel-1 Unicore too good Thunder King Rai-Oh-1  Generic good card, I don't add anyway Tree otter-1  Helps otks and makes sure the token can beat over the monster Wind-Up kitten 1 Non-Destruction removal Spells: Book of Moon-1  Good staple card Mystical Space Typhoon-3  Might lower this down, not sure Obedience Schooled-3  Needed to get the combos and without the deck would be sub par Upstart hoban Goblin-3 less cards more win   Traps: Burst Reverse: 2  Get tantan at ep and plus Fiendish Chain: 3  Effect negation Mirror Force: 2 Field wipes on bad players and overall just a decent card Mistake: 2 I don't add why should you :P Torrential Tribute: 1  Board clearer Trap Stun: 2 I don't liek treps (combos being stopped really hurts) Side: Maxx c-2 Closed Forest-2 Dark Hole-1 Dimensional Fissure-1 Black Horn of heaven-2 Full house-2 light-imp mirror-2 overworked-2 (be careful, destroys your tokens) Soul Drain-1   Extra: Ally of Justice Catastor-1 Armades, Keeper of Boundaries-1 Frozen Fitzgerald-1 Junk Warrior-1 Leo, the Keeper of the Scared Tree-1 Mist BIrd Clausolas-1 Naturia Beast-1 The Fabled Unicore-1 Underworld Fighter Balmung-1 Daigusto Phoenix-1 Downerd Magican-1 Herald of Pure Light-1 Number 64: Ronin Raccoon Sandayu-3   I don't think the extra/side needs explaining as most of it is pretty standard or personal perference.  Notable interactions: Balmung getting back thunder king and using Herald of Pure Light to get beast targets back in the deck (damn you kalantosa)   Examples of some combos: Opening Hand: Obedience Schooled + Ponpoko (any beast will do but you get the most advantage from him) Obedience School grab ryko, elephun and ponpoko (any beast will do here I just like grabbing ponpoko) Overlay ryko and ponpoko into Sandayu and use effect to generate a token Summon Ponpoko setting tantan Synchro summon Naturia Beast using ponpoko, elephun and the token Field at end phase: Naturia Beast, Sandayu and  set tantan.  Overall you have went plus 1 from this (using obedience schooled and ponpoko)   Opening Hand: Obedience Schooled + Ponpoko (same as above for ponpoko) Obedience schooled, grab cerburrel, ryko and ponpoko. Synchro summon The Fabled Unicore using ponpoko and cerburrel. Summon ponpoko and set tantan. Overlay Ryko and Ponpoko for Sandayu and generate a token (2300 attack) Field at end phase: The Fabled Unicore, Sandayu + token and set tantan.  Overall another plus 1 (or 2 if you count the token)   The deck has loads of other little combos and plays but I thought I would just give you imo the 2 strongest openers.  The deck has loads of issues such as resources and it is hurt badly but effect negation and maxx c.  It relies heavily on generating advantage from Sandayu and keeping the stunish monsters you get from obedience school on board (unicore and nat beast).  I am no where near an expert on the deck as I have not played the new builds enough yet so if anything I have said is sub par or wrong I apologise.   If you have any suggestions or advice please comment below and thanks for reading :D.
  8. Stardustons Otk

    Supprisingly enough this was brought to my intenstions on the Dnf About there being a Starduston Otk i thought it looked pretty cool that they have there own otk within the archtype. Then i just read starduston and just fell in love with the deck.     How it works: 1. let house duston die and summon 3-4 duston on both sides of the field 2. Summon Starduston 3. in standby play battle mania and otk   Deck sample: ( this is the deck i use) 3x blue dustion 3x green duston 3x red duston 3x yellow duston 3x house duston 3x starduston 3x pot of duality 3x upstart goblin 3x Were arf thou? 3x battle mania 3x mystical 3x Anti-spell fragrence 2x Maxx "c" 1x one day of peace 1x one for one     Side Deck: 3x Kaiser Colo 3x Dust Tornado 3x night beam 3x Trap Stun 3x Cused seal of the forbidden spell     Extra: Bunch of random cards That you will never ever use because dustons cant be Xyz'd, Synchroed or tributed   Do what you want with it i dont care really just put suggestions or if you dont like it just post y its bad
  9. This is one of my favorite decks to play and I plan on taking it to the next Shreveport, LA regional.  It's been doing very well in testing and I'm posting it here for feedback.  I feel that every card choice is solid based on testing, and I'll explain anything that might raise question.     Monsters: 29 x1 Red-Eyes Darkness Metal Dragon x1 Gorz The Emissary of Darkness x1 Genex Neutron x1 Genex Ally Birdman x1 Koa'ki Meiru Drago x1 Wattail Dragon x1 Labradorite Dragon x2 Tragoedia x2 Exodius The Ultimate Forbidden Lord x3 Cardcar D x3 Hieratic Dragon of Eset x3 Hieratic Dragon of Tefnuit x3 Hieratic Dragon of Su x3 Hieratic Dragon of Nebthet x3 Maxx "C"   Spells: 11   x1 One Day of Peace x1 Dark Hole x3 Wingbeat of Giant Dragon x3 Pot of Duality x3 Hieratic Seal of Convocation   Side Board: 15 x1 Battle Fader x2 XYZ Encore x3 Mind Drain x3 Breakthrough Skill x3 Mystical Space Typhoon x3 Trap Stun   Extra Deck: 15   x1 Tiras, Keeper of Genesis x1 Number 51: Volcasaurus x1 Shark Fortress x1 Constellar Ptolemy M7 x1 Photon Strike Bounzer x3 Gaia Dragon, The Thunder Charger x3 Hieratic Dragon King of Atum x1 Superdreadnought Rail Cannon Gustav Max x1 Stardust Dragon x1 Scrap Dragon x1 Star Eater       Now onto explanations...  I'll start out with Genex Neutron.  Drawing Birdman alone increases your chances of winning by a substantial ammount.  In a deck like this where you rely on drawing combos pieces to win, consistency is the most important factor.  I rarely ever open up with both cards, and even if I do it's not a big deal because I have Birdman, which means I'm probably going to win.  To make an analogy, Birdman for Hieratics is Gateway for Six Sams.   Trag and Gorz are basically it help me stall for combo pieces if I get a bad opening hand.  I can also use Trag to go into Gustav Max.   For the longest time I ran 1 copy of Exodius, but I realized just how amazing Gustav was.  Gustav helps you OTK in places where you normally couldn't.  It's very consistent at two with all of the deck thinning and draw power that you have.  You can also use Exodius to recycle REDMD back in the deck if it somehow finds its way to the graveyard and screws up your combos.   I always try to end my combos with Koa'ki Meiru Drago so the opponent can't drop Trag, Gorz, or Battle Fader.  Those cards can really ruin your day.  If you know what you're doing, it's not hard at all to end your combos with this card.  It just requires a little bit of thinking ahead.   Now I think every Hieratic player is running Labradorite to allow for Star Eater access.   Cardcar D helps with consistency and helps me draw my combo peices.  I can also use it to bait out Veiler if I think my opponent has it/they add it with Duality.   Even if Maxx "C" is just a one-for-one trade off, it has fufilled its purpose.  It can be used to stop a push, but it's mainly for the draw power.   Sometimes you might only be able to put up 9k-10k damage or so, so I don't run Upstart because it gives your opponent life points.  One Day of Peace gives me a draw and it can be used to stall.   Wingbeat is freaking legit.  3 Heavy Storms in the main.  This is a card that you want to draw into, so always run 3.  Even if you draw two, that's perfectly okay.  Wingbeat can be used as a pseudo-Birdman and return REDMD back to the hand for an extra summon.  It won't let you get Stardust or Scrap, but it does help your combos if you can use it or need it.  The only downside is that it can be voided if your opponent can remove the target, and it needs a target in order to be activated (spell/trap target).   The side is standard.  Mind Drain is the VIP.  It stops Veiler, Scarecrow, Gorz, Trag, Maxx "C", and whatever else you can think of that would usually put a kink in your day.  It does not stop Tefnuit or any of your shenanigans.  It does stop Birdman though, but you can live with that.  The side is also heavily geared to dealing with Verz and countering the opponent's side deck.   The extra is also pretty standard.  It has just about everything for a given situation.  Crimson Blader is actually a waste of space because ideally, you're opponent isn't gonig to get a next turn.  If your opponent is going to survive a push, you will want Stardust Dragon.       Here are just a few screenshots that I've taken on DN:  Screenshot #1  Screenshot #2  Screenshot #3    
  10. This Deck is mean to be a mash-up of Chaos Dragons and a form of Zombies. It utilizes the most out of its mills and the two engines compliment each other very well. I've been playing this for 6 months and have been continuously changing it to adapt against the metagame. With the new banlist, the boost that Zombies and Chaos Dragons recieved might improve its playability and show back up in the competitive scene. You might recognize me and this decklist from POJO. Let's go onto the decklist....     Monsters: [1] Black Luster Soldier - Envoy of the Beginning [1] Red-Eyes Darkness Metal Dragon [1] Dark Armed Dragon [2] Chaos Sorcerer [3] Lightpulsar Dragon [3] Zombie Master [3] Goblin Zombie [3] Mezuki [2] Plaguespreader Zombie [2] Effect Veiler [3] Destiny Hero - Malicious [1] Eclipse Wyvern [3] Lyla, Lightsworn Sorceress Spells: [1] Charge of the Light Brigade [1] Allure of Darkness [1] Dark Hole [1] Dragon's Mirror [1] Book of Life [1] Foolish Burial [3] Mystical Space Typhoon   Traps: [2] Phoenix Wing Wind Blast [2] Breakthrough Skill Extra Deck: [1] Underworld Dragon Draconecro [1] Crimson Blader [1] HTS Psyhemoth [1] Jeweled Red Dragon Archfiend [1] Stardust Spark Dragon [1] Orient Dragon [1] Constellar Ptolemy M7 [1] Queen Dragun Djinn [1] Diamond Dire Wolf [1] Evilswarm Ouroborous [1] Gauntlet Launcher [2] Lavalval Chain [1] Silent Honors Noble Ark [1] Maestroke the Symphony Djinn [1] Noblswarm Belzebuth   This build is nowhere finalized until I receive updates and results from the competitive metagame. Side Deck is currently a bunch of possible cards (Yes I know it looks awkward but I'm lising out options). As you might notice, I'm playing a couple OCG cards in the extra deck. For the time being in the TCG, I play Burial from a DD (Dragon's Mirror) Master Key Beetle, Scrap Dragon, Abyss Dweller, and Blackship as replacements.   Cards Options and Ratios   3 Lightpulsar: Boss monster, Key player in rank 6 plays with Malicious and level 8 synchro plays with Plaguespreader 2 Veiler, 2 BTS: I'm not very fond of using this type of ratio but Lavalval Chain dumps can open up many plays with BTS against anti-meta cards 3 Lyla, 3 MST: Zombies are a very agressive deck and needs some protection from backrow, Lyla can setup grave. 2 Phoenix Wing Wind Blast: I anted to make effective use of Mezukis, Plaguespreader, and Malicious in hand without entirely relying on Zombie Master. It's also very good against the meta 0 Chaos Dragon Minis and Raiden: A common denom for Zombies but I found the rank 4 engine already had enough speed to promote plays and the level 6/PSZ enine was already effective for making level 8 synchros.   LOOKING FOR CONSTRUCTIVE CRITICISM. I WILL NOT MAKE HUGE CHANGES TO THE DECK SO MUCH THAT IT LOOKS LIKE AN ALIEN COMPARED TO THIS. Please and thanks...  
  11.   Whats up DGZ? My name is Sam and I am bringing you my main deck, my IRL Masterpiece Infernity XYZ. The deck has served me very well and I hope it continues to serve me well in the future. I built it as something I could invest in without fear of the banlist and even though it's not the cheapest I love it. I might as well add some in-depth explanations later but not yet. Will update OP later. For now, here is my decklist!!! Any feedback, fixes or thoughts will be much appreciated.   Monsters: 14 3x Infernity Archfiend 3x Infernity Necromancer 2x Stygian Street Patrol 2x Dark Grepher 2x Summoner Monk 1x Armageddon Knight 1x Archfiend Heiress   Spells: 15 3x Night Beam 3x Mystical Space Typhoon 3x Instant Fusion 2x Transmodify 1x Archfiend Palabyrinth 1x Reinforcement of the Army 1x Foolish Burial 1x Infernity Launcher   Traps: 11 3x Infernity Barrier 3x Infernity Break 2x Mirror Force 2x Vanity's Emptiness 1x Solemn Warning   Side Deck: 15 3x Zombie World 2x Prohibition 3x Debunk 2x Overworked 2x Chain Disappearance 2x Trap Stun 1x Soul Drain   Extra Deck: 15 2x Leviair the Sea Dragon 2x Lavalval Chain 2x Diamond Dire Wolf 1x Number 66: Master Key Beetle 1x Number 50: Blackship of Corn 1x Maestroke the Symphony Djinn 1x Gagaga Cowboy 1x Abyss Dweller 1x Evilswarm Ouroboros 1x Barox 1x Darkfire Dragon 1x Fusionist
  12. bad.dek

    http://www.youtube.com/watch?v=dq-nus6qMgw   updated the deck yayy.still not dragons guys sorry   1 honest 2 shinning angel 3 genex neutron 2 morphronic scopen 3 trident warrior 3 vylon cube 3 photon thrasher 3 maxx c   magic 1 rota  1 dark hole 2 mst 1 twin sword of flashing light tryce 1 Big Bang shot 3 Mage power 1 one day of peace 3 pot of duality   traps 2 call 2 trap stun 3 waboku extra deck 1 vylon delta 1 scrap archfiend 1 ancient sacred wyvern 1 ancient fairy dragon 2 vylon sigma 2 black rose dragon 1 crimson blader 1 scrap dragon 1 avenging knight parshath 1 blade armor ninja 1 heroic champion Excalibur 1 starliege paladynamo  1 gagaga cowboy   side deck (needs lots of work) 3 gozen match 3 debunk 3 consecrated light 1 mst 1 mind control 2 zombie world 1 grand mole   been testing good,enough for me that i might play at regional.side needs some help and i even post a song for you,awwww
  13. Reversal Dragonz

      Monsters: 16 3 Battle Fader 3 Swift Scarecrow 3 Cardcar D 3 Redox, Dragon Ruler Of Boulders 2 Maxx ¨C¨ 2 Lava Golem   Traps: 18 3 Upstart Goblin 3 Gold Sarchopagus 3 Fuhma Shuriken 2 Spellbook Organization 2 Reversal Quiz 2 Pot Of Duality 1 Sacred Sword Of Seven Stars 1 One Day Of Peace 1 Heavy Storm   Traps: 06 3 Hope For Escape 3 Reckless Greed   Sideck: 15   3 Obelisk The Tormentor 3 Electric Virus 3 Blaster, Dragon Ruler Of Infernos 2 Tidal, Dragon Ruler Of Waterfalls 2 Burner, Dragon Ruler Of Sparks 1 Stream, Dragon Ruler Of Droplets 1 Reactan, Dragon Ruler Of Pebbles   It´s very fun to play in match on dn. Thoughts?
  14. Karakuri

    (Edited) So, I built Karakuri for the sheer fact that I love the archtype. It’s tested pretty well against everything, is has issues against Ophion obviously, so I have answers for that matchup. But heres the list, looking for edits, and inputs from you lovely people.   Monsters: 26 3 Merchant “Inashichi” 3 Komachi “Ninishi” 2 Strategist “Nishipachi” 3 Ninja “Kuick” 2 Solider “Nisamu” 2 Watchdog Saizan 3 Solar Wind Jammer 3 Redox, Dragon Ruler of Boulders 3 Maxx “C” 2 Effect Veiler   Spells: 9 1 Iron Call 2 Machine Duplication 2 My Body as a Shield 1 Heavy Storm 1 Pot of Avarice 1 Monster Reborn 1 Book of Moon   Traps: 6 2 Breakthrough Skill 1 Solemn Judgment 1 Solemn Warning 2 Royal Decree   Extra: 3 Bureido 2 Burei 1 Thought Ruler Archfiend 1 Stardust Dragon 1 Scrap Dragon 1 Crimson Blader 1 Black Rose Dragon 1 Naturia Landoise 1 Naturia Beast 1 Gear Gigant X 1 Soul of the Silver Mountain   Side: 1 Gorz, Emissary of Darkness 1 Neo-Spacien Grand Mole 2 Ryko, Lightsworn Hunter 1 Effect Veiler 2 Droll and Lock Bird 1 Dark Hole 3 Mystical Space Typhoon 2 Soul Drain 2 Compulsory   So some notable things:   -My Body as a Shield.            This card is actually pretty decent in here, it works better than lance as it protects my dudes from Torrential, Mirror, and Dark hole. Whereas lance can only protect one dude, my body can protect all of them.   -Decree.            My locals isn't the most meta of playing fields, so traps do exist. And this card usually locks out my opponents chance of wrecking me. Might drop em to side for Mst's
  15. chimeratech otk build

    Need help with deck. its at 44 right now.  I was actually looking to trim down to 40-41 but lemme know if i shud keep it the way it is.  Also give me suggestions or wut have u.     Monsters: 18   3x cyber dragons 3x cyber valley 3x dekoichi the battlechanted locomotive 3x black salvo 2x card trooper 1x magical merchant 1x tsukuyomi 1x breaker the magical warrior 1x jinzo   Spells: 17   1x mind control 1x heavy storm 1x dark hole 2x power bond 2x mystical space typhoon 1x card destruction 1x swords of revealing light 1x monster reborn 1x forbidden lance 1x limiter removal 3x overload fusion 2x pot of duality   Traps: 9   3x jar of greed 3x reckless greed 1x mirror force 1x call of the haunted 1x return from the different dimension   Extra Deck:   1x cyber end dragon 1x cyber twin dragon 3x chimeratech overdragon 1x black rose dragon
  16. Don't Move

    [center]<iframe width="560" height="315" src="http://www.youtube.com/embed/5BeSLMCUa9Q" frameborder="0" allowfullscreen></iframe>[/center] [center][img]http://i.imgur.com/obYgz.png[/img][/center] Monsters: 11 3 Ancient Gear Gadjiltron Dragon 3 Ancient Gear Golem 3 Cardcar D 2 Swift Scarecrow Spells: 23 3 Upstart Goblin 3 Trade-In 3 Megamorph 3 Terraforming 3 Geartown 2 Mausoleum of the Emperor 2 My Body As A Shield 1 Limiter Removal 1 Card Destruction 1 Heavy Storm 1 Dark Hole Traps: 6 3 Reckless Greed 3 Hope for Escape Extra: 3 Hieratic Sun Dragon Overlord of Heliopolis 3 Neo-Galaxy Eyes Photon Dragon 9 whatever you want Had a lot of fun messing around with this deck on DN. Surprisingly enough, it actually does win games.
  17. Gate Burn OTK

    Deck: Gate Burn OTK [img]http://i.imgur.com/2GcwE.png[/img] Mainboard: 40 Monsters: 17 3x Destiny Hero - Dogma 3x Destiny Hero - Plasma 3x Worm Yagan 3x Cardcar D 3x Swift Scarecrow 2x Volcanic Queen Spells: 18 3x Fusion Gate 3x Destiny Draw 3x One Day of Peace 3x Mystical Space Typhoon 2x Trade-In 2x Pot of Duality 1x Dark Hole 1x Heavy Storm Traps: 5 3x Chain Material 2x Torrential Tribute Extra: 15 1x Elemental Hero Absolute Zero 2x Elemental Hero The Shining 3x Blaze Fenix, the Burning Bombardment Bird 3x Destiny End Dragoon 1x Worm Zero 2x Superdreadnought Rail Cannon Gustav Max 1x Superdimensional Robot Galaxy Destroyer 1x Number 39: Utopia 1x Maestroke the Symphony Djinn [u][b]2-Card OTK: Fusion Gate + Chain Material:[/b][/u] 1) Activate Fusion Gate. 2) Activate Chain Material. 3) Activate the effect of Fusion Gate and remove Dogma and Plasma and special summon Destiny End Dragoon. 4) Repeat step 3 for the other 2 Destiny End Dragoons. 5) Activate the effect of Fusion Gate and remove 2 Worm Yagans for Worm Zero. 6) Set 0-4 cards from your hand. 7) Activate the effect of Fusion Gate and remove Volcanic Queen and Cardcar D/Swift Scarecrow for the first Blaze Fenix. 8) Activate effect of Blaze Fenix and burn for 1800-3300 damage (assuming your opponent has no cards). 9) Repeat step 7 & 8 for 2nd and 3rd Blaze Fenixs and their effects. [b]NOTE: [/b]Now if they Veiler, you can Xyz summon 2 Gustav Maxs using the DEDs and the Worm Zero and burn for 4000 damage. The point of the deck is to spam 3 Destiny End Dragoons, a Worm Zero and Blaze Fenix's to burn for game. The only problem this deck really has in the current meta is Shock Master, Bottomless Trap Hole and Torrential Tribute, but Worm Yagan and Volcanic Queen help to get rid of Shock Master, Thunder King, Laggia, Dolkka, etc, and as far as Bottomless and Torrential is concerned, your gunna have to Space or something... But even Shock Master can be played around, by setting a couple spells as bluffs so your opponent uses Shock Masters effect on Traps the following turn. Bottomless and Torrential are bigger problems than Shock Master is now with the updated build. Edited: -1 Hino-Kagu-Tsuchi and -1 Trade-In, +2 Volcanic Queen.
  18. So I thought to make this because some people seems to be confused as to why this deck is good and how it works in its best (so far discovered) way. First, this video: [media]http://www.youtube.com/watch?v=mpzCs2yIwOk[/media] For those who cannot see the video, this is how the combo goes in its most pure and easiest to understand form. [spoiler] Summon Eset or Tefnuit Special Shu from your Hand by tributing Eset or Tefnuit on the Field Special Wattdragon through Eset or Tefnuit from your Hand, Deck, or Graveyard Xyz into Atem Special REDMD from your Deck through Atem Special Su from the Graveyard through REDMD Special Su from your Hand by tributing Su on the Field Special Wattmeter-Dragon/Luster Dragon 2 through Su from your Hand, Deck, or Graveyard Xyz into Atem Special REDMD from your deck through Atem Special Su or Wattmeter-Dragon (or any other Dragon type monster from your Hand or Graveyard, side another REDMD) from the Graveyard through REDMD Xyz into Gustaph Max Burn for 2000 Life Points (2000) Xyz over Atem for Draguin Xyz over Atem for Draguin Attack with Draguin (4600) Attack with Draguin (7200) Attack with Gustaph Max (10200) Good game. [/spoiler] The key cards for this loop are: [size=6][b]Monsters:[/b][/size] [quote][img]http://images1.wikia.nocookie.net/__cb20120315235228/yugioh/images/6/6a/HieraticDragonofEset-GAOV-EN-OP.png[/img] Hieratic Dragon of Eset [font=Arial]Level 5 LIGHT Dragon-Type Effect Monster Card[/font] [font=Arial]1900 ATK[/font] [font=Arial]1200 DEF[/font] [font=Arial]You can Normal Summon this card without Tributing.[/font] [font=Arial]This card’s original ATK is 1000 if it was Normal Summoned that way.[/font] [font=Arial]Once per turn: You can target 1 Dragon-Type Normal Monster on the field; Until the End Phase, have the Levels of all “Hieratic” monsters on the field become its Level.[/font] [font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/quote] [font=Arial]This card is not amazing and you have to use it over Gebeb as he only summons Hieratic Dragon-Type Normal Monster cards. Eset does have usefulness though as you can start the loop with it and without Su.[/font] [quote][img]http://images2.wikia.nocookie.net/__cb20120315235939/yugioh/images/b/b5/HieraticDragonofTefnuit-GAOV-EN-OP.png[/img] Hieratic Dragon of Tefnuit [font=Arial]Level 6 LIGHT Dragon-Type Effect Monster Card[/font] [font=Arial]2100 ATK[/font] [font=Arial]1400 DEF[/font] [font=Arial]If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand), but this card cannot attack during this turn.[/font] [font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/quote] [font=Arial]This card makes the deck just that more flexible. The best feature for this is that you can save your normal summon for if they Veiler or Chain as you can use it to normal REDMD and get your loop back again. You can also bounce it for A Wingbeat of Giant Dragon as well as use it with Isis to start the loop without Shu.[/font] [quote][img]http://images4.wikia.nocookie.net/__cb20120315235620/yugioh/images/a/a0/HieraticDragonofSu-GAOV-EN-OP.png[/img] Hieratic Dragon of Su [font=Arial]Level 6 LIGHT Dragon-Type Effect Monster Card[/font] [font=Arial]2200 ATK[/font] [font=Arial]1000 DEF[/font] [font=Arial]You can Special Summon this card (from your hand) by Tributing 1 “Hieratic” monster you control.[/font] [font=Arial]Once per turn: You can Tribute 1 other “Hieratic” monster on your side of the field or in your hand, then target 1 Spell or Trap Card your opponent controls; Destroy that target.[/font] [font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/quote] [font=Arial]This card is AMAZING. It makes Rank 6's extremely easy and is the card that makes the OTK passable. Its uses can already be seen above. Card pops Spell and Traps also to help secure the OTK.[/font] [quote][img]http://images3.wikia.nocookie.net/__cb20120315235130/yugioh/images/4/49/HieraticDragonofNebthet-GAOV-EN-OP.png[/img] Hieratic Dragon of Nebthet [font=Arial]Level 5 LIGHT Dragon-Type Effect Monster Card[/font] [font=Arial]2000 ATK[/font] [font=Arial]1600 DEF[/font] [font=Arial]You can Special Summon this card (from your hand) by Tributing 1 “Hieratic” monster you control.[/font] [font=Arial]Once per turn: You can Tribute 1 other “Hieratic” monster on your side of the field or in your hand, then target 1 monster your opponent controls; Destroy that target.[/font] [font=Arial]When this card is Tributed: Special Summon 1 Dragon-Type Normal Monster from your hand, Deck, or Graveyard, but its ATK and DEF will be 0.[/font][/quote] This card helps to clear monsters, get out Rank 5's, and to in general help to set up the OTK. You can easily go Eset/Tefnuit > Nebthet > Su if you onyl have 1 Su to go for the OTK. [quote][img]http://images1.wikia.nocookie.net/__cb20120207083030/yugioh/images/thumb/1/16/RedEyesDarknessMetalDragon-SDDC-EN-C-1E.jpg/300px-RedEyesDarknessMetalDragon-SDDC-EN-C-1E.jpg[/img] Red-Eyes Darkness Metal Dragon Level 10 DARK Dragon-Type Effect Monster Card 2800 ATK 2400 DEF You can Special Summon this card (from your hand) by banishing 1 face-up Dragon-Type monster you control. Once per turn: You can Special Summon 1 Dragon-Type monster from your hand or Graveyard, except "Red-Eyes Darkness Metal Dragon".[/quote] Card makes the loop possible and makes Gustaph. It is also amazing to draw and a great beater. [quote][img]http://images3.wikia.nocookie.net/__cb20120217223645/yugioh/images/0/02/Wattdragon-GAOV-JP-C.jpg[/img] Wattmeter-Dragon [font=Arial]Level 6 LIGHT Dragon-Type Normal Monster Card[/font] [font=Arial]2500 ATK[/font] [font=Arial]1000 DEF[/font] [font=Arial]A dragon that has existed since ancient times, that floats through the air while covered in electricity, and although its lifestyle is a mystery, capturing it is forbidden by Ancient Rules.[/quote][/font] [s]Although not amazing and shiny like his better counterpart, Luster Dragon/Luster Dragon #2, you need this to you can side into Gozen Match... [/s] [quote][img]http://images1.wikia.nocookie.net/__cb20110713115110/yugioh/images/thumb/4/43/LusterDragon2YS11-EN-C-1E.jpg/300px-LusterDragon2YS11-EN-C-1E.jpg[/img] Luster Dragon 2 Level 6 WIND Dragon-Type Normal Monster Card 2400 ATK 1400 DEF This dragon feeds on emerald. Enchanted by this monster even when attacked, few people live to tell of its beauty.[/quote] You use this so the opponent can't kill you with Chain Disappearance. Other Monsters: Curse of Dragon Black Luster Soldier - Envoy of the Beginning Tragoedia Gorz Card Car D [size=6][b]Spells:[/b][/size] [quote][img]http://images3.wikia.nocookie.net/__cb20120315234706/yugioh/images/3/3e/HieraticSealofConvocation-GAOV-EN-OP.png[/img] Hieratic Seal of Convocation Normal Spell Card Add 1 "Hieratic" monster from your Deck to your hand.[/quote] Searches all the pieces... what do I need to say? [quote][img]http://images1.wikia.nocookie.net/__cb20120207082728/yugioh/images/thumb/9/9f/AWingbeatofGiantDragon-SDDC-EN-C-1E.jpg/300px-AWingbeatofGiantDragon-SDDC-EN-C-1E.jpg[/img] A Wingbeat of Giant Dragon Normal Spell Card Return 1 face-up Level 5 or higher Dragon-Type monster you control to the hand, and destroy all Spell and Trap Cards on the field.[/quote] This card clears any trouble with Tefnuit and can return REDMD Special Summoned from the deck by Atem to finish the loop. Thanks for Boosh finding this. lol This card is optional but highly Others Spells: Silent Doom Swing of Memories Inferno Reckless Summon Super Rejuvenation Enemy Controller Advance Draw White Elephant's Gift [size=6][b]Traps:[/b][/size] The Traps you would use in the OTK would be cards like Solemn Judgment, Trap Stun, Reckless Greed, Decree and Call of the Haunted. There may be others but you would most likely not use the archetype-specific support as it does not work the best in here because this version is about OTKing, not control. [size=6][b]Extra Deck:[/b][/size] [quote][img]http://images3.wikia.nocookie.net/__cb20120109151851/yugioh/images/thumb/a/a3/SuperDreadnoughtCannonExpressGustaphMax-VE06-JP-UR.jpg/300px-SuperDreadnoughtCannonExpressGustaphMax-VE06-JP-UR.jpg[/img] Super Dreadnought Cannon Express Gustaph Max Level 10 EARTH Machine-Type Xyz Monster Card 3000 ATK 3000 DEF Materials: 2 Level 10 monsters Once per turn: You can detach 1 Xyz Material from this card; inflict 2000 damage to your opponent.[/quote] Look at that beefy black dick. [quote][img]http://images3.wikia.nocookie.net/__cb20120315235761/yugioh/images/1/1b/HieraticDragonKingofAtum-GAOV-EN-OP.png[/img] [font=Arial]Hieratic Dragon King of Atum[/font] [font=Arial]Rank 6 LIGHT Dragon-Type Xyz Monster Card[/font] [font=Arial]2400 ATK[/font] [font=Arial]2100 DEF[/font] [font=Arial]Materials: 2 Level 6 Dragon-Type monsters[/font] [font=Arial]Once per turn: You can detach 1 Xyz Material from this card; have the ATK and DEF of 1 Dragon-Type monster in your Deck become 0 and Special Summon it. This card cannot attack during the turn this effect is activated.[/quote][/font] [font=Arial]This card fuels the entire deck. You usually bring out REDMD but it can create combos besides that. [/font] [quote][img]http://images2.wikia.nocookie.net/__cb20120216183449/yugioh/images/thumb/0/04/ThunderclapKnightGaiaDragoon-GAOV-JP-SR.jpg/300px-ThunderclapKnightGaiaDragoon-GAOV-JP-SR.jpg[/img] [font=Arial]Gaia Dragoon, the Force of Lightning[/font] [font=Arial]Rank 7 WIND Dragon-Type Xyz Monster Card[/font] [font=Arial]2600 ATK[/font] [font=Arial]2100 DEF[/font] [font=Arial]Materials: 2 Level 7 monsters[/font] [font=Arial]You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.)[/font] [font=Arial]If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.[/quote][/font] [font=Arial]Overlay onto Atem to make the OTK. Piercing helps a lot also.[/font] Other Extra Deck Cards: Ptolemys 7 Photon Streak Bounzer Inzektor Exa-Beetle (can overlay Dragoon after used) Tiras, Keeper of Genesis Adreus, the Keepr of Armageddon Wind-Up Arsenal Zenmaioh Volcasaurus Pleiades [u]Hands with the loop:[/u] Su, Su, Eset Su, Su, Tefnuit Su, Nebthet, Eset Su, Nebthet, Tefnuit Eset, Su, Tefnuit Eset, Nebthet, Tefnuit Su, Tefnuit, REDMD Su, Eset, REDMD Eset, Tefnuit, REDMD Eset, Tefnuit, Wingbeat Su, Tefnuit, Wingbeat Su, Eset, Wingbeat Su + effect, Tefnuit Su + effect, Eset Nebthet + effect, Eset Su , Eset, Reborn Su, Tefnuit, Reborn Nebthet, Eset, Reborn Nebthet, Tefnuit, Reborn Tefnuit, Eset, Reborn Tefnuit, Tefnuit, Reborn Tefnuit, Luster/Watt, REDMD Tefnuit, Luster/Watt, Wingbeat Tefnuit, Luster/Watt, Shu Tefnuit, Luster/Watt, Reborn Replace any of the above Holy Carved with Gathering. ^ If you find more, post them. Also, we need some math in this bitch. Basic Deck Skeleton: 1 Luster Dragon 2 1 Wattmeter-Dragon 3 Nebthet 3 Su 3 Eset 3 Tefnuit 3 REDMD 3 Convocation Yep.