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RedeemedOne    105

PSY-Frame

 

 

 

PSY-Frames are a deck type that debuted in the pack High-Speed Riders. All PSY-Frame monsters are LIGHT and Psychic-type, with all of the main deck PSY-Frames having zero defense. The main strategy behind the PSY-Frame monsters is to respond to the opponents plays via their five PSY-Framegears, then immediately go into their Synchro monsters via their field spell. PSY-Framegears can only trigger their effects if you have no monsters on your side of the field, which is why their Synchros (the PSY-Framelords) come ready with effects that can temporarily banish themselves and other cards to make room for the next Gear. Let's start with what the deck revolves around.



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PSY-Frame Driver
Level 6 ******
LIGHT
2500 ATK
0 DEF
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an automatic amplifier called PSY-Frame


PSY-Frame Driver is the cornerstone to the decks plays. Driver is a necessary component to trigger any PSY-Framegear. Given that it can be summoned from anywhere but the banish zone, it is with best intention to keep this guy away from being banished without a contingency.
 
 
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PSY-Framegear Alpha
Level 1 *
LIGHT
500 ATK
0 DEF
Psychic / Tuner / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When your opponent Normal or Special Summons a monster(s) while you control no monsters (except during the Damage Step): You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Framegear Alpha". Monsters Summoned this way are banished during the End Phase.


PSY-Framegear Alpha is the most substantial of gears, considering how almost every deck in the game has to summon monsters in order to progress their plays. In addition, being searcher for every card in PSY-Frame bar itself gives you a little more relief to searching out PSY-Frame Circuit, or just continuing to progress your board prescience by adding another Gear to the hand.

 
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PSY-Framegear Beta
Lv 1 *
LIGHT
700 ATK
0 DEF
Psychic / Tuner / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. When an opponent's monster declares an attack while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, destroy the attacking monster, then end the Battle Phase. Monsters Summoned this way are banished during the End Phase.


Beta is also rather effective as a Gear, given that it can stop an opponents attempt to put damage up, or pinpoint a specific threat by destroying it. Ending the battle phase immediately is a powerful way to change the tide of battle. Just watch out for Odd-Eyes Meteorburst Dragon and the like.


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PSY-Framegear Gamma
Level 2 **
LIGHT
1000 ATK
0 DEF
Psychic / Tuner / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's monster effect is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.


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PSY-Framegear Delta
Level 2 **
LIGHT
1200 ATK
0 DEF
Psychic / Tuner / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's spell card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.


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PSY-Framegear Epsilon
Level 2 **
1500 ATK
0 DEF
Psychic / Tuner / Effect
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when an opponent's trap card is activated while you control no monsters: You can Special Summon this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate the activation, and if you do that, destroy it. Monsters Summoned this way are banished during the End Phase.


Gamma, Delta, and Epsilon are the negation-power of the deck, giving the user the ability to tackle any type of effect granted the user controls no monsters. Gamma and Delta tend to shine a lot more in the deck, due to the fact quite a few of the more common normal traps in the game will only be triggered when a monster is involved, such as torrential tribute, bottomless trap hole, compulsory evacuation device, mirror force, and others.


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PSY-Frame Circuit
Field Spell
If a "PSY-Frame" monster(s) is Special Summoned to your side of the field (except during the Damage Step), you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using only "PSY-Frame" monsters you control. At the start of the Damage Step, if a "PSY-Frame" monster you control battles an opponent's monster: You can discard 1 "PSY-Frame" monster; that monster you control gains ATK equal to the discarded monster's ATK until the end of this turn.


PSY-Frame Circuit is crucial to the decks success of putting monsters on the board, since most of the monsters you summon off of PSY-Framegears will be during the opponents turn. It also makes for a Pseudo-honest that dampens the impact of opening PSY-Frame Driver. Seriously, you can boost your Zetas and Omegas to over 5000 ATK by dropping a Driver off that effect, and even over 3000 by dropping any Gear for it.


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PSY-Frame Overload
Continuous Trap
Once per turn: You can banish 1 "PSY-Frame" monster from your hand or face-up from your side of the field, then target 1 card on the field; banish it, face-down. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "PSY-Frame" card from your Deck to your hand, except "PSY-Frame Overload".
 
PSY-Frame Overload is the big threat-removal card for the deck. Face-down banishment is by far one of the most powerful forms of threat-removal in Yugioh, as it is nearly impossible to retrieve. This card also allows you to benefit from monsters on the opponents turn without Circuit, or use any negated or otherwise dead PSY-Frame monsters. Add all that with a banish effect to add any other PSY-Frame card from your deck (and sometimes even during the opponents turn) and you got a force to be reckoned with.
 
 
 
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PSY-Framelord Zeta
Level 7 *******
LIGHT
2500 ATK
1800 DEF
Psychic / Synchro / Effect
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's turn: You can target 1 face-up Attack Position Special Summoned monster your opponent controls; banish both it and this card until your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add it to your hand.


Zeta can remove some huge threats from the opponents field and ultimately set up Omega to dump them in the graveyard to prevent the opponent from refunding their own monster. Zetas effect makes it rather tricky to get out of the way for good, but even when it hits the grave, you get to refund it back to the Extra Deck and a PSY-Frame card back to your hand. Yes, this can recycle Circuit back to the hand.
 
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PSY-Framelord Omega
Level 8 ********
LIGHT
2800 ATK
2200 DEF
Psychic / Synchro / Effect
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either player's Main Phase: You can banish both this face-up card on the field and 1 random card in your opponent's hand until your next Standby Phase. During your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in any Graveyard; shuffle both that card and this card into the Deck.


Omega is the most prominent boss monster in this deck, due to his ability to manipulate the banish zone and temporarily remove the opponents resources. Omega can often cause opponents to misuse their resources, such as baiting a Shaddoll Fusion or an additional summon to set up Alpha. Omegas effect to put stuff back in the graveyard will often involve putting Overload back in the graveyard for more search attempts and putting banished Drivers back in the grave.
 
 
Additional Synchro Options:
The Synchro options in this deck are, for the most part, straightforward. You clearly have access to both Level 7 and Level 8 Synchro monsters. Due to your typing, You also have access to LIGHT-specific and Psychic-specific Synchro monsters as well. Due to Psychic Feel Zone (a card mentioned in a later section) bypassing Synchro conditions, you also have access to Psychic-type Level 9 and 10 Synchros. In most cases, it can be narrowed down to the most plausible:

Black Rose Dragon
Black Rose Moonlight Dragon
Yazi, Wickedness of the Yang Zing
Clear Wing Synchro Dragon
Ancient Fairy Dragon
Dark Strike Fighter
Michael, the Arch-Lightsworn
Ancient Sacred Wyvern
Stardust Dragon
Stardust Spark Dragon
Scrap Dragon
Thought Ruler Archfiend
Red Dragon Archfiend Scarlight
Hot Red Dragon Archfiend
Angel of Zera

Overmind Archfiend
Hyper Psychic Blaster




Support Categories:


Your Turn?
This is one of those decks that generally just does not set up its field during the users turn. As such, 2 cards immediately come to mind:

Cardcar D
Seriously, how many other normal summons do you actively play? Drawing into a gear or two after setting up your Circuit is a pretty strong opening.

Pot of Duality
Falls hand in hand with Cardcar, but prevents you from special summoning for the rest of your turn, so be aware of your opponent having anything that could mess you up on your turn, since you will not be able to respond to the opponents card or effect with a PSY-Framegear.


Pressuring the Opponent
One of the issues within PSY-Frames is forcing the opponent to progress the game. There are a handful of cards that can put just the needed pressure on the opponent in order to get them to start triggering your PSY-Frames.

Wind-up Rabbit / Evilswarm Thunderbird
Monsters that can banish themselves from the field are a big thing in the deck, considering that you can easily clear your own field for another PSY-Framegear. Currently, Wind-up Rabbit is the most popular pressure option.

Thunder King Rai-oh / Doomcalibur Knight
Oh, another easy method of putting pressure on the field. However, while these guys come with very beneficial effects, they can sometimes be hard to get off the field, and your opponent might take advantage of that. In the OCG, multiple Thunder Kings are considered.
Honest: A lot slower and more vulnerable than some of the others, but can prove very beneficial by its handtrap effect, letting you win any battle you want.

Wave-Motion Cannon / Final Countdown
These are a bit more unorthodox, but they can easily put a timer on the opponents plays. Final Countdown cannot even be dealt with if it resolves successfully.

Yosenju / Spirit Monsters
These two deck types can be actively included into the mixture of Psyframes due to their inherent ability to be spirited away off the field during the end phase. Do be aware, the size at which these engines would have to be integrated may lead to inconsistencies with opening hands.


Managing Banished Resources
Running low on Drivers? Need a Synchro up on board, or just need some more ammo for Overload? Here are two cards that can make use of your banish zone quite nicely.

Psychic Feel Zone
The feels are real when you can put drivers, gears, and even lords back in the graveyard in order to summon out another Synchro monster. Due to the fact that it basically ignore Synchro requirements, you can even utilize Overmind Archfiend to return banished Zetas and Omegas to the grave and trigger more effects.

Psychic Path
Path can recycle ammo for both Circuit and Overload, lest also add back some Gears or get Driver out of the banish zone. Path is easier to trigger, but Feel Zone tends to have a better outcome.

Bright Future
This can also utilize banished PSY-Frame monsters, but Path and Feel Zone will often cover the position better. Drawing one card is not as much of an advtage as compared to a synchro monster. Still you can run it for just the occasion.


Quick Synchros
Need a quick Zeta to kick things off? Well, why not give these a try?

Mathematician + Felis, Lightsworn Archer
Easy one to incorporate, but can leave a bad taste if you draw the felis. Due to Omega, you might be able to afford playing fewer Felis than normally be.

Galaxies
Galaxy Soldier and Galaxy Serpent form a nice duo to pump out a level 7, but need a LIGHT monster to discard. Wait, we are all LIGHT. The discard? Oh, that can go back to the hand once Zeta hits the graveyard. You can even discard Driver to feel like you just got it out for free (even though you didnt).



Misc.
Wait, what do I do with these again?

Emergency Teleport
Oh yeah, theyre Psychics. You can use Teleport to call upon a ready form of ammo for Overload, or you can use this to switch out a Zeta for a level 8 Synchro during your battle phase if you really wanted to (courtesy of Circuit). Kinda pointless outside of that, but it aint that bad as a one-of.

Galaxy Cyclone, Breakthrough Skill, Skill Prisoner
These cards and others like them often arrive in PSY-Frame conversations. Due to the power of Omega's effect, you can basically make massive use of any card that can banish itself from the graveyard to trigger its own effect, which is why Omega is so popular among a few other decks. Galaxy Cyclone is the most commonly considered of the bunch due to its immediate advantage and ability to take out continuous cards that put a damper on PSY-Frame.

Mind Over Matter
More Psychic-type ideas. Mind Over Matter can be pretty handy for saving your PSY-Frame Drivers if you are short a Circuit. In addition, it may actually put people in a false sense of security in progressing their gameplay, as most people would think you would have nothing left to respond to their moves bar Overload. The downside? You dont really have access to this card without either giving up a Synchro or potential synchro play in the process.

Assault Mode Activate and Stardust Dragon/ Assault Mode
This one can get rather scary. Due to Psyframe's easy ability to pump out level 8 Synchros and their love for monsters that can leave the field and come back later, Stardust Dragon/ Assault mode is easily considerable as a boss monster. Allows you to negate most things, then leave you with an empty board for your PSY-Framegears. What's more is that Assault Mode Activate is rather easy to search from the deck, and you can manipulate the number of cards dedicated towards this tactic through itself, Assault Beast, and even Fire Formation - Tenki.
 
 
Threats to PSY-Frames

Prepping for counters to PSY-Frames is becoming ever-more important now that people are beginning to get a grip on how to play against it and what to side against it. Here are some of the more important situations to be aware of to fixing up a PSY-Frame side deck. This section is meant for people to understand some of the better card pools to counter PSY-Frame and how PSY-Frame duelists can prepare for such tactics. Bolded is what I have found most important.
Counter Traps
This is by far one of the easier features to pick out, and with the announcement of Solemn Notice coming out in Breakers of Shadow, is eventually going to turn into one of the greatest needs in a PSY-Frame side deck. Counter Traps are the only full category of a card that PSY-Frames cannot respond to at this point in time. As such, they are virtually guaranteed to be negated without siding or even maining our own counter traps.

Watch out for:
Archetypal Counter Traps
Solemn Notice

Solemn Warning
Solemn Scolding
Debunk


Options to counter include:
Wiretap
Solemn Scolding
S/T removal
Constellar Belt (LOL)


Lockdown
Commonly known as floodgates, these are cards that generally shut off a type of play that we can do. Due to the decks responsive nature, it is not that hard to set up a lock against us. Try to have some cards ready for any type of situation that opponent may throw at you to slow you down.

Watch out for:
Majestys Fiend
Vanitys Fiend
Fossil Dyna Pachycephalo
Vanitys Emptiness
Imperial Iron Wall
Mind Drain


Options to counter include (One card does not fit all counters):
Solemn Warning
Solemn Scolding
Dark Hole
Raigeki
Torrential Tribute

PSY-Framegear Epsilon
S/T Removal
Monsters Summoned to our Side

A common tactic to oppose PSY-Frame is to put weaker or useless monsters on our side of the field, preventing the activation of any PSY-Framegear effects and allowing the opponent to set up right under our noses. Not the hardest tactic to deal with, though.

Watch out for:
Ojama Trio
Kaiju Monsters
Lava Golem
Volcanic Queen
Silent Wobby
Flying C?

Options to counter include:
Dark Hole
Torrential Tribute
PSY-Frame Overload

Emergency Teleport
Tribute Summon Monsters


Additional Threat List

(Feel Free to contribute to any of these lists btw. I probably missed some stuff):

Darkfall (Sends all copies of Driver and 1 Gear to the graveyard. Against Alpha and Beta only.)
Mind Crush (Can knock any PSY-Framegear out of our Hand, including upon activation of said gears.)
 
 
Skeleton
What, so you didn't want to read my wall of text? Ok, fine, but I am not formatting it for you lazy bums. (thankfully another moderator stepped up for u goons)


Main:
3 PF Alpha
3 PF Beta
3 PF Gamma
2-3 PF Delta
0-1 Epsilon
2-3 PF Driver
2-3 Cardcar D

3 PF Circuit
2-3 Terraforming
1 or more Psychic Feel Zone

2-3 PF Overload

Extra
2-3 PF Zeta
2-3 PF Omega
1 Thought Ruler Archfiend

Side
0-2 PF Epsilon
2+ Wiretap

 
Shout out to Jack Atlas for most of the info and Exiled for the edit.
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RedeemedOne    105

Btw, I apologize for the format but I really don't know how to make the photos show within the OP. If someone knows how to do it, I'd greatly appreciate help in fixing the OP.

Until then, DISCUSS.

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NB96    858

Btw, I apologize for the format but I really don't know how to make the photos show within the OP. If someone knows how to do it, I'd greatly appreciate help in fixing the OP.

Until then, DISCUSS.

Use square brackets [ ] type img in the first and /img in the second and in between them put a link to the image. Don't put a space between any of it.

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RedeemedOne    105

did this get approved?

I'm sorry. I wasn't aware that it needed to have prior approval. Hope that I don't get in any trouble.

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»Noelle    5848

No problem, I'll move it to the approval section, just remember to read the rules carefully in the future, thanks.

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RedeemedOne    105

No problem, I'll move it to the approval section, just remember to read the rules carefully in the future, thanks.

Thanks.

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RedeemedOne    105

it needs some formatting, lets see what i can do

I've been trying to figure out how to clean it up a little and insert photos of the cards above their respective description.

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Sess    280

Cool someone made a thread. This deck has a pretty interesting play style that not a lot of other deck have, feels like a magic the gathering control deck.

 

What do people think about kuribandit in here? It can dump the trap and possibly put dead cards like driver in the grave. It could also be used to fuel a card like psychic overload.

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Careyious    21

This hasn't been mentioned yet, but the Quick-Play Spell "Demise of the Land", is remarkably good given the reliance on the field spell for the deck to function properly. It also can be used to bait an opponent into playing under the assumption you don't have the field spell.

 

I'm not sure about whether or not it works, but I was thinking that when your opponent special summons a monster, you can activate Alpha as CL1, then Demise of the Land as CL2 given you the field spell on the resolution to summon the level 7 synchro. 

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RedeemedOne    105
This is what I was told yesterday regarding PSY-Frame, "This deck simply isn't good as everyone is making it out to be. The deck has multiple problems that can't be fixed without creating problems. The mirror match if you should ever face it is really really bad, and I'm sure this deck just cannot beat nekroz in anyway consistently. the slow passive nature of this deck really keeps it behind, even more so with the introduction of majespecter."

I disagree simply because PSY-Frame banish and that alone hurts most decks. Any other thoughts?
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ensane    163

I think those arguments are pretty sound and that you'll need more than "psyframes banish" to argue against them.

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I think those arguments are pretty sound and that you'll need more than "psyframes banish" to argue against them.

Look, I'm definitely not going to argue in favor of this deck, but those "arguments" don't have any substance. 

"The deck has multiple problems that can't be fixed without creating problems"

This is true of literally every deck in the history of yugioh.

"Nekroz has problems beating Djinn, and the only way to fix that is to play bad cards like Book of Eclipse"

"Nekroz has problems dealing with Emptiness, playing MST is terrible in the mirror for the most part, but it's the best way to not get blown out by Emptiness"

"Nekroz can brick sometimes, and I just can't ever solve that problem without making my deck totally horrendous"

 

The statement is as vague as it can possibly be made, and doesn't add anything of value to the conversation. You can't refute the argument because the argument has nothing there to refute. Every problem you ever solve will add new problems, every (reasonable) change you make in a decklist has a cost and a benefit. This needs much more elaboration to be a real point.

 

"The mirror match if you should ever face it is really bad"

Is totally irrelevant to how good this deck is in a given metagame. If the deck has positive matchups against the field, and a coinflip mirror match, it's still the best deck to play.

 

"It can't beat nekroz in anyway consistently"

...I'm pretty sure Nekroz is actually the only deck in the format PSY-Frame is positive against. Omega is backbreaking as fuck for them, and your Deltas are the realest cards.

 

"The slow passive nature of the deck really keeps it behind"

There is nothing inherently bad about a control deck if that control deck is able to survive to it's late game against the field, and its late game is strong enough to justify the slow start. Whether that is true or not is the point that needs to be argued.

 

I'm definitely not trying to say "PSY-Frames banish" is a good argument either, but it isn't much worse than what was presented. 

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Aitherus    0

Ally of Justice Qurantine is also a card you should look out for, it doesn't allow either player to special summon Light monsters, so if you don't have overload you will most likely lose unless you draw Dark Hole or Raigeki.

 

I've also seen Kinka-Byo and Mystic piper, I haven't play tested with it though, I've hear it can brick pretty easily.

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»Noelle    5848

Welcome to dgz, please use the default font in the future, thanks.

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ensane    163

I don't think it's true that the "you can't fix problems without creating problems" part applies to every deck. It really only applies to decks where the engine is so large that techs interfere with consistency or that the techs interfere with the engine itself. The fact is this deck is very vulnerable to a wide variety of floodgates that absolutely  stop you from playing unless you have trap that isn't outed. And that's when the deck isn't losing to itself to begin with.

 

Against this deck, nekroz can play an extremely lame "out the synchs and valk when you go on offensive" game. Omega shouldn't be screwing up nekroz plays unless they only leave one option for a ritual card. Unless you mean blinding a card out of hand? Because that is not so good when they can just sit and wait for it to come back while building resources. Like, obviously they can't play a straight grind game vs this deck, but they can play patiently.

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petqwe    286
I was playing against some PSY decks, their ability to maindeck multiple Gozen and Rivalry is fucking terrorism. You don't want their overload to stand there forever, but if you just MST it you risk yourself locked by gozen forever. I think g1 I will just let them win and side for g2.

Psyframe can side into imperial custom and go for the ultra heavy floodgate build. They also have the option to go into time and side kama2.

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RedeemedOne    105

I think those arguments are pretty sound and that you'll need more than "psyframes banish" to argue against them.

I apologize for not articulating my thoughts completely. I believe that PSY-FRAMES have more than Banishment going for it. I've only used them on DN but I've had success against the Meta. I'm not sure if Yosenju are the route to go still considering that most will be prepared for that variant after the ARG win. I welcome someone more knowledgeable than me to present an argument against that thought process.

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I don't know about you, guys, but playing WU Rabbit or Yosenju has the distinct problem, that effect negation will hurt you ... no, scratch that, you will get torn apart to pieces. Clogging your field with those monsters will result into easy OTKs against you and stuff like Veiler, BTS or Chain are everywhere.

That's really bad. The last thing, this deck wants to do, is to give your opponent more targets, where they can break your lockdown.

 

Generally, Overload + Feel Zone and Countdown seem the best option, to force your opponent to do something, that expose them to the Gears. Yes, Feel Zone can be dead early on, but it's the best way to get an Omega outside of the Field Spell. Instead of Countdown, there is the alternative to Wave-Motion, but that one can be stopped in any point of the life time and conflicts badly with Upstart.

 

Focusing on digging power should be a priority in this deck. Cardcar D and PoD allows to draw into your important pieces, while Upstart re-sizes your deck to 37. Since the meta right now and in the future is going to be all about frequent spam, Maxx "C" should be incredible, to get more Gears in your hand.

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RedeemedOne    105

I don't know about you, guys, but playing WU Rabbit or Yosenju has the distinct problem, that effect negation will hurt you ... no, scratch that, you will get torn apart to pieces. Clogging your field with those monsters will result into easy OTKs against you and stuff like Veiler, BTS or Chain are everywhere.

That's really bad. The last thing, this deck wants to do, is to give your opponent more targets, where they can break your lockdown.

 

Generally, Overload + Feel Zone and Countdown seem the best option, to force your opponent to do something, that expose them to the Gears. Yes, Feel Zone can be dead early on, but it's the best way to get an Omega outside of the Field Spell. Instead of Countdown, there is the alternative to Wave-Motion, but that one can be stopped in any point of the life time and conflicts badly with Upstart.

 

Focusing on digging power should be a priority in this deck. Cardcar D and PoD allows to draw into your important pieces, while Upstart re-sizes your deck to 37. Since the meta right now and in the future is going to be all about frequent spam, Maxx "C" should be incredible, to get more Gears in your hand.

I agree that effect negation hurts very bad. However, isn't that where we can utilize Wiretap, or Torrential? Granted, there's no guarantee that you'll have one at the moment you need it but that's at least something. 

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Blacklisted    1330

This deck being able to main floodgates like Rivalry and Lose 1 Turn makes it super annoying to deal with. Psychic Lifetrancer is also useful in being a generic level 7 and also managing the graveyard for feel zone while gaining life points in a pinch. Being able to make Moonlight Rose on their turn and spinning a monster is also really cool. The abundance of cards like Breakthrough Skill just make cards like WU Rabbit too much of a liability

 

c726fef5bb.png

 

Meant to be a crimson blader in extra, but it's probably irrelevant what you cut for it

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Berdversary    181
Free turns give you more time to assemble Overload + Feel Zone, since you are guaranteed to hit that sequence of cards before you deck out.

I'd wager that you would lose more games when the opponent tries to kill you ASAP taking advantage of subpar hands this deck tends to open early on.
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