Some Yu-Gi-Oh Decks I built recently…

Hi everyone!

It’s been a while since I posted last time on here but now I am back and I brought some new Yu-Gi-Oh Decks along which I have built recently. These days I am finding myself switching back and forth between my own creation, Elemental Clash (about which I am going to post again soon!) and Yu-Gi-Oh as well as, to a lesser extent, Magic: the Gathering (be prepared for more M:tG around the christmas season as I got a full display of the great “Modern Masters” special edition waiting for me under that christmas tree…).

So for now it is time for some Yu-Gi-Oh Decks, two of which I built from, among others, the cards that come with the “Saga of Blue-Eyes White Dragon” Structure Deck, which I find to be an awesome structure deck containing lots of useful cards, not only for building Blue-Eyes / Dragon Decks, hence I purchased a full three copies of that one, and two decks which are older builds of mine which I recently revisited, modified and updated.

In the following I will give you some visual impressions by providing a photo of each of the four decks, then the card list (in English) for each followed by a brief description of what I am trying to do with the respective deck – so some strategic thoughts on each. A little disclaimer: Although I am using an Extra Deck in the first 3 decks I am going to show you, it will neither be included in the photos nor in the deck lists as the Extra Decks will all look pretty much the same (I am using a few staples there) however I will provide my thoughts on the XYZ- and Synchro-options in the respective deck description.

But without much further ado, let us start with the first deck:

Normal Dragons:

Normal Dragons

Monsters…18

3 x Flamvell Guard

3 x Hunter Dragon

3 x Luster Dragon

3 x Alexandrite Dragon

3 x Red-Eyes B. Dragon

3 x Blue-Eyes W. Dragon

Spells…18

3 x Dragon Shrine

3 x Silver’s Cry

3 x Swing of Memories

1 x Pot of Greed

1 x Graceful Charity

1 x Trade-In

2 x Heart of the Underdog

1 x Monster Reborn

1 x Card Destruction

1 x Burst Stream of Destruction

1 x Inferno Fire Blast

Traps…4

2 x Skill Drain

1 x Birthright

1 x Call of the Haunted

My thoughts on the Deck:

Well I have noted it several times on my previous, Yu-Gi-Oh-only blog, I LOVE Normal Monster Decks, since running Normal Monsters only gives you access not only to the raw ATK-Power of the actual Normal Monsters but also to a wide array of Normal Monster “Support Cards”. Furthermore I happen to have a soft spot for Dragons as well, so it was only normal, quite literally, to build a “Normal Dragons” deck. Three copies of the SBEWD Structure Deck give you a formidable basis to accomplish such a thing, as each comes with one copy of some quite important cards for a deck like that.

The result of my deckbuilding efforts is a quite old-fashioned “dump big guys to reanimate them” build which makes heavy use of aforementioned Normal Monster support cards while trying to set up some explosive Synchro- and XYZ-Summons. Let me highlight a few cards:

First a few words about the Spell and Trap basis of this deck: Dragon Shrine is great as one copy can send not one but two Normal Dragon Monsters from your deck to your graveyard, while the regular Foolish Burial would let you dump only one Monster. Since all Monsters in this deck are Normal Monsters and all are of the Dragon-type, Shrine allows you to send any 2 Monsters from deck to graveyard, setting up explosive reanimation potential when looking at the many Spells and Traps in this deck that allow you to Special Summon Monsters from your graveyard, leading to potentially powerful XYZ- and Synchro-Summons. This is accomplished mainly by the tripple Swing of Memories and the new Silver’s Cry from the SBEWD Structure Deck. Both cards allow you to Special Summon any of your Monsters from the graveyard, while both have their drawbacks (Swing has the Special Summoned Monster destroyed at end of turn and Cry is limited to one per turn). Their main purpose however is to set up quick XYZ- and/or Synchro-Summons – and naturally you can just use the reanimation in this deck to get out a Blue-Eyes White Dragon on turn one, which is somewhat less creative. You’d normally want to send Blue-Eyes and the Lv. 1 Dragon-Tuner Flamvell Guard to the graveyard via Dragon Shrine and reanimate them on the same turn to Synchro Summon into the new Azure-Eyes Silver Dragon, which has a great great effect in a Deck consisting exclusively of Normal Monsters.

Furthermore, the deck makes heavy use of Normal support cards such as Skill Drain, which will nullify all Monster Effects, leaving your Monsters unscarred as they don’t have any to begin with. The deck also features powerful card draw such as the classic Pot of Greed (still probably my favorite card in the game!) and Graceful Charity as well as Trade-In and what is probably the most potent card draw Spell in the game – at least in the right deck: Heart of the Underdog.

As for the Monsters, I am using the most powerful ones to be found that match both categories, Normal Monsters and Dragon-Types, starting with Flamvell Guard, which is, as mentioned before, essential to Synchro Summoning Azure-Eyes Silve Dragon when combined with Blue-Eyes White Dragon, but can also be used to get out let’s say Startdust Dragon when combined with Red-Eyes B. Dragon. Hunter Dragon is a bit lackluster regarding ATK-Power but decent considering it is a Lv. 3 Monster and mainly serves the purpose of quickly XYZ-Summoning into something like Grenosaurus. Alexandrite Dragon is just awesome at 2000 ATK for a non-tribute Monster. Blue-Eyes White Dragon and Red-Eyed B. Dragon are great beaters, at least the former one, but are mainly in there for Synchro-Summoning into something even more menacing.

I have posted a similar deck like this before but decided to cut the Summoner’s Art + Ancient Rules combo in favor of a more traditional “reanimation” approach.

Modern Blue-Eyes:

Modern Blue Eyes

 

Monsters…19

3 x Maiden with Eyes of Blue

3 x The White Stone of Legend

3 x Kaiba Man

3 x Alexandrite Dragon

3 x Lady of D.

1 x Breaker, the Magical Warrior

3 x Blue-Eyes White Dragon

Spells…18

3 x One for One

1 x Pot of Greed

1 x Graceful Charity

1 x Trade-In

1 x Cards of Consonance

1 x Monster Reborn

1 x Premature Burial

1 x Foolish Burial

1 x Dark Hole

1 x Lightning Vortex

1 x Burst Stream of Destruction

1 x Change of Heart

1 x Brain Control

1 x Snatch Steal

1 x Mystical Space Typhoon

1 x Swords of Revealing Light

Traps…3

1 x Bottomless Trap Hole

1 x Sakuretsu Armor

1 x Call of the Haunted

My Thoughts on the Deck:

When I had finished my Normal Dragons deck I had so many great cards left over from the SBEWD Structure Deck that I decided to build yet another Dragons Deck, which revolves heavily around getting out Blue-Eyes White Dragon fast and easily by different means and cards that interact well with “Ol’ Blue-Eyes” in general. And I see a ton of fun interactions in the above deck build. Let me share a few thoughts on it:

The Spells and Traps in this one are more generic in type as I just included everything that is powerful and useful, without resorting to including Raigeki and Mirrorforce and the likes of that. So most of the S/T-cards are self-explanatory to anyone with at least cursory knowledge of the Yu-Gi-Oh TCG. One card I would like to highlight however is One for One. You can discard one Monster from you hand to Special Summon any Level 1 Monster from your deck. This is just great in this deck as you can just dump any spare Monster, or even a Blue-Eyes if you want to reanimate it, and special summon one of your many Level 1 Monsters, which are all Tuners and have a great effect to boot. This will allow you to Synchro Summon into Azure-Eyes Silver Dragon easily. In pretty much any case you’d be using Blue-Eyes White Dragon and any Level 1 Tuner, maybe Special Summoned by One for One, meaning you will have Blue-Eyes in your graveyard during your next Standby-Phase, which you can then Special Summon through Azure-Eyes’ effect. Pretty cool.

Here a few words on the Monsters, which are probably the most creative and fun part of the deck:

  • Maiden with Eyes of Blue: Lets you Special Summon Blue-Eyes easily from pretty much anywhere (hand, deck, graveyard) whilst being a Tuner, thus qualifying for One for One and able to set up the Synchro Summon of Azure-Eyes Silver Dragon.
  • The White Stone of Legend: As the Maiden, a Level 1 Tuner with the great effect of adding a Blue-Eyes from deck to hand whenever it is put into your graveyard, from wherever and in whatever way. This is great since it works so well with cards that have you discard (Monster) cards, such as One for One, Lightning Vortex or Graceful Charity.
  • Kaiba Man: Kinda like a one-two punch when combined with White Stone of Legend, as this can be tributed to Special Summon a Blue-Eyes White Dragon from your hand right away.
  • Alexandrite Dragon: Just a great beatstick at 2000 ATK for no Tribute and a possible target for Azure-Eyes.
  • Lady of D.: Not a Dragon but a great Dragon support card, as this prevents your opponent from attacking your Dragons. What is more you can discard a Dragon if Lady would be destroyed to prevent her destruction. Sometimes a Dragon can be more useful in your graveyard than in your hand so this effect sets up some great interactions.
  • Breaker, the Magical Warrior: Just a very useful card to have in general, hence I included one copy.
  • Blue-Eyes White Dragon: The main mean guy this deck is all about. No further explanation needed!

Koa’ki Meiru Rock:

Koaki-Meiru Rock

 

Monsters…19

3 x Block Golem

3 x Koa’ki Meiru Boulder

3 x Koa’ki Meiru Guardian

3 x Koa’ki Meiru Sandman

3 x Koa’ki Meiru Wall

3 x Gigantes

1 x Gaia-Plate the Earth Giant

Spells…14

3 x Iron-Core of Koa’ki Meiru

3 x Koa’ki Meiru Initialize!

3 x Core Overclock

3 x Catapult Zone

2 x Solidarity

Traps…5

2 x Iron Core Luster

2 x Core Explosion

1 x Koa’ki Meiru Shiled

My Thoughts on the Deck:

This deck started out as a pure Rock-Type deck until I thought I could add some Koa’ki Meiru stuff (the Core itself and lots of support cards) which led me to take out some of the non-Koa’ki Meiru related cards I had used previously. Right now I am not really sure where this deck will be going – so yes, it is kinda like a Work-in-Progress – and I find myself going “back to the roots” to some degree, now again running only Rock-Type Monsters, most of them still being Koa’ki Meirus, to be able to make proper use of the awesome effect of Block Golem and the boost from Solidarity.

However, the deck is somewhat sitting on the fence, not being a pure Rock-deck nor a committed Koa’ki Meiru deck, while I still run the Iron-Core Engine as well as support cards in the form of Koa’ki Meiru Initilize (which may be kinda redundant), Core Overclock, Luster of the Iron Core, which is awesome for neutralizing any Spells and Traps, Core Explosion and Shield of Koa’ki Meiru. The latter I am running only a single copy of as it is not so likely to meet its requirement of having 2 or more Iron Cores in your graveyard.

The deck is mainly about control. The Koa’ki Meiru Monsters do a magnificent job on that. All but Boulder, which is a great tutor/searcher for either Iron Core or any Koa’ki Meiru Monster you’d need, have a fairly good base ATK of 1900 while having differennt, useful effects: Guardian negates the activation of any Effect Monsters effect, Sandman negates the activation of a Trap and Wall the activation of a Spell. Gigantes is another good beater at 1900 which can be special summoned and doubles as a Spell/Traps field sweeper when he dies. Block Golem on the other hand is awesome for setting up instant XYZ-Summons through its effect of reanimating two Level 4 or lower Rock-type Monsters from your graveyard, to be conveniently used as XYZ Material for nasty things such a Number 17: Utopia or Gem-Knight Pearl. This has a great synergy with what is maybe THE key Spell in the deck: Catapult Zone. Catapult Zone is a Field Spell which lets you, once per turn, prevent the destruction of a Rock-type Monster by battle if you send a Rock type Monster from your deck to your graveyard. This sets up Block Golem, gives you targets to Special Summon Gigantes, adds Rock Monsters to your graveyard as fodder for maintaining your finisher, Gaia-Plate, and also enures that all your Monsters will get the +800 ATK boost from Solidarity.

Once again, this build is a Work-in-Progress as I do not at present know in which direction to take it. My guts tell me that I’d rather drop the Koaki’Meiru support cards as well as the Iron Cores themselves in favor of more dedicated Rock support cards. As all my Koa’ki Meiru Monsters require to show a Rock type Monster to your opponent as their upkeep cost, I think the deck would work just fine without the Cores and support. Will keep you updated on how the deck develops in the future…

PotS-Deck:

PotS Deck

 

Monsters…22

3 x Morphing Jar

3 x Giant Rat

3 x Protector of the Sanctuary

3 x Chainsaw Insect

2 x Destiny Hero Defender

1 x Broww, Huntsman of Dark

3 x Sillva, Warlord of Dark World

1 x Exiled Force

1 x Sangan

1 x Mask of Darkness

1 x Magician of Faith

Spells…9 

3 x Book of Moon

1 x Swords of Revealing Light

1 x Graceful Charity

1 x Card Destruction

1 x Pot of Duality

1 x Lightning Vortex

1 x Monster Reborn

Traps…9

1 x Call of the Haunted

2 x Disturbance Strategy

3 x Dark Bribe

3 x Scrap-Iron Scarecrow

My Thoughts on the Deck:

This deck is a variation of a deck I have been playing previously, revolving around the same centerpiece but with a more attack-oriented focus. I am simply calling this deck “PotS”, neither because I am using multiple Pots of Greed nor because it is about illegal narcotics, but because the central combo piece this deck is built around is Protector of the Sanctuary – PotS for short.

There are a lot of combos in this deck which all rely on the effect of PotS. Previously, this deck was about pulling off a more or less difficult to pull-off combo in which I tried to give the opponent my Morphing Jar via Creature Swap and then attacking into it to discard a handful of powerful Dark World Monsters to get their full effects.

This variation however adopts a more straightforward, a more offensive approach, less focused on that rather unlikely combo mentioned above. The key combos and card synergies are the following (Keep in mind that PotS prevents your opponent from drawing cards outside of their draw phases):

PotS + Morphing Jar: Both players discard their hands, you draw 5 new cards while Pots leaves your opponent’s hand empty. In addition you can Special Summon your Sillvas by doing this. Use Book of Moon to do this a second time.

PotS + Card Destruction: Pretty much the same as above.

PotS + Chainsaw Insect: You get a 2400 ATK Monster which does not require a Tribute. Its drawback fizzles with PotS out.

PotS + Destiny Hero – Defender: At 2700 DEF a great level 4 Monster to stall your opponent.

PotS + Disturbance Strategy: Annihilates the opponent hand totally by having him shuffle all the cards in hand into the deck, while PotS prevents him from drawing new cards. I want to add a third copy of this to the deck – as soon as I come across one!

PotS + Dark Bribe: A great way to stop opponent’s Spells and Traps short. PotS nullifies its drawback.

Note: Use Giant Rat and Sangan to get PotS reliably when you need it.

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