60 Card Evil Eye/Windwitch/Invoked
Deck Primer
I really really liked HAT when that was meta. HAT was a deck made of three different self sufficient engines, which meant dead hands were rare. HAT won't work today, but I think the idea could still work well.
ENGINES
I chose to work with Evil Eye, Windwitch, Invoked, Dragun, and a small Artifact and Spellbook engine as well. Every single one of these engines can get started with just one card, so even in a 60 card deck you won't dead draw. Running 60 cards also lowers your chances of drawing cards you wouldn't want to normally, such as the normal monsters, scythe, or snow bell. It also gives us plentiful room for hand traps.
Evil Eye - IMO this is an underrated engine right now. Drawing either the field spell or Serziel will give you a normal summonable sticky boss monster that has a quick effect removal. It also allows you to search Basillius, which is a free link 2, which opens up Verte Anaconda for Dragun plays. There are 7 cards you could draw (including terraforming) to get this engine going, and drawing any of the other cards isn't a big deal.
Invoked - The other main engine of the deck, invoked is a bit less good since you aren't guaranteed to draw a light for Mechaba, but it does give you access to Caliga which is another underrated card IMO. Invoked works much the same as evil eye, as drawing either the field spell or Aleister will get the engine going. Once Aleister is summoned once, the fusion spell with recycle him every turn, making sure you always have a play.
Both of these engines rely on the field spell to get started, but neither one particularly cares if it stays on the field, making them easily replaceable with one another.
Windwitch - Another 1 card boss monster, Ice bell is a Crystal Wing by itself. Drawing a glass bell can search you the Ice bell for the next turn as well. As a good half of these engines rely on the normal summon, Windwitch is a great addition since it doesn't ever need to normal.
Spellbook - This also relies on its normal, but both Blue boy and Secrets gives you a draw 2. If you happen to draw Knowledge on its own, you also run spellcasters in Windwitch, Invoked, and in a pinch Dragun is also a spellcaster.
Dragun - Free link 2s means free Red-eyes Fusions. Dragun is a ridiculous boss monster, with the only cost being having to run a few normal monsters. In a 60 card deck, this is less of a problem, and since you can fuse from the deck it's only an upside. Using the spell on its own stops you from summoning for the turn, but if you use Verte Anaconda you can get around this effect.
Artifact - Scythe is a crazy card right now. Locking you out of the extra deck is insane. Ideally you never draw scythe and only draw the sanctums, which again is more likely in a 60 card deck.
Hand Traps - I'm choosing to run Ash because its Ash, Omega for Numeron, and Ghost Ogre and Nibiru for the light attribute which can also be used to make Mechaba. I did try Infinite Impermanence as well, but I was really missing that light attribute.
Your win condition for this deck can change every game. It's also difficult to side against, since you can do so many different things. I'm not gonna tell you this deck is top tier or even good, but it is fun to pilot and is more consistent than you'd think
ENGINES
I chose to work with Evil Eye, Windwitch, Invoked, Dragun, and a small Artifact and Spellbook engine as well. Every single one of these engines can get started with just one card, so even in a 60 card deck you won't dead draw. Running 60 cards also lowers your chances of drawing cards you wouldn't want to normally, such as the normal monsters, scythe, or snow bell. It also gives us plentiful room for hand traps.
Evil Eye - IMO this is an underrated engine right now. Drawing either the field spell or Serziel will give you a normal summonable sticky boss monster that has a quick effect removal. It also allows you to search Basillius, which is a free link 2, which opens up Verte Anaconda for Dragun plays. There are 7 cards you could draw (including terraforming) to get this engine going, and drawing any of the other cards isn't a big deal.
Invoked - The other main engine of the deck, invoked is a bit less good since you aren't guaranteed to draw a light for Mechaba, but it does give you access to Caliga which is another underrated card IMO. Invoked works much the same as evil eye, as drawing either the field spell or Aleister will get the engine going. Once Aleister is summoned once, the fusion spell with recycle him every turn, making sure you always have a play.
Both of these engines rely on the field spell to get started, but neither one particularly cares if it stays on the field, making them easily replaceable with one another.
Windwitch - Another 1 card boss monster, Ice bell is a Crystal Wing by itself. Drawing a glass bell can search you the Ice bell for the next turn as well. As a good half of these engines rely on the normal summon, Windwitch is a great addition since it doesn't ever need to normal.
Spellbook - This also relies on its normal, but both Blue boy and Secrets gives you a draw 2. If you happen to draw Knowledge on its own, you also run spellcasters in Windwitch, Invoked, and in a pinch Dragun is also a spellcaster.
Dragun - Free link 2s means free Red-eyes Fusions. Dragun is a ridiculous boss monster, with the only cost being having to run a few normal monsters. In a 60 card deck, this is less of a problem, and since you can fuse from the deck it's only an upside. Using the spell on its own stops you from summoning for the turn, but if you use Verte Anaconda you can get around this effect.
Artifact - Scythe is a crazy card right now. Locking you out of the extra deck is insane. Ideally you never draw scythe and only draw the sanctums, which again is more likely in a 60 card deck.
Hand Traps - I'm choosing to run Ash because its Ash, Omega for Numeron, and Ghost Ogre and Nibiru for the light attribute which can also be used to make Mechaba. I did try Infinite Impermanence as well, but I was really missing that light attribute.
Your win condition for this deck can change every game. It's also difficult to side against, since you can do so many different things. I'm not gonna tell you this deck is top tier or even good, but it is fun to pilot and is more consistent than you'd think
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