Just Griffin November 7th 2018
When the Danger! monsters were revealed in Cybernetic Horizon, duelists quickly devised a strategy to pair them with the older Dark World monsters. The two archetypes’ strategies of discarding seemed made for one another. The deck failed to accomplish much in the metagame until the release of Soul Fusion, however. After Soul Fusion introduced new Danger! monsters, especially Danger!? Tsuchinoko?, a few duelists realized that Danger! and Dark World monsters could form a combined engine to perform a consistent First-Turn Kill.
5,640 0 2
MonoBlueTron November 1st 2018
Heralded as the second coming of Zoodiac, Sky Striker is a strategy that rewards careful, intelligent play. With only one maindeck monster, Sky Striker makes up for its lack of beatdown options with a suite of the most powerful, searchable, and recyclable spell cards the game has ever seen. While the September banlist has diminished the splashability of the engine, Sky Striker still has a home in tier one.
4,320 0 3
Just Griffin October 24th 2018
Thunder Dragon is an archetype based around the eponymous Thunder Dragon. First released in 2002 in Metal Raiders, Thunder Dragon received legacy support over a decade later in Soul Fusion. This legacy support focuses around Thunder monsters that discard themselves from hand to activate effects, as well as gaining effects when banished or sent from field to grave.
5,080 0 2
meepmoto27 June 29th 2018
Sky Striker is a dominant meta deck in both the TCG and OCG. It relies on using a set of powerful generic Spell cards that all require the main monster zone to be empty. Their key card, Sky Striker Mobilize – Engage!, serves as both the main searcher for the deck and its advantage engine. The biggest issue the deck has in its pure form is putting damage on board due to the monster zone restriction.
10,100 0 3
Lrd_Rwekien June 25th 2018
Altergeists are a control-based deck featuring a much higher trap count than most other decks in today’s meta. This makes Altergeists more disruptive than control decks that focus on negation. Altergeists feature threats in the form of bouncing cards, sending them to the GY, and stopping attacks.
6,880 0 0
MonoBlueTron June 10th 2018
After a breakout performance at YCS Secaucus, Sky Striker Trickstar is poised to take the metagame by storm. Sky Striker Trickstar improves upon the Trickstar core by playing startup spells instead of trap cards. Electing to begin turns with Sky Striker Mecha – Hornet Drones and Sky Striker Mobilize – Engage!, this deck is horrifyingly consistent and incredibly powerful.
7,000 0 1
MonoBlueTron April 11th 2018
Invoked Mekk-Knight is the logical conclusion of decks going second. Engineered from the ground-up to lose the die roll, this handtrap-heavy strategy rewards efficient, cautious gameplay. By taking advantage of the Invoked fusions’ flexible material, the deck can turn a poorly-placed Ghost Ogre or a mismatched Master Peace into material for Mechabah. The Mekk-Knights, a suite of powerful beaters, add OTK potential to this otherwise reactive strategy.
12,869 0 3
MonoBlueTron April 3rd 2018
What can possibly be said about Gem-Knight FTK other than a long, deep sigh and a reluctant “game 2?”
While first-turn-kill strategies are usually incredibly fragile, die-roll reliant, and lack a competent backup plan, Gem-Knight FTK is different. It is redundant, has reliable “plan B’s,” and has comparable win-rates going first or second.
13,741 0 3
meepmoto27 March 14th 2018
Magicians traditionally have been a Pendulum deck that leverages high consistency and a variety of Pendulum monsters to summon various Xyz and Synchro monsters. Since the February 2018 Forbidden List forbid several key cards, the deck has changed its strategy.
12,802 0 2