BA Budget - Fun Control + New Funny Engine
Deck Primer
Introduction:
So recently BA won a remote duel invitational and I was pretty happy about the news seeing how much I just love this deck, but the winning deck's price tag was kinda up in the stratosphere so I spent some time working out a deck that could be fairly similar in strength to that option (with some very notable exceptions). I think that I will likely be playing BA for the rest of this format now.
About the Deck:
Burning Abyss is a very interesting deck seeing that it has been fairly relevant for it's entire life since back in the duelist alliance era of Yugioh. The BA monsters all work by being able to either special summon themselves from the hand if you control no backrow, or they can gain an effect upon being sent to the graveyard. This along with all the main deck monsters being level 3 dark fiends has lead to the deck being able to be played in a great variety of ways, some opt to use these cards as combo pieces in 3-axis style combo decks (decks that combo using primarily level 3 monsters) such as Phantom Knights and a variant of the current best deck of the format Dragon Link. The BAs have also been used as a very strong control engine, by being able to constantly generate and maintain card advantage by using the "floating" effects of the BA monsters to be able to have a constant resource loop in an attempt to out-grind your opponent, this second version of the deck is what the focus of this list.
The Decklist:
Main Deck:
Monsters:
2x Cir, Malebranche of the Burning Abyss - This is one of the best cards in this deck, it allows you to revive another BA when sent to the grave, this can be used to great effect as a resource loop alongside their rank 3 monster which we will get to later.
3x Graff, Malebranche of the Burning Abyss - This is one hell of a card, being able to float into a BA from deck is just so strong for furthering your plays as well as making just getting you off to the races to begin with.
2x Scarm, Malebranche of the Burning Abyss - This can search a level 3 dark fiend during the end phase of the turn it was sent to the graveyard, this can allow you to set up plays for the next turn, or give you fodder for some of your trap cards.
2x Farfa, Malebranche of the Burning Abyss - This is pretty great removal for the deck because sending this off of some of your traps can gain them extra mileage, it's weakness being that it does target.
1x Alich, Malebranche of the Burning Abyss - This is a similar card to farfa, but it negates instead of banishes.
1x Libic, Malebranche of the Burning Abyss - This can float into summoning a BA from hand, it's not all that great, but good enough to run at 1.
1x Calcab, Malebranche of the Burning Abyss - This isn't all that great of a card, but because of the the other control deck running amok in this format, it's good to be running one for when you need it.
3x Tour Guide From the Underworld - This is the best level 3 fiend support card in the game, it just fetches you a level 3 from deck, this can be the most useful card in your deck.
3x Fiendish Rhino Warrior - This card is mainly used for it's second effect to send a fiend from deck to grave, but it's first effect can be useful at times if you don't want your BAs to blow themselves up.
1x Absolute King Back Jack - This card is a very useful card in trap heavy decks such as this, seeing as it can stack your deck as well as set a trap from the top of your deck.
Spells:
1x Called by the Grave - This card is really strong since it can insulate you from handtraps as well as be a very good source of interruption on your opponent's turn, but it's at one so you play as many as you can, but right now that's one. (please bring this back to three)
3x Mask Change II - This is a kinda instant win button against most decks that you resolve it against, Dark Law is one hell of a card.
3x Rank-Up-Magic Astral Force - This is really funny in combination with some other cards to make a really funny VFD.
Traps:
3x Solemn Judgment - This card just looks at your opponent's card and say boldly and loudly "NO!", it's life point cost does not matter much in the modern game, and being able to negate key cards such as a feather duster or the summon of a major combo piece of a deck is just really strong.
3x Solemn Strike - This is for the combo decks that Judgement can't handle, mainly monster effects, this along with the next card are also good at securing some plays against big bosses
3x Fiend Comedian - This is a very interesting card, most coin-flip cards are just awful, but this one is very interesting seeing as both of it's effects are actually beneficial to you; either you get to banish your opponent's entire grave, or you get to mill cards that could give you advantage in other ways.
3x Fiend Griefing - This is kinda similar to the above card, but toned down and without the coin-flip. Sending a BA to the grave to then banish a card in your opponent's grave is very strong right now.
3x Torrential Tribute - This card can be a great equalizer against decks that like to overextend, just slapping this down and watching as your opponent's whole board disintegrates into nothing is just so good.
3x Needle Ceiling - Similar to torrential due to how it can just evaporate a board, this one can be used at any time so long a there are 4 monsters on the field. It is certainly not quite torrential, but it's very good.
3x Paleozoic Dinomischus - This is a very good versatile removal card, the discard can trigger your BAs and getting it back from the grave has many uses
3x Trap Trick - This is like Back Jack in the way that it lets you set a trap from deck and use it that turn, so it's basically three extra copies of every other trap in the deck.
Extra Deck:
2x Dante, Traveler of the Burning Abyss - This is the key rank 3 of the deck, being able to mill a bunch of cards and float into a recycle is very nice and it what enables most of your plays.
1x Cherubini, Ebon Angel of the Burning Abyss - This card is also just amazing; being able to send a level 3 to the grave as well as protecting your BAs is a very useful card to have.
1x Beatrice, Lady of the Eternal - This is the main "boss monster" of this deck if it really had one, the ability to quick effect mill any card is just so good, and so is floating into a BA from the extra deck.
1x Dante, Pilgrim of the Burning Abyss - This is an okay card, the best option to float into with Beatrice's effect and that's about it.
1x Masked HERO Dark Law - You summon this with Mask Change II and get free wins against most of the meta right now.
1x Number 75: Bamboozling Gossip Shadow - This is a strong negate that can also protect you from handtraps.
1x Number 48: Shadow Lich - This is useful for a detach during your opponent's turn as well as giving a token for link plays.
1x Mechquipped Angineer - This is a stepping stone to use astral force on for the next card
1x Number 67: Pair-a-Dice Smasher - This card is VFD, but really funny. I honestly love this card and with a PK deck topping with it, I just had to make it fit.
1x Borrelsword Dragon - This is used to close out games as a finisher to go in for lethal.
1x Topologic Trisbaena - This can be used with some other cards to get rid of your opponent's backrow.
1x Knightmare Unicorn - Strong generic removal/interruption.
1x Link Spider - Can be used to link off the dinomisc or to get rid of tokens your opponent has given to use with Lost World.
1x I:P Masquerena - You use this to go into unicorn during your opponent's turn to get an interruption.
Side Deck:
Monsters:
3x Artifact Lancea - This is a good handtrap to combat most of the meta right now
Spells:
1x Harpie's Feather Duster - This is a blowout against any other backrow focused deck, and should really be in any side deck.
Traps:
1x Imperial Order - This is another blowout card that can win you the game on the spot against the right deck.
2x Anti-Spell Fragrance - This is to help you not get blown out by HFD or anything like that.
3x Heavy Storm Duster - More generic backrow outs, but this can also get rid of/play under order.
3x Witch's Strike - This is typically considered a bad card, but as of late it seen some play and been kinda great when you can resolve it.
2x Broken Line - It's an ok card for going second against decks that play big boss monsters.
The Sacrifices:
Some cards are just too expensive for a more budget focused deck, and some I simply don't really like.
Divine Arsenal AA-ZEUS - Sky Thunder - This is the best xyz monster in the game, but it's not cheap as a result.
Accesscode Talker - This is one of the best link monsters in the game, also very pricey
Pot of Prosperity - This is also an insane card that happens to be really expensive
The dragoon package - Red-Eyes Dark Dragoon is an insane card, but not only does that come at a cost, it also makes you run quite a few garnets
Ice Dragon's Prison - Is one of the best traps in the game, however it's not cheap in the slightest.
Potential Techs:
Predaplant engine:
(3x Lonefire Blossom, 3x Predaplant Ophrys Scorpio, 1x Predaplant Darlingtonia Cobra, 1x Instant Fusion, & 1x DARK LV3 Fiend fusion monster)
This engine gives you a bunch of level three bodies to work with seeing as you have 6 "starters" for the engine with one brick and a generically good extender. The problem I face with this is just that it takes your normal summon, and takes up too much space to be really worth it in a slower BA variant.
Phantom Knights Engine:
(1x The Phantom Knights of Ancient Cloak, 1x The Phantom Knights of Silent Boots, 1x The Phantom Knights of Rusty Bardiche, 2x Phantom Knights' Fog Blade, & 1x The Phantom Knights of Shade Brigandine)
To be honest I love PK Fire as a deck, but seeing as this is a more pure variant, alongside the fact that you are making the deck a fair bit less consistent, you also are running a lot more high impact traps that just do more than fog blade under most cases.
Other BA Cards:
Barbar, Malebranche of the Burning Abyss - This was used in the topping decklist, however I don't like it simply because it's only real use is to burn your opponent in time, I'd rather just run a name at that point honestly
Fire Lake of the Burning Abyss - This is an okay card, but it does take two BAs to use and it also is just a less generic less powerful torrential or needle ceiling in most cases.
Virgil, Rock Star of the Burning Abyss - This is also a pretty good card, but it is outclassed by Knightmare Unicorn under most circumstances, the best use for this card would be to use in the tzolkin engine maybe
Other Random Tech Pieces:
Crackdown - This card is very good due to the great amount of disruption, but also play extension it can bring, however, it also can proc BAs at the worst possible time, and if that happens it's not so good.
Droll & Lock Bird - A really strong blowout handtrap against most combo decks, but it doesn't do much else, nor does it completely end the turn of those decks always.
Dimension Shifter - It's a very good card, but after some testing I think lancea is better
Nibiru, the Primal Being - Another big blowout card against some decks, it is very good, but alongside not being the cheapest (but still doable) a lot of the top decks either don't care about it, or can effectively play around it
Dogmatika Punishment - Playing this alongside some choice extra deck cards could be very good, but I'm not sure how good it would be.
Dinowrestler Pankratops - This is a great going second card, but with it at one you don't see it enough for it to matter.
Fantastical Dragon Phantazmay - Great against dragon link, but I'm not too sure how good a free body and cycling you hand really is.
A Small Playing Guide:
Mostly the play this deck makes aren't super substantial enough to need a combo guide, however there are some card interactions you should know for reference.
Dante and Cir, the Heart & Soul of the Deck:
One of the most basic interactions that the deck makes the most of, for this you need to at first have a cir attached to Dante as material. When Dante is sent to the grave for any reason, you can use cir to bring back Dante and Dante can put cir back in hand. This allows for a resource loop that can gather a ton of advantage over the course of a game to really grind out your opponent.
Fiend Griefing, an Example of Pure Utility:
Fiend Griefing is a card the provides a ton of utility for the deck, being able to mill any fiend to the grave as well as ridding your opponent of valuable grave resources is a very strong thing. The cards you can mill off of this can create either massive swings in advantage for you, or can create additional pieces of disruption that your opponent will then have to deal with. If you want more setup, you can mill graff to fetch any BA from deck, cir to get something from the graveyard, scarm to get a tour guide during the end phase, or in some cases libic to get something out of your hand. To go for the disruption route you can send farfa to banish, alich to negate, or back jack to tutor out a trap from the top of your deck that you can use that turn.
Must Outs! Cards That Create Big Problems:
Some cards in this deck can create massive issues for you opponent, forcing them to use their outs on it, these are cards like Dark Law. With how strong effects that can lock your opponent from the graveyard are, if you drop one of these you basically get to say "If you want to play this turn, use your removal to out this". If your opponent doesn't have an answer for these cards, they can be huge problems, but these can also be used to bait out any negations or other outs that may be otherwise used on other pieces of your deck.
Big Tempo Swings with Gossip Shadow:
Gossip Shadow is another great utility card, being able to negate monsters from the hand or field can lead to some devastating pushes in tempo a fair amount of the time. However, be aware that this negation comes at a disadvantage in being able to let your opponent draw a card, meaning that you should not use this on one for one trades, you basically have to use this against big haymaker cards, or cards that go into an inherent minus to either gain a large tempo swing or to set plays up. This draw effect does have some upsides too, such as not negating the activation itself meaning it will waste any hard OPT effects, the draw also applies for you too, so that can also be a big swing for you.
Against The Meta:
Any deck worth it's salt has to at least be aware of how it stacks up against the current heavy hitters in the format, so that is what we will be exploring next.
Dragon Link:
This deck is currently the king of this format, but this deck's playstyle is something that dragons aren't fully equipped to deal with, yes they can hit some of your monsters and maybe a single trap, but set five pass is just something the deck can't always deal with.
Cards to side in:
- Lancea
- Witch's Strike
- order
Eldlich:
This deck has a fairly reasonable match-up against this deck, because of all the graveyard hate you play it can steamroll Eld in several cases, but you will never out grind eldlich it's the best control deck for a reason, to win this match-up you HAVE to use one of your unfair haymakers like Dark Law to stop their recursion all together.
Cards to side in:
- lancea
- anti-spell
- waking the dragon
- order
- all backrow removal
Dogmatika/Invoked/Shaddoll:
I'm grouping these decks together because they have a lot of the same weaknesses as each other, as well as all three being blended in with each other frequently. These decks do rely a lot on the graveyard, as well as key cards they have to resolve throughout the course of their plays, if you can hit those two aspects of the deck, then you are in good shape.
Cards to side in:
- order
- backrow removal
- anti-spell
- Witch's strike
Dino DNA:
Misc is a broken card, but this deck does have ways to still try to interact with dinos, for instance misc does not also block effects from the graveyard, so bread and butter traps like griefing and comedian still can give your opponent trouble, also gossip shadow can hit the as it activates from the hand if need be. Misc also only protects from activated effects, this means anything continuous can also get the job done.
Cards to side:
- lancea
- order
- anti-spell
- waking the dragon
How to Make Budget Work:
I should start with the standard definition of budget for Yugioh decks, the price range for a budget deck is around $100 to $150 for both main and extra deck (not incuding side deck). This deck does meet those criteria. The main point I wanted to touch on is that budget deck are going to be worse than decks without those same price limitations if they try to do the same thing, so instead of trying to find alternatives for those really expensive cards, it's better to try something different that maybe not as many decks are prepared for.
Edits & Why I Made Them:
Back Jack to one - I did this because I never felt like it really came up at more than one
Cherubini to one - I did this because I almost never actually go into it and I needed more extra deck space
Cutting fortune tune - I never once actually went into it, on paper it's a really good card, but it just never came up.
Cutting cicada king - this card never once came up at all, so I cut it.
Adding rubic and the synchro package - I'm trying something different, and if it does not work out as I hope, I'll probably cut it.
cutting the synchro package - tour guide doesn't let you synchro summon with the card you summon off of it, so I was stupid and dumb
added back cicada king and put in some more rank threes - I suddenly have more extra space, soooo I added some more rank 3s.
Side deck overhaul - So the reason I changed the side so much is that after some testing, most of it never came up, so I changed things around.
Cutting Broken Line out of the main deck - I needed space for my new funny engine, so I cut one of the less impactful cards I play.
Cutting Karma Cut - I wanted to play three of each of the solemns and needed to cut a few cards.
Pair-A-Dice stuff: I love this card so much and now that it has been proven to work with decks that work with rank 3s I just had to play it.
Conclusion:
I'm really happy to see BA being a successful deck in the current meta. Seeing one of my favorite decks duke it out with the likes of Dragon Link and Eldlich is just such a great thing, but I wanted to bring a version of the deck that you can reasonably buy. Forgoing some strong staples is tough, but the deck still is very good. BA is one of the decks that keeps me playing this awful game and to see that it can still hold up after all this time is just amazing.
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