Charming Control 2022
Deck Primer
https://youtu.be/OfpnygacdOk
When the Charmer Structure Deck arrived in the TCG Fall 2020, duelists around the world were hit with disappointment. Highly sought-after staples like Evenly Matched was replaced by cards like Raigeki. The “Charmer” cards were lacklustre and did not do enough to please it’s fans. The promise of a playable Charmer archetype felt like another classic Komoney move – duelist’s expectations were crushed after showing lots of potential.
Functioning like a deck from 2010 rather than 2020, the deck had a swarmy beatdown playstyle held up with rickety spell/trap support in the backrow. Dismissed as a “casual DM-era waifu nostalgia bait” structure deck, most duelists neglected the charmers, branding it as one of the worst sets to come out in the TCG.
However, several new factors gave indirect support to this ailing archetype! With the new stun/control tools that the 2022 banlist enables, combined with cards from recent sets like Lord of the Heavenly Prison, Incredible Ecclesia, and Zoroa The Magistus Conflagrant Calamity the deck can actually hold its own as a control rogue deck! Functioning a lot like our favourite Golden Boy “Eldlich,” Charming Control stuns out your opponent, sets up multiple interruptions/negates and beats them down with 3000/4000ATK+ monsters!
ARCHETYPES AND RATIOS
The CHARMER cards in the Main Deck consist of 12 cards:
1 of each of the Familiar-Possessed Charmers (Earth, Water, Fire and Wind), 3 Spirit Charmers, 2 Awakening of the Possessed, 2 Possessed Partnerships and 1 Unpossessed. In the Extra Deck there is 1 of each of the Familiar-Possessed Charmers (Earth, Water, Fire, Wind, Light and Dark). The backrow Charmer Cards serve as the primary core of the deck, serving as its draw engine, recovery, and control. The Extra Deck Charmers give the player a means to link away stolen monsters.
The DOGMATIKA cards in the Main Deck consist of 5 cards:
2 Nadir Servant, 1 Ecclesia, 1 Fleurdelis, and 1 Punishment. In the Extra Deck, 2 Elder Entity N’tss and 1 Titaniklad serve as the dump targets for Nadir Servant. The Dogmatika package serve as a potent form of removal, interruption and as an additional way to get extra free bodies on board.
The SWORDSOUL cards in the Main Deck consist of 5 cards:
3 Incredible Ecclesia, and 2 The Iris Swordsoul. Both cards serve as free special summons. Incredible Ecclesia opens up synchro plays like Zoroa and Savage Dragon, while Iris Swordsoul is a strong card in itself with its many beneficial effects that offer control and card advantage.
The MAGISTUS cards in the Main Deck consist of 3 cards:
3 Zoroa, the Magistus of Flame. Magistus cards have much more presence in the Extra deck, consisting of 5 cards: 2 Artemis, 1 Conflagrant Calamity, 1 Vahram and 1 Aiwass. The Magistus archetype offers a toolbox of options for many situations, but Zoroa usually turbos out level 8 synchro monsters that control the board. Zoroa is a one and a half card Borreload Savage!
The STAPLE cards in this deck take up the last 15 slots in this deck.
The Staple monsters are 3 Lord of the Heavenly Prison and 3 Fairy Tail – Luna.
Both cards are extremely potent for the Charming Control strategy, with Lord of the Heavenly Prison searching out any Spell/Trap (usually Spirit Charmers) and protecting backrow.
Luna is low key the MVP of this deck since it fulfills the requirements to trigger Awakening of the Possessed’s +1 draw effect, bounces back opponent’s monsters with it’s quick effect, and searches any 1850ATK spellcaster!
The Staple backrow consist of 9 powerful trap cards, each chosen for their synergy with Charmers.
3 Crackdown and 3 Ice Dragon’s Prison interrupt your opponent by stealing their key combo piece monster from their field/GY, which correctly timed, is often enough to end their turn. During your turn, they can be linked away into the appropriate Charmer of choice, then you can again resurrect their monster to your side of the field!
3 Skill Drains are the secret weapon of this deck, and this deck plays perfectly fine with this card on the field! Most interactions/plays that this deck makes is due to backrow support, and once your monsters are supported by Awakening of the Possessed, the game becomes simplified enough where it becomes caveman Yugioh – no effects, no combos, just straight up beatdown!
Cool interactions with this card and the deck include The Iris Swordsoul, where she can summon herself from hand for free if monsters on the field are currently negated – a condition that Skill Drain easily fulfills. Incredible Ecclesia can still tribute herself to summon Iris from deck, since her effect activates in the GY, and not on the field. Lord of the Heavenly Prison triggers and resolves IN HAND and not on the field, so it search for your spell/trap of your choice despite Skill Drain being active! Finally, extra deck cards like N’Tss, Titanklad and Vahram trigger in the GY, so they can function well with Skill Drain on the field.
COMBOS AND GAMEPLAN
The cool thing about this deck is that it doesn’t feature any combos, since it’s mostly a “set 4 and normal summon -> pass” style of deck, making it pretty simple to use!
The entire premise of this deck is to control your opponent with backrow, then beat them in a simplified gamestate, where beatdown with strong superior monsters reign supreme.
Depending on your hand, the most ideal turn 1 set-up would be active Charmer Spell/Traps, supported by other generic forms of interruption, like Dogmatika cards, an Borreload Savage, etc.
Awakening of the Possessed is the most important card in this case, since it boosts your monster by 300ATK for every attribute on your field, and gives you a +1 draw every time you summon a 1850 ATK spellcaster. This card STACKS, meaning multiple copies of this card can be activated for an even bigger attack boost, so instead of +300 for every attribute, you get +600 if you have two copies! Before you know it, your opponent may be staring down a 3050 ATK charmer and 5200ATK Borreload Savage Dragon!
In a grindgame this deck does reasonably well since it generates advantage in various ways. Luna gets you another 1850 spellcaster, Zoroa once equipped with Artemis can search for himself, The Iris Swordsoul gives a +2 draw if your opponent summons from deck and Awakening of the Possessed gets you +1 draw everytime you summon a 1850ATK spellcaster, which is something you’ll do often. If your opponent wipes out your entire backrow, Possessed Partnerships can re-activate a Possessed continuous Spell/Trap from the GY. Finally, all the Extra Deck charmers give you extra monsters on board by reviving your opponent’s monster, and they all float into their attribute appropriate monster from deck!
If you anticipate a grindgame, Unpossessed is an ideal card to set-up. ANY monster of yours that would be destroyed will float into a 1500 ATK spellcaster, and that would be any of the Elemental Charmers, Any Ecclesia, and Zoroa!
Speaking of Zoroa, that card is a on2 and a half card Borreload Savage Dragon! Here is the only combo this deck features:
Zoroa can also turn into the Magistus Calamity (Extra Deck-specific floodgate) or Vahram (fieldwipe of opponent’s face up cards). If you want some immediate damage, you can equip Aiwass to Zoroa instead, giving you a 2500 ATK monster so you can hit over stuff like Winda with a normal summoned monster.
After sufficiently softening up your opponent, this deck can easily generate 8000+ ATK, especially with Awakening of the Possessed on the board. This deck features lots of free special summons with high attack monsters such as Iris Swordsoul, Lord of the Heavenly Prison, and the Extra Deck Charmer’s ability to resurrect your opponent’s monster. When the time is right with your field full of Charmers and charmed monsters, SWING FOR GAME!!!
GENERAL TIPS
CONCLUDING COMMENTARY
Okay okay I’ll admit it, I’m a big sucker and simp for the Charmers, and no matter what I do to help them out, they’ll always remain a casual deck, barely scratching the surface of becoming rogue. This is my personal strongest rendition of this deck using the tools made recently available, and they can actually hold their own versus even the top meta! Not convinced? Watch my Youtube video where Charmers battle Eldlich and Invoked/Shaddol, the Control Kings of the 2022 banlist! (forgive my lame ass video, I haven’t uploaded to Youtube for literal years. I'm gonna give a shot to Yugi-tubing casually, wish me luck!)
Seriously though, I love boosting up underpowered and overlooked decks to be able to stand their own ground versus meta, and it’s so utterly satisfying watching a magical girl strike down Eldlich with her astronomically high 3050 ATK! I hope you folks enjoy piloting this deck as much as I do! :)
GLHF Duelists!
When the Charmer Structure Deck arrived in the TCG Fall 2020, duelists around the world were hit with disappointment. Highly sought-after staples like Evenly Matched was replaced by cards like Raigeki. The “Charmer” cards were lacklustre and did not do enough to please it’s fans. The promise of a playable Charmer archetype felt like another classic Komoney move – duelist’s expectations were crushed after showing lots of potential.
Functioning like a deck from 2010 rather than 2020, the deck had a swarmy beatdown playstyle held up with rickety spell/trap support in the backrow. Dismissed as a “casual DM-era waifu nostalgia bait” structure deck, most duelists neglected the charmers, branding it as one of the worst sets to come out in the TCG.
However, several new factors gave indirect support to this ailing archetype! With the new stun/control tools that the 2022 banlist enables, combined with cards from recent sets like Lord of the Heavenly Prison, Incredible Ecclesia, and Zoroa The Magistus Conflagrant Calamity the deck can actually hold its own as a control rogue deck! Functioning a lot like our favourite Golden Boy “Eldlich,” Charming Control stuns out your opponent, sets up multiple interruptions/negates and beats them down with 3000/4000ATK+ monsters!
ARCHETYPES AND RATIOS
The CHARMER cards in the Main Deck consist of 12 cards:
1 of each of the Familiar-Possessed Charmers (Earth, Water, Fire and Wind), 3 Spirit Charmers, 2 Awakening of the Possessed, 2 Possessed Partnerships and 1 Unpossessed. In the Extra Deck there is 1 of each of the Familiar-Possessed Charmers (Earth, Water, Fire, Wind, Light and Dark). The backrow Charmer Cards serve as the primary core of the deck, serving as its draw engine, recovery, and control. The Extra Deck Charmers give the player a means to link away stolen monsters.
The DOGMATIKA cards in the Main Deck consist of 5 cards:
2 Nadir Servant, 1 Ecclesia, 1 Fleurdelis, and 1 Punishment. In the Extra Deck, 2 Elder Entity N’tss and 1 Titaniklad serve as the dump targets for Nadir Servant. The Dogmatika package serve as a potent form of removal, interruption and as an additional way to get extra free bodies on board.
The SWORDSOUL cards in the Main Deck consist of 5 cards:
3 Incredible Ecclesia, and 2 The Iris Swordsoul. Both cards serve as free special summons. Incredible Ecclesia opens up synchro plays like Zoroa and Savage Dragon, while Iris Swordsoul is a strong card in itself with its many beneficial effects that offer control and card advantage.
The MAGISTUS cards in the Main Deck consist of 3 cards:
3 Zoroa, the Magistus of Flame. Magistus cards have much more presence in the Extra deck, consisting of 5 cards: 2 Artemis, 1 Conflagrant Calamity, 1 Vahram and 1 Aiwass. The Magistus archetype offers a toolbox of options for many situations, but Zoroa usually turbos out level 8 synchro monsters that control the board. Zoroa is a one and a half card Borreload Savage!
The STAPLE cards in this deck take up the last 15 slots in this deck.
The Staple monsters are 3 Lord of the Heavenly Prison and 3 Fairy Tail – Luna.
Both cards are extremely potent for the Charming Control strategy, with Lord of the Heavenly Prison searching out any Spell/Trap (usually Spirit Charmers) and protecting backrow.
Luna is low key the MVP of this deck since it fulfills the requirements to trigger Awakening of the Possessed’s +1 draw effect, bounces back opponent’s monsters with it’s quick effect, and searches any 1850ATK spellcaster!
The Staple backrow consist of 9 powerful trap cards, each chosen for their synergy with Charmers.
3 Crackdown and 3 Ice Dragon’s Prison interrupt your opponent by stealing their key combo piece monster from their field/GY, which correctly timed, is often enough to end their turn. During your turn, they can be linked away into the appropriate Charmer of choice, then you can again resurrect their monster to your side of the field!
3 Skill Drains are the secret weapon of this deck, and this deck plays perfectly fine with this card on the field! Most interactions/plays that this deck makes is due to backrow support, and once your monsters are supported by Awakening of the Possessed, the game becomes simplified enough where it becomes caveman Yugioh – no effects, no combos, just straight up beatdown!
Cool interactions with this card and the deck include The Iris Swordsoul, where she can summon herself from hand for free if monsters on the field are currently negated – a condition that Skill Drain easily fulfills. Incredible Ecclesia can still tribute herself to summon Iris from deck, since her effect activates in the GY, and not on the field. Lord of the Heavenly Prison triggers and resolves IN HAND and not on the field, so it search for your spell/trap of your choice despite Skill Drain being active! Finally, extra deck cards like N’Tss, Titanklad and Vahram trigger in the GY, so they can function well with Skill Drain on the field.
COMBOS AND GAMEPLAN
The cool thing about this deck is that it doesn’t feature any combos, since it’s mostly a “set 4 and normal summon -> pass” style of deck, making it pretty simple to use!
The entire premise of this deck is to control your opponent with backrow, then beat them in a simplified gamestate, where beatdown with strong superior monsters reign supreme.
Depending on your hand, the most ideal turn 1 set-up would be active Charmer Spell/Traps, supported by other generic forms of interruption, like Dogmatika cards, an Borreload Savage, etc.
Awakening of the Possessed is the most important card in this case, since it boosts your monster by 300ATK for every attribute on your field, and gives you a +1 draw every time you summon a 1850 ATK spellcaster. This card STACKS, meaning multiple copies of this card can be activated for an even bigger attack boost, so instead of +300 for every attribute, you get +600 if you have two copies! Before you know it, your opponent may be staring down a 3050 ATK charmer and 5200ATK Borreload Savage Dragon!
In a grindgame this deck does reasonably well since it generates advantage in various ways. Luna gets you another 1850 spellcaster, Zoroa once equipped with Artemis can search for himself, The Iris Swordsoul gives a +2 draw if your opponent summons from deck and Awakening of the Possessed gets you +1 draw everytime you summon a 1850ATK spellcaster, which is something you’ll do often. If your opponent wipes out your entire backrow, Possessed Partnerships can re-activate a Possessed continuous Spell/Trap from the GY. Finally, all the Extra Deck charmers give you extra monsters on board by reviving your opponent’s monster, and they all float into their attribute appropriate monster from deck!
If you anticipate a grindgame, Unpossessed is an ideal card to set-up. ANY monster of yours that would be destroyed will float into a 1500 ATK spellcaster, and that would be any of the Elemental Charmers, Any Ecclesia, and Zoroa!
Speaking of Zoroa, that card is a on2 and a half card Borreload Savage Dragon! Here is the only combo this deck features:
- Normal Summon Zoroa.
- Activate Zoroa’s effect to equip Artemis from Extra Deck to him. His Trigger effect will activate, summoning a level 4 spellcaster from your hand/GY.
- Activate Artemis’ searching effect to get you a Magistus monster from deck. It will be Zoroa, so you will have follow-up for next turn.
- Synchro away Zoroa + the level 4 spellcaster into Borreload Savage Dragon.
- Borreload Savage Dragon equips Artemis from GY, giving you one omni-negate, 1 Zoroa for next turn, and a 3400 ATK monster.
Zoroa can also turn into the Magistus Calamity (Extra Deck-specific floodgate) or Vahram (fieldwipe of opponent’s face up cards). If you want some immediate damage, you can equip Aiwass to Zoroa instead, giving you a 2500 ATK monster so you can hit over stuff like Winda with a normal summoned monster.
After sufficiently softening up your opponent, this deck can easily generate 8000+ ATK, especially with Awakening of the Possessed on the board. This deck features lots of free special summons with high attack monsters such as Iris Swordsoul, Lord of the Heavenly Prison, and the Extra Deck Charmer’s ability to resurrect your opponent’s monster. When the time is right with your field full of Charmers and charmed monsters, SWING FOR GAME!!!
GENERAL TIPS
- The side deck options offer an expanded array of choices to control the board. Fairy Tail – Snow was recently unbanned, but using her in this deck is almost impossible, as her summoning effect cannot be fulfilled easily. The Dogmatika package can be expanded to include Shadoll cards like Winda and Schism to add an extra power boost at the cost of extra deck slots. Potent field spells like Secret Village and Ichirin are usable with Terraforming, Metaverse and Set Rotation, offering extra control/floodgate control. Finally Emergency Teleport’s target, Ghost Ogre can synchro with another Level 4 Spellcaster to summon Fortune Lady Every, and very strong boss monster.
- Try to force out a simplified gamestate, where a grindgame is dominant. What this deck lacks in offensive power, it makes up for it in defensive control.
- This deck can OTK in a blink of an eye, since multiple monsters/attributes on board + Awakening of the Possessed usually generates 10000+ ATK on board.
- Force out with other cards your opponent’s interaction before using a particularly lethal trap that REALLY hurts your opponent – like Skill Drain (slaughters combo decks) and Ice Dragon’s Prison (banishes Eldlich to the Shadow Realm).
- This deck obviously prefers to go first. However, trap cards are surprisingly good at breaking apart established boards!
CONCLUDING COMMENTARY
Okay okay I’ll admit it, I’m a big sucker and simp for the Charmers, and no matter what I do to help them out, they’ll always remain a casual deck, barely scratching the surface of becoming rogue. This is my personal strongest rendition of this deck using the tools made recently available, and they can actually hold their own versus even the top meta! Not convinced? Watch my Youtube video where Charmers battle Eldlich and Invoked/Shaddol, the Control Kings of the 2022 banlist! (forgive my lame ass video, I haven’t uploaded to Youtube for literal years. I'm gonna give a shot to Yugi-tubing casually, wish me luck!)
Seriously though, I love boosting up underpowered and overlooked decks to be able to stand their own ground versus meta, and it’s so utterly satisfying watching a magical girl strike down Eldlich with her astronomically high 3050 ATK! I hope you folks enjoy piloting this deck as much as I do! :)
GLHF Duelists!
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