Cyber Dragon (Oct 2021)
Deck Primer
So, Cyber Dragon is still a little bit inconsistent for my taste, and there are definitely versions that are less inconsistent than mine, but the deck is pretty powerful. Going first you're a strong Trap deck, but going second you have the tools to break boards, and I like that dual nature a lot. I'm still a little foreign to Cyber Dragons - unlike a lot of the decks I've investigated they don't seem that intuitive for me to play. Still, there's a lot of room for Spice and I like that a lot.
So, for cards, we have 3 Cyber Dragon. I'm running all 3 because of Machine Duplication, but also because Cyber Dragon is an important tool for breaking boards going second, important enough that I'm still clowning around with 1 Toon Cyber Dragon, the 4th copy of Cyber Dragon, though it doesn't work for all purposes it helps make Megafleet and Nova just fine, but too many seems cloggy, since it isn't a card you want to open multiples of. Then 3 Cyber Dragon Core. Core + Machine Dupe is your main combo starter, and thanks to the Cyberdark engine 1 Core also makes Shenshen or Draco Berserker, which is pretty cool. Obviously we're on 3 Cyber Emergency to search it. Cyber Repair Plant is not a card I'm high on but you need to search it or see it for some combos, so 2 seems reasonable. All 3 Herz make the deck. Herz is a great tool for recovering resources, is a Machine Dupe target, and searches Cyber Dragon to fuel Galaxy Soldier, which makes Nova into Infinity. 1 Nachster, because it is searchable, this is a cool little tool you don't mind seeing in your hand, but 1 of them seems fine. Then we have the Cyberdark engine, 1 Realm, 1 Chimera and the 1 Power Bond. This Otk going second is pretty stupid, and it is a tool for going first as well, which is nice, and it is just a nice option. Power Bond is a card I always thought people should consider running anyways, and being able to search it and banish from the GY for it is a huge push. 1 Cyberload Fusion, its a searchable fusion card that recovers banished resources, it comes up. 1 Stardust Synchron so we can make Synchro plays. 1 Jizikiru, because it is searchable. I'm on 3 Cybernetic Overflow and honestly, it either feels like the best card in the deck or the worst. If you've made Cyber Dragon plays and kept resources for it to banish the card is incredible, but where it suffers is when you see it without gas. Still, I think this is probably better than Compulse or Punishment or something like that in this deck, so 3 makes sense. The next card is spicy, but when you think about it it makes a lot of sense. 3 Machina Overdrive with 1 Machina Citadel to search. So, while this engine requires you to run a brick, even just the shuffle draw effect of the card is huge in the deck, and can shuffle back cards that are banished or in the GY. This card is a dream to pitch to Cyberdark Chimera, but it's also pretty good on its own. Being able to wipe your opponent's board at SS2 is a good effect, and it shuffles the brick back into your deck to draw you a card. In low-end boards this represents a crucial piece of interaction vs the opponent's board that is very easy to turn on. On high end boards you can often maneuver it so that you have an extra card to send to get this interaction. And when pitched or removed the shuffle draw effect is completely valuable in its own right. I think this engine makes sense to run in basically any machine deck that isn't already running too many bricks. Cyber Dragon is barely any bricks, most of your cards are live, even if some are only as live going second. Then Solemns because Solemns.
In the Extra Deck, I have 2 Nova and 2 Infinity. It's a soft once per turn on all of their effects, so rather than running the Chronomaly and Constellar monster I think putting up a second Infinity is pretty good when you can, and I particularly like the second copy for the grind game. This deck can win out of nowhere, but it can also just grind turn after turn until the opponent is out of resources. AA Zeus also helps it do this, being a thing you can make with Infinity after attacking. Infinity can attach any attack position monsters to help Zeus get extra materials, which is clutch, and if you don't OTK there are few things more dangerous than a Zeus, even with only 1 activation. For links we have 1 Cyber Dragon Sieger, this is mostly here just to be another copy of Cyber Dragon for Overflow, but also helps us break boards by increasing monsters attack points, at the cost of them dealing no damage. 1 Double Headed Anger Knuckle, because its recursion effect is actually good, it is generic to make, and it makes the Citadel into less of a brick, since you can use this to summon the Citadel, use the Citadel to make Sieger, and then if this ever gets popped or beaten over you revive the Citadel. I think this card is bad in Cyber Dragons unless you're playing Machina Overdrive, but it makes the Citadel less of a brick, and is accessible in your normal combos. 1 Almiraj. Usually you don't want to make this, because doing so means you probably aren't playing through Nibiru, but it's an important card since Repair Plant needs a Cyber Dragon in the GY to activate. For the fusions, it's just Chimeratech monsters. Fortress Dragon can be huge in Machine mirrors, it usually doesn't come up but you need it just in case. Megafleet makes our Cyber Dragon monsters into removal using just summoning mechanics, which is pretty good, and worth running 2. And then Rampage Dragon, which you want a second copy of, since you'll sometimes use this in your normal combos to make Synchro plays, and want a back-up or follow-up copy. Making this with Power Bond is your main tool for closing out games, and 1 Core does that. For Synchro, we need an 8 that doesn't require too much setup, and that is Draco Berserker, and we can also make 9s commonly enough that we need a 9, and the best generic 9 right now is Shenshen IMO, so we're running that. You could cut the Synchro package and the deck would still be just fine, and I considered playing Called By The Grave over the Synchros, but I felt there was space in the deck and extra deck to just make the combos less linear and more flexible, which is something I strive for.
So in testing a few things have come up. Machina Overdrive has actually been pretty good, and Overdrive + Overflow is pretty close an OTK, since you can use Citadel to clear their front row and then Overflow to clear their backrow. It does suck that Overdrive can be hit by Ash Blossom, but also generally people burn up their Ash on your turn while you're setting up your board. What I really like about the engine is how it dramatically improves the deck's grind game, and games where you see multiple copies it really feels like you can play forever, though I'll concede Citadel is basically a really bad brick in the deck, so your milage may vary.
While the automated tagging has put this as an OTK deck, and the deck does have OTK potential when it goes second, this version is really more of a control deck, and you're going to want to go first in game 1 all of the time. The OTKs help you have game going second, but you're really trying to make Infinity + backrow more often than you're trying to go for the OTK. The OTKs also really help close out games with your follow-up so they're worth keeping in the deck even if you're going first, especially since the Cyberdark engine still has implications going first.
The deck can make Synchro plays but you shouldn't go out of your way to put up Shenshen or Draco Berserker. These cards are fine in their own right, but usually if you're going first and have the option of searching Overflow or using up your Power Bond to make Synchro plays you should be searching Overflow. However, Shenshen is one hell of a floodgate in a lot of matchups, so if you identify that the Shenshen is good it is a nice option to go into that is usually available. But the majority of the time you should be saving the Cyberdark cards for the turn you go for the kill. Having said that, there's no other single card I'd rather run over Stardust Synchron, and I really did dig deep into the card pool looking for alternatives. If I'm going to have extra spots in the main and extra deck I might as well run the Synchro package and diversify the deck's toolbox.
Repair Plant is better than I gave it credit when initially building the deck. While it is a little bit awkward, the ability to search Galaxy Soldier in particular, as well as doubling as Cyber Emergency in some of your combos, is really quite good. I still don't want to run 3 of the card, but I'm inclined not to cut it back to one after testing, the card's generic search effect is really quite strong for Cyber Dragons.
Toon Cyber Dragon has been fine. When you see it going second you're happy it is in the deck. Not being Cyber Dragon for Overflow makes it literally worse than Cyber Dragon in the deck, but that aspect rarely comes up. You usually either have plenty of Cyber Dragons to banish or basically none. You can side it out when you know you're going first, or when Megafleet seems bad, like against strategies that don't put up Link monsters. Same for Jizikiru, it is a hedge that you run when you're going second and cut when you know you're going first.
So, for cards, we have 3 Cyber Dragon. I'm running all 3 because of Machine Duplication, but also because Cyber Dragon is an important tool for breaking boards going second, important enough that I'm still clowning around with 1 Toon Cyber Dragon, the 4th copy of Cyber Dragon, though it doesn't work for all purposes it helps make Megafleet and Nova just fine, but too many seems cloggy, since it isn't a card you want to open multiples of. Then 3 Cyber Dragon Core. Core + Machine Dupe is your main combo starter, and thanks to the Cyberdark engine 1 Core also makes Shenshen or Draco Berserker, which is pretty cool. Obviously we're on 3 Cyber Emergency to search it. Cyber Repair Plant is not a card I'm high on but you need to search it or see it for some combos, so 2 seems reasonable. All 3 Herz make the deck. Herz is a great tool for recovering resources, is a Machine Dupe target, and searches Cyber Dragon to fuel Galaxy Soldier, which makes Nova into Infinity. 1 Nachster, because it is searchable, this is a cool little tool you don't mind seeing in your hand, but 1 of them seems fine. Then we have the Cyberdark engine, 1 Realm, 1 Chimera and the 1 Power Bond. This Otk going second is pretty stupid, and it is a tool for going first as well, which is nice, and it is just a nice option. Power Bond is a card I always thought people should consider running anyways, and being able to search it and banish from the GY for it is a huge push. 1 Cyberload Fusion, its a searchable fusion card that recovers banished resources, it comes up. 1 Stardust Synchron so we can make Synchro plays. 1 Jizikiru, because it is searchable. I'm on 3 Cybernetic Overflow and honestly, it either feels like the best card in the deck or the worst. If you've made Cyber Dragon plays and kept resources for it to banish the card is incredible, but where it suffers is when you see it without gas. Still, I think this is probably better than Compulse or Punishment or something like that in this deck, so 3 makes sense. The next card is spicy, but when you think about it it makes a lot of sense. 3 Machina Overdrive with 1 Machina Citadel to search. So, while this engine requires you to run a brick, even just the shuffle draw effect of the card is huge in the deck, and can shuffle back cards that are banished or in the GY. This card is a dream to pitch to Cyberdark Chimera, but it's also pretty good on its own. Being able to wipe your opponent's board at SS2 is a good effect, and it shuffles the brick back into your deck to draw you a card. In low-end boards this represents a crucial piece of interaction vs the opponent's board that is very easy to turn on. On high end boards you can often maneuver it so that you have an extra card to send to get this interaction. And when pitched or removed the shuffle draw effect is completely valuable in its own right. I think this engine makes sense to run in basically any machine deck that isn't already running too many bricks. Cyber Dragon is barely any bricks, most of your cards are live, even if some are only as live going second. Then Solemns because Solemns.
In the Extra Deck, I have 2 Nova and 2 Infinity. It's a soft once per turn on all of their effects, so rather than running the Chronomaly and Constellar monster I think putting up a second Infinity is pretty good when you can, and I particularly like the second copy for the grind game. This deck can win out of nowhere, but it can also just grind turn after turn until the opponent is out of resources. AA Zeus also helps it do this, being a thing you can make with Infinity after attacking. Infinity can attach any attack position monsters to help Zeus get extra materials, which is clutch, and if you don't OTK there are few things more dangerous than a Zeus, even with only 1 activation. For links we have 1 Cyber Dragon Sieger, this is mostly here just to be another copy of Cyber Dragon for Overflow, but also helps us break boards by increasing monsters attack points, at the cost of them dealing no damage. 1 Double Headed Anger Knuckle, because its recursion effect is actually good, it is generic to make, and it makes the Citadel into less of a brick, since you can use this to summon the Citadel, use the Citadel to make Sieger, and then if this ever gets popped or beaten over you revive the Citadel. I think this card is bad in Cyber Dragons unless you're playing Machina Overdrive, but it makes the Citadel less of a brick, and is accessible in your normal combos. 1 Almiraj. Usually you don't want to make this, because doing so means you probably aren't playing through Nibiru, but it's an important card since Repair Plant needs a Cyber Dragon in the GY to activate. For the fusions, it's just Chimeratech monsters. Fortress Dragon can be huge in Machine mirrors, it usually doesn't come up but you need it just in case. Megafleet makes our Cyber Dragon monsters into removal using just summoning mechanics, which is pretty good, and worth running 2. And then Rampage Dragon, which you want a second copy of, since you'll sometimes use this in your normal combos to make Synchro plays, and want a back-up or follow-up copy. Making this with Power Bond is your main tool for closing out games, and 1 Core does that. For Synchro, we need an 8 that doesn't require too much setup, and that is Draco Berserker, and we can also make 9s commonly enough that we need a 9, and the best generic 9 right now is Shenshen IMO, so we're running that. You could cut the Synchro package and the deck would still be just fine, and I considered playing Called By The Grave over the Synchros, but I felt there was space in the deck and extra deck to just make the combos less linear and more flexible, which is something I strive for.
So in testing a few things have come up. Machina Overdrive has actually been pretty good, and Overdrive + Overflow is pretty close an OTK, since you can use Citadel to clear their front row and then Overflow to clear their backrow. It does suck that Overdrive can be hit by Ash Blossom, but also generally people burn up their Ash on your turn while you're setting up your board. What I really like about the engine is how it dramatically improves the deck's grind game, and games where you see multiple copies it really feels like you can play forever, though I'll concede Citadel is basically a really bad brick in the deck, so your milage may vary.
While the automated tagging has put this as an OTK deck, and the deck does have OTK potential when it goes second, this version is really more of a control deck, and you're going to want to go first in game 1 all of the time. The OTKs help you have game going second, but you're really trying to make Infinity + backrow more often than you're trying to go for the OTK. The OTKs also really help close out games with your follow-up so they're worth keeping in the deck even if you're going first, especially since the Cyberdark engine still has implications going first.
The deck can make Synchro plays but you shouldn't go out of your way to put up Shenshen or Draco Berserker. These cards are fine in their own right, but usually if you're going first and have the option of searching Overflow or using up your Power Bond to make Synchro plays you should be searching Overflow. However, Shenshen is one hell of a floodgate in a lot of matchups, so if you identify that the Shenshen is good it is a nice option to go into that is usually available. But the majority of the time you should be saving the Cyberdark cards for the turn you go for the kill. Having said that, there's no other single card I'd rather run over Stardust Synchron, and I really did dig deep into the card pool looking for alternatives. If I'm going to have extra spots in the main and extra deck I might as well run the Synchro package and diversify the deck's toolbox.
Repair Plant is better than I gave it credit when initially building the deck. While it is a little bit awkward, the ability to search Galaxy Soldier in particular, as well as doubling as Cyber Emergency in some of your combos, is really quite good. I still don't want to run 3 of the card, but I'm inclined not to cut it back to one after testing, the card's generic search effect is really quite strong for Cyber Dragons.
Toon Cyber Dragon has been fine. When you see it going second you're happy it is in the deck. Not being Cyber Dragon for Overflow makes it literally worse than Cyber Dragon in the deck, but that aspect rarely comes up. You usually either have plenty of Cyber Dragons to banish or basically none. You can side it out when you know you're going first, or when Megafleet seems bad, like against strategies that don't put up Link monsters. Same for Jizikiru, it is a hedge that you run when you're going second and cut when you know you're going first.
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