Cyber Dragon OTK (Post-Cyber Strike)

Deck Information
Deck Type: Non-Meta Decks
Deck Master: Chimeratech Rampage Dragon
TCG/OCG: TCG
Submission Date: October 19th 2021
Last Updated: November 11th 2021
Author: SoundBreaker
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Cyber Dragons just got better! (and a little more consistent)

Cyberdarks don't meld perfectly with the current best uses of the metal dergons, but we HAVE to use the new Chimera that searches power bond, and essentially turns it into a Miracle Fusion at the same time. This turns Rampage into a absolute beast that pops back row and then sweeps over monsters 3-fold, even without Sieger support. Infinity is a perfect Machine Dupe reward providing an omni-negate and turning one of your opponent's monsters into nothing but negate material.

DECK OVERVIEW

Monsters:

Three Cyber Dragons are needed for Machine Duplication and if in the starting hand, a free special summon to begin the turn. If the Dupe is not Ash'ed, that's a free Infinity and no worries of bricking into Cyber Dragon if the initial OTK isn't successful.

Three Cores, the BEST searcher in the deck and a card you always want to see opening hand. It can search both "Cyber" & "Cyberdark" Spell/Traps, into a litany of combos. Also provides decent protection when in the GY if you get board wiped or your backed against a wall, if I could run 5, I would.

Herz is a card I fight between 2 and 3, very searchable, and combine this card with Galaxy Soldier and that's another free Infinity with Herz's ability to pull itself from the GY when sent there the first time. I use Herz to pull Nachster most commonly to revive Nova for another Infinity or Chimera after throwing it to the GY via Horizon.

Nachster is a great extender if you can throw away a monster (Herz or Dragoon material, preferably) and hopefully special a monster with 2100 ATK, best targets are Chimera, Nova, Infinity, Rampage and Sieger.

Chimera is the new way to pull the best poly for machines, Power Bond. Run at 1 as you are running only a single Power Bond to avoid bricking, you can use this as a Horizon target (we'll talk about why Horizon is important later). His second ability is the other half of the beauty of this card as it brings the best of Power Bond and Overload Fusion together, allowing you to banish from the GY for fusion materials as well. Probably the single card that might make Cybers relevant again.

Claw is a card you throw away to grab Cyberdark Spell to toss for Chimera's cost to search Power Bond or to just search a Horizon or Realm.

Galaxy Soldier is great, like said before, have one of these and Herz in hand, you have a Infinity right off the bat for very little cost. Great Repair Plant target.

Jizikiru is an amazing Kaiju for this deck specifically as it is searchable with Repair Plant and you can contact fusion this away with Fortress immediately after removing your opponent's boss monster, hopefully leaving your opponent wide open for a Rampage... uh.. rampage.

Droll is a good card to have turn 1 to limit what your opponent can do, as most all decks start with a searcher. Also a good card to throw away for Nachster cost.

Red-Eyes and Magician is a brick. Plain and Simple. You never want to see these cards in your hand, but you will eventually. Its the biggest necessary evil this deck has as Dragoon is almost always needed for turn 1 plays. If you find one of these in your hand going second, best way is to use it as discard for Special Nachester.

SPELLS/TRAPS:

Cyber Emergency a card you definitely want in opening hand and about 75% of the time is what Core is used for, if they negate (aside from Ash, that pesky thing) just throw away a card, hopefully Herz, and re-add to hand and DO IT AGAIN. It searches all your Cyber Dragons and normally is just amazing combo extender.

Repair Plant is a better Emergency, in which it can search any Light Machine, expanding the pool from just cybers to Jizikiru and Soldier as well. It does require a Cyber Dragon in the GY, but that's easy to accomplish with Anima or Almiraj linking off of Core or Herz.

Revsystem I liked at 2, but due to how most the combos work, it's fine at one (again, consistency). My favorite target is Sieger, the only extra deck Cyber that keep the "Cyber Dragon" name, and having a protected Sieger is amazing at staying alive and pestering your opponent.

Ah, Realm, probably my favorite way of getting Chimera on the field by far, searchable by Core and Claw, this allows you to search and normal summon a Cyberdark in addition to your other normal summon (its always Core). The third effect is sadly not applicable in this deck.

Horizon is card I wasn't expecting to use. I figured it was a good way to try to get Cyberdark End Dragon out (not in this deck), but combine this with Eternity, then you just might win the duel turn 2. Best case scenario, you begin with this card and a Herz in hand, you toss the Herz from hand and Chimera from Deck, pull Nachster from Deck, summon Nachster and pull Chimera from the GY, Power Bond Rampage incoming, Sieger boosted if you please.

Power Bond: The best fusion maker for machines to date, doubles the attack of any machine monster made with it, but you take damage equal to the monster's original attack in the End Phase, works really well with Rampage. Works with Twin almost as good if you're avoiding to activate monster effects.

Overload is normally a Verte target or if you're backed into a corner and can't pull a Power Bond, let's you banish materials from the GY, and is a quick way to get to Rampage if you already have Sieger on the board.

Cyberload is a good card to open with in hand as you can use this to pull your banished monsters back into the deck and summon another Rampage or Twin, decent turn 4 Verte target if sh*t hits the fan on your first turn.

Red-Eyes Fusion. Another necessary evil. Starting with this card in your hand gives you the option to begin with Dragoon or wait til turn 3 to bring him out. Mostly a Verte Target.

Machine Duplication... I undervalued this card for too long. Pulling two Cyber Dragons right out of the Deck has so many good things that can happen. Free Infinity, Free Sieger, Free Verte, if you start with a Dupe, your opponent will not have a good time.

Feather Duster you might think is irrelevant with Rampage's effect, but its great negate bait or back row removal as monster effect negation is more popular in the current meta than straight omni-negates. If  going up against monster-heavy decks (DRYTONS), switch out with a Raigeki.

Lightning Storm. Going second deck. Nuff Said.

Infinite is awesome to begin your turn on as you can just say goodbye to the effects of a monster with some added benefits of negating a spell/trap if set before activated.

Overflow is a good card to search and set if you can't OTK this turn or if you're satisfied with your board as it allows you to banish cybers and pop cards of your opponent's.

EXTRA DECK:

Eternity is a card that (probably) will never actually hit the field. You would think it's a nice Power Bond target, 5600 ATK and protection from effects if a fusion is in the GY? Yes Please? Eh... its best used if you take it, AND THROW IT IN THE TRASH, literally, use Horizon to send it to the GY, then before bringing out Rampage, banish it to give all your fusion monsters protection from card effects this turn, making that Sieger-boosted Rampage an actual unstoppable beast.

Megafleet is a huge middle finger to most all competitive decks. Nice Link monster you got, and now its gone. Contact fusion is busted and makes many people upset when their 4500 ATK beatstick that can't be destroyed by card effects turns into a free fusion monster for you at the cost of a Cyber Dragon of your choice.

Fortress is used to contact fuse away Jizikiru or in the best case, an absolute field wipe if going against a machine deck (Side Deck another Fortress just in case of these). This card makes mirror matches get ugly right quick.

Cyber Twin is an alright alternative to Rampage, as it doesn't activate any monster effects while attacking which may help in certain scenarios.

Rampage. 100% the most important extra deck monster in the deck. Fuse together and pop back row cards equal to the materials used. BUT WAIT THERES MORE, you can yEEt 2 Light Machine monsters from your deck to GY and now he can attack 3 times. Combine this with Sieger and Bond, and you have a 6500 ATK behemoth that will blow through any monster and turn your opponent's LP to 0 very fast.

Dragoon. A necessary evil for turn 1 plays, if you are forced to go first. This, plus Infinity will give you enough counters to make it to turn 3 and run the OTK. If you aren't familiar with Dragoon (which you probably are if you've been to a single tourney), it is an omni-negate with the ability to pop two monsters every one of your turns and hit your opponent with damage equal to their ATK. Also can't be destroyed or targeted by effects... Gross.

Nova is probably the most underrated card in this deck as most people see it as just a step to Infinity, but it has good effects on its own. Detach a material to summon a Cyber Dragon from GY, or banish one to double its attack and if its destroyed via card effect, that's a free Twin or Rampage.

Infinity is a popular card in most xyz decks just for its versatility, and here in it's native deck, it shines just as much. If you don't know, Infinity is an omni-negate, and can steal an attack position monster from either side of the field to fuel its omni-negates. Also gains 200 ATK for each material. It is also 2100 ATK, so a good Nachster target to bring back and absorb the Nachster for fuel to get back in the fight.

Sieger does a phenomenal job at facilitating OTKs, boosting any machine monster with 2000 or higher ATK by another 2100, combined with a Power Bonded fusion monster, this will blow through nearly any monster.

Verte is a back end option if all of your ways to search to fuse are negated or exhausted. Summon and search either an Overload or Cyberload Fusion and get back in the fight!

Almiraj provides minor protection for a single monster, but mainly is just used to send Core to the GY and activate Repair Plant.





Toggle Deck List
MonsterCyber Dragon x3
Cyber Dragon Core x3
Cyber Dragon Herz x3
Cyber Dragon Nachster x2
Cyberdark Chimera x1
Cyberdark Claw x2
Galaxy Soldier x2
Jizukiru, the Star Destroying Kaiju x1
Droll & Lock Bird x3
Red-Eyes Black Dragon x1
Dark Magician x1
SpellsCyber Emergency x3
Cyber Repair Plant x1
Cyber Revsystem x1
Cyberdark Realm x1
Cybernetic Horizon x1
Power Bond x1
Overload Fusion x1
Cyberload Fusion x1
Red-Eyes Fusion x1
Machine Duplication x3
Harpie's Feather Duster x1
Lightning Storm x2
TrapsInfinite Impermanence x3
Cybernetic Overflow x1
ExtraCyber Eternity Dragon x1
Chimeratech Megafleet Dragon x2
Chimeratech Fortress Dragon x1
Cyber Twin Dragon x1
Chimeratech Rampage Dragon x2
Red-Eyes Dark Dragoon x1
Cyber Dragon Nova x2
Cyber Dragon Infinity x2
Cyber Dragon Sieger x1
Predaplant Verte Anaconda x1
Salamangreat Almiraj x1
SideChimeratech Fortress Dragon x1
Raigeki x1
Cosmic Cyclone x2
Artifact Lancea x3
Effect Veiler x3
Nibiru, the Primal Being x3
Id
9

One thought on “Cyber Dragon OTK (Post-Cyber Strike)


  • Avatar
    October 24, 2021 at 12:26 am

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    Using the Cyberdark monster to boost the cyver dragon strategy is very cool. A great otk deck

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