Danger! Lunalight Time Thief (Master Rule 2020)
Deck Primer
Okay. What. The. Hell?! After months of ridiculing Time Thief players for thinking this deck could one day be good - Konami release Time Thief Perpetua; a card so good and so irritating to play against, that I might actually consider playing this deck. When I day-dreamed about what Rank 4 Toolbox what become relevant in 20202, I would've never guessed that Redoer, pass.dek would be a top competitor. So, with embarrassment and overwhelming excitement - I bring to you, Lunalight Time Thief..
A good starting point would most likely be: the engines. I'd like to think of this concoction of cards as a Tesla Cybertruck: It has an unnecessary amount of mechanics, and on announcement was ridiculed by everyone. However, like its metaphorical counterpart, people have warmed up to it and it turned out to be pretty cool in concept and fun....to the person playing it. In my opinion, the Lunalight engine is way to underrated to not be used in this build. Opening Tiger is like being a kid in a candy shop - minus the candy, the shop, or the fact that you're a grown man playing a children's card game. You basically run 9 copies of it - so not opening him is just simply bad luck. For the Danger! engine, you want to max out on the level 4's - as this is a R4nk toolbox deck after all. Mothman comes up the most, so I'd recommend maxing out on him - especially in a 60 card deck. The time thief engine is pretty self-explanatory. Your best normal summon is Kaleido Chick, but when you somehow don't manage to open it (despite having like 12 copies of it), you want to go into regulator and use its effect for a free rank 4.
Your ideal board would be Redoer, Perpetua and Flyback (that is assuming you cant make things like I:P into Apollousa on your opponents turn). But what happens if you don't open the right cards to extend into your monsters? Well, I run a small, 3-card Raidraptor engine to unclog your hand and get enough monsters to make a redoer. The combo is as follows: make Force Strix, use its effect to search the Lanius, special summon him and make Wise Strix, his effect special zephyros, get another monster on board and make Redoer then banish itself, special Zeph by setting a S/T and returning it - make I:P and then on your opponents special back Redoer and link him away into Unicorn. This is a weak, but optimal hand if you open practically unplayable.
To end off, the side deck. The side deck with this build isnt really match-up based - it's just preference wise. I'd suggest you side the Utopia Double package after game 1 if you know you're going second. The extra deck is pretty tight but if you know you're going second then you can easily just otk and get the match win. I'd also side Castel, because he's a generic rank 4 with a spin ability. Armageddon knight was a card that I originally ran, but its more of a side card or just optional. Obviously, if you open it then you plus a lot - but it wastes your normal for a simple pitch 1 which isn't quite so optimal. In short it's a situational card - so use it wisely. I've seen people run Dragun and F0 dragon in side - but the problem is you don't really make F0 with this deck - as the main rank 4's you are making turn 1 are Perpetua and Redoer. So it's a -2 in the extra that you really need. Dragun is slightly better in my opinion, but with this build; you already run 6 garnets and adding two more could make it even more bricky - which is really crucial in a sixty-card build.
Overall: this build is a hefty 8.7/10. This is one of the better builds out there - and ends on a lot of negates fast, especially with the new support. The deck is nice on paper and on the field - which helps it be one of my favourite so far. I've spent effort making this deck and hopefully you'll enjoy using it to crush your opponents dreams as you silently whisper for the 6th time 'Redoer effect'. Thanks a lot to my sensei and friend, Yumi, for teaching me how to use this deck and telling me all these great combos of his. Big shoutout to him!
A good starting point would most likely be: the engines. I'd like to think of this concoction of cards as a Tesla Cybertruck: It has an unnecessary amount of mechanics, and on announcement was ridiculed by everyone. However, like its metaphorical counterpart, people have warmed up to it and it turned out to be pretty cool in concept and fun....to the person playing it. In my opinion, the Lunalight engine is way to underrated to not be used in this build. Opening Tiger is like being a kid in a candy shop - minus the candy, the shop, or the fact that you're a grown man playing a children's card game. You basically run 9 copies of it - so not opening him is just simply bad luck. For the Danger! engine, you want to max out on the level 4's - as this is a R4nk toolbox deck after all. Mothman comes up the most, so I'd recommend maxing out on him - especially in a 60 card deck. The time thief engine is pretty self-explanatory. Your best normal summon is Kaleido Chick, but when you somehow don't manage to open it (despite having like 12 copies of it), you want to go into regulator and use its effect for a free rank 4.
Your ideal board would be Redoer, Perpetua and Flyback (that is assuming you cant make things like I:P into Apollousa on your opponents turn). But what happens if you don't open the right cards to extend into your monsters? Well, I run a small, 3-card Raidraptor engine to unclog your hand and get enough monsters to make a redoer. The combo is as follows: make Force Strix, use its effect to search the Lanius, special summon him and make Wise Strix, his effect special zephyros, get another monster on board and make Redoer then banish itself, special Zeph by setting a S/T and returning it - make I:P and then on your opponents special back Redoer and link him away into Unicorn. This is a weak, but optimal hand if you open practically unplayable.
To end off, the side deck. The side deck with this build isnt really match-up based - it's just preference wise. I'd suggest you side the Utopia Double package after game 1 if you know you're going second. The extra deck is pretty tight but if you know you're going second then you can easily just otk and get the match win. I'd also side Castel, because he's a generic rank 4 with a spin ability. Armageddon knight was a card that I originally ran, but its more of a side card or just optional. Obviously, if you open it then you plus a lot - but it wastes your normal for a simple pitch 1 which isn't quite so optimal. In short it's a situational card - so use it wisely. I've seen people run Dragun and F0 dragon in side - but the problem is you don't really make F0 with this deck - as the main rank 4's you are making turn 1 are Perpetua and Redoer. So it's a -2 in the extra that you really need. Dragun is slightly better in my opinion, but with this build; you already run 6 garnets and adding two more could make it even more bricky - which is really crucial in a sixty-card build.
Overall: this build is a hefty 8.7/10. This is one of the better builds out there - and ends on a lot of negates fast, especially with the new support. The deck is nice on paper and on the field - which helps it be one of my favourite so far. I've spent effort making this deck and hopefully you'll enjoy using it to crush your opponents dreams as you silently whisper for the 6th time 'Redoer effect'. Thanks a lot to my sensei and friend, Yumi, for teaching me how to use this deck and telling me all these great combos of his. Big shoutout to him!
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