Danger! Sacred Beasts! Platinum 3
Deck Primer
So I used this deck for Season 3 of Ranked Duels in Master Duel and made Platinum 3. It's a fairly competent going second deck that can break through an opponent's first turn board and deal lethal damage on your first turn. The whole goal is to use your going second cards to pick the opponents field apart, summon Raviel or Hamon with the Sacred Beast engine, and use the Dangers to swarm the field and deal 8000 damage on your turn.
Now this is a going second deck, so in an ideal world you'll go second every time. I'll go over each card and some main combos and what to do if you're ever made to go first. Also your notice the small 10 card extra deck, this is exactly here to counter the Banquet Of Millions OTK whenever people get off that deck feel free to bring it up to 15 with whatever generic Links you like.
Chaos Summoning Beast - This card is how you get the Sacred Beasts out simple as that, this card is pretty easy to find and activate since it's effect tributes itself. Though it is very susceptible to Called By The Grave so keep that in mind. You can also banish this card from the graveyard to add Fallen Paradise to your hand, so this card is very important. Luckily it's super easy to search with the Sacred Beast cards. Finally do keep in mind this card's effects are all on a hard once per turn so if it get's negated, that's it.
Dark Beckoning Beast - This card finds whatever you need for your Sacred Beast combos, it's a great searcher and allows you to normal summon Chaos Summoning Beast once you have everything you need. Like with Chaos Summoning Beast this card is a hard once per turn and is pretty susceptible to interruption so keep that in mind.
Dark Summoning Beast - This card isn't super special, you can banish it from the graveyard to search a Sacred Beast and it can tribute itself to summon a Sacred Beast from your hand or the deck, but then you can't attack. It's really just useful for it's search effect or the rare occasion where you have to go first.
Raviel, Lord Of Phantasms - Your preferred win condition, you cheat it out with Chaos Summoning Beast and it hits really hard. It has an handy effect where you can tribute a monster you control to increase it's attack by that monsters original attack which helps you push for lethal. It also allows you to special summon a token when your opponent normal summons, but that rarely comes up. Also this monster has no inherent protection, so try not to have it on the field without Fallen Paradise as well or it won't last too long.
Hamon, Lord Of Striking Thunder - The back-up plan, you also cheat this card out like Raviel. It is able to burn your opponent for 1000 damage if it destroys a monster and sends it to the grave and that can help push for game. But usually Raviel is better at that. However, Hamon is good if your being made to go first and you can stick it on the field in defense with Fallen Paradise up. Then your opponent has to find a way to overcome it's 4000 defense with Fallen Paradise's protection since when this card is in defense your opponent can only target it with attacks. Also same as Raviel this it is very vulnerable without Fallen Paradise.
Danger!? Jackalope? - Pretty much all the Dangers are here for the same reason, they easily swarm the field for link plays and help you cycle through your deck quickly to find what you need. Jackalope's discard effect is really good with Raviel as you can summon Bigfoot or Thunderbird off it and turn the defense position Danger into attack points for Raviel.
Danger!? Tuschinoko? - Tuschinoko probably has the weakest discard effect besides Thunderbird but it still does guarantee a body for a link play or extra damage so it's better than nothing.
Danger! Nessie! - The searcher of the Dangers find whichever one you need in the situation you find yourself in.
Danger! Thunderbird! - Probably the weakest discard effect unless your facing exactly Eldlich then it can help clear out their backrow or force them to activate it prematurely. Other than that it's a big body to tribute for Raviel.
Danger! Bigfoot - Definitely the Danger you want to see the most, a big body for closing out games and a pretty good effect on discard. Popping a face up card is always nice.
Kaijus -Not going to give each Kaiju their own entry they all have the same purpose. They're here to blow up the opponent's board with Interrupted Kaiju slumber or get annoying boss monsters off your opponents field on their own. They also all have big bodies for Raviel's effect. Keep in mind there are only 4 in the deck so you don't really want to draw too many or search them off of slumber's effect or you'll turn slumber off.
Maxx "C" - The necessary evil of Master Duel right now. It's the only hand trap I play in the deck and I shouldn't need to say why. Make your opponent chose between giving you a bunch of cards and you blow them out or ending their turn early and you blow them out. I hope this card get's banned soon, and once it's done I'd probably replace it with Ash Blossom.
Fallen Paradise - This field spell is crazy. Gives all the Sacred Beast targeting and destruction protection limiting your opponents options to get rid of them. Then once per turn if you control a Sacred Beast you can just draw 2 Cards, which will definitely help you OTK your opponent.
Opening Of The Spirit Gates - This is a searcher just like Dark Beckoning Beast, lets you find whatever Sacred Beast combo piece you need when you activate it. However it has some other neat effects. You can discard a card to special summon a 0 attack fiend from the graveyard, combos really well with Chaos and Dark Summon Beasts. Then if you control a Sacred Beast you can add a continuous spell from the graveyard to the hand, which really only let's you recycle other copies of it and rarely comes up.
Allure Of Darkness - Let's you draw cards and you play lots of dark monsters. Pretty good card in this deck.
Interrupted Kaiju Slumber - Dark Hole that let's you get a Kaiju on both your field and your opponents. Always give them Gameciel. You can also banish it from the graveyard to search a Kaiju, but you can't do that the turn you use this card so it rarely comes up.
Lightning Storm - Great going second card for blowing up all your opponent's monsters or their backrow, whichever is going to be a problem. Pretty self explanatory choice.
Forbidden Droplet - This is a newer card in the deck, but it's really here because of exactly Rhongomyniad. Otherwise it's just helpful for negating really annoying monster effects, halving attack points, and setting up your graveyard.
Linkuriboh - It's basically here to let you send Chaos Summoing Beast to the graveyard for whatever reason. Otherwise it's on field effect can be useful in you find yourself in a pinch.
Salamangreat Almiraj - An easy way to send Dark Beckoning Beast to the Graveyard, with a decent on field effect as well.
Knightmare Cerberus - Let's you pick off special summoned monsters in your opponent's main monster zone.
Knightmare Phoenix - Let's you pick off spell and traps.
I:P Masquerena - This card is really for when you're going first or your opponent stopped your Sacred Beast plays. Set it up with enough Material to make an Accesscode on your opponents turn and hope for the best.
Barricadeborg Blocker - Let's your recycle Spirit Gates or Fallen Paradise if they get destroyed.
Curious, The Lightsworn Dominion - This card helps you when you get a really bad starting hand. Let's you just mill whatever you need to the grave. Get a Chaos Summoning Beast so you can summon it with Gates, or banish to find Fallen Paradise. Or send Dark Summoning to find a Sacred Beast. Just hope you don't get unlucky with the random mills.
Knightmare Unicorn - Just get rid of one of anything your opponent has you don't like. And a great card to make Accesscode with.
Accesscode Talker - If all else fails this card can win games by itself and it's really easy to make with all the swarming potential you have. Gives it self a big attack boost and can pop cards on the opponent's field. This is definitely Plan C but sometimes you get put in a position where this is your only win condition.
Underworld Goddess Of The Closed World - A good card for stealing cards on your opponents field, a bit harder to use than a Kaiju but can definitely catch opponents off guard. And it's on field effects can win you games against certain decks.
In a perfect world you always go second and you want to open like this. At least 1 of either of Dark Beckoning or Spirit Gates, At least one of Chaos Summoning, Dark Summoning, or a Sacred Beast. And some Dangers or other cards to break your opponent's board. Let's go over some combos:
Let's say your starting hand is:
Dark Beckoning
Chaos Summoning
Bigfoot
Kaiju Slumber
Jackalope
Maxx "C"
Once your turn comes probably start with Kaiju Slumber to wipe the board and get some Kaijus on the field. Summon Dark Beckoning and search Spirit Gates. Activate Spirit Gates and search your preferred Sacred Beast. Then use Dark Beckoning's effect to summon Chaos Summoning. Then banish from the graveyard Chaos Summoning to search Fallen Paradise. Activate Fallen Paradise and draw 2 cards then just use your Dangers to amass enough presence and make links you want to win the game.
Now let's say your starting hand is:
Dark Beckoning
Tuschinoko
Bigfoot
Kaiju Slumber
Jackalope
Maxx "C"
Just Dark Beckoning isn't ideal but with Curious you can still go full combo. Summon Beckoning to find Spirit Gates and use Spirit Gates to find a Sacred Beast. Then use your Dangers to get enough Material for Curious and mill Chaos summoning to the Graveyard. Then you can use Spirit Gates to discard a card from your hand to get Chaos Summoning on the field and summon a Sacred Beast, then banish it for Fallen Paradise and push for game.
These Scenarios assume you never used your Maxx "C" but this is just some of the combos you can do in the deck. I definitely recommend just playing some games with the deck, there's a lot of combos you can do to win the game really quickly.
If your opponent makes you go first then it's time to cry lol, but in all seriousness this deck isn't great going first. The best you can really do is try and stick Hamon in defense with Fallen Paradise up and/or I:P with enough material for an Accesscode or Unicorn. There's just not many options for a strong board going first so avoid it if at all possible.
Well that's the deck, I'd love any advice or tweaks I could make to it and I'm completely open to answering any questions you might have about the deck. You can follow me on Twitch at: https://www.twitch.tv/sirzero14 to see me play this and other decks in my arsenal.
Now this is a going second deck, so in an ideal world you'll go second every time. I'll go over each card and some main combos and what to do if you're ever made to go first. Also your notice the small 10 card extra deck, this is exactly here to counter the Banquet Of Millions OTK whenever people get off that deck feel free to bring it up to 15 with whatever generic Links you like.
The Main Deck:
Chaos Summoning Beast - This card is how you get the Sacred Beasts out simple as that, this card is pretty easy to find and activate since it's effect tributes itself. Though it is very susceptible to Called By The Grave so keep that in mind. You can also banish this card from the graveyard to add Fallen Paradise to your hand, so this card is very important. Luckily it's super easy to search with the Sacred Beast cards. Finally do keep in mind this card's effects are all on a hard once per turn so if it get's negated, that's it.
Dark Beckoning Beast - This card finds whatever you need for your Sacred Beast combos, it's a great searcher and allows you to normal summon Chaos Summoning Beast once you have everything you need. Like with Chaos Summoning Beast this card is a hard once per turn and is pretty susceptible to interruption so keep that in mind.
Dark Summoning Beast - This card isn't super special, you can banish it from the graveyard to search a Sacred Beast and it can tribute itself to summon a Sacred Beast from your hand or the deck, but then you can't attack. It's really just useful for it's search effect or the rare occasion where you have to go first.
Raviel, Lord Of Phantasms - Your preferred win condition, you cheat it out with Chaos Summoning Beast and it hits really hard. It has an handy effect where you can tribute a monster you control to increase it's attack by that monsters original attack which helps you push for lethal. It also allows you to special summon a token when your opponent normal summons, but that rarely comes up. Also this monster has no inherent protection, so try not to have it on the field without Fallen Paradise as well or it won't last too long.
Hamon, Lord Of Striking Thunder - The back-up plan, you also cheat this card out like Raviel. It is able to burn your opponent for 1000 damage if it destroys a monster and sends it to the grave and that can help push for game. But usually Raviel is better at that. However, Hamon is good if your being made to go first and you can stick it on the field in defense with Fallen Paradise up. Then your opponent has to find a way to overcome it's 4000 defense with Fallen Paradise's protection since when this card is in defense your opponent can only target it with attacks. Also same as Raviel this it is very vulnerable without Fallen Paradise.
Danger!? Jackalope? - Pretty much all the Dangers are here for the same reason, they easily swarm the field for link plays and help you cycle through your deck quickly to find what you need. Jackalope's discard effect is really good with Raviel as you can summon Bigfoot or Thunderbird off it and turn the defense position Danger into attack points for Raviel.
Danger!? Tuschinoko? - Tuschinoko probably has the weakest discard effect besides Thunderbird but it still does guarantee a body for a link play or extra damage so it's better than nothing.
Danger! Nessie! - The searcher of the Dangers find whichever one you need in the situation you find yourself in.
Danger! Thunderbird! - Probably the weakest discard effect unless your facing exactly Eldlich then it can help clear out their backrow or force them to activate it prematurely. Other than that it's a big body to tribute for Raviel.
Danger! Bigfoot - Definitely the Danger you want to see the most, a big body for closing out games and a pretty good effect on discard. Popping a face up card is always nice.
Kaijus -Not going to give each Kaiju their own entry they all have the same purpose. They're here to blow up the opponent's board with Interrupted Kaiju slumber or get annoying boss monsters off your opponents field on their own. They also all have big bodies for Raviel's effect. Keep in mind there are only 4 in the deck so you don't really want to draw too many or search them off of slumber's effect or you'll turn slumber off.
Maxx "C" - The necessary evil of Master Duel right now. It's the only hand trap I play in the deck and I shouldn't need to say why. Make your opponent chose between giving you a bunch of cards and you blow them out or ending their turn early and you blow them out. I hope this card get's banned soon, and once it's done I'd probably replace it with Ash Blossom.
Fallen Paradise - This field spell is crazy. Gives all the Sacred Beast targeting and destruction protection limiting your opponents options to get rid of them. Then once per turn if you control a Sacred Beast you can just draw 2 Cards, which will definitely help you OTK your opponent.
Opening Of The Spirit Gates - This is a searcher just like Dark Beckoning Beast, lets you find whatever Sacred Beast combo piece you need when you activate it. However it has some other neat effects. You can discard a card to special summon a 0 attack fiend from the graveyard, combos really well with Chaos and Dark Summon Beasts. Then if you control a Sacred Beast you can add a continuous spell from the graveyard to the hand, which really only let's you recycle other copies of it and rarely comes up.
Allure Of Darkness - Let's you draw cards and you play lots of dark monsters. Pretty good card in this deck.
Interrupted Kaiju Slumber - Dark Hole that let's you get a Kaiju on both your field and your opponents. Always give them Gameciel. You can also banish it from the graveyard to search a Kaiju, but you can't do that the turn you use this card so it rarely comes up.
Lightning Storm - Great going second card for blowing up all your opponent's monsters or their backrow, whichever is going to be a problem. Pretty self explanatory choice.
Forbidden Droplet - This is a newer card in the deck, but it's really here because of exactly Rhongomyniad. Otherwise it's just helpful for negating really annoying monster effects, halving attack points, and setting up your graveyard.
The Extra Deck:
Linkuriboh - It's basically here to let you send Chaos Summoing Beast to the graveyard for whatever reason. Otherwise it's on field effect can be useful in you find yourself in a pinch.
Salamangreat Almiraj - An easy way to send Dark Beckoning Beast to the Graveyard, with a decent on field effect as well.
Knightmare Cerberus - Let's you pick off special summoned monsters in your opponent's main monster zone.
Knightmare Phoenix - Let's you pick off spell and traps.
I:P Masquerena - This card is really for when you're going first or your opponent stopped your Sacred Beast plays. Set it up with enough Material to make an Accesscode on your opponents turn and hope for the best.
Barricadeborg Blocker - Let's your recycle Spirit Gates or Fallen Paradise if they get destroyed.
Curious, The Lightsworn Dominion - This card helps you when you get a really bad starting hand. Let's you just mill whatever you need to the grave. Get a Chaos Summoning Beast so you can summon it with Gates, or banish to find Fallen Paradise. Or send Dark Summoning to find a Sacred Beast. Just hope you don't get unlucky with the random mills.
Knightmare Unicorn - Just get rid of one of anything your opponent has you don't like. And a great card to make Accesscode with.
Accesscode Talker - If all else fails this card can win games by itself and it's really easy to make with all the swarming potential you have. Gives it self a big attack boost and can pop cards on the opponent's field. This is definitely Plan C but sometimes you get put in a position where this is your only win condition.
Underworld Goddess Of The Closed World - A good card for stealing cards on your opponents field, a bit harder to use than a Kaiju but can definitely catch opponents off guard. And it's on field effects can win you games against certain decks.
The Ideal Starting Hand:
In a perfect world you always go second and you want to open like this. At least 1 of either of Dark Beckoning or Spirit Gates, At least one of Chaos Summoning, Dark Summoning, or a Sacred Beast. And some Dangers or other cards to break your opponent's board. Let's go over some combos:
Let's say your starting hand is:
Dark Beckoning
Chaos Summoning
Bigfoot
Kaiju Slumber
Jackalope
Maxx "C"
Once your turn comes probably start with Kaiju Slumber to wipe the board and get some Kaijus on the field. Summon Dark Beckoning and search Spirit Gates. Activate Spirit Gates and search your preferred Sacred Beast. Then use Dark Beckoning's effect to summon Chaos Summoning. Then banish from the graveyard Chaos Summoning to search Fallen Paradise. Activate Fallen Paradise and draw 2 cards then just use your Dangers to amass enough presence and make links you want to win the game.
Now let's say your starting hand is:
Dark Beckoning
Tuschinoko
Bigfoot
Kaiju Slumber
Jackalope
Maxx "C"
Just Dark Beckoning isn't ideal but with Curious you can still go full combo. Summon Beckoning to find Spirit Gates and use Spirit Gates to find a Sacred Beast. Then use your Dangers to get enough Material for Curious and mill Chaos summoning to the Graveyard. Then you can use Spirit Gates to discard a card from your hand to get Chaos Summoning on the field and summon a Sacred Beast, then banish it for Fallen Paradise and push for game.
These Scenarios assume you never used your Maxx "C" but this is just some of the combos you can do in the deck. I definitely recommend just playing some games with the deck, there's a lot of combos you can do to win the game really quickly.
Going First:
If your opponent makes you go first then it's time to cry lol, but in all seriousness this deck isn't great going first. The best you can really do is try and stick Hamon in defense with Fallen Paradise up and/or I:P with enough material for an Accesscode or Unicorn. There's just not many options for a strong board going first so avoid it if at all possible.
Conclusion:
Well that's the deck, I'd love any advice or tweaks I could make to it and I'm completely open to answering any questions you might have about the deck. You can follow me on Twitch at: https://www.twitch.tv/sirzero14 to see me play this and other decks in my arsenal.
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Red: 1st Card Draw
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