This one's been in the works for a long time and has always been a bit of nightmare to actually release since it's always indirectly buffed or nerfed due to its synergies with things such as Albaz and/or just Chaos attributed cards in general. Frankly, I think this current iteration isn't too much off of one of my favorite builds but even with that said it's more than a little susceptible to being adjusted by the banlist on a whim due to the nature of it. Nonetheless, I've decided to stop dallying and just submit a proper build as the tempo/midrange BEWD variant that isn't actively looping and spamming Chaos Creator to no end just isn't really taking advantage of what BEWD has to offer. It's more of just a typical Chaos deck held back by Blue-Eyes cards. This? This is pushing all of the support we've received to its absolute limit and it feeeeels sooooo gooood!
- Difficulty -
★★☆☆☆
You don't need a PhD to pilot this strategy and its honestly pretty on-brand given how BEWD plays in standard TCG. Most combos are pretty limited in their top end (which is odd to say given that we make use of a vanilla as our main monster here) but you can generally follow either a flowchart or recognize certain setups and easily reference/access virtually the same lines of play each and every match. Consistency is king in Trinity (outside of just spamming backrow) so reliable, repeatable lines just as a baseline helps make the deck easy to pilot and approach regardless of prior experience with the archetype.
- Consistency -
★★★☆☆
The deck's lines are repeatable no matter the gamestate nor match nor opponent most of the time and the build is primarily focused around seeing specific openers or hand states rather than just typical combinations of good stuff cards in addition to the occasional BEWD summon. That said, the places that give you the most payoff can be countered somewhat critically in places such as White Stone of Ancient's EP effect, Abyss' respective effects, and any hand unlucky enough to just be downright unplayable due to a combination of high level monsters or a similar dilemma. This is one of the downsides of favoring the BEWD support over just a typical midrange/OTK Chaos deck.
- Sackiness -
★★★★★
Probably on brand for Seto but regardless, topdecking Dragon Shrine, any revival, Cataclysm, the Chaos Engine, Galactikuriboh, etc. just represents so many levels of sacky nonsense that it can just result in games decided without even fully representing the many strategies available in this build. As such you can save those plays for later on in the match as trumps and there's not much the opponent can really do about it without foresight.
- Viability -
★★★★☆
Chaos seems ridiculously powerful right now with the current iteration of the banlist. Blue-Eyes unfortunately isn't the best way to play Chaos; however, the best way to play BEWD is definitely reliant on Chaos. As such, BEWD is pretty viable to play in bracket and isn't much of a slouch despite being an anime archetype as remember: this is Trinity. Resources are pretty limited and one of the biggest things BEWD has going for it is in-fact the big number. Outting the first two or so 3k beatsticks may be trivial for your opponent but even just sticking one for longer than one turn or repeatedly representing 9k+ LP damage becomes exhausting to out since outting things with a clean +1 through battle is not really an option unless said opponent is running something like Moon Mirror Shield (lol). Your monsters being tutored out is consistent, your opponent having necessary outs is not. Play to your advantage and you should definitely be rewarded for it.
Pros:
- Reliability: Your unga bunga uninterrupted combo lines are really potent and can pivot depending on the match-up/turn you're playing at. While BEWD historically could be an OTK deck, your turn 1 plays are arguably significantly stronger with far less in the way of counterplay. Curious as to why? Check out the combo section below.
- Monster Stealing: One of the absolutely most powerful removal effects in Trinity and it's hard not to see why. You convert all resources poured into bringing out a monster (that even cost summons on that respective turn from your opponent) into yours immediately. We do this reliably with Cipher Dragon and depending on the circumstances concerning that summon, we can convert that steal into a way of protecting our monsters. It's a little absurd honestly.
- Tempo Tricks: I normally wouldn't play as many tricks as I feature in this build; however, since it is a 55 card deck and isn't reliant on slot machine mill tactics, it's better to be sure that you have some forms of interaction for when your opponent does have their own, especially with regards to games 2 and 3. Our interaction is the most potent in our S/Ts; however, we do possess ones that can make our lower level and weaker monsters significantly more annoying to deal with thanks to the Kuriboh and Honest being in the main deck.
- Big Number Big Damage: You should constantly be representing one or two-turn lethal setups. Even in the event that you aren't, if a level 8 monster sticks with no restrictions, your entire Extra Deck is opened up in addition to having the fundamental Trinity advantage of being a monster up in the first place.
- Extra Deck them in the Face: Rank 8s are pretty unfair across the board and never really get touched by the banlist because reasons. Abuse 'em. Additionally, we have ways of accessing both Chaos Angel and Bystial Dis Pater here though they shouldn't be the focus of your attacks. Spirit and Azure represent plenty of pressure and are generally safer to go for.
Cons:
- Big Level Big Brick: So many level 8s are bound to eventually clog up hand real estate, it's a given. The Galaxy/Photon engine is also a little on the bricky side if you're severely behind and can't summon anything or too far ahead to the point where you can't make use of the cards effectively and you'd much rather have any of the other cards in the deck. It also goes without saying what the inclusion of the Rituals means for this deck; however, there are a few ways to convert them into playable states (mostly with Riot Dragon, but there's a myriad of ways of accessing Lord of the Red).
- Telegraphed Chokes Early: This only actually applies to early game as your GY and Banished setup later on shouldn't really have much in the way of counterplay. That said, if you can't reach that point due to being disrupted early, you'll have a really hard time recovering unless the rest of your hand can compensate for future turns.
While the Cons list appears small, let it be stated that the two things listed there are a big deal and can be game losing on a regular basis. Now with that out of the way, let's get into some of the demo setups you'll be wanting to aim for.
OPENERS
Finding any of your components required for the below combo lines works the same regardless of the means of getting there. GY-centric Dragon deck design is pretty homogenous when it comes to support surrounding it so any combination of the necessary means of accessing these lines generally works the same. The main difference lines in what you're able to do after and cards in hand.
- Abyss Stares Back: Without a doubt my favorite opener and a really strong one concerning the various pivots offered to you, especially when going first. You'll want to simply find a means of resolving Blue-Eyes Abyss Dragon, whether that be through a combination of cards to summon it and put a copy of BEWD in the GY so the effects can activate and resolve OR simply resolve a single copy of Dragon Shrine (or binning multiple cards in a turn) to put White Stone of Ancients and the vanilla BEWD in the GY, such that during the End Phase, you can beam out this monster and resolve its effects. You'll generally only need to do this once in a game, but if you're able to resolve the searches again and again (which is extremely greedy and not recommended mind you) then you're likely to run into a Maximus situation where the snowball is a bit out of control for the opponent. Regardless, our pivots in the opener are as follows:
- Chaos Dragon Rank 8 Setup: This is actually done by default if you have White Stone of Ancients in GY. You'll use Abyss to grab Nebula Dragon so that during your next turn, you can banish Stone to recycle the vanilla in GY and summon out both Nebula and BEWD (in 1 summon by Trinity's ruleset), then convert the two into a Rank 8 minding Nebula's restriction. The one recommended the most is definitely Cipher as you can steal a monster then overlay on that stolen monster for Cipher X and let that be your third summon for the turn while keeping a 3k and 4k beatstick, sinking damage, and clearing a monster from your opponent's side.
- Ritual Setup: Easily the most underrated aspect of this card and can often take people by surprise, ESPECIALLY when it comes to games 2 and 3 where you're siding in the Shinobarons, Demise, and/or BLS depending on the matchup. Most hands will allow you to grab High Ritual Art so that you don't have to actually waste the 2nd search from Abyss on the Ritual Monster itself. Borreload Riot Dragon actually synergized very well thanks to this (much in the same way Illusion of Chaos does) as it can negate a summon, destroy itself, then still be useful while in the GY instead of being shuffled away. Lord of the Red can be accessed regardless either permanently by searching Advanced Ritual Art and itself with solely Abyss resolving or temporarily with High Ritual Art. All of the side decked considerations can be accessed regardless of Dragon synergy thanks to High Ritual Art.
- Remember, this thing also has a GY effect to just give all of your big guys 1k attack each...
- Extra Deck Ascension: You can open with a Rank 8 or Blue-Eyes Spirit Dragon and be completely fine when it comes to Trinity. Negations are generally more favored regardless of if you're going first or second.
- Meet & Beat: Very straightforward opener and likely the one to go to as the safest option unless you're Heavy Storm baiting. Just summon a 3k beatstick or two, look at your opponent, and tell them to deal with it. Sometimes converting things into an ED play is a misplay simply because it represents less damage on an opponent who had no answer to begin with. In the event that they do, depending on the number of beatsticks you can continue to conga line out in typical Chaos fashion, your opponent will eventually just be overwhelmed from the main deck.
It goes without saying that the Abyss opener is highly favored in this build and makes the deck ultimately immutable when it comes to variants as the Abyss setup only uses 1 Summon in the turn (allowing for things like monsters with powerful Normal Summon/Field effects to be played like Dogmatika, Cyber Dragon, or Ancient Warrior).
MIDGAME
This will primarily come down to your ability to manipulate the GY and banished and where the only real skill of the deck's lines can come into fruition between pilots who aren't just OTKing their opponents. Mind your decisions.
- Starliege Seyfert and Nebula Dragon: Both of these cards have GY recycling effects. Notably, Seyfert actually has a loop with Chaos Emperor that lets you access it again; however, Emperor can also recycle things like Alternative, White Stone, and Ringowurm so it's ultimately up to you to decide.
- GY Summon Gang: Master with Eyes of Blue, Keeper of Dragon Magic, and True Light will be your main ways of representing follow-ups purely in guaranteed special summons or just as a defensive line.
Games will more than likely be over within the first couple of turns due to the nature of Trinity and this deck but in the event they aren't and go late then we have contigencies and closers there as well.
LATEGAME & CLOSERS
- Odd-Eyes Advance Dragon: Searchable by Seyfert and Melody, this thing just steals games through burn damage alone most of the time and has no attacking restrictions anyway, representing a hilarious amount of burst damage in just this card alone. In the event it doesn't even win the game on the spot, it can beam out a level 8 from hand/GY (including the Ritual Dragons) and convert into a Rank 8 afterwards with no restrictions barring summons left for that turn.
- Armageddon: Chaos Emperor, the Dragon of Armageddon is seriously unfun for the opponent to deal with after it resolves and you'll primarily be using it with either a normal set Stone or just wiping your Field Spells/useless backrow to clear away at least 2 cards on average with the topend in testing being upwards of 4. The kicker of it all is that afterwards, if you have means of just special summoning out your guys you can just spam them all out and generally go for game in the most unfair way possible with the only real counterplay being negation on CED or uh... Battle Fader?
- Protection Effects: Return of the Dragon Lords, The Ultimate Creature of Destruction, Dingirsu, and Sky Dragon Overlord allow you to embrace risky business with very little in the way of counterplay. Just push your advantage and take risks when you have these around. The opponent often just loses the game outright as a result.
As stated in the introduction, this build is susceptible to adjustments solely because of the Chaos attributes and nature of Albaz support constantly shifting around. One day we may be playing like this while another we may find ourselves performing Ultra Polymerization combos with Alba-Len, there isn't any real way to assess things so let what's here represent not only a benchmark but also paths to branch from based on the various options provided in that of Rituals, Chaos, Xyz, and Synchro playstyles with Blue-Eyes. To further lean into those respective strategies or more, here's a few suggestions:
Viability Boosters: Albaz Dragon Engine | Chaos Engine | Bystial | Mannadium | Melffy & Crimson Dragon Support
General Purpose: Ancient Warriors - Ambitious Cao De, Felgrand Dragons, Galaxy Photon support, Slot Machine Mill, Chaos Dragon Levianeer, Multiple copies of White Stone of Ancients
As per usual, thanks for reading this if you have. This one's been in the works for sometime and I regret having not uploaded it nearly half a year ago. With what's out now I can safely say that it may've been for the better but alas, dallying on fun ideas for popular archetypes from the anime isn't great and doesn't really help with promoting the format's depth and variety. I hope you enjoy piloting and/or dissecting the deck to suit your needs.
55 Card Deck = 5 Points with 5p used.
1p Dragon Shrine (Extra Copy)
1p Dragon Shrine (Extra Copy)
1p Chaos Emperor, the Dragon of Armageddon
1p Chaos Angel
.5p Melody of Awakening Dragon
.5p Heavy Storm
There's no escape! Nothing can save you now.
You'll have the rest of your entire life to brood over this defeat at the hands of my BLUE-EYES WHITE DRAGON!