Welcome to my build of Red-Eyes!
(it's a Red-Eyes deck. We're calling it that. I understand there's like 100 Bystial cards here, but dammit... Red-Eyes needs to be on the map somehow...)
Red-Eyes has been known to be the younger brother of the nostalgia archetypes, (BEWD and DM.) Except it's the neglected sibling who gets nothing but hand-me-downs as support EVERY TIME.
That said, I did my best to make a fun, functional build using mostly Bystials and a handful of extenders to ensure key consistent strategies.
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For starters, the main Turn 1 play here being [Bystial Dis Pater.] This beast of a Monster can Special Summon from EITHER Banishment. Obviously this is synonymous with the Bystial archetype as a whole, but here it gets used every turn. Whether you're bringing back a Tuner or a Red-Eyes monster, you'll ensure a safe extension into nearly anything in your ED, have a play for your next turn or just have a body on the board to trigger the Bystial Spells and Traps. Not to mention, it also negates or destroys a card depending on which card you return from the banishment into the deck. Returning a card in your opponent's Banishment negates an effect, from your own pops it. Depending on the circumstance, choose wisely. Or, if you're like me, boast the full strength of Dis Pater's threat level by shotgunning the effect every chance you get (don't be like me.)
From there, ideally, you would want a [Red-Eyes Flare Metal Dragon] and [Azure-Eyes Silver Dragon] as your endboard. With Flare Metal, any effect your opponent attempts burns for 500 LP per attempt (even if they're negated) and Azure-Eyes ensures that your Dragons don't get clapped within the turn they arrive on the field, also you can never go wrong with a free Red-Eyes Black Dragon on the board at Standby.
It's safe to assume they will have an answer to, mostly, everything on the field. However, I've found this deck to be quite resillient and resourceful. You can recur a lot of your pieces from the Banishment and even some of your bosses they thought they got rid of.
The Extra Deck is filled with different lines, though not exactly super consistent. If anything, it's more of a Mid-Range approach than anything else. Each monster being easily accessible Turn 1, but your extenders are few and far in-between. Regardless, you'll mostly end up breaking apart a board by the time you reach the turn you can pop off 8/10 times.
The Sideboard does include a bit the Borrel line, though I'd recommend making some space for a second Super Poly if you're considering throwing them in as Riot Dragon is another great generic target. Especially if you're shooting for the Link-4s. They're a bigger investment in terms of how many resources you need to climb, but you'll most likely fill your board back up by the time the next turn comes around.
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Update (9/10/24) : Someone was kind enough to use my campaign code (thank you <3) which granted me access to Chengying (had to craft Draco Berserker :') )
When first building this deck, I wanted to keep it all Dragons as it would keep the Link plays online, but given how frequently you have a Dragon on the board, the variation in Type hardly makes a difference.
Regardless, the lines are more, or less, the same. You'll just have an easier time accessing them with the addition of [Small World].
Using any DARK Monster with Ringowurm/Veiler as a bridge, you can access just about anything in the deck. You'd think banishing face-down would hurt, however Dis Pater returns cards back to the deck with it's second effect (negate or destroy) from either banishment regardless of position.
All this to say that we've gained even more insurance with indirectly feeding Dis Pater ammo.
Pair that with the number of ED Monsters that can banish like Draco Berserker and Chengying alongside [Chaos Archfiend] that kinda acts as an OTK strategy, surprisingly enough (also Hope Harbinger as another potential threat)
The main objective is still Dis Pater (with how pivotal they are to the deck, I almost wanna make space for a 3rd. You could probably drop 1 [Meteor Black Comet Dragon] considering they're mostly there to float in a Red-Eyes, act as a beatstick and burn for a ton.)
Paired with [Branded Regained], all of your banishable pieces can be recurred which gives this deck a near-unbreakable foundation for longer games.
Going First, you have difference avenues and lines to access to ensure you see a next turn as well a couple more negates in the form of Droplet and Imperm. (with Droplet, ideally you'd want to send a Bystial if you have Regained on the field)
Going Second, the Bystials will shine (assuming they have a LIGHT or DARK in grave...) alongside even more Turn 0 setups with a second [Red-Eyes Soul].
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Update (10/11/24 will probably delete these updates on a quarterly basis)
Boy, what a week. Tenpai, Fire Support and G A B O N G A
Here are some changes from the most recent selection pack:
[Chaos Space] at 3 - Quicker way to get to Lubellion, now even faster thanks to this based banlist.
Druiswurm at 2 - We're swapping out a Baldrake for a Druiswurm, more consistency with it's effect.
Swapped Hope Harbinger with the new [Blaze, Supreme Ruler of all Dragons] - More of a consistency decision as well here. I made Harbinger like one or twice out of 50+ games, but getting to that point was highly unnecessary. Blaze, at least, has some utility with the GY and Banishment as well as having the ability to recur itself. A lot easier to make, and a lot more useful, than Harbinger (in terms of consistency. HH is a good card, don't get me wrong.)
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In conclusion, this deck can be extremely annoying if you open well. Sure, board wipes are a pain, but your answers are often sweeping which often have your opponents needing to answer to Monsters that will only end up helping you as a result.
Much love to my dedicated Red-Eyes duelists! (i did my best T-T)
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181-209-956
Also, feel free to use my campaign code in case you have a fresh account, or are just starting out: 00cdab64