This is a Blind Second Chain Burn Deck.
This deck aims to let your opponent build up a wide board and then flip up burn cards to punish them for it.
As most decks aim to end on either monster or spell negates, the abundance of trap cards in this chain burn deck can catch decks off gaurd and can take wins off people who don't know how to play around it.
Here is a rundown of the card list:
Monsters:
Lava Golem is the only going second board breaker, and you want to tribute your opponent's monsters that can deal with your trap cards. The extra 1000 LP burn in your opponent's standby phase is important too, as it's not once per turn and can help in reducing your opponent's Life points. The targets for this would be Fiendsmith's Desirae, Varudras, the Final Bringer of the End Times, Blue-Eyes Ultimate Spirit Dragon, etc.
Ghost Mourner & Moonlit Chill is the only conventional hand trap and is a way to slow down your opponent while getting in some extra burn damage. Keep in mind that monsters that become XYZ material for an XYZ summon are not considered to leave the field, so that no damage will be inflicted in that instance. The targets for this would be Fiendsmith's Sequence, Maliss Q Red Ransom, Ryzeal Duo Drive, Primite Dragon Ether Beryl, etc.
Mahaama the Fairy Dragon is a monster battle trap and is a sneaky way to catch your opponent off guard. Mahaama's trigger effect can only be activated after you take battle damage on your oppenent's turn in the damage sub-step of "after damage calcution", which means that only cards that can activate here are: Counter Traps, Mandatory Effects, Fast Effects that Negate the activation of a card or effect, and any effect that specifically mentions that it can be activated during "after damage calculation". With that in mind, and since the entire effect of Mahaama actives and resolves in the hand, the counterplay to Mahaama is very limited and plays around cards that negate card effects on the field like Skill Drain.
Crimson Firewing Pegasus is the newest monster to be added and can is a way to inflict battle damage. If your opponent controls more monsters than you, you can special summon it and it can attack your opponent directly that turn for 2250LP. This summon does not start a chain, so it bypasses most monster interaction from your opponent. The second effect, which chains directly to your opponent's monster effect that is activating on the field, can deal the extra burn damage that you need, and can also chain to the Lava Golem that your opponent is forced to activate during their Standby Phase.
Spells:
Pot of Extravagance fits in well since the Extra Deck is mainly just for show, since you are just wanting to draw 2 cards and find more ways to burn your opponent. Most of the time, this card will get negated by Ash Blossom & Joyous Spring since it is one of the few cards your opponent can stop with it.
Card of Demise is another way that you can draw but it comes at a cost, as you cannot damage your opponent and cannot special summon the turn that you resolve it. You are wanting to set as many cards in your hand before you active Card of Demise so you can maximise the draw power. You will discard any remaining cards in your hand during the end phase but this can be a way to get Transaction Rollback to the graveyard if it gets stuck in your hand.
Chain Strike can add up to inflict lots of damage to your opponent if you can get the chain link up high enough. Make sure that you don't flip up two burn cards with the same name before trying to activate this, or you won't be able to activate Chain Strike. Right now, Chain Strike is limited to 1 copy in the TCG, but if it were to ever come off the list, you can always chain Chain Strike to another copy of Chain Strike. Below is a breakdown of the amount of damage you can inflict depending on the chain link number it was activated.
Chain Link | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Damage | 400 | 800 | 1200 | 1600 | 2000 | 2400 | 2800 | 3200 | 3600 | 4000 |
Traps:
Ceasefire is one of the best burn cards in the deck. It burns for 500LP for every effect monster on both players' field, which will usually just be for your opponent unless you have normal summoned Ghost Mourner or special summoned Mahaama, which will add to the count. As with most burn cards in the deck, you want to get maximum damage for your value, and you should activate when you will get the most amount of damage.
Monsters | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Damage | 500 | 1000 | 1500 | 2000 | 2500 | 3000 | 3500 | 4000 | 4500 | 5000 |
Just Desserts is just like Ceasefire, but it only counts the monsters on your opponent's field, and it can also count non-effect monsters and tokens.
Secret Barrel is probably the most versatile trap card in the deck since it can also count the cards on your opponent's field and their hand, but comes at the cost of reduced damage of 200LP per card.
Cards | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Damage | 200 | 400 | 600 | 800 | 1000 | 1200 | 1400 | 1600 | 1800 | 2000 |
Secret Blast is similar to Secret Barrel, but it does not include the cards in your opponent's hand, but increases the amount of damage inflicted to 300LP for cards on your opponent's field. If this card is destroyed by your opponent's card and sent to the Graveyard, it can also inflict 1000 damage to your opponent. This usually triggers when your opponent uses Harpie's Feather Duster, Lightning Storm, or Ryzeal Detonator, etc.
Cards | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
Damage | 300 | 600 | 900 | 1200 | 1500 | 1800 | 2100 | 2400 | 2700 | 3000 |
Ring of Destruction is not as good as its pre-errata version, but it can still inflict large amounts of damage to your opponent, especially when paired with Lava Golem. You can only activate Ring of Destruction once per turn on your opponent's turn and can only target a monster with an attack equal to or less than your opponent's LP, and will inflict damage equal to its original attack, so any attack modifiers don't count for the total damage.
Bad Luck Blast is similar to Ring of Destruction by needing a monster on your opponent's side of the field, but both players will take damage equal to half of the current attack, including any attack modifiers. This card has the same destruction trigger as Secret Blast, where it can inflict 1000 damage to your opponent when destroyed by their card and sent to your graveyard.
Gravedigger's Trap Hole can either be the best burn card or the worst. It can negate the effect of a monster in the hand, graveyard, or banishment and inflict 2000 points of damage to your opponent. The cards you want to negate are Fiendsmith Engraver, Maiden of White, Eclipse Twins, or any Maliss monster.
Dimension Wall is the only battle trap burn card in the deck. Being a battle trap, Dimension Wall is vulnerable to removal before it can be activated when one of your opponent's monsters declares an attack. Dimension Wall does not target the attacking monster, so it can be activated on any monster attack as opposed to Magic Cylinder, which has to target the attacking monster. Since Dimension Wall specifies "this battle" if that monster is no longer a legal attacking monster, then no battle damage is inflicted to your opponent. When paired with Mahaama, you can inflict double damage of the attack of one of your opponent's monsters without taking any damage yourself, since Mahaama can trigger when any player takes battle damage.
Paleozoic Marrella can be used to send any trap card from you deck to the graveyard. This will mainly dump Transaction Rollback to the graveyard or if it is already there then you can dump any other trap card that you wish to copy with its effect. you can also chain this card to the activation of a trap card to special summon itself as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0) that is unaffected by monster effects but it will banish itself when it leaves the field. This can put on damage on an empty field or can facilitate extra deck plays with synchros or links.
Transaction Rollback can be used to copy any normal trap card in your graveyard while it is also in the graveyard by paying half your lifepoints and banishing itself. This can be used to inflict the extra bit of burn damage that you need to finish off your opponent but needs to be put into the graveyard to work and is the worse card in the deck to have in your hand. You can acomplish this with Paleozoic Marrella or Card of Demise.
Trap Trick is the only way to search for your trap cards in the deck but you will need at least 2 copies of the card that you want to set in the deck and you can activate it the turn that it is set but you can only activate 1 more trap card for the rest of the turn, so make sure to use this after you have activatedall the trap cards that you want for the turn.
Extra Deck:
The extra deck is a toolbox of potentail play you can make depending on what monsters that you have on you field.
Link Spider (made with Paleozoic Marrella) Used so you can link into S:P which requires 2 effect monsters and you will get her effect to baniah a card from the Field or Graveyard.
Salamangreat Almiraj (made with Ghost Mourner & Moonlit Chill) Same use as Link Spider
S:P Little Knight (any two effect monters) Used to remove and threat that is needed. The restriction for attacking directly is usually inconsequential.
Dark Strike Fighter (made with Mahaama the Fairy Dragon and Paleozoic Marrella) You can use its effect to triubute itself to inflict 1400 points of damage to your opponent but that effect can only be used during Main Phase 1.
Navy Dragon Mech (made with Ghost Mourner & Moonlit Chill and Crimson Firewing Pegasus) Can negate face-up cards equal to the amount of tuners in your Graveyard and when if it is destroyed by card effect and sent to the Graveyard you can target a tuner in the Graveyard and return it to hand. This will be either Ghost Mourner & Moonlit Chill or Mahaama the Fairy Dragon.
Psychic End Punisher (made with Mahaama the Fairy Dragon and Crimson Firewing Pegasus) Can be used as a finisher since your opponent should have low life points after its summon and can also banish it and a card your opponent controlls to out any troublesome card.
Number 61: Volcasaurus (made with 2 Mahaama the Fairy Dragon) is a one sided Ring Of Destruction at ignition speed.
Super Starslayer TY-PHON - Sky Crisis (the monster with the highest attack) used to deal with troublesome monsters with its floodgate effect and none target monster bounce, also its a big body.
Varudras, the Final Bringer of the End Times (made with 2 Lord of the Heavenly Prison) used to be a big body on board that can be used as an omni-negate and can also destroy alot of cards on the field.
Superdreadnought Rail Cannon Gustav Max (made with 2 Lord of the Heavenly Prison) used to deal 2000 damage to your opponent.
The Extra Deck can also be a collection of meta-relevant monsters. This can be relevant if you want to play Ghost Reaper & Winter Cherries or Metaltronus to snip some cards out of the extra deck, since your opponent should control a monster if you are going second. The extra deck can also be traded out for Ultimate Slayer and Dogmatika Punishment targets like Elder Entity N'tss, Garura, Wings of Resonant Life, Tri-Brigade Arms Bucephalus II, Blazing Bombardment Beast, Fossil Warrior Skull Knight, Fossil Machine Skull Wagon, Golden Cloud Beast - Malong, Borrelcode Dragon.
Side Deck:
The side deck is built for going first in either game 2 or 3.
Monsters:
Lord of the Heavenly Prison is a good card to protect all set cards on both players' fields from destruction, this effect does not protect from being bounced back to the hand or deck or from being banished. Most of the time, you are not going to use the effect to special summon itself and set a spell or trap from the deck unless you can guarantee that your opponent can't remove your set trap cards.
Spells:
Dirge of the Lost Dragon can half your opponent's life points every time they resolve a card that you name at activation. This effect does not activate and can keep on halving their life points depending on how many times they activate that card, and stacks depending on how many face-up copies of Dirge of the Lost Dragon you have.
Traps:
Ojama Trio can clog up your opponent's board by giving them 3 Ojama tokens (Beast-Type/LIGHT/Level 2/ATK 0/DEF 1000), which can not be tributed for a tribute summon and inflicts 300LP to your opponent whenever they are destroyed. This effect is best used against and deck that needs no monsters on their field or a deck that can not make use of the tokens for extra deck plays. These would include decks like Kashtira, Cyber Dragon, Regenesis, etc.
Skull Invitation will inflict 300LP for each card to any player whenever a card is sent to that player's graveyard from anywhere. This effect does not activate and will resolve immediately after the card(s) are sent to the graveyard.
Soul Levy will mill 3 cards from your opponent every time they special summon a monster. This is best paired with Skull Initation such that every time your opponent special summons a monster, they will mill 3 cards and take 900LP.
Optional Cards:
Main Deck Monster:
Volcanic Queen
The Winged Dragon of Ra - Sphere Mode
Jizukiru, the Star Destroying Kaiju
Dimension Shifter
Lady Labrynth of the Silver Castle
Mulcharmy Fuwalos
Mulcharmy Purulia
Mulcharmy Meowls
Ultimate Obedient Fiend
Marshmallon
Self-Destruct Ant
Michion, the Timelord
Sandaion, the Timelord
Extra Deck Monsters:
Number 61: Volcasaurus
Sorcerer of Sebek
Salamangreat Almiraj
S:P Little Knight
Link Spider
Super Starslayer TY-PHON - Sky Crisis
Navy Dragon Mech
Varudras, the Final Bringer of the End Times
Superdreadnought Rail Cannon Gustav Max
Psychic End Punisher
Spells:
Pot of Duality
Pot of Desires
Into the Void
One Day of Peace
Card Destruction
Ultimate Slayer
Metaltronus
Chain Energy
Reasoning
Contract with Don Thousand
Super Polymerization
Cosmic Cyclone
Misfortune
Traps:
D.D. Dynamite
Blazing Mirror Force
Dogmatika Punishment
Magic Cylinder
Magical Cylinders
Skill Drain
Transaction Rollback
Paleozoic Marrella
Ojama Duo
Imperial Iron Wall
Discord
Dimensional Barrier
There Can Be Only One
Fatal Abacus
Spiritual Fire Art - Kurenai
Blasting the Ruins
Waking the Dragon
Threatening Roar
Lose 1 Turn
Powersink Stone
Curse of Darkness
Fairy Wind
Trapholic
Boo-Boo Game is a way to reset up to 2 of your used-up normal trap cards, but only when it is destroyed by your opponent's card effect and sent to the graveyard, which can be enough to inflict the remaining damage to win the game, but that effect is only once per turn. If need be, you can always activate it during damage calculation to take no battle damage from 1 monster attack.