"Chawa Chip★Cookie" (Fabled★Yummy Genesys)
Deck Primer
Some Opening Words
So I am once again here writing a primer. Though this time with significantly more experience under my belt, both with this deck in particular and with the format and Yugioh in general. This was the list that I ended up taking to the 2026 North American Genesys Championship that was held alongside the NAWCQ for advanced. Over the course of my tournament run I found that a surprising number of people, from my opponents, to those sat alongside me, to even a number of judges, simply insisted on making it clear that this was, to quote one judge, "The coolest deck list I've seen all event.". I've been working on this particular list and preparing for the NAGC for a solid 2 months now and feel that it turned out quite well, and that I did about as well as could be expected given the eventual outcome of that tournament overall (Only dropped a single game to Blitz! Won the other 2!).
Frankly I was planning to put off writing this primer for a little bit before finding out that apparently this was the most veiwed deck of the day when I posted it, and I'm currently clocking more veiws than I believe I got total for my previous decklist in the course of an entire week! So thank you all for your interest. And without any further ado I'll dive into the deck profile and primer.
A Linkless-Link Deck Mainline Combo
So to address the elephant in the room, yes we are playing yummy's without Yummy★Snatchy, yes they are perfectly playable in genesys. Yes, we are playing fiendsmith's without Fiendsmith's Requiem, they are also perfectly playable in genesys. The overall idea of this deck is fairy simple when laid out. Anyway to get into Cupsy★Yummy Way is full combo to end on a Yummy Synchro+Accel Synchro Stardust Dragon+Yummy☆Surprise+Draw 3 Discard 1. All of this with additional lines into D/D/D Wave High King Caesar and Zalen the Shackled Dragon with optional endboard pieces out of the side in Garden Rose Maiden to revive Zalen/Accel/Stardust and Snake-Eyes Vengeance Dragon for plays into Nibiru.
Mainline Combo:
The mainline combo is fairly simple and I will detail it here.
Opening Hand:




This opener could be done with anyway into Cupsy★Yummy Way, this is simply the fastest easiest way with the least steps. We will be ignoring the last 3 cards in hand for this combo.
- Activate The Fabled Chawa, discarding Fabled Lurrie, Lurries effect will activate so you have both on field. Immediately go into Cupsy★Yummy Way.
- Cupsy★Yummy Way effect searching 2 names, in this order of importance Cupsy>Marshmao>Cooky>Lollipo. Now Discard 1 card of the other 3 (Save anything that can be set facedown or otherwise activated, or up to 1 hand trap you wish to hold onto through the combo).
- Summon Cupsy☆Yummy, use its effect to search Yummy☆Surprise, this can also be used to grab an additional yummy name if you already have Surprise in hand.
- Check number of cards in hand and the board. If you have had to discard or spend additional cards in hand to get to this point (Engravers, Tract, Fabled cards, ect) you should have a minimum of Marshmao☆Yummy and Yummy☆Surprise in hand.
- Synchro summon THE Star Ham activate its effect, and either discard another non-useful card, or if you are down to the 2 in hand, discard Marshmao. Revive Cupsy☆Yummy as a 1★ Tuner. If you discarded Marshmao now activate Yummy☆Surprise using the mode to revive a yummy monster, reviving Marshmao, and then using Marshmao's effect to add Surprise back to hand.
- Synchro Summon Lollipo★Yummy Way using Cupsy and Marshmao, using its effect to summon back Cupsy★Yummy Way and any 1★ Yummy from graveyard.
- Send off the 2 negated Yummys to make Martial Metal Marcher, using its effect to target The Fabled Chawa in your graveyard and revive it.
- Synchro together The Fabled Chawa and THE Star Ham to make Fabled Gammajin, using its effect to summon a second Fabled Lurrie from your deck.
- From here double check you have only 1 card in hand maximum, and if you have a way to reduce this to zero do that as long as it is reasonable.
- Synchro summon Fabled Ragin using Lurrie and Gammajin. Activate the effect of Gammajin went sent as CL1, and Ragin's effect when synchro summoned as CL2. With no cards in hand you will first draw 2 cards, then draw 1 card and discard 1 card.
At this stage your board should look like this


Your optional lines from here diverge quite a bit depending on what you managed to draw and if you have/haven't used your normal summon yet. Here are all the various options available to you.
If you drew or have access to the following:
- Fiendsmith Engraver
- Fiendsmith's Tract
You can accomplish the following line.
- Tract search and discard either Fiendsmith Engraver, Fabled Lurrie, or Fabled Krus depending on what you already have access to. Whatever is most efficient to get 2+ Light Fiends on field or in hand without needing to use engravers ability to summon itself from grave, and get tract into the graveyard.
- Check what light fiends you have access to, if you have 3 (Ragin+2 others) without summoning Engraver back from Graveyard then you should now Synchro off Fabled Ragin with Lollipo★Yummy Way to make Zalen the Shackled Dragon. If you only have access to 1 light fiend and Ragin you'll move on to step 3.
- Activate Fiendsmith's Tract by banishing it from your graveyard, making Fiendsmith's Lacrima from your extra deck. Use Lacrima's effect to pull back either Fabled Gammajin, or if you have already made Zalen in step 2 and you still have access to Fiendsmith Engraver to summon itself, you will pull back Fabled Ragin.
From here the endboard again diverges
4a. If you have Ragin+Martial Metal Marcher, along with Zalen the Shackled Dragon and Lacrima on field, go ahead and synchro off Fabled Ragin and Martial Metal Marcher to make Accel Synchro Stardust Dragon, using its effect to revive Lollipo★Yummy Way, then use Fiendsmith Engraver to revive itself and overlay itself and Lacrima for D/D/D Wave High King Caesar.
or
4b. If you have Lacrima+Gammajin+Lollipo+Martial Metal Marcher. You will synchro off Martial Metal Marcher and Fabled Gammajin to make Zalen the Shackled Dragon and then synchro off Fiendsmith's Lacrima and Lollipo★Yummy Way to make Accel Synchro Stardust Dragon which will then revive the Lollipo★Yummy Way with its effect on synchro summon.
If you drew the following and have not yet used your normal summon
- Rescue Cat
You can accomplish the following line
- Normal Summon Rescue Cat, activate its effect, grabbing any two 1★ non-tuners.
- Synchro summon using 1 of your 1★ non-tuners and Martial Metal Marcher to make Cupid Pitch, activating its ability to increase its own level by 3 to become a 7★ tuner.
- Synchro summon Fabled Ragin and Lollipo★Yummy Way to make Funny Chainlink Dragon
- Synchro summon using Cupid Pitch and your remaining 1★ non-tuner to go into Accel Synchro Stardust Dragon, triggering both its ability to revive Lollipo★Yummy Way and Cupid Pitch's ability to deal 800 to your opponent and search for any monster with 600 Def. This includes Marshmao☆Yummy, The Fabled Catsith, or any of our Charmys.
If you drew the following and have a Fabled Realm's Revival that has not yet been activated for its discard effect
- Any Fabled Name that isn't The Fabled Catsith
- Synchro summon using Fabled Ragin and Lollipo★Yummy Way to make Zalen the Shackled Dragon
- Activate Fabled Realm's Revival discarding your fabled name, using the effect to summon back Fabled Ragin
- Synchro Fabled Ragin together with Martial Metal Marcher to make Accel Synchro Stardust Dragon, using its effect to revive Lollipo★Yummy Way from grave.
Additional Mainline Combo Notes:
During this combo line you only have 1 additional mainboard space open, this does mean that you can theoretically go into an early Accel Synchro Stardust Dragon using engraver or some other method to hedge against things like Nibiru. Or you can fully commit into a line using Fiendsmith Engraver and any light fiend in hand to make D/D/D Wave High King Caesar to fully prevent Nibiru or just have it ready for your endboard from the start.
However it should be noted that because many of the fabled effects are mandatory it is quite easy for those without experience to accidentally clog up their zones and have to freestyle the combolines to get to a reasonable endboard. Make sure you are not haphazardly discarding cards like Fabled Krus or Fabled Lurrie, and please remember that the trigger on The Fabled Catsith is also mandatory, thus if you discard it absentmindedly you will end up poping your own board.
Do not underestimate the power of your draw 3, due to its placement in the combo you will have gone through a minimum of 10 cards and a more realistic average (between searches from things like Fiendsmith's Tract, Stairway to a Fabled Realm, Fabled Marcosia and more) of 13-15 cards. You will have a 75.6% chance of seeing one of our 9 handtraps in those 3 cards. And that isn't including the odds of seeing them in the opener. This will also include things you put in after game 1 where will likely either side out some handtraps for additional interaction, or going first when you will be putting in various cards in place of both Mulcharmy Fuwalos and Purulia.
Managing Your Endboard
So you've followed the mainline combo guide, you didn't get hit with a Fuwalos, didn't get hit with or prepared for The Rock, and are now staring at some combination of cards I've told you to make. And while some of them, like D/D/D Wave High King Caesar, are going to be fairly straightforward, others will be more difficult to utilize and I'll go ahead and explain here.
Accel Synchro Stardust Dragon:
This card is part of your endboard but is actually just a smokescreen for what you really want to be doing, which is using his effect to make at least 1, if not preferably 2, big unaffected synchros on our opponents turn. The easiest version of this effect will be synchroing off any Yummy★Synchro and the Stardust Dragon that its effect makes to make either Fabled Levilazebul or Satellite Warrior. However if you have managed to use Zalen the Shackled Dragon's effect, and used a yummy synchro to tag out and revive any yummy name+the other yummy synchro in grave, you can use the 3 of them to go into Fabled Levilazebul and leave up Stardust Dragon, and due to the wording of Accel, both will be unaffected until end of turn. This is especially profitable to use before you have activated Yummy☆Surprise as you can then use its effect to summon back the synchro you used to make your 10★ to do further Yummy plays.
This one is one of your more straightforward endboard pieces. The only real things of note here are how well he synergizes with both the Yummy★Synchro's and Yummy☆Surprise. Surprise in particular allows him to respond to a number of things that he has no right responding to and negating. This is also our primary defense against a number of board breakers, using its ability to respond later in the chain to negate even the likes of Dark Ruler No More and even a Book of Eclipse fired off in standby phase. Also of note is the fact that he can be treated as a non-tuner for a synchro summon, thus allowing us to send him off with a yummy synchro and a yummy name to make Fabled Levilazebul.
Lumped together here as both serve the same purpose. Which is to tag themselves out to grab your other yummy names. Hopefully anyone this far into the primer has familiarized themselves with the effects of our maindeck yummy names. Cupsy draws a card or searches another yummy card. Mao grabs surprise back from grave. Cooky either reduces a target by 1000 atk, or pops it. And finally Lollipo takes a card in your opponents grave and either spins it back to deck or banishes it.
This card is the absolute lifeblood of any grind or loops you may be performing. You can activate each of its various effects OPT, and if the activation is negated, due to the wording on the card being you may "activate" each of its effects OPT, not "use", an activation negation means we can use that mode a second time if we can loop the card or get our second copy. An additional note is that the bounce effect does not require the Light Beasts to remain on field to resolve. Thus there are scenarios where you can, in chain, use surprise to target a yummy synchro and a yummy name and 2 cards you want to bounce, then use Accel Synchro Stardust Dragon to synchro them off as material before Yummy☆Surprise resolves and you still get to bounce the 2 cards back to your opponents hand.
This guy has been ending peoples turns for nearly a decade at this point since its release in 2017, and I simply cannot see that stoping anytime soon. Notably often comes with the additional trigger of detatching Fiendsmith's Lacrima to shuffle back a Fabled Ragin for future plays and dome our opponent for 1200.
If only every wave of legacy support could include a boss monster this impressive. He is, a non targetting, quick effect, snatch steal, with a negate, that can grab multiple monsters, and only picks which monsters and tributes you board on resolution. Oh and all of that? Its a soft OPT. Oh and if none of that was enough, he has a graveyard effect to add back any Fabled CARD and return himself to the extra. Hes a monster negate, he steals materials, he keeps monsters out of the graveyard, hes non-destruction removal, he gives grind game, he gives recursion, he can do it multiple times a turn. Making the card into a towers via Accel Synchro Stardust Dragon is simply the last iceing on the cake to make this card one of the most dangerous boss monsters your opponent will likely be encountering that day.
For when you absolutely, positively, for sure 100% need your opponents entire board cleared and to swing for lethal, accept no substitutes. During our mainline combo and the Accel Synchro Stardust Dragon ability resolving we will be putting 7+ synchro monsters in graveyard. Pray your opponent gives you that many targets and you get to live the dream of the 9500 unaffected Satellite Warrior.
Reading You Opening Hand
So, now that you've gone over the main combo lines, and how to deal with your endboard and its various pieces, the next question on your mind is probably "Alright, how do I get there?". I will devote this entire section to covering the various opening hands that can get you to full combo, and hopefully as you go over them you will begin to see the lines necessary to pilot this deck with skill:
Opener 1: "The Easy Ones"
(Any of the following combinations of cards)
- Rescue Cat
- The Fabled Chawa and Fabled Lurrie OR The Fabled Chawa and Fiendsmith Engraver
- Marshmao☆Yummy and Any Level 1 Fabled Tuner
Example of this kind of hand:



Obviously the last 4 cards are largely irrelevant outside of their ability to help you play through any interuption you opponent may have. But if you manage to use your normal to stick either a Rescue Cat or any 1★Tuner and 1★Non-Tuner you've got full combo.
Opener 2: "No Wait, This Does Get There."
(There will be a few examples in this section)
Example 1:
- Marshmao☆Yummy and Fiendsmith Engraver or Fiendsmith's Tract
- Any Yummy Name and Fiendsmith Engraver or Fiendsmith's Tract




How to Get There:
- Activate Marshmao☆Yummy to summon itself, or normal summon your Yummy Name.
- Activate Fiendsmith Engraver to grab Fiendsmith's Tract, fire off Tract to grab Fabled Marcosia, Discard Marcosia
- Fabled Marcosia trigger grab Fabled Realm's Revival, which you then activate and use its ability to set Stairway to a Fabled Realm from deck
- Activate Stairway to a Fabled Realm and use its ability to send The Fabled Chawa or The Fabled Catsith to the graveyard.
- Activate Stairway targeting the Tuner you just send to grave, discarding 2 cards to add it to your hand.
- Either Normal Summon the Tuner now. Or use the effect of Realm's Revival to discard it and summon it from hand. One saves your normal in case you draw Rescue Cat, the other saves the Realm OPT in case you draw a fabled card. If you had to normal summon your Yummy Name obviously you will need to use Fabled Realm's Revival to get your Tuner on board.
- Synchro Marshmao☆Yummy and the 1★Tuner to summon Cupsy★Yummy Way and go refer to the main combo section.
Example 2:
- Fabled Lurrie and Marshmao☆Yummy a discard outlet and Ghost Belle or Ghost Ogre
- Marshmao☆Yummy and Yummy☆Surprise any Yummy Name and Ghost Belle or Ghost Ogre




How to Get There:
- Activate Marshmao☆Yummy to get itself on field, or use Yummy☆Surprise to summon your Yummy Name
- Use your discard outlet to get Fabled Lurrie into play (In this case pitching it to Fabled Marcosia)
- Normal Summon Ghost Belle or Ghost Ogre
- Synchro Summon Cupid Pitch using one of your 1★ Non-Tuners. Use its triggered ability to reduce its level by 3.
- Synchro off Cupid Pitch and your remaining 1★ Non-Tuner to make Cupsy★Yummy Way and search a monster with 600 Def.
- Refer to main combo section.
Opener 3: "This One is Gonna be Funky."




How to Get There:
- Activate Engraver, grab Tract, Tract grab Fabled Marcosia, pitch Marcosia grab Fabled Realm's Revival
- Fabled Realm's Revival grab Stairway, Stairway send The Fabled Chawa to the grave, activate Stairway to discard 2 and add Chawa back to hand.
- The Fabled Chawa activation pitching Fabled Lurrie, Lurrie effect summon itself back.
- Synchro into Cupsy★Yummy Way and refer back to the main combo line.
Opener 4: "Interesting Fact, Veiler is a Tuner!"
- Marshmao☆Yummy or any Yummy Name and Yummy☆Surprise, and Effect Veiler, and Fabled Marcosia




How to Get There:
- Activate Yummy☆Surprise to summon your Yummy Name, or activate Marshmao's effect to summon itself.
- Normal summon Effect Veiler
- Synchro summon Cupsy★Yummy Way using these two monsters. Activate its ability to search your further Yummy names for combo. Discard Marcosia
- Fabled Marcosia effect to grab Fabled Realm's, Realm's to grab Stairway, Stairway to send The Fabled Chawa
- You now have a 1★Fabled Tuner in grave to complete your mainline combo, refer back to that section.
Now, are these the only hands that can get to full combo? No, obviously not. There are probably another dozen or so individual hands that can, through some combination of the fabled effects or Engraver lines that can get there. However these example openers should have given you a good enough idea of how the combo runs and what lines to be considering when trying to go off.
A Rundown of Ratios and Card Choices
Here I'm going to spend a fair bit of time going over why I picked not only the cards that I did for this list, but also why we are running the ratios that we are running. If you are the kind of person who just wants to pick this list up and run feel free to skip this section. However if you are the kind of person to pick up a list, immediately say "Well this card seems bad." and start making haphazard cuts and substitutions I suggest you read this section before making your changes.
The Yummy★Gang





Marshmao☆Yummy:
The easiest to summon 1★ Non-Tuner in the entire list, as well as the backbone of our grind game for running loops with Yummy☆Surprise. Not to mention our easiest pitch fodder when needed. It feels fairly intuitive why we would be running 3 of this Monster. No other Monster in the deck opens up more options for opening hands than this one does.
Cupsy☆Yummy:
The first search target anytime you begin your combo. Chief goal of Cupsy is to get Yummy☆Surprise into rotation, or if it is already in rotation start to work down our list of other Yummy Names. Run at 1 copy as normal summoning Cupsy does not get us any closer to comboing off than any other available normal summon in the deck, and while searching for a yummy card is powerful, it doesn't directly serve any purpose as a normal summon.
Lollipo☆Yummy and Cooky☆Yummy:
Both of these are quite good in their own right as pieces to go into on your endboard. Being able to pop a creature or hate out something in a graveyard are both extremely powerful in the right circumstances. No need to seperate these two as they largely serve the same purpose in the maindeck.
Yummy☆Surprise:
An absolute house of a card. Detailed excessively in the above section on endboard pieces. Run at 2 copies for additional consistency, a few better opening hands, its non-opt usage, and to open up Cupsy☆Yummy search in openers that pull it. You can side one out or theoretically cut a copy but from extensive testing I would not advise this.
"Fabled!"






The Fabled Chawa:
Our best 1★ Tuner. Run at 3 copies for again obvious reasons. Almost always want to see this in your opening hand, one of the easiest cards to put into a Jack-In-The-Hand pile, and just overall an extremely flexible card in our build. You can synchro with him, pitch him to Fabled Realm's Revival, use him to trigger Marcosia and Krus, combine him with The Fabled Catsith searches for pops. Just does everything we could possibly want and isn't even a OPT.
The Fabled Catsith:
Alright listen. Is catsith going to piss you off in openers? Yes. Is the dropoff in Tuner quality extremely drastic? Yes. How often are you going to get to use the pop anyways? More than you'd think, but less than you'd like. So why are we running this card? Simple. The quality of 1★ Tuner beasts drops like a rock from here. If you must know your other options (most of which aren't fabled monsters I may add) are Yokotuner, Key Mouse, The Flip Fabled, and The Weird "Dog" from the Art of Grass. So yeah, we're gonna run Catsith. Funny additional note: If your opponent takes Catsith off of Jack-In-The-Hand and discards it, you get to choose the target for its trigger.
Fabled Lurrie:
You know Lurrie, I know Lurrie, he needs no introduction and his effect is about as straightforward as you can get. We are playing 2 copies because 1 would mean if you open him you can't use Fabled Gammajin to go into Fabled Ragin, and if we were on 3 copies you need to either cut another fabled name, a searcher, or a hand trap. No need, we search him a million ways and he gets about his job of being chucked in the bin.
Fabled Krus:
Krus is likely the most cutable card in the maindeck as stands. Her being a 2★ is a bit awkward, being a non-tuner as well is rough. Being a light fiend does open up some very interesting lines involving adding her back to hand using the summon effect of Fiendsmith's Lacrima. She does also obviously pitch to Fabled Realm's Revival to go full combo or to pull back Fabled Gammajin or another important name for followup. Overall I think she is well worth the singular slot but I can see why some may cut her in the end.
Fabled Marcosia:
Oh look, one of our two copies of Fabled Realm's Revival gets to be a monster! And hes a light fiend! So now hes searchable and you can shuffle him back to summon engraver! Yaaaaaay. No but really you run Marcosia at 1. You could possibly entertain running a second copy of him over your single copy of Fabled Krus, but the difference between 1 and 2 copies is fairly marginal due to his searchability.
Fabled Realm's Revival:
If only all waves of legacy support could be this powerful. It discards as cost, which means even while negated we can go plus off this card. It can pull back from Grave or Banished so D.D Crow cannot stop us. You choose what to revive on resolution so Godos cannot fully stop us. And finally if you just need to pitch a card and don't need to revive it can simply draw you a card, so its always online. Additionally its ability to discard for cost but choose its target on resolution means that this also just reads "Special summon any fabled monster from your hand". Don't run more than 1, you'd rather run extra copies of Fabled Marcosia if you wanted extra copies.
Stairway to a Fabled Realm:
This card is a bit awkward to play with but is the easiest way to both search any fabled name out of your deck, and to add it back to hand. Run it at 1. Closest version of a Garnet in the entire deck. (Bonus points if the atk boosting effect comes up!)
Wait these are all Free?


Rescue Cat:
Eating negates for long enough to legally drink in the U.S., Rescue Cat continues to be an amazing card provided its effect resolves. You run this at 3 as it is the only "true" 1cc of the entire deck. Just expect this to eat removal if your opponent has literally anything they can mount against it. The downside to a card this old is that players have been trained for 2 decades now to either turn the cat into roadkill, or die trying.
Jack-In-The-Hand:
This searcher at first looks like you are giving your opponent a choice that could affect the outcome of the game. This is only rarely if ever true, and in reality Jack-In-The-Hand is more accurately a searcher that taxes your opponents mental game as a free side effect. Typically you are going to want to make a pile of 3 that either includes 2 Tuners and 1 Non-Tuner, or 1 Tuner and 2 Non-Tuners. Whichever you would prefer to get. Your Tuner targets are almost always going to be Catsith and Chawa and your Non-Tuner targets will usually be Mao and Lurrie. This also has an additional hidden mode when activated as the last card in a turn to offer your opponent an Effect Veiler that they cannot use profitably on you until your next turn, or a number of Fabled names that you can use for followup. You would be shocked how often an opponent will pass you the Veiler. We run it at 2 copies simply to not brick on multiples as it is a hard OPT and we can use the extra space for handtraps.
Where Arf Thou?:
A non-opt searcher that can grab any tuner/non-tuner 1★ in the entire deck? Including Effect Veiler for extra interaction after setting your endboard? And all it costs us is having a 1★ monster on board and possibly paying 2K for the privilage on endstep? Sign me up! We run 3, for obvious reasons. Maybe don't use 2 in one turn if you aren't going to normal either of them.
The Ghosts of Formats Past


Fiendsmith Engraver and Fiendsmith's Tract and Fiendsmith's Lacrima:
Breaking from our usual formula I'm going to discuss these 3 as one whole package. As that is how they function. With one searching another to make the other to summon the first back and so on and so on. Overall the fiendsmith package elevates everything you want in a competent deck. Consistency, extra material, insulation from hand traps, extension into additional combo lines. All of this has been thoroughly detailed above in the comboline section and the section on handling opening hands. We are running 3 Engraver and 2 Tract entirely to save space for additonal hand traps, you could realistically run 1 additional Tract fairly easily. But with the numbers this deck can put out that 1 additional copy will not noticably improve your opening hands, and obviously drawing multiples of Tract is something you want to avoid if possible.
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