This deck took so long to make, but I think the end product was well worth it. It’s been 6 months of testing and trying, but in the end what I have is far better than what I started with, and I am truly pleased (and I think you will be too). I bring you the optimal way, in my opinion, to play:
Code Talkers
Disclaimers: This deck uses (and relies heavily on) certain OCG cards that have not yet come to the TCG. This deck also doesn’t take into consideration price; I was simply attempting to create the best possible deck I could, not one on a budget.
Section 1: Why Play Code Talker?
Code Talker isn’t really known for being the strongest Cyberse deck out there; that honor is awarded to Salamangreats. Code Talkers are also overshadowed in the TCG (and OCG) by @Ignister, a good archetype in its own right. So why would you play Code Talker over these “better” archetypes? Well, Code Talker is a mix of both Salamangreat and @ignister, especially the way that I would tend to play it. Especially with Decode Talker Heatsoul, Code Talker can play a really strong control option with just contemporary hand traps and its omni-negate Cynet Conflict. Typically, the ending setup is Heatsoul w/ Conflict or an Xyz with 2 or more hand traps. The best I’ve come across is Heatsoul + Conflict + Xyz + 3 hand traps, meaning a total of 5 possible negates and either an out for your opponent’s monster effects or GY effects. That, and because of the plethora of hand traps and Cyberse swarm power, Code Talker can even OTK effectively by preventing your opponent’s end board and demolishing them with Accesscode Talker + Firewall Dragon. The power of this deck compares with many others; I’ve tested it against meta decks (although I don’t know how effective they were piloted or if they simply got a stroke of bad luck, so that isn’t necessarily an irrefutable measure) and I’ve come out on top a lot, so obviously there’s potential here when the OCG cards come out.
So now that I have convinced you (or at least got you reading this far), how do you play Code Talkers effectively? Well...
Section 2: Strategy + Basic Power Cards
Going first, your primary goal is this: Decode Talker Heatsoul with as many negates/hand traps as possible. Note that there are a variety of ways to do this; in fact, 10 cards in the deck have the capability of netting you a Heatsoul by themselves: Lady Debug, Cyberse Gadget, Dotscaper and Cynet Mining. To get Cynet Conflict (your go-to omni-negate), you can either dry draw it or use Micro Coder. If you draw into Parallel eXceed, you can get either Number 41: Bagooska or Abyss Dweller for a strong end board. Your goal is to then survive through your opponent’s turn with minimal damage and return strong with Accesscode Talker and Firewall Dragon to wipe the field and/or Heatsoul/Transcode Talker for attack gain. So how do you do all of this?
For first turn, if you draw into either Lady Debug, Cyberse Gadget, Dotscaper or Cynet Mining, you have a free Heatsoul (second turn all of these can get you a free Accesscode). Here’s how:
Lady Debug: Normal Summon, add Code Generator. Debug + Generator (in hand) into Code Talker, mill Dotscaper off Generator’s eff, Special Summoning it. Code Talker and Dot into Heatsoul.
Cyberse Gadget: Normal Summon. Link into Link Disciple, summoning Token. Token + Disciple into Splash Mage. Mage summon Gadget, link into Heatsoul.
Dotscaper: Normal Summon. Link into Link Disciple/Salamangreat Almiraj, summoning Dotscaper from grave by its own eff. Link Disciple/Almiraj + Dot into Splash Mage. Mage summon Dot, link into Heatsoul.
Cynet Mining: Search any of the above. Note that if you’re worried about Nibiru, search Lady Debug.
(To get Accesscode, simply link into Transcode Talker instead of Heatsoul, summoning a Link from grave and then linking into Accesscode.)
If you don’t run into any of these, no worries! If you have 2 low-level extenders or a low-level hand trap and an extender, you can still get Heatsoul! Link the extenders into Disciple and the hand traps into Almiraj, and you’re good to go from there.
Third turn (and also going second) doesn’t have a specific combo, it’s just getting as much ATK as you can to finish them off.
Now it’s time to go into why I chose some cards over others:
Section 3: Why Do You Have This One Instead of That One?
There were a few things that I switched out and plain deleted over the course of optimizing this deck. One thing that any Code Talker player will say when they see this deck is: why is there no Cynet Codec? And my response is: Codec is strong, sure, but there’s nothing that it can do to make the deck more effective. This deck can already get an Accesscode off of 1 card in hand; not to mention there’s plenty of extenders in this deck. Therefore, the extra power provided by Codec isn’t necessary.
Another thing people may notice: why do I have Link Spider? Two reasons: Nibiru token and Gadget token. If you need more of an explanation, you haven’t played Yu-Gi-Oh! long enough.
Something else: why do I have 3 of Parallel eXceed? Because I really want to see it, and it will never be a brick because of how much you Link Summon. There’s really no reason not to.
Red Reboot is in there because not only is it a good hand trap, but it also can negate Infinite Impermanence, which can absolutely destroy this deck if you only have Debug (which is uncommon but can happen). You can definitely replace this with another hand trap or with Imperial Order.
All hand traps can be replaced in the main with others depending on the meta, with two exceptions: Ash Blossom and Fantastical Dragon Phantazmay. Ash for obvious reasons, Phantazmay because that hand fix ability and the protection can absolutely save this deck. I also wouldn’t get rid of Effect Veiler personally, but that’s simply my personal opinion.
Forbidden Droplet is there instead of Dark Ruler No More because when you have OTK potential, it’s stupid to throw it out the window by having your opponent take 0 damage.
If you have any questions for why any of the cards are what they are, just comment on this and I’ll get back to you as soon as I can.
Section 4: General Comments
If you have Cynet Conflict set, make sure not to activate Lancea until you’ve used it, because Lancea interferes with the second part of it. I believe that you can still negate with Conflict, but it just won’t banish and lock your opponent from using another card of the same name, but I’m not certain.
Proxy Horse and Flame Bufferlo are useful when you have multiple starters in hand. Horse is also the alternative grave send off of Generator.
You can probably main 3 Nibiru, since your only monster on the field usually is Heatsoul going first. I don’t like that option, as it messes with your turn 3 strat, but it’ll work and may be more effective in the long run.
This deck is hit hardest by Psy-framegear Gamma (on Debug or Splash), Nibiru (although it can possibly work through it with enough extenders) and any negates with a destruction/banish clause. Cannot play through Summon Limit, There Can Only Be One or Gozen Match unless you draw a whole ton of Code extenders. Anything that negates on-field effects and/or graveyard effects destroys any potential for getting a win without spell/trap removal.
Kaijus and other side-deck monsters such as Prankratops and Alpha, King of Beasts don’t really work with this deck as they mess with Transcode’s requirement. Feel free to try it, but I can say that it probably won’t work.
As always, feel free to do what you like with it. Any questions can go in the comments, as well as any suggestions for making it better. Thanks!
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