Here is the deck I've been testing for Konami's new Common Charity format. It's a hybrid Tenyi build that focuses on some elements of control but also works to swarm the field with monsters while generating a decent hand advantage.
To start, we play three
Ashuna, three
Vishuda, two
Nahata, two
Mapura, two
Shthana, and two
Adhara, this makes up the core of our Tenyi build. for those of you who don't know all of the Tenyi monsters have the effect to summon from hand, swarming the field so as long as you control no effect monsters, however, while they're in your hand or grave they're secondary effect comes into play. While you control even one Non-Effect monster
Ashuna can summon a Tenyi from deck,
Vishuda can banish from hand or grave and target a card your opponent controls returning it to the deck,
Nahata can banish to reduce an opponent's monsters attack by 1500,
Mapura can negate a card that target's one of your Non-Effect monsters,
Shthana can reborn one of your Non-Effect monsters that was destroyed by battle or card effect, and
Adhara can add one of your banished Tenyi monsters back to your hand. For the rest of the deck we play two
Lava Golem to stop your opponent from gaining too strong a field, two
Mimicking Man-Eater Bug, that when face down, you are still able to summon Tenyi monsters and when attacked or flipped will target a monster your opponent controls, destroy it, gain that monsters original attack and type, and has the bonus of not being able to be destroyed by monsters with the type you just acquired. In addition, we also run two
Battle Fader and three
Threatening Roar to stop your opponent from attacking. Two
Droll and one
Veiler as the hand traps, a
Called By to fill your grave with a Tenyi not in hand, and finally, we're running two
Vessel for the Dragon Cycle to add a Wyrm to hand. Two
Lightning Vortex, two
Blackout and a
Pank for removal, one
Reborn, one
Terraforming, and one Metaverse for obvious reasons and one copy of
Flawless Perfection of the Tenyi, what is essentially a pot of greed every time your opponent special summons an effect monster, and it makes your Non-Effect monsters unaffected by monster effects.
For the extra deck, we have three
Monk of the Tenyi and one
Lanphorhynchus, easy link fodder for your main deck Tenyi's. Two
Shaman of the Tenyi to bring back a Wyrm from grave. One
Ra'Ten and one
Sahasrara to help flood the field. Two
Berserker of the Tenyi to act as a Non-Effect beat stick. One
Yazi for the synchro, one
Tornado Dragon for spell and trap removal, one
Borreload just in case, and one
World Chalice Almarduk for destruction. The final spot is filled by one
Defender of the Labyrinth it can bring back a Non-Effect when it's destroyed, boost Non-Effects attack by 500, lower's effect monster attack by 500.
The side is pretty self-explanatory,
Lancea,
Ash, and
Veiler are all great hand traps.
Dark ruler shuts down monster effects, an extra
Flawless Perfection if you really need to draw it. Two
Fists of the Unrivaled Tenyi for negation and possible summons, and two
Dragon Cycle for searching and summoning.
There's no perfect end board for this deck it's built to adapt and change with games not to OTK your opponent. For the most part, you want to focus on link climbing and spamming with your main deck Tenyi's, setting up a board that has two or three Non-Effect monsters like Monk or Berserker and a few Tenyi's in the grave. You'll want to rely on the disruption this deck provides by using the Tenyi's, Man-Eater Bugs, and Droll's to stop your opponent from comboing off. After that, you can set up with a Vanity's Fiend to prevent special summoning or a Lava Golem on your opponent's side with a Battle Fader in hand or Threatening Roar set to stop their battle phase and rack up some burn damage.
There are a few pros and cons to this Deck I've noticed so far. Pro's: there's a lot of negates and effects in this deck to help you in turn two, it's flexible with what cards can be exchanged from the side deck, and has a lot of removal power against your opponent, and this build plays fairly well through most disruption. Cons: It's only ok going second, it's a little slow, and that pace can sometimes lose you the game, also Gravekeeper, decks that banish your grave, and cards that prevent special summoning counters this deck pretty hard. All in all, I still feel this would be a great build for the locals scene, and a fun deck to play overall. Thanks for reading.