COMPETITIVE SACRED BEASTS CONTROL
Deck Primer
The main idea of this deck profile is to make the sacred beast shine against the actual meta strategies.
Reggarding the Sacred Beasts package, this deck doesn't play Uria at all, as it makes it less competitive. The main beaters/win conditions are of course Hamon and Raviel, played at 2 each of them because drawing 1 is always nice for starting your combos to summon them and to have several copies to respond if they are destroyed or banished. Not much to explain about the ratios of Beckoning and Summoning beasts but remark that the Dark Summoning Beast is played at 2 because it might be a brick if drawn alone without any of the other ones, so I decided to cut it to 2. Necessary the Seven Gates at 3 and the Fallen paradise at 2 (as it is searcheable by the effects of many cards of the archetype).
This profile also includes 2 copies of Effect Veiler, for slowing down your opponent combos or stop monster effects that could remove your sacred beasts from your field/game if fallen paradise isn't active. I also play 1 copy of the Darkest Diabolos, Lord of the Lair as it is an incredible tech for a deck based in sacrifying dark monsters to summon your main boss monsters (Raviel and Hamon), it cannot be tributed nor targeted by card effects (nice protection) and it comes back from the graveyard each time you tribute a dark monster.
Reggarding the spells played in the deck, the Pots are the best solution to the consistency problem of the deck which, in my opinion, is the main problem this deck has and playing both at 3 it is quite fixed. Foolish Burial at 1, as it can help you to start the combo for summoning the Sacred Beasts at mid-late game if you send the proper monster to the graveyard. Finally, reggarding the spells, something that must be always played in decks that aim to compete against meta strategies is 2xMystic mine + 1x Set rotation... I mean, you won't understand how helpful this is until you play it. If your field is cleaned and you need time to recover yourself to start again with the combos for summoning Hamon and Raviel, the mystic mine is your best ally.
To end with the main deck, you play 3 copies of the Awakening of the Sacred Beast, card that in the field, together with any Sacred beast will give you a lot advantage + life points recovery. Furthermore you play some techs in order to take control of the game such as Crackdown at 3, completely necessary in a deck which might have problems to summon monsters if combos are stopped, so you can protect yourself from direct attacks by takig your opponent big monsters. I have also decided to play There can be only one at 3 because it is the best card to compete against the meta nowadays and it doesn't enter in conflict with your main win condition which is having Hamon and Raviel on the field (there's no conflict with Diabolos either). Finally you play a copy of Skill Drain, because once your sacred beasts are summoned and protected by the fallen paradise, this card will almost lock your opponent out of the game.
Finally I want to remark that you might think that some cards such as Mystic Mine, There can Be Only One or Skill Drain might enter in conflict with your own strategy, but you must remember always something: You decide when to play your own cards, not your opponent. Knowing the deck you play in depth and making the combos/plays with good tempo might give you games which at some point you could think they are lost.
Reggarding the Sacred Beasts package, this deck doesn't play Uria at all, as it makes it less competitive. The main beaters/win conditions are of course Hamon and Raviel, played at 2 each of them because drawing 1 is always nice for starting your combos to summon them and to have several copies to respond if they are destroyed or banished. Not much to explain about the ratios of Beckoning and Summoning beasts but remark that the Dark Summoning Beast is played at 2 because it might be a brick if drawn alone without any of the other ones, so I decided to cut it to 2. Necessary the Seven Gates at 3 and the Fallen paradise at 2 (as it is searcheable by the effects of many cards of the archetype).
This profile also includes 2 copies of Effect Veiler, for slowing down your opponent combos or stop monster effects that could remove your sacred beasts from your field/game if fallen paradise isn't active. I also play 1 copy of the Darkest Diabolos, Lord of the Lair as it is an incredible tech for a deck based in sacrifying dark monsters to summon your main boss monsters (Raviel and Hamon), it cannot be tributed nor targeted by card effects (nice protection) and it comes back from the graveyard each time you tribute a dark monster.
Reggarding the spells played in the deck, the Pots are the best solution to the consistency problem of the deck which, in my opinion, is the main problem this deck has and playing both at 3 it is quite fixed. Foolish Burial at 1, as it can help you to start the combo for summoning the Sacred Beasts at mid-late game if you send the proper monster to the graveyard. Finally, reggarding the spells, something that must be always played in decks that aim to compete against meta strategies is 2xMystic mine + 1x Set rotation... I mean, you won't understand how helpful this is until you play it. If your field is cleaned and you need time to recover yourself to start again with the combos for summoning Hamon and Raviel, the mystic mine is your best ally.
To end with the main deck, you play 3 copies of the Awakening of the Sacred Beast, card that in the field, together with any Sacred beast will give you a lot advantage + life points recovery. Furthermore you play some techs in order to take control of the game such as Crackdown at 3, completely necessary in a deck which might have problems to summon monsters if combos are stopped, so you can protect yourself from direct attacks by takig your opponent big monsters. I have also decided to play There can be only one at 3 because it is the best card to compete against the meta nowadays and it doesn't enter in conflict with your main win condition which is having Hamon and Raviel on the field (there's no conflict with Diabolos either). Finally you play a copy of Skill Drain, because once your sacred beasts are summoned and protected by the fallen paradise, this card will almost lock your opponent out of the game.
Finally I want to remark that you might think that some cards such as Mystic Mine, There can Be Only One or Skill Drain might enter in conflict with your own strategy, but you must remember always something: You decide when to play your own cards, not your opponent. Knowing the deck you play in depth and making the combos/plays with good tempo might give you games which at some point you could think they are lost.
Other Decks on ygoprodeck.com
Login to join the YGOPRODeck discussion!
0 reactions
Cool
0
Funny
0
Angry
0
Sad
0
Comments
Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
Delete Deck
Are you sure you wish to delete this deck? Once a deck is deleted, it cannot be
retrieved.
Master Duel Cost Breakdown
Export Deck
Export to Image
Export to List
Export to Tabletop Simulator
Export Deck to Master Duel/Neuron
You can export your deck directly from YGOPRODeck to Yu-Gi-Oh! Master Duel or Neuron using our Web Browser extension!
Simply install the extension, and click the button below to export your deck to Master Duel or Neuron! It will bring you to the Official Konami Database. Once there, you can edit a deck and hit the "Import clipboard and save" button!
Price Deck from
Total Estimated Deck Price:
This tool attempts to find the lowest Market Price for each card on .
Card | Qty | Price ea | Card Set |
---|
Prices not found for the following cards:
Download Deck images
This will download all images used in this deck and zip them up for you. This is done on your computer and could take a minute or so to complete so please do not close the page.