ARCHETYPES AND DECKBUILDING
In contrast to other duelist's iterations of this deck, my personal PUNK Gold Pride list is gargantuan, consisting of 53 cards! It is 53 cards since one Ze Amin + discard is full combo, and there are 15 copies of Ze Amin (3 Ze Amin, 3 Ogre, 3 Foxy Tune, 3 Emergency Teleport and 3 Small World) giving the duelist a fair chance of drawing into it with their starting hand. 53 cards also make it less likely that you will hard draw your garnets (Sharakusai, Deer Note, Wa Gon and Jam Session) that are essential for the combo. Trust me, 53 cards is still surprisingly consistent and totally not bricky!
The two archetypes in this deck are of course Gold Pride (12 cards) and PUNK (16 cards). PUNK cards are your starters for the main combo while Gold Pride are extenders that your board generally ends on.
Many handtraps (14 cards) are included, meaning that going second, you still have a decent chance of stopping your opponent since your starting hand probably contains 1-2 handtraps. Going first, you have a great chance of drawing into them, since the PUNK combo draws you three cards. Crossout Designator is in the deck to protect your combo against pesky Nibirus, Ashes and Drolls that would otherwise severely limit your plays. Finally, handtraps are also Small World bridges to search Ze Amin (to start your combo) and Kurikara (to clear boards). In games 2-3, these handtraps are exchanged for the going-second cards in your side deck.
In the Extra Deck, there is sadly no reliable way this deck can make level 10 Synchros anymore with the limit of Psy-Frame Gamma, so Baronne and Stardust Assault Synchron are replaced by a Zeus package of Fortune Tune + Downerd Magician. Knightmare Phoenix, Knightmare Unicorn and Accesscode are included in case your opponent activates Dimension Barrier against you, locking out Synchros. You can still OTK easily with links instead, since this strategy swarms the board very easily with plenty of material.
The Side Deck is full of board breakers designed to counter popular meta decks. PUNK Gold Pride can somewhat play through some interruption because it has a ridiculous amount of extenders (every Gold Pride monster summons itself for free!), but the strategy can be significantly easier to play if the board state is equalized. These Side Deck cards are exchanged with your handtraps in games 2-3.
COMBOS AND GAMEPLAN
The strategy of PUNK Gold Pride is to destroy/remove your opponent's cards while building as much resource advantage as it can with multiple draws and searches. True to the "racing vs. your opponent" theme of the deck, PUNK Gold Pride's win condition is building up as much momentum as possible (card advantage and board presence). The more momentum you have, the more unstoppable are!
The combo for this strategy is the standard PUNK combo -> Gold Pride combo. Here is the main combo for PUNK Gold Pride:
Ze Amin + Discard = Draw 3 cards, set PUNK trap, set Start your Engines!, Leon's quick synchro (either destroy 1 monster or bounce 4), Roller Baller's monster removal
- (The following is standard PUNK combo) Summon Ze Amin. Ze Amin searches for Foxy Tune.
- Foxy Tune effect to discard 1 card in hand to summon Sharakusai from deck.
- Sharakusai fusion summons Rising Carp, using Sharakusai + Ze Amin.
- Tribute Rising Carp to summon Deer Note and Wa Gon from deck.
- Activate Wa Gon's effect to search for Jam Session from deck.
- Activate Jam Session.
- Synchro summon Dragon Drive using Wa Gon + Deer Note.
- CL1 Dragon Drive to search for Madame Spider from deck, CL2 Deer Note to summon Sharakusai from GY.
- Jam Session's trigger effect draws you 1 card.
- Special summon Madam Spider from hand. Madame Spider searches for PUNK trap from deck.
- Jam Session's trigger effect draws you 1 card a second time.
- (The following is the Gold Pride combo) XYZ summon Chariot Carrie using Sharakusai + Madame Spider.
- Detach 1 material from Chariot Carrie to add from deck to hand Better Luck Next Time! and send to GY Roller Baller.
- Activate Better Luck Next Time to add Captain Carrie from deck.
- Special summon Captain Carrie. Captain Carrie searches Start Your Engines! from deck.
- Set your spells/traps in your backrow. In addition to the PUNK Trap and Start your Engines! you searched, you may have additional Imperms, Crossouts and Called By, etc. to set as backrow. Summon extenders if you want, and if possible summon boss monsters like Psychic End Punisher and Dragite in your EMZ, since you needs your main monster zones free for your Gold Pride monsters.
- Proceed to End Phase. Chariot Carrie activates to summon Captain Carrie from deck. This triggers Better Luck Next Time! to draw 1 card.
- During your opponent's turn, Activate Start your Engines! to summon Leon from deck. Leon summons from GY Roller Baller.
With Ze Amin + discard, you get many interruptions and resources!
Leon can quick synchro to destroy a monster on the field with Star Leon. Alternatively, Leon can quick synchro with Dragon Drive on board to bounce 4 cards with Amazing Dragon. Roller Baller can quick fusion to equip monsters your opponent controls. Your set Start your Engines! pops a monster. Your set PUNK trap also either negates/destroys. You also likely have many handtraps in hand. You have 4 guaranteed interruptions, probably 1-3+ handtraps, and follow-up for next turn! That's about 5-7 interruptions for your opponent to contend with, and you have more than enough to OTK next turn.
If you're interrupted mid-combo, your plan B is to summon Psychic End Punisher to stall for next turn's counterattack, since most decks cannot out it.
Going second, hopefully your handtraps simplify the gamestate enough to the point your in-engine combo and extenders are enough to allow you to play the game through your opponent's interruption.
The PUNK Gold Pride pilot has a plethora of options to clear the board and OTK going second based on the gamestate:
A 4 material Zeus is easily summoned with 2 level 3s -> Fortune Tune -> Battle Phase attack -> Zeus. Gold Pride Star Leon and Pin Baller clear the boards of monsters while Captain Carrie's effect in the GY turn them into 4000+ ATK beatsticks. PUNK Gold Pride also easily turbos out Psychic End Punisher, a nigh unstoppable "towers" monster capable of a 1 shot kill that many decks are unprepared to face. Amazing Dragon synchro summoned with Rising Carp and Ze Amin clears 2-4 cards from the board while enabling it to attack twice with 3600ATK (7200DMG). Small World searches for Kurikara so you can clear your opponent's pesky boss monsters, especially Ariseheart and Shangri-Ira. Finally, Accesscode is available to OTK as well since this deck swarms the field very easily with lots of link material. Accesscode is a good alternative in case you get D-barrier locked from Synchros.