Cyber Dragon
Deck Primer
MAIN DECK MONSTERS
Cyber Dragon
"Cyber Dragon" is essentially the "Blue-Eyes White Dragon" of our deck, in it that the deck essentially revolves around this card to function properly. Cyber Dragon isn't a bad card in itself, though, as it only requires your opponent to control a monster to special summon itself. Of course, this wouldn't work going first since your opponent can't even summon, unless they play something like "PSY-Framegear Gamma" or "Fantastical Dragon Phantazmay". That is one of the reasons why this deck prefers going second, and we run three of this card to respect said notion.
Cyber Dragon Core
"Cyber Dragon Core", outside of "Cyber Dragon Infinity", is probably the best monster in the deck. Upon normal summon, Core can get you a "Cyber" Spell/Trap from your Deck, an instant +1 in hand economy. Not only that, but Core can banish itself to get you a free Cyber Dragon monster on the field while only your opponent controls a monster. Moreover, Core counts as "Cyber Dragon" on the field or in the Graveyard (GY), but the importance of this will be explained later. Core is an instant three-of for its ability to produce advantage and to increase card economy.
Cyber Dragon Herz
Herz carries the same trait as Core, for it counts as "Cyber Dragon" on the field or in the GY; however, Herz adds a Cyber Dragon monster from the Deck or the GY when sent to the GY, not upon normal summon. This can be very useful to get back Core from the GY to reuse, and it can get a Cyber Dragon from the deck for possible usage. When Herz is Special Summoned, it can become Level (LV) 5 and can be used to XYZ summon Rank 5 monsters. Keep in mind that you are restricted only to Special Summoning Machine monsters after this affect, so be aware of its restriction when using this effect. Regardless, we run three of Herz to gain advantage and to make Rank 5 plays much easier.
Cyber Dragon Nachster
Another monster that makes Cyber Dragon much more than "I can Special Summon myself to the field and that's about it" has to be Nachster. When Normal/Special Summoned, Nachster can "Monster Reborn" a Machine monster with 2100 ATK or DEF from your GY. Obviously, this gets Cyber Dragon out of the GY and onto the field, but this can also be used to Special Summon other Machine monsters from the GY, such as "Dingirisu, the Orcust of the Evening Star" if you are playing the Orcust variant. Not just this, but Nachster can be summoned this way by simply pitching another monster from your hand to the GY. We run this card at three to get as much field presence as we can.
Cyber Dragon Vier
Our last main deck monster that is a Cyber Dragon is Vier. This card is mainly here to serve as an extender, for it can Special Summon itself from the hand or GY when you summon a Cyber Dragon monster. It also boosts 500 ATK/DEF to Cyber Dragon monsters, but this effect is kind of useless outside of that one time where your "Cyber Dragon" can FINALLY attack over a monster that was 500 ATK/DEF higher than your monster. This is only run at one because it does not give you any card advantage, outside from being a +1 in field advantage.
Galaxy Soldier
Now we get into one of our non-Cyber Dragon monsters of the deck. "Galaxy Soldier", while not being a Cyber Dragon monster, is a LV 5 LIGHT Machine monster that can Special Summon itself from the hand by discarding another LIGHT Monster. While not as easy to summon as Nachster, Soldier does add itself to its hand upon summon, and the Special Summon effect is NOT a hard once per turn. Sadly, it does not have 2100 ATK or DEF, so it can't be summoned by Nachster. Still, we run this at three to make XYZ plays much easier.
PSY-framegear Gamma/PSY-Frame Driver
Remember how I mentioned how Gamma can Special Summon itself on your opponent's turn? Yeah, we run three of those in this deck. Because Cyber Dragons want to go first, Gamma fits in the deck perfectly, for it can negate a monster effect as long as you control no monsters. This can be very useful if your opponent uses up a lot of resources to summon a monster, such as "Saryuja Skull Dread" and "Dark Templar @Ignister" (unless they chainblock you, but for the sake of an example I went with Templar). Moreover, "Galaxy Soldier" can pitch Gamma and Driver to summon itself, so the PSY-Frame monsters can be useful even if they don't negate a monster effect. Because of these benefits, we run a playset of Gamma and one Driver to disrupt our opponent on their first turn.
MAIN DECK SPELLS
Cyber Emergency
Our first "Cyber" Spell/Trap we'll go over for this decklist is Emergency, an important searcher for the deck. As stated before, "Cyber Dragon Core" can search any "Cyber" Spell/Trap from the deck, and usually, you go for this card (if you don't have it in your hand). All it does is search a Cyber Dragon monster (or a LIGHT Machine that can't be Normal Summon/Set) , but its "Reinforcement of the Army"-esque effect is very useful since we only run 13 Main Deck Cyber Dragon monsters. Obviously, your opponent would want to negate such a powerful effect, but luckily, if it gets negated and sent to the GY, you can discard a card to get it back into your hand. Such a card deserves to be a playset in this deck.
Cyber Repair Plant
Some people run two of this card. Some run one. Some even run three! But I decided that Repair Plant is better off at 2. While it does search a LIGHT Machine monster from the Deck and/or return a Cyber Dragon monster from the GY to the Deck, a Cyber Dragon monster needs to be in the GY to activate the effect(s). Luckily, if you have three or more Cyber Dragons in the GY, you can activate both effects! Usually, you opt for the search effect, but returning a "Cyber Dragon" to the Deck is especially useful for the card that comes after these two other "Cyber" Spell/Trap cards.
Cyber Revsystem
Revsystem is basically Nachster reincarnated as a Spell/Trap, but a little more expansive. It is not restricted to Machine monsters with 2100 ATK and DEF, and it can Special Summon from the hand as well. Also, that monster can not be destroyed by card effects. Sadly, this card only Special Summons "Cyber Dragon", so be mindful when using this card. Although this card is very powerful, we only run one of this card. It gives you only field advantage, and it can be searched off of Core anyways, so putting two or three of this card would waste deck space.
Cyberload Fusion
Our only card that we can use to Fusion Summon "Chimeratech Rampage Dragon" and "Cyber Twin Dragon" is this card. It shuffles "Cyber Dragon" monsters from your field and banished zone, which is useful if you have "Cyber Dragon" banished or Cyber Dragon monsters on the field. Only that monster can attack for the rest of the turn after you summon it, but it is a fine price to pay. We only run one because it can be searched off of Core. Also, if you want to run cards like "Power Bond" and "Overload Fusion" to help summon these Fusion Monsters, that's all fine by me.
Machine Duplication
You always want to see this card in your opening hand. Remember when I said that Core, Herz, and Nachster all count as "Cyber Dragon" on the field? Well, by using this card, you can Special Summon two copies of "Cyber Dragon" straight from your deck! Not only can you easily make "Cyber Dragon Nova" this way, but you gain +1 in field presence. I kind of went over why these monsters are important, but this gives another reason why they are all at three. With nine targets for "Machine Duplication", you can't go wrong. You run three of this for sure.
Lightning Storm
Coming right at you out of Ignition Assault is our awesome, mass-removal friend, "Lightning Storm". Like Gamma, it is a go-second card that disrupts the opponent. But unlike monster negation, it acts like a "Lightning Vortex" (without the discard) or a "Harpie's Feather Duster", just as long as you don't have face-up cards on the field. This is a very good card to either break your opponent's board or to bait out negation, and it is a three-of to make sure our Cyber Dragons can make good plays.
MAIN DECK TRAPS
Cybernetic Overflow
Although Cyber Dragons are a go-second deck, Overflow has snuck into our last one-of "Cyber" Spell/Trap to talk about. Basically, Overflow (after you banish Cyber Dragon monsters with different LVs from your hand, face-up field, or GY) pops cards on your opponents field for each card banished. This card can pop up to three cards for this decklist, but it you want to run "Proto-Cyber Dragon" or "Cyber Dragon Drei", then I salute you for sacrificing consistency for board-wiping abilities. Also, the banishing effect can work with Cyberload Fusion, so that's nice.
Evenly Matched
Outside of "Lightning Storm" and countless other cards, "Evenly Matched" is arguably one of the best going second cards in terms of board wipes. At the end of your Battle Phase, you can activate this card from your hand to make your opponent banish their cards face-down until they control the same amount of cards as you do (usually one). Ignoring cards like "Knightmare Corruptor Iblee" for simplicity, let's say your opponent has a card in their Extra Deck Zone and all cards in the Main Monster Zone, Spell & Trap Zone, and Field Spell Zone. Assuming that "Evenly Matched" is the only card you control during activation and that your opponent can't negate said card, your opponent would be banishing ELEVEN CARDS!!! This card's power cannot be ignored, and we run this card at three to celebrate this amazing card.
Infinite Impermanence
This card, "Ash Blossom & Joyous Spring", and "Called by the Grave" all have one thing in common: they are side deck cards that players usually Main Deck. And who could blame them? Ash Blossom negates search cards, Called negates monsters that activate in the GY, and Impermanence negates a face-up monster on the field. However, Ash Blossom does not go well with Galaxy Soldier and the theme of the deck, and Called is a better card going first, so a playset of Impermanence makes sense for this deck, especially when it wants to go second.
EXTRA DECK
Cyber Dragon Nova
Before we discuss our key player of the deck, we must go over the card that is needed to summon it: Nova. This XYZ monster can be summoned with two LV 5 Machine monsters, such as "Galaxy Soldier", "Cyber Dragon", and "Cyber Dragon Herz" if it becomes a LV 5. Just like Nachster and Revsystem, Nova can Special Summon "Cyber Dragon" from the GY (by detaching an XYZ material). Moreover, a "Cyber Dragon" can be banished from your hand or field to boost this card by 2100 ATK to run over large monsters. Usually, after you summon Nova and activate its effect, you XYZ summon Infinity by attaching Nova and its materials to it. But in case Nova gets hit with something like "Solemn Judgment", Nova can bring out a powerful Machine Fusion monster, such as "Chimeratch Rampage Dragon". Although this card is quite powerful, it is run at 2 to leave space for the Extra Deck.
Cyber Dragon Infinity
This is our main playmaker. After XYZ summoning this card, you now have a 2100 ATK beater than can attach an Attack Position monster on field to it as material and can negate a card or effect by detaching a material. Simple as that. Yet, this card is still very viable even in decks outside of Cyber Dragons, such as Galaxy Photon and Infinitrack. Also, this card can interact with cards such as Nachster and Repair Plant. This card, like Nova, is run at 2 to leave deck space.
Chimeratech Megafleet Dragon/Chimeratech Fortress Dragon
Sadly, as we itch closer to Master Rule 5, the Chimeratechs are going to become less viable. But even with most Extra Deck monsters being able to be summoned to the Main Monster Zones, archetypes like Cyberse, Mathmech, SPYRAL, and Salamangreat may have monsters stuck in the Extra Deck zone. This is where Megafleet comes in, using it and a Cyber Dragon for a Contact Fusion. Fortress does the same, but with Machine monsters. Unless you are playing against Orcust, Infinitrack, or decks like that, Fortress will just sit in the Extra Deck. Yet, we play 2 Megafleet and 1 Fortress just in case they become viable in a match-up.
Chimeratech Rampage Dragon/Cyber Twin Dragon
These are the Fusion monsters that can be summoned off of Cyberload Fusion or Nova's effect. Rampage is the better of the two because it can pop backrow and can attack up to three times during the Battle Phase. However, if you don't want to commit to resources or if you have a monster that's a little stronger than 2100 ATK, Cyber Twin Dragon isn't a bad monster to summon either. It has 2800 ATK and can just attack twice. Both are one-ofs, but if you want to bump Rampage to two, that's fine.
Cyber Dragon Sieger
Sieger is an interesting link monster. It uses 2 Machine monsters, including "Cyber Dragon", for Link Material. Just using Core or Herz on the field is beneficial enough, but during the Battle Phase, similar to Nova, Sieger can increase a Machine monster with 2100 or more ATK on the field by 2100 ATK/DEF. We run this at one to rid of the low-attack monsters that might stick on the field.
Generic Extra Deck Monsters
I will now go over the rest of the monsters in short summaries. "Constellar Pleiadas" is a generic Rank 5 that bounces a card, "Artifact Durendal" is a generic Rank 5 that changes a monster effect and fixes hands, "Qliphort Genius" is a generic Link 2 that opens zones for Extra Deck Monsters, "Linkuriboh" sends Herz and Nachster to the GY, and "Salamangreat Almaraj" sends Core, Herz, and Nachster to the GY.
Side Deck
Artifact Lancea
Once in a while, you face an annoying banish dot deck that abuses "Eater of Millions" and "Gren Maju Da Eiza" to OTK you. Maybe you come across an Infernoid player that just can't stop banishing monsters from the GY to summon more monsters. Maybe you even an Orcust player that just doesn't stop abusing the GY. Well I say nay to all of that. Lancea is a great card to stop that rubbish, and amazingly, it is a LV 5. So if somehow you manage it to get on the field, you could be seeing some Rank 5 cheese.
D.D. Crow
Pretty much every deck in the meta abuses GY mechanics to get monsters out onto the field. Decks like @Ignister, Orcust, Invoked, HERO, Dark Magician, and Lunalight all use the GY in some sort of way to gain advantage. Well, I spit on all of them with my D.D. Crow. Easily, with this card, I can banish a card from my opponents GY to stop Special Summons, prevent cards from being set back (like "Salamangreat Roar" and "Lost Wind"), and prevent your opponent from fulfilling their combos. It is just too good in today's meta that its impact can't be overlooked.
Droll & Lock Bird
Once upon a time, this card made no impact on the meta game. Other cards like Red Reboot and Pankratops once ruled the Side Deck. And then, the banlist came. Soon, SPYRALs rejuvenated as a competitive deck (ugh) and abused "Magicians' Souls" like crazy. How can one stop this? Simple. Droll & Lock Bird. Stop the searching, stop the pluses, stop everything. (As long as you don't get hit will Called, this card might win you games!)
Heat Wave
We run basically all the go second cards in the Main Deck, so the side deck can have room for go first cards, like "Heat Wave". This card just shuts down Effect Monster summons and can leave you to OTK next turn, if you have enough resources.
Prohibition
This card is great going first. When you know that an archetypes hinges on one card to function properly, like Dark Magician or Phantasm Spiral, Prohibition can just shut down a card and make decks unplayable. Simple as that.
Please let me know if I can improve upon any thing in this deck. I would love to hear some feedback on this!
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