Evil Eye (Oct 2020)
Deck Primer
So, I love Fiend-type Monsters, and I have ever since I was a little kid. But most Fiend archetypes are pretty weak in the current meta. Still, repeatedly looking at the best Fiends and Fiend related cards got me interested in Evil Eye. This is a going first stun deck, where the goal is to set up Serziel, Watcher of the Evil Eye and equip him with Evil Eye of Selene, but it does go a bit deeper than that. But if you aren't okay with just dropping Serziel and floodgates, this is not the deck for you.
1 Terraforming, 3 of the Field spell and 3 Serziel are must ofs, in every list for a reason. This is your main engine, your starter and boss monster all off of 1 card. I'm on 1 of each of the monsters - it basically doesn't come up where you want 2 of them, and the deck searches them out for the combos you use them in. Gorgon is necessary to the deck's grind game, since you can loop either the field spell or Evil Eye Defeat over and over to keep your game going, but she's useless turn 1 and easily searched out, so I'm fine with 1 of. Basilius enables a bunch of combos, but this deck isn't built to extend to the "full" board as often as possible, so because of the way the deck is built it is fine at 1, and I wouldn't go higher than 2. Catoblepas is also involved in some of the decks combos, basically these two cards are very useful for setting up Zerrziel plays, and are very useful combo pieces, but you aren't a combo deck, so 1 each is fine. 2 each of the equip spells is fine - I wouldn't run more or less. They're strictly combo pieces, and searchable ones, but they're also a core part of the deck's engine. You could run 3 Selene, but Goroneio's effect is one you often want to use twice in a game. 2 Retribution and 2 Defeat might seem odd if you're just looking at their value as interruption, but Retribution is really important game 2 and 3 for protecting your backrow, and Defeat loops are the best grindy thing the deck can do. 1 each of Reemergence and Awakening is lower than most builds, but the deck has a lot of reasons to prefer Serziel stun over Zerrziel turbo. However, having an option in the deck to play a slightly more "combo" game is really useful, and both cards have good utility, besides which I want half the deck to be Evil Eye cards that I can discard for Gorgoneio.
I felt like card advantage/hand sculpting was important to the deck, partially to ensure you see your Serziel, and partially to ensure you hit your floodgates. Since we aren't really using the extra deck, I'm running 3 Pot of Extravagence and 3 Pot of Duality. Extravagance has a chance of hitting an extra deck card you might want, but there's more than enough space to run 3 of each, and you barely need your extra deck, so it makes a lot of sense. Pot of Duality is one of those big factors away from the more comboish elements of the deck, but the card selection it grants is amazing, and it works incredibly well alongside Extravagance, and most of the time you don't even want to special summon anything anyways.
For floodgates I have 6 cards - 2 each of Rivalry of Warlords, There Can Be Only One, and Summon Limit. Rivalry of Warlords is the easiest of the floodgates for this deck to play under, but it also is the weakest in the meta at the moment. Nonetheless, it will cut off most decks from Halqifibrax/Auroradon/Linkross, and more importantly, it "combos" with There Can Be Only One to lock opponents into a single monster on the field at a time. There Can Be Only One is the best of these, and basically screws over all the best meta decks by itself.
Artifact Sanctum and a single Artifact Scythe are in the deck. Thanks to Serziel, the deck actually can pop it's own cards for value, albeit slowly, and they can also lock opponents out of the extra deck for a turn - basically, useful in both control match-ups and combo match-ups. In game 2 these should be Solemns. Gamma is the only hand trap in the main deck - you can add Imperm and Droll in game 2/3 going second, but we're really not built to go second, and if you need a hand-trap for going second right now, Gamma is probably your best option.
Go first in some game 1s, run into some combo match-ups, and you could theoretically do well with Evil Eye.
1 Terraforming, 3 of the Field spell and 3 Serziel are must ofs, in every list for a reason. This is your main engine, your starter and boss monster all off of 1 card. I'm on 1 of each of the monsters - it basically doesn't come up where you want 2 of them, and the deck searches them out for the combos you use them in. Gorgon is necessary to the deck's grind game, since you can loop either the field spell or Evil Eye Defeat over and over to keep your game going, but she's useless turn 1 and easily searched out, so I'm fine with 1 of. Basilius enables a bunch of combos, but this deck isn't built to extend to the "full" board as often as possible, so because of the way the deck is built it is fine at 1, and I wouldn't go higher than 2. Catoblepas is also involved in some of the decks combos, basically these two cards are very useful for setting up Zerrziel plays, and are very useful combo pieces, but you aren't a combo deck, so 1 each is fine. 2 each of the equip spells is fine - I wouldn't run more or less. They're strictly combo pieces, and searchable ones, but they're also a core part of the deck's engine. You could run 3 Selene, but Goroneio's effect is one you often want to use twice in a game. 2 Retribution and 2 Defeat might seem odd if you're just looking at their value as interruption, but Retribution is really important game 2 and 3 for protecting your backrow, and Defeat loops are the best grindy thing the deck can do. 1 each of Reemergence and Awakening is lower than most builds, but the deck has a lot of reasons to prefer Serziel stun over Zerrziel turbo. However, having an option in the deck to play a slightly more "combo" game is really useful, and both cards have good utility, besides which I want half the deck to be Evil Eye cards that I can discard for Gorgoneio.
I felt like card advantage/hand sculpting was important to the deck, partially to ensure you see your Serziel, and partially to ensure you hit your floodgates. Since we aren't really using the extra deck, I'm running 3 Pot of Extravagence and 3 Pot of Duality. Extravagance has a chance of hitting an extra deck card you might want, but there's more than enough space to run 3 of each, and you barely need your extra deck, so it makes a lot of sense. Pot of Duality is one of those big factors away from the more comboish elements of the deck, but the card selection it grants is amazing, and it works incredibly well alongside Extravagance, and most of the time you don't even want to special summon anything anyways.
For floodgates I have 6 cards - 2 each of Rivalry of Warlords, There Can Be Only One, and Summon Limit. Rivalry of Warlords is the easiest of the floodgates for this deck to play under, but it also is the weakest in the meta at the moment. Nonetheless, it will cut off most decks from Halqifibrax/Auroradon/Linkross, and more importantly, it "combos" with There Can Be Only One to lock opponents into a single monster on the field at a time. There Can Be Only One is the best of these, and basically screws over all the best meta decks by itself.
Artifact Sanctum and a single Artifact Scythe are in the deck. Thanks to Serziel, the deck actually can pop it's own cards for value, albeit slowly, and they can also lock opponents out of the extra deck for a turn - basically, useful in both control match-ups and combo match-ups. In game 2 these should be Solemns. Gamma is the only hand trap in the main deck - you can add Imperm and Droll in game 2/3 going second, but we're really not built to go second, and if you need a hand-trap for going second right now, Gamma is probably your best option.
Go first in some game 1s, run into some combo match-ups, and you could theoretically do well with Evil Eye.
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