Exodia Edison (March 2010)
Deck Primer
Hi fellow Exodia players here's a decklist I used to run in 2010, which nowadays is referred to as Edison Format (using March 2010 banlist).
This version of the Exodia deck focuses on blocking the opponent attacks and drawing lots of cards until you get the 5 pieces in your hand.
Almost all monsters are to be set in face-down DEF position, exception made for the Cyber Valley which has to be summoned in ATK position (and the 5 pieces of Exodia, of course). Lots of spells and traps focus on preventing or defending from attacks, while the rest are for drawing and searching the 5 pieces. The deck must be exactly 40 cards in order not to lower the probability to draw the 5 pieces.
A couple of simple combos:
- Reckless Greed must not be used until you can activate 2 or 3 simultaneously (to skip only 2 draw phases, but drawing 4 or 6 cards) or, alternatively, in desperate situations.
- The Dark Door works really well with Scrap-Iron Scarecrow and Shield Wing, but of course it's quite easy for the opponent to get rid of this combo since it's sufficient to remove a continuos spell which is easy. This combo will probably let us gain a few turns.
Side Deck analysis:
- Crystal Seer is the most valid monster we kept outside the deck, so it might be added if necessary cycle through the deck faster
- A 3rd Shield Wing if the first two are not enough, but it's also very likely that instead we could reduce from 2 to 1 in the main deck (needs testing)
- Messenger of Peace is the most valid spell we kept outside the deck, so it might be added if necessary to defend more
- Burial From a Different Dimension is a desperate partial remedy in case the opponent manages to banish some pieces
- Pot of Avarice is a desperate partial remedy in case the opponent manages to make us discard some pieces
- Starlight Road could very likely be moved directly in the Main Deck, but depends on how frequently the opponents use board wipes, is a very valid trap
- The Transmigration Prophecy is analogous to the Pot of Avarice
- Royal Oppression has to be used with opponents making a lot of special summonings
- Bottomless Trap Hole is for stopping decks with combos relying on specific monsters
A variant of this deck is possible as follows:
Remove:
- 3x Scrap-Iron Scarecrow
- 3x The Dark Door
- 2x Shield Wing
Add:
- 3x Messenger of Peace
- 3x Jar of Greed (or alternative cards as 1 Magical Mallet and/or 1 Starlight Road and 1/2 good card(s) from the suggested list)
- 2x Crystal Seer
It substitutes a defending combo with a single slightly stronger defensive card and puts more effort into drawing cards.
A few extra useful cards:
Monsters:
- Vortex Trooper (another valid monster to draw some cards, but has some drawbacks)
- Deep Diver (theoretically good, but too slow since you need to wait the end of the battle phase and the card goes on top, therefore "blocks" the next draw phase)
- Battle Fader (not awesome since only prevents direct attacks, but still ends the battle phase)
- Treeborn Frog (could work well with The Dark Door, but the Shield Wing si simply better)
Spells:
- Giant Trunade (could turn out to be useful in case lots of opponents use many offensive spells and traps, but we do not attack so having them to set defences is going to block them and we don't want to help remove them)
- Heavy Storm (probably even worst than Giant Trunade since it also destroys our own spells and traps)
- Card Trader (apparently good, but actually quite slow)
- Nightmare's Steelcage (probably too much since we have Swords of Revealing Light, but still a very valid option)
- Magical Mallet (one of the best alternative to Reload, Card Trader, Card Destruction since you can choose which cards to recycle, but still it's a -1 in hand)
Traps:
- Jar of Greed (could easily add a x3 of this one to reinforce the Legacy of Yata-Garasu, simply there were more important cards to add as defences)
- Waboku (good to gain 1 turn, prevents all possible attacks risks)
- Threatening Roar (alternative to Waboku, prevent all possible attacks)
- Defense Draw (not perfect, only saves you from 1 attack, doesn't protect the monster, but lets you draw 1 card)
- Magic Cylinder (strong, but we don't care about damaging the opponent)
- Dimensional Prison (only stops 1 attack)
- Fiendish Chain (maybe)
Please leave some comments to let me know what your think and keep playing this wonderful format!
This version of the Exodia deck focuses on blocking the opponent attacks and drawing lots of cards until you get the 5 pieces in your hand.
Almost all monsters are to be set in face-down DEF position, exception made for the Cyber Valley which has to be summoned in ATK position (and the 5 pieces of Exodia, of course). Lots of spells and traps focus on preventing or defending from attacks, while the rest are for drawing and searching the 5 pieces. The deck must be exactly 40 cards in order not to lower the probability to draw the 5 pieces.
A couple of simple combos:
- Reckless Greed must not be used until you can activate 2 or 3 simultaneously (to skip only 2 draw phases, but drawing 4 or 6 cards) or, alternatively, in desperate situations.
- The Dark Door works really well with Scrap-Iron Scarecrow and Shield Wing, but of course it's quite easy for the opponent to get rid of this combo since it's sufficient to remove a continuos spell which is easy. This combo will probably let us gain a few turns.
Side Deck analysis:
- Crystal Seer is the most valid monster we kept outside the deck, so it might be added if necessary cycle through the deck faster
- A 3rd Shield Wing if the first two are not enough, but it's also very likely that instead we could reduce from 2 to 1 in the main deck (needs testing)
- Messenger of Peace is the most valid spell we kept outside the deck, so it might be added if necessary to defend more
- Burial From a Different Dimension is a desperate partial remedy in case the opponent manages to banish some pieces
- Pot of Avarice is a desperate partial remedy in case the opponent manages to make us discard some pieces
- Starlight Road could very likely be moved directly in the Main Deck, but depends on how frequently the opponents use board wipes, is a very valid trap
- The Transmigration Prophecy is analogous to the Pot of Avarice
- Royal Oppression has to be used with opponents making a lot of special summonings
- Bottomless Trap Hole is for stopping decks with combos relying on specific monsters
A variant of this deck is possible as follows:
Remove:
- 3x Scrap-Iron Scarecrow
- 3x The Dark Door
- 2x Shield Wing
Add:
- 3x Messenger of Peace
- 3x Jar of Greed (or alternative cards as 1 Magical Mallet and/or 1 Starlight Road and 1/2 good card(s) from the suggested list)
- 2x Crystal Seer
It substitutes a defending combo with a single slightly stronger defensive card and puts more effort into drawing cards.
A few extra useful cards:
Monsters:
- Vortex Trooper (another valid monster to draw some cards, but has some drawbacks)
- Deep Diver (theoretically good, but too slow since you need to wait the end of the battle phase and the card goes on top, therefore "blocks" the next draw phase)
- Battle Fader (not awesome since only prevents direct attacks, but still ends the battle phase)
- Treeborn Frog (could work well with The Dark Door, but the Shield Wing si simply better)
Spells:
- Giant Trunade (could turn out to be useful in case lots of opponents use many offensive spells and traps, but we do not attack so having them to set defences is going to block them and we don't want to help remove them)
- Heavy Storm (probably even worst than Giant Trunade since it also destroys our own spells and traps)
- Card Trader (apparently good, but actually quite slow)
- Nightmare's Steelcage (probably too much since we have Swords of Revealing Light, but still a very valid option)
- Magical Mallet (one of the best alternative to Reload, Card Trader, Card Destruction since you can choose which cards to recycle, but still it's a -1 in hand)
Traps:
- Jar of Greed (could easily add a x3 of this one to reinforce the Legacy of Yata-Garasu, simply there were more important cards to add as defences)
- Waboku (good to gain 1 turn, prevents all possible attacks risks)
- Threatening Roar (alternative to Waboku, prevent all possible attacks)
- Defense Draw (not perfect, only saves you from 1 attack, doesn't protect the monster, but lets you draw 1 card)
- Magic Cylinder (strong, but we don't care about damaging the opponent)
- Dimensional Prison (only stops 1 attack)
- Fiendish Chain (maybe)
Please leave some comments to let me know what your think and keep playing this wonderful format!
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