This decklist was heavily inspired by DireYGO’s video about frogsworn. The idea is that no other archetype does milling better than lightsworns, and with lightsworns you access to a whole bunch more combos than just make Toadally Awesome and pass. I am still in the theorycrafting stage and would some input on the deck.
PaleoFrog engine:
1x Dewdark of the Ice Barrier(Halq target for a combo that I will explain in-depth later on, but it is still a garnet so you never wanna see it in your hand)
3x Swap Frog (Swap plus any water gives you Toad access so you wanna see this card a lot)
3x Dupe Frog (Best graveyard fodder and best summon off Toad so you wanna the max amount)
2x Ronintoadin (Heart and soul of the deck because none once per turn graveyard recursion is crazy good, but 3 is too many because you can’t use Ronin to summon Ronin)
3x Paleozoic Dinomischus (best paleo trap and makes great use of any dead lightsworns in hand)
3x Paleozoic Canadia (Book of Moon is a good card)
2x Paleozoic Olenoides (S/T removal)
Lightsworn engine:
2x Felis, Lightsworn Archer (good extender to hit off of your mills, go into Halq lines or make Minerva)
3x Raiden, Hand of the Lightsworn (appropriately named because you always want Raiden access in your opening hand)
3x Wulf, Lightsworn Beast (best extender to hit off your mills, can be used to go into level 8 Synchros or Minerva)
3x Charge of the Light Brigade (best opener in the deck because it mills you 3 and gives you Raiden access)
1x Reinforcement of the Army (more Raiden access)
3x Solar Recharge (turn stranded lightsworns in hand into card advantage)
2x Lost Wind (best trap to mill because you can set from the grave which turns on all your Paleos in the grave)
Staples:
3x Psy-Framegear Gamma (best hand trap for this deck because it protects your best opener, is crazy for when you set 4 and pass turns, and gives you Omega access)
1x Psy-Frame Driver (A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".)
3x Trap Trick (lets you situationally get your Paleo traps from deck, but you want this one after you’ve used your other traps)
Extra Deck
2x Toadally Awesome (frog pay-off because of its crazy good negate)
1x Paleozoic Opabina (only go into this one if you only have 2 Paleo trap monsters and literally nothing else)
1x Paleozoic Anomalocaris (good pay-off if you have a bunch of level 2s on board and you wanna pop stuff, plus it technically has a mill effect)
1x Marincess Coral Anemone (technically a combo extender but it xeno-locks you into only waters so only go into this one if you can make multiply toads on your first turn, also good fodder for access)
1x Crystron Halqifibrax (THE combo extender in your deck because it turns Swap+Raiden into a Toad plus a hand loop for 2)
1x Desert Locus (Halq target in the extra deck, handloops the opponent but can also be used to go into Omega on your opponent’s turn)
1x Adamancipator Risen- Dragite (another choice to go into whenever you have level 8 access and you want a S/T negate)
1x Minerva, the Exalted Lightsworn (Mills you deeper into your deck and if you’re really good becomes a plus)
1x Psy-Frame Omega (Randomly take a card out of the opponent’s hand)
1x Sky Cavalry Centaurea (Best Zeus access and out to annoying boss monsters)
1x Downered Magician (used only in corner cases where you can get a 4 material Zeus
1x Accesscode Talker (THE finisher for the deck, because the deck can swarm very well)
1xKnightmare Unicorn (best generic link-3, mostly used to make Access a 5300 beater and gives a single pop)
Other theories:
Borrelsword Dragon- good budget replacement for Access, used as a finisher and if you run this one instead of Access you can drop the Unicorn another extra deck spot of your choice
Borreload Savage Dragon- good potential level 8 synchro option but I can’t very a consistent case where you can go into Borreload and have a link in grave
Draco Berseker of the Tenyi- another good level 8 synchro but I like negates instead of destruction
Rise to Full Height- I really wanted to fit this card in the deck because its a great mill because you can target Toad when you have Dupe on board to make it so the opponent can’t attack or you can target Omega before you banish it for the same effect. However, it felt AWFUL to have in my opening hand so I dropped it.
Ice Dragon’s Prison- astand-in for the good generic trap cards because they a crazy with Trap Trick but you love to see a 40 card list
Paleozoic Marrella- another Paleo name and can maybe work well with Lost Wind and Rise to Full Height but needs more testing
Pot of Prosperity- potentially really good because you don’t usually go into a lot of your extra deck and you usually only need one specific card to unbrick your hand but felt awful to mill and I can’t do the math to determine if it actually makes the deck more consistent
Combos:
Raiden+Swap+any water (besides Dewdark)-
Normal Raiden>
Raiden Eff to mill 2>
Swap Eff in hand sending the water>
Swap Eff on summon to dump Ronin>
Link Raiden and Swap into Halq>
Halq Eff summon Dewdark>
Ronin Eff in grave banishing Swap in grave to summon itself>
Overlay Dewdark and Ronin into Toadally Awesome>
Set all traps, End of turn, mill 2 off of Raiden>
During Standby summon Swap or Dupe off Toad’s Eff>
During opponents main phase use Halq Eff to summon Desert Locus to loop them for 1>
Then Locus Eff to go into Omega and then loop them for another card
End board: opponent has 4 cards in hand and you have a negate and back row with lots of follow-up on the next turn
Raiden+Wulf/Felis mill:
At any point of the combo above if you hit a Wulf/Felis you can pivot the combo to either can into Minerva if you want more mills or into a Level 8 Synchro if you want interaction
Conclusion-
I love Frogs and I would love to start more discussion on them, but they’re pretty solved. The ratios for Frogs have never changed and while Toad is still crazy it’s not broken like it used to be. However, lightsworns give Frogs a much higher ceiling by being able to supply them will all the material they need to pop off. Currently, the biggest problem I’ve found is that the deck really struggles going second and when unlucky mills can end a turn. I know very little about Lightsworns and I would love any feedback I get about better engines or ratios for those or other ideas/theories in general.
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