Welcome. This is my first time posting here and I'm still figuring things out, hopefully it's not too bad.
Small Update 4th of september 2024:
Now banlist september 2024 ready. Same playstyle as before.
Small Update 27th of june 2024:
We play Escape of the Unchained now, instead of Abominable Chamber of the Unchained. Using Yama's effect on Soul of Rage to revive it after you destroyed it with Escape and used it's floating effect, is kind of better, since the deck goes more in an aggressive direction now anyway. This change is highly optional tho. Chamber still works great if you want to be even more grindy.
Update 11th of june 2024:
We really have Phantom of Yubel now.
With "situational" monsters like Predaplant Triphyoverutum and Superdreadnought Rail Cannon Juggernaut Liebe gone from the Extradeck now in favor of running a Phantom of Yubel twin, I also kicked Pot of Prosperity. Feel free to still run it, it's nice. I opt for a 3rd Gruesome Grave Squirmer instead now as well as Foolish Burial as it gives us even easier access to Yubel's Phantom.
Also... We play Cross-Sheep now because.. Why would we not? With a Contact-Fusion that easily accessable and a revive target that gives us a monster "pseudo-negate". And if we have multiple Samsara Lotus' in our GY, we can just get one on our hand via it's effect if we already revived the other one via Cross-Sheep.
Might put some more updates here with time.
Note 18th of may 2024:
Today I went second place out of twenty six on my locals. I guess that's kind of something. Yay.
Lava Gollum is gone now, instead we have the perfect going first tool currently available.
We play Thunder Dragondark and Thunder Dragonhawk as well as Thunder Dragon Colossus. Via Mature Chronicle, we can banish the Thunder Dragondark directly from the deck, to use it's effect to search Thunder Dragonhawk. That one specials Thunder Dragondark on our side of the field and let's us go into Colossus. This gives us always a good possibility to go first if we need/want to and if we know that our opponent will go first next, we can just side them out.
Tip: You can protect Colossus with it's own effect as often as you have Thunder Dragons in your GY. Dragonhawk even let's you "re-draw" your hand if you want to.
Banlist update 24th of april 2024:
Cool. The new banlist is SO COOL! Not. It hasn't damaged our main deck nor did it damage our extra deck. But our side deck sure got some hits ... Summon Limit being banned is absolutely awful. We go with substitutes here. Summoning Curse is kind of a worse version of Summon Limit so we play two of that. With the limiting of Anti-Spell Fragrance, we basicly don't have anything anymore to beat Runick reliably. Wow, thanks Konami. How to do that now? Introducing: Curse of Darkness. As long as your opponent does not get Runick Destruction on their hand, they get more or less punished for playing this rectal cancer in form of a stack of cards. This most likely will only work against a pure Runick build, against anything else, we are probably f*cked. I'm sorry. This deck remains one of Konamis biggest mistakes in history.
Note 11th of april 2024:
Woohoo! Legacy of Destruction (LEDE) is right on the doorstep! And with it we get two (three) new cards for Yubel! I won't write another guide, as the deck functions basicly exactly like before, just better.
What is new?
Nightmare Throne is our first new addition. What does it do? Basicly everything that Pir Reis Map does, just better, more and without any downsides plus it's searchable with Terraforming.
It effectively gives us 3 (4) more starters, it gives us better floating for all our Yubels and it let's us play Lava Golem way better and all that without costing us half of our Life Points. It's a great Field Spell and searches us basicly everything. If we open it together with Nightmare Pain, Samsara D Lotus or Gruesome Grave Squirmer (one of them is enough) we can even search Super Polymerisation turn 1. It's a defintive 3-off and honestly, I think it is so good, that it's worth playing Terraforming alongside it.
Gruesome Grave Squirmer is our second addition to the roster. He let's us dodge effects, is an extender (and somtimes starter) and it gives us better grind game as it let's us revive our 0/0 fiends. He's used to get to 5 counters with Mature Chronicle to search Super Polymerisation. Is he a 3-off? I don't know. If you can fit it, why not. But I think as a 2-off he's absolutely perfect.
Varudras, the Final Bringer of the End Times is our 3rd addition. Not a Yubel card, but one that goes good with it. For it, I ditched Knightmare Unicorn, because it was the least used monster out of all in my case. Is it neccesary? I don't think so. Is it good? Hell yes. If you have the Extra Deck space (and if it won't be to expensive once its out ...) then it's definetely a good choice. It gives us more destructive power and an Omni-Negate. It's just not always the best option to go into.
I played a lot YuGiOh!-Decks over the course of time and whilst I love many deck themes like Visas Starfrost and everything World Legacy related, also other things like Salamangreats and Marincesses, I can't say I ever fell in love with a deck quite as much as Yubel and her way of doing things.
When I started playing YuGiOh! around 5 years ago again and trying to get into it again, I went trough all the deck themes that there are and Yubel immediately shot into my memories again. I loved her character story back then in GX and her effect is actually quite interesting even tho not really playable. Not even as material for Neos Fusion, as Neos Kluger did not exist back then. Nontheless, I did set up a weired Fireking Version playing Yubel and till this day never actually played it. Which might be better.
Long story short, after wishing for a Structure Deck for her for a long time, I finally.. Did not get that. But instead, we got tons of very good support and even more to come in the future! But let's keep it at Phantom Knightmare state for now. The version after Legacy of Destruction will come later and should we ever get the fusion monster of her that is currently just a OCG exclusive promo-card, then this will go absolutely Mount Everest.
Anyway, let's begin!
This is my pure version of the deck and revolves all around Yubel and her other versions which I will call "alts" from now on, inflicting reflective battle damage to your opponent and controlling the field. There are currently 5 versions of her:
Yubel - A fiend with 0/0 ATK & DEF, Lvl 10 and the effect that she can't be destroyed by battle, which is the same with all other Yubel-alts. If she's destroyed anywhere by card effect, you can trigger her effect in the graveyard or banish staple and summon her alt #2. If she's attacked by an opponents monster, the opponent gets the damage instead. In your endphase, you must pay a maintenance cost of tributing one monster, or else she's destroyed. This however will not trigger her own floating effect.
Yubel - Terror Incarnate - Her second alt, same stats but Lvl 11 has the same battle protection and no maintenance cost. Instead, she destroys all other monsters on the field during the endphase. If your opponent attacks her, she inflicts burn damage to your opponent just like the normal Yubel. When this face-up card leaves the field, it summons the 3rd alt from anywhere. Unfortunately, it says when and not if- That means it misses a lot of timing. This card must leave the field as the last thing that happens, otherwise it won't trigger. Means, you can't link her away and by that trigger her effect, even one of the new cards does not work with her. Yet.
Yubel - The Ultimate Nightmare - Her third alt and the probably weakest one when it comes to defence. Same stats, Lvl 12 this time. No floating but the ability to destroy a monster that you attack (or that attacks her) after battle and inflict the attack points of said monster as battle damage.
Spirit of Yubel - One of her new alts and probably one of the best cards in the deck. Original statline again and luckily Lvl 10. It summons itself on opponents attack declaration and either adds to your hand or sets it directly from your deck, a spell or trap card that mentions "Yubel". It also floats on destruction from anywhere into the original Yubel. Keep in mind, this floating is not once-per-turn.
Yubel - The Loving Defender Forever - Her for now final alt, the big bad bossmonster and probably the only real "Boss-Monster" this deck even needs. 0/0 ATK & DEF, Lvl 12. A fusion monster that requires one Yubel-alt + X Effect-Monsters on the field. Yes, that means you can use Super Polymerisation to fuse up to 12 monsters on the field. She cannot be destroyed by either card effect or battle and also inflicts burn damage on summon = 500 x the amount of fusion material used for it's summoning. So this burn damage can range from 1000 to 6000. If something attacks her or she attacks something, your opponent receives burn damage after the damage step = the ATK of the opponents monster and right after, the monster is banished.
Now that we know everything about Yubel and her alternative versions, we go over the other new cards.
Samsara D Lotus - A retrain of the original Samsara Lotus (which can also be used in this deck to a certain extend, I guess...?) The D Lotus; to which I will refer as Samsara Lotus from now on) is an extender, starter and control tool, the very first "pseudo-negate" that this deck offers and currently the only one. It's a level 1 fiend with 0/0 ATK & DEF that can be tributed as cost, to special summon a Yubel monster from the deck. Keep in mind, due to their summoning restrictions, this works only on the original Yubel and Spirit of Yubel. Most of the time, you wanna summon the latter with it. In grave it can either special summon itself during the End Phase or get onto your hand, as long as you control the original Yubel. Make sure to trigger Samsara Lotus first and then Yubel, to use it as fodder to keep her alive. It's your End Phase after all, you can decide what triggers first. It's 3rd effect is a pseudo negate, you can tribute it while controlling the original Yubel to make an activated opponents monster's effect become "Destroy one Yubel-monster on the field instead".
Geistgrinder Golem - A retrain of the original Grinder Golem. You either reveal it on your hand together with a Yubel-monster and special summon it to the opponents field, then if the revealed monster was Spirit of Yubel or the original one, you can special summon it to your side of the field. This sets you up for attacking your opponent, even if his field is empty. If the Golem is in your grave, you can also special summon it when the original Yubel is special summoned. On the field, it heals your opponent (talking from your opponents view here) for 3000 LP whenever a Yubel attacks it. Later more to that.
Nightmare Pain - Yubels partner in crime. It's a permanent spell card and throws back all battle damage at your opponent, that you would have from battles with your Yubel-monsters. This applies before Yubels countless effects. Means Yubel, Terror Incarnate, Ultimate Nightmare and Loving Defender will inflict double damage. Attack An opponents 3000 ATK monster with Ultimate Nightmare and your opponent will receive net worth of 6000 damage. It's active effect is that you can destroy a DARK monster in your hand or on your field to add Yubel or a card that mentions her to your hand from your deck, except itself. Keep in mind, the destruction is not a cost.
Mature Chronicle - A retrain of Spell Chronicle, it's a permanent spell that collects "Chronicle Counters" whenever a monster is special summoned, that is or mentions Yubel, to either side of the field. You can then once per turn remove Chronicle Counters from anywhere on the field to activate one of its effects.
1. - Special summon the original Yubel from your graveyard.
2. - Banish a card from your deck.
3. - Add a banished card to your hand. This works even with cards that are banished face-down. Nice against Cash-tira.
4. - Destroy one card on the field. This does not target.
5. - Add Super Polymerisation to your hand.
Keep in mind, if you control multiple copies of it, you collect counters twice or trice as fast. You can also use the original Spell Chronicle in culmination with it. But do you really want that? The card is not really good. Sorry.
Eternal Favorite - The last new card for now, a permanent trap card that acts either as a revive of Yubel-monsters from the grave or banished staple or as a Super Polymerisation, as long as you control the original Yubel. The latter effect needs you to send it to the graveyard tho as well as a card from the hand. That is a cost, so your opponent can't destroy it to hinder you from fusing, he can however negate it. Then you lost two cards. It's still a very good card and should be in every Yubel based deck. It can even be searched by Elemental HERO Flame Wingman - Infernal Rage
But more to that later on in another guide, when I come to my E-HERO variant.

Unofficial Support
Now we come to a big part of the Yubel theme. You might have noticed, that theY all share the fiend-type, 0/0 ATK & DEF statline. This opens us a huge door to another seemingly forgotten in-time archetype: Sacred Beasts.
It's time to shine for them and holy cracker, they do. We have a couple of cards here that are a must have in the Yubel line up. Let's go trough them.
Dark Beckoning Beast - A Lvl 2 fiend with the Yubel statline, it searches you Raviel, Uria or Hamon (those are the Sacred Beasts) or whatever card they mention. Those are a lot, but theres really only one that is important in this version of Yubel. It also let's us do a second normal summon on a fiend with 0/0 ATK & DEF, so it works well with either itself or with the new Samsara Lotus.
Opening of the Spirit Gates - A permanent spell card that is not an attraction in some adventure park. On activation, it searches us one of the Sacred Beasts or one monster that mentions them from your deck to your hand. It then remains on the field and can revive us any fiend with the Yubel statline, the cost is discarding one card. You do not declare a target here before you actually do the revive. Instead, you must have a valid target on activation in the graveyard, so it won't work with an empty GY. However, it will work to discard the same card you are going to revive. The third effect lets you add a permanent spell to your hand from your GY, as long as you control at least one Lvl 10 monster. It's nice for keeping up your recourses if your opponent for example destroys your Nightmare Pain.
The Unchained Engine
People love the Unchained-Engine in this deck. And so do I. People play different versions of it. I came up with the one that fits me the most and that I like the most. The following cards I chose to play here.
Unchained Soul of Sharvara - It summons itself easily by destroying a set card or a fiend (for example Yubel) and searches us an Unchained- spell or trap by setting it from the deck to the field.
Unchained Soul Lord of Yama - It summons itself from just 2 of our fiend monsters and searches Sharvara. In the grave, it can revive any fiend monster if a card we control is destroyed.
Unchained Soul of Rage - A good going first option, in case our opponent for some reason forces us to do so..? During your opponents main phase, it serves as a Quick-Link-Summon with a special summoned monster our opponent controls, into a DARK link monster. Alternatively, on destruction it adds us a fiend from our GY to our hand. Good to recover the likes like Spirit of Yubel.
Unchained Soul of Anguish - A good target for Rage's primary effect. Also adds us a fiend from the GY to our hand uppon destruction. Good for keeping up our resources for a longer grind game.
Abominable Chamber of the Unchained - The trap we search with Sharvara. It revives one of our Unchained monsters. Most of the time, you'll be reviving Soul of Rage with this either after it got destroyed and you used the recovery effect or after you used it as Link-Material. You can use both of the effects in the same turn that way.

How to play
I play a pure going 2nd variant and I firmly believe that as of now, that is the best of all ways. When the new support comes out with Legacy of Destruction, this might shift for but now, the going second variant is my way to go. So I play a ton of board breakers.
Nibiru, the Primal Being is our only handtrap in the main deck. Trust me, we won't need more. We play 3x Radian, the Multidimensional Kaiju as well as 2x Lava Golem and these boys crack up our opponents board like nothing else. You can also play other Kaijus for more damage, but Radian is by far the best, as he is DARK and works with Nightmare Pain. If we do not draw into any of those, we also have 3x Forbidden Droplet which is still one of the best going-second tools in the entire game in my eyes, as well as 3x Super Polymerization.
By all means, this is a "Unga-Bunga" deck with a little added tech but I still also would not call it easy. The basic procedure is straight forward and very "Head-trough-wall", brute forcing our way trough boards. It might also happen, that we give the opponent a Kaiju and then proceed to pass and go into Endface. Just to let them activate our Spirit of Yubel in hand.
As for our important tech-cards, we have the likes like Piri Reis Map, One for One and Monster Reborn for additional summons and Pot of Prosperity as well as Triple Tactics Talent for additonal draw power. Be careful with the pot, as it halves the damage you deal for the rest of the turn. The deck is very grind heavy tho, so it's not that big of a problem.

Things to be aware off, before I get to the Combos and tech's.
Piri Reis Map and Lava Golem bite each other. If you used Piri-Reis-Map, you technically cannot use Lava Golem in the same turn, as Piri Map kills the card you searched with it, if you don't normal summon it. It also halfes your Life Points, luckily only after it successfully resolved but still. This did cost me one or another duels/matches in the past.
The deck is currently only really hard countered by Kashtira, even against Snake-Eyes it has a fairly easy time, if played well. Banishing the cards face-down is a hard counter however. If they are banished face up, they can still be used as the Yubel's summon themselves even from the banished staple.
Runick and any variants of it are a nightmare for this deck but not unplayable. Use your side deck wisely and you'll be able to get over it relatively easy, even if it might only be trough time-out.
Time-out can break your neck with this deck, as I have not found a 100% reliable way to do burn-damage or heal yourself in turn one. <a class="type-xyz-monster" style="box-sizing: border-box; color: #7d3e12; text-decoration-line: none;" href="/card/?search=56910167" target="_blank" rel="noopener n