Preda Punk V.1
Deck Primer
Hello All!
If something in this deck caught your eye well thanks to that and I hope I can explain this deck in full detail.
You see, I have always had a desire to play off decks and make fun combo's that can counter you opponent in weird ways, and one of my favorite cards ever made has to be Evilswarm Ophion and it just so happens to be really good into a lot of decks. The big reason Ophion has never seen consitent play is it's terrible summoning requirement of 2 "lswarm" monsters, which happens to be some of the worst cards made for swarming purposes. However, I have found the best ways to cheat them out, and it is almost entirely carried by rank-up magic. I'd like to explain in a card by card why every card is used.
The starters
Every deck exists and dies by it's ability to start, and while I wish I could make this deck even better, I have decided to try and cut a bit of the fat as is.
1. Predaplant Ophrys Scorpio - Easily the best card of the Predaplant archtype, and has the ability to flex into dozens of the other decks.
2. Lonefire Blossom - Just extra copies of Scorpio
2. Noh-P.U.N.K. Ze Amin - One of the simplest and most effective ways to get two level three's on the board, which you will definitely need
I know this deck is kinda short on starters, making it highball-ish, but it makes up for that on it's extention tools
The extenders
Just having the ability to normal summon an good monster can go really far, but many decks need a bit more than that and that's what we're going ham on.
1. Kagemucha Knight - Probably the best level 3 extender in the game, fits into so many decks and can be used to chain-block
2. Psychic Wheeleder - A classic for level 3 decks, very useful but never worth maxing on
3. Psychic Tracker - Repeat as before
4. Gilasaurus - not exactly the best choice in the world, however it is a garunteed 3 and that's good enough
5. Emergency Teleport - With how many psychics we have, this card will always be live and can also dig out Ze Amin as needed
6. Pot of Prosperity - as much as I wish I didn't need to play cards like this, this is just too good at getting the cards you need
Fortunately to do most of what we need just requires a few 3's, so all of these can make you go full combo, although the next cards make all of this irrelevent if they end up in your hands.
The Garnets
As an unfortunate effect, in modern Yu-gi-oh, most decks need to play a few crap cards to really do impressive stuff, though these decks need to be in deck to do good. These cards will named from least painful to most for having in hand.
1. Instant Fusion - a classic in terms of uses, game-breaking all day, would rather search it than open it but oh well
2. The Phantom Knights' Rank-Up-Magic Launch - a card you would rather see in different context, but it is a key part of your best combos, saves a step if you just have it
3. Predaponics - a seach tool do some board building, but not a game breaker to have in hand
4. The Phantom Knights of Ancient Cloak - you'd really rather put this into the grave directly, but linking it away isn't the end of the world
5. Noh-P.U.N.K. Foxy Tune - This is the card you search off of Ze Amin, and if you open it then Ze Amin has no searches, but at least you can summon a 3 with no normal so not the worst.
6. Predaplant Darlingtonia Cobra - the go-to card for the scorpio summon, however scorpio can only summon from deck so seeing the card is hell. At least you can normal summon it so can get worse
7. Ghostrick Shot - This card almost single handedly saved the Ghostrick archtype, and in this deck it is crucial to big combos. However it needs to have targets to be good and I only have one way to get targets live so almost irredeable card.
8. Predaplant Drosophyllum Hydra - A spicy card to do some neat tech plays. However like cobra it needs to be in deck for max value, and it hand it is almost unsummonable. Bad card for everything.
9. Infestation Infection - a search only protection card, 100% useless without any targets.
This is an unfortunately high number of garnets, but they all play a role in making this deck tick well.
While I could go over the "going second" cards, I feel those are really up one's own choices and will leave that to builder discrection. So instead I'd like to talk about the extra deck.
The extradeck
1. Predaplant Ambulomelides - recent add-in, summon off instant fusion, search for predaponics, and summons hydra from deck, a perfect card for this deck
2. Chronomaly Vimana - the main reason we run Predaplant Drosophyllum Hydra is it's a level five that we use with Ambulomelides to make this card, and if all goes well then it's our fifth summon exactly so Nibiru is offline (hopefully)
3. Ghostrick Angel of Mischief - searcher for shot and potential rank-up material for Draco fusion
4. Ghostrick Alucard - your main three that you will be making and resumon off of shot, though whether you do a rank up play or keep it for the "rank-up" play is up to one's choice.
5. Number F0: Utopic Future - the card for Draco fusion
6. Number F0: Utopic Draco Future - this card is actually just a back-up plan in case you don't need to go for any "rank-up" plays, but it's a really good back-up plan
7. Evilswarm Ophion - the primary target of all your Rank-up plays and is made directly from Alucard, a high-level floodgate that does well into this meta.
8. Cherubini, Ebon Angel of the Burning Abyss - this is the main way you will be sending Ancient Cloak and is a good protection card for your cards
9. Topologic Trisbaena - it's honestly not good, but it does actually help against backrow decks and knock them out.
10. Divine Arsenal AA-ZEUS - Sky Thunder - if you are running Xyz monsters then this card is mandatory, no excuse
11. Knightmare Phoenix - just your generic spell/trap popper
12. Number 75: Bamboozling Gossip Shadow - if you are worried about needing even earlier protection and can afford to make it, here is a great card.
13. Ashura King - a simple negate and multi-attacker that can win the game on it's own
The extra deck is much like handtraps, user preferance. Though these are my card choices you can make changes as you like it.
Now that we have gotten to this point, I think it's about time to go through combos as few as they are. For the most part the plan is "summon level 3's" and that will work enough. However the only real combo's you need to worry about are the predaplant combo and the rank-up combo.
Predaplant combo
Normal Scorpio > effect discard to summon cobra > effect to add instant fusion > summon Ambulomelides > effect add predaponics >second effect pop cobra for hydra > two 5's to make Vimana in middle collum
With this you have your negate at fifth summon so you are free to go even further depending on the cards in you hand. Though ultimately you will want to go through some form of the Ghostrick line into rank-up.
Rank-up combo
Activate Predaponics > summon cobra > rank two 3's into Alucard > Rank up into Angel > detach Alucard for shot > shot to summon Alucard > (from here you have two paths depending on whether you had access to Rank-Up magic or not) a} if yes; use rank up on Alucard to make Ophion > Opion detach Alucard to add Infestation > Alucard to add shot/ b} if no; turn alucard into another angel > Use to angels to make Utopic future > Alucard to add Shot > Rank up into Draco Future
Now this deck is really simple, and sometimes simple goes a long way. It has some grind with the recursiveness of Predaponics, Shot, and even Vimana. It's turn-one is strong and it does have a solid power level, however it's ceiling is low and it has an absolute weakness to spell/trap interaction. All in all, it's still a great deck that can be great as a surprise rouge option.
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