Synopsys: A Killer Tune focused deck that utalizes a Psychic engine to support it's first turn plays, with PSY-Frame and Brain Controller to help boost it's going secound capability.
Main Line Combo:
Combo: "Killer Tune Cue"
(Going First: Normal Line)
- {Only If you start with "Synchro Overtake"}
- Use "Synchro Overtake" to SS "K.Tune Mix"
- "K.Tune Mix" effect to Search "K.Tune Cue"
- NS "K.Tune Cue" Use it's on summon abbility to SS "Red Nova"
- Synchro "K.Tune Track" using "K.Tune Cue" + "Red Nova"
- CL1: "K.Tune Track" CL2: "Red Nova" CL3: "K.Tune Cue"
- Resolve CL3: how ever you wish
- Resolve CL2: SS "K.Tune Reco"
- Resolve CL1: Search "Juke Joint"
- On Summon effect of "K.Tune Reco" Search "K.Tune Clip"
- Place "Juke Joint" on field and activate "Juke Joint" effect
- Send "K.Tune Track" and then SS "K.Tune Mix"
- (If you started the line with "Syncro Overtake" Send "K.Tune Track" To SS "K.Tune Cue" instead Then Ignore the next bullet point)
- "K.Tune Mix" effect Search "K.Tune Cue"
- Synchro "K.Tune Remix" using "K.Tune Mix" + "K.Tune Cue"
- Synchro "K.Tune Red Seal" using "K.Tune Reco" + "K.Tune Clip"
Synopsis: This is the line that you will most likely be going into a majority of the time. It ends on multiple interactions as well as follow up for the next turn. This line also leaves you with an extra normal summon off of "Juke Joint" so if you were to draw Mind Procedure or Brain Controller you can use them as extenders to either set up more disruption on you're opponents turn or breakers for your next turn.
(Going First: Normal Line + Mind Procedure)
- Do the Normal Line to completion without using "Juke Joint" secound NS.
- NS "Mind Procedure" use effect to Search "Teleport Fusion"
- Set "Teleport Fusion"
- End Turn
(Opponents Turn)
- At the most opertune time activate "K.Tune Remix" Target "K.Tune Mix" + "K.Tune Clip"
- Add "K.Tune Clip" to hand then SS "K.Tune Mix"
- Synchro summon "Silent PSY Magician" using "Mind Procedure" + "K.Tune Mix"
- Activate "K.Tune Clip" To SS itself the Syncro Summon
- Syncro Summon "Shooting Riser Dragon" using "Silent PSY Magician" + "K.Tune Clip"
- CL1:"K.Tune Clip" CH2:"Shooting Riser Dragon CL3: "Teleport Fusion"
- Resolve CL3: SS "Axon Kicker Oracle"
- Resolve CL2: Reccomend you Send "Mind Controller" or "Effect Veiler" to the grave from deck but you can send any lvl you want depending on what you whish to end on.
- You can also chose not to activate "Shooting Riser Dragon" if you wish to Synchro into Level 10's instead
- Resolve CL1: Banish from Extra deck
- On banish activation of "Mine Procedure" to SS itself to field
- Activate "Shooting Riser Dragon" to Synchro Summon the monster based what you chose to mill with "Shooting Riser Dragon" using "Shooting Riser Dragon" + "Mine Procedure" (Not all cards included in deck list just options that you can go into)
- lv7: "F.A Dawn Dragster", "Black Rose Dragon/Moonlight", "Clear Wing", "PSY - Framelord Zeta"
- lv8: "Accel Synchro", "Crystal Wing", "Berserker of the Tenyi", " PSY - Framelord Omega"
- lv9: "VW - Shenshen", "Navy Dragon Mech",
- lv10: "Chaos Angle", "Chengying", "Shooting Star Dragon"
Synopsis:This line is allows for more felxability with your Endboard and extradeck. Depending on how you choose to build your extra deck you have a multitude of ways to fill in any holes that you might find with your end board. The main down side this has is that if you wish to shotgun the end board you will lose on some interactions that you could have goten from your Killer Tune Cards.
(Going Secound: Brain Control Line)
- NS "K.Tune Cue" Use it's on summon abbility to SS "Brain Controller"
- On Summon use "Brain Controller" to search "Brain Control"
- Synchro "K.Tune Track" using "K.Tune Cue" + "Brain Controller"
- CL1: "K.Tune Track" CL2: "K.Tune Cue" CL3: "Brain Controller
- Resolve: CL2 and CL3 how ever you wish
- Resolve: CL1 "K.Tune Track" Search"Juke Joint"
- Place "Juke Joint" on field and activate "Juke Joint" effect
- Send "K.Tune Track" Summon "K.Tune Mix"
- "K.Tune Mix" effect Search "K.Tune Reco"
- NS "K.Tune Reco" Search "K.Tune Clip"
- Synchro "K.Tune Red Seal" Using "K.Tune Mix" + "K.Tune Reco"
Synopsis: This line is better going secound as you keep all the main interactions that you would have if you did the Red Nova line but also get to add Brain Control to take an opponents monster. This line also incentives going into early "K.Tune Loudness War" To gain the Attack Bonus off the field spell as Brain Controller gets summoned to the opponents field if used for a synchro summon.
This line can also be used for going first if as in exchange for the extra Distruption that you would get through the "Red Nova" line by summoning "Brain Controller" on the opponents field you now have protection against board breakers like; "Infinite Impermance", "Lightning Storm" and "Evenly Matched" and even the prevent your opponent from using the "Mulcahrmys" during their turn.
Pros and Cons
(Pro's)
- The Deck has a Lot of room for HandTraps/non engine
- Can play very low to the ground through hand traps and board breakers
- "Brain Control" gives going secound a searchable Board Breaker.
- "Mind Procedure" allows for a higher cealing and flexability on what the deck can accomplish
- A lot of the lines have built in Chain Blocking so you don't need to wory about certain hand traps.
- Can use Hand traps as both Interuption and as extenders making duplicate draws less frustrating
- Turn Zero plays
(Con's)
- Weak to all of the Mulcharmy's as the deck SS from Hand, Deck and Grave multiple times on both turns make it so that they are always online.
- "Mind Procedure" Lines are slow and easy to disrupt
- If you dont have access to NS "K.Tune Cue" or if they prevent the SS you're end board is signifigantly weaker
- The Tuner lock while not detrimental to the game plan dose limit you're synergies and going first plays.
- dose not have a way to counter Nibiru before the 5th summon
- Cannot use and is suseptible to the Dominus traps
- Engine dose not have a consistent way to search it's in archtype trap and quick play without hard drawing them.
Conclusion
Overall Killer Tune is a strong deck with a cohesive game plan that allows it to play going first or secound with little issues. It's ability to use Hand Traps both as disruption and as extenders makes them always playable even if their activation conditons are unavailable. The inherent locks in the deck do limit what engines you can use but can be easly cirumvented and the ability to play low to the ground makes it so that your never in a situation where you're not playing. But it dose have a hard time playing into or arround alot of the current best HandTraps: Mulcharmy's, Nibiru and the Dominus Traps give the deck very clear choke points that can be exploited.