Rescuers!
Deck Primer
Tries to turbo out turbulence. You have about a 60-70% chance to open a hand that leads to turbulence, if you don't you probably have enough to build a 2 or 3 monster board in your opponent's turn because of impulse or air lifter.
If you have any questions feel free to comment.
Card choises:
I'm going to touch on some less self explainatory card inclusions, and have some short explainations about the others.
Rescue-ACE Impulse: the most importand going second card, just having this card will probably make you able to get fire engine and hydrant on the field during your opponents first turn.
Rescue-ACE Air Lifter: searches HQ (or ALERT! if you already opened HQ, see the HQ play below)
Rescue-ACE Hydrant: duh.
Rescue-ACE Fire Engine: this is by far the best from the two (fire engine and fire attacker) it will give you a level 4 or lower almost every turn.
Rescue-ACE Fire Attacker: although it's worse than fire engine, it's still really good, it just gives you more cards in your hand, and gives you the oppertunity to get rid of cards you don't need anymore.
Gizmek Naganaki, the Sunrise Signaler: this just gives you an extra way to get to hydrant, and if you're against kashtira you could banish this monster from grave to get a face down banished card to your hand.
Small world: another way to hydrant, you can, if possible, use this to search two cards essentually, by ending on adding the gizmek to your hand. using the gizmek to summon hydrant and then add one of the cards you banished face down to your hand by banishing the gizmek.
One for One: the best way to hydrant, it gives you an extra rescue-ACE monster in grave for turbulance, and it saves your normal summon, which can be extremely useful.
Ash Blossum & Joyous Spring: generally a good handtrap and it can be used for small world to get any rescue-ACE monster to your hand, and also gizmek.
Effect Veiler: good targeted monster negate andtrap, and leads into any rescue-ACE machine with small world.
Reinforcements of the Army: air lifter, or impulse depending on your hand
Parallel eXceed: very useful especually if all you are able to make is a link one and this monster, because you can make bagooska and just stall for a few turns.
Therion "king" regulus: I've noticed that the deck dies too hard on evenly, so having an omni just helps a lot, and it's searchable if you open exceed and a way to link summon.
Extra deck:
Relinquished Anima: basically free non destruction monster removal if your opponent puts a good monster to a zone it points to.
Black Luster Soldier - Soldier of Chaos: making this with fire engine makes it a really strong boss monster that a lot of decks have trouble getting rid of. Won me a lot of games so far.
The Knightmare: removal that is available at almost any time.
Underworld Goddess: Kaiju at almost any time. especually if you made I:P and had Parallel eXceed, it would mean you have a quick effect kaiju.
Proxy F magician & mudragon: target protection.
Side Deck:
Cosmic Cyclone: good for back row decks like labyrinth and traptrix.
Kaijus: good against Purrely and other decks that make giant uneffected monsters.
Nibiru, the Primal Being: a lot of decks do not respect this card, rouge and meta, so a lot of the time it's a total board breaker, be careful though because it might be hard to get rid of the token, knightmare cerberus is probably the best way to get rid of it if possible.
Dark ruler No More: if you notice that your opponent easily makes an almost unbreakable board with monsters, this card might be useful.
Anti-Spell Fragrance: kills a lot of decks, it's really good for going first so it might be good to almost always side this in for going first.
Gozen: There are quite a lot of decks that have a lot of trouble under gozen.
cards you can side out are for example on HQ, one Parellel eXceed, one RESCUE! (although preferably not) and a few others but really depends because siding most cards hurts consistancy.
How to play:
If you open any Rescue-ACE spell and a way to hydrant (gizmek, piri reis map, one for one, or probably pot of prosperity) you will be able to end on turbulence. Next I will explain how to get to tubulance with the rescue-ACE spells, from strongest to weakest.
ALERT!: first summon hydrant, then activate hydrant's effect and chain alert (to avoid droll & lock bird) search turbulence and fire engine. Then link hydrant away any way possible (you'll use Linkuriboh most of the time) , then special summon turbulence and set the 3 traps and rescue (setting rescue here because there is a chance your opponent get's rid off all you rescue-ACE monsters, turning off all the traps).
Rescue-Ace HQ: here you will summon hydrant, then with hydrant's effect you search air lifter. then activate HQ and normal air lifter. With air lifter's on summon effect you will search ALERT! any other spell wouldn't work (unless you already have turbulance in hand). with ALERT! you will search turbulance. then you will link hydrant and air lifter away for probably I:P. then summon turbulance by banishing air lifter and ALERT!, then set the 3 traps and rescue (could also exchange reinforce or extingish for ALERT!). in your opponent's turn use rescue to get hydrant to your side of the field (if you set ALERT! you can use it after to search impulse).
RESCUE!: summon hydrant, use hydrant's effect to search turbulance (if you already have turbulance, search fire engine) then link hydrant away, then summon hydrant again with RESCUE! and link it away again (unless you have a diffenet rescue-ACE monster on the field, then use the previous link monster and that monster for a link summon). then summon turbulance with the two rescue-ACE cards you have in grave and set all the traps and RESCUE! (this is the reason why I put RESCUE! two times in the deck, because it would be too weak if you wouldn't be able to set RESCUE! here).
now any alternative two card combo's (including a card to get to hydrant) to get to turbulance.
Fire Engine or Fire Attacker: summon hydrant and then immediatly summon fire engine/attacker. Use hydrant's effect to search turbulance. Link hydrant and the other monster away for I:P and then summon turbulance and set the 3 traps and RESCUE! (this board dies on just a kaiju)
if you open Impulse, you always want to go into fire engine with it if you don't have it on hand, if you have fire engine on hand the best choice is probably fire attacker.
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