This is a fun idea I had and decided to share. It's not the best deck considering Ritual is one of the worst monster types, but when it pops off, which is decently often, it gets the job done. And it's quite simple making it easy for beginners to understand as the combo can be as small as merely activating 3 cards. This deck is an Amorphactor pain the Imagination dracoverlord/Rescue-ACE Turbulance lockdown deck. Basically, Skip your opponent's main phase 1and by extention battle phase, you have a Trap set that negates a monsters effects and renders it unuseable as material, a trap set that destroys a monster and negates it's effects in the gy, essentially a set quick play monster reborn, and if any of your cards are removed from the field because of your opponents card effect Turbulance will destroy a card. Sometimes Dogmatika Maximus also ends up on the board giving you the ability to add ritual pieces, draw cards, destroy spells/traps/monsters, and even shuffle a card back to your opponents deck. You must be wondering about the deck's anti-Spright mechanic though. It takes the form of Drytron Fafnir, a field spell that makes all face up monsters loose 1 level for every 1000ATK they have. This means Spright, the level 2 spam deck, cant level 2 spam as they are all level 1 while on the field. This also disables their tech such as Spright Smashers, and prevents them from making Toadally Awesome. This also hurts Synchro decks like Swordsoul some. The drawback to it is you need a Drytron monster on the feild. So There are 2 Side decked Drytron Ritusl monsters in case you go up against Spright and co. Anywho though, onto Combos, How to side deck for this deck, and Cards to swap in if the deck isn't quite working for you!:
Basic Combo:
So you want a way to summon Pain and Turbulance, Hydrant too if possible. Thats the decks sole goal. To do this, you need Drytron Meteonis, Amorphactor Pain, and either 2 Turbulance or 1 Turbulance and a Way to revive it. so the entire deck is built around searching these cards. So here's how you get each card you need.
Hydrant; Hydrant activates the second half of your set spell/trap effects, and lets you add Turbulance. So these are your ways of searching it, and by extension searching Turbulance.
- You can alwayse just end up drawing Hydrant
- Gizmek naganaki can tribute itself to special summon Hydrant from the deck
- Piri reis map can add Hydrant from your deck to your hand, but it's effects are negated until you normal summon it
- One for One sends a monster from your hand to the GY to special summon it from the deck
- Pot of Prosperity lets you search the top 6 cards of your deck, and add 1 of the 6 cards to your hand
- Games 2 and 3 you can search for it by using Small world
Amorphactor pain; The Ritual monster that does half the lockdown, Drytron Meteonis can summon it from the hand OR gy, luckily pain is a dragon, so there are plenty of ways to send it from the deck to the gy.
- Again, you can alwayse draw it
- Dragon shrine can send it from the deck to the gy
- Foolish burial can send it from the deck to the gy
- Dragon ravine lets you discard a card to send it from the deck to the gy, in the instance you need another Rescue-Ace card in the gy to pay the cost to summon Turbulance, this discard effect Saves your combo
- Terraforming searches Dragon Ravine, Dragon ravine searches it
- Nadir servant & Dogmatika Maximus can send Herald of the Arc Light from your extra deck to the GY, Herald can add Pain from your deck to your hand
- Prosperity
- Games 2 and 3 you can use small world, but you generally use Small World to add the Drytron monsters
Lastly, Meteonis Drytron;
- Draw it
- Fafnir adds it from your deck to your hand
- Nadir/Maximus & Herald add it from your deck to your hand
- Terraforming adds Fafnir, Fafnir adds it
- prosperity
- Games 2 and 3 it and the Drytron Ritual monster can both be searched at the same time with Pre-Preparation of rites
So onto the actual combo. In the most basic form possible, Activate Meteonis Drytron to Tribute turbulance from your hand to Ritual summon Pain from your hand. Next activate Rescue/Monster reborn to special summon Turbulance from your gy. Activate Turbulance effect to set 4 Rescue-ACE quick play spells/Traps from your deck and pass your turn. Though it can get as complicated as Normal summon Hydrant and add Turbulance, Then link Hydrant off for Salamangreat Almiraj, then link that off for secure Guardna. Banish Almiraj to summon Maximus. Have maximus send Herald and Garura to add Meteonis Drytron and draw a card, Use dragon ravine to discard a Rescue-ACE card to send Pain from the deck to the gy, then ritual summon it. Finally either banish both Rescue ACE cards from your Gy to summon a second Turbulance, or Revive turbulance via Rescue/Monster reborn/World legacy Succession and set 4 cards. Not exactly a complex deck. But heres two reminders before I go on to the next segement as I end up forgetting these sometimes. As Pain can be summoned from the gy, It is a safe discard target for any of your discard effects so Don't forget that and worry about not having discard targets. Don't forget that if you need Hydrant in the gy as a banish target, link it off for Almiraj/Relinquished anima BEFORE activating Nadir servant or Maximus's effect.
That's it on combos for now, though some more will come up later.
How to side deck:
This deck is Tight on space, so to save you some trouble, I decided to add a segement on how to side deck with disrupting consistency as little as possible. You don't have to take out the exact cards for exact cards, moreso the cards you take out are the 15 least essential when swaping play style.
-1 Terraforming +1Red Reboot
-3 Dragon Ravine +3 Pre-preparation of rites
-3 Dragon shrine +3 Small world
-2 World Legacy Succession +2 Drytron Ritual monsters
-1 Alert -1 Foolish Burial _1Monster reborn +3 Effect Veiler
-1 One For One -1Pain -1 Rescue +3 Dark Ruler No More
NOTE that you Don't want to side deck all 15 if ypu don't have to or it cuts consistency to two thirds.
Cards to swap in & experiment with:
This version of the deck is just the one I have found most consistent at this singular goal, But with how many cards can fit with the deck, and how many other goals the deck could cram in, this version is likely far from the best the deck could be. So I may end up posting a second decklist in the Future, but for now, Here's a list of cards to start off your experiments if you end up enjoying the deck.
Tanuki Package-
Emporer Tanuki's Critter count is a level 1 monster searchable by Piri reis map. This little guy lets you use Cyber End Dragon as Ritual material if you can't afford to send your Turbulance as material. If you play this, you can't summon Hydrant, and are likeley playing a version that can afford wasting turn 1 to set up for turn 2, so you can use Where arf thou to add Hydrant if you control Tanuki, but you take 2000 damage since you can't summon it.
Fusion cards-
This deck allready plays from Garura, and benifits from discarding. So you can play Super Poly and a Mud dragon to make more use of the card, as a Duelist Stuck playing Branded at the moment, I can say it's definately a great card to consider. Especially since Garura can help make the final blow with it's double battle damage, and Mudragon's effect has saved me on more than one occasion.
Set up cards-
Having a little trouble getting everything you need turn 1? these will help for your build that can handle taking a hit to set up. Normal summon Cyber Dragon Core to add Cyber repair plant from your deck to your hand. Then link it off for Salamangreat Almiraj so you can activate Repair aplant, and use that to add gizmek Naganaki from your deck to your hand. As previously stated, Where arf thou can add any level 1 monster from your deck to your hand. Ritual Sanctuary can add Drytron Ritual monsters or Meteonis Drytron from your deck to your hand. Gadget Gamer can add Hydrant from your deck to your hand when normal summoned.
Spam package-
You can use Machine dupe to summon 2 Hydrant from your deck if you allready control one. use one as link material, then use the link monster and another for Cross-Sheep. Since the first one added Turbulance, and 2 are in your gy, you can summon Turbulance with it's effect. Then, if you Ritual summon, Cross-Sheep lets you optimize your hand, If you play Super Poly, you can afford to use your last hydrant as link material for whichever link-1 you didn't summon, and Super poly will trigger cross-sheep to summon Hydrant from the gy. Gizmek Arakami Can special summon it while you controll Hydrant/Naganaki/Turbulance/ Drytron ritual monster, and be used as cross sheep material. Furthermore, it can be banished from the gy to give your monster 300ATK/DEf to send Gizmek Tainguku from the deck to the gy. Tainguku can revive your machines by banishing itself.
Others-
Rescue-ACE air hoister can search Rescue for a revive based combo. It can be searched with reinforcement of the army and infernoble arms durendal.
Being a machine based deck, It can use Therion king regulus and Therion Discolosseum for a negate and battle protection.
The entirety of the Rescue-ACE and Gizmek Archtypes are perfect for experimenting with since this is a Rescue ACE deck afterall.(PS: Kaiju's Trigger Rescue-ACE fire engine, and give you control of what you can summon with Gizmek Uka. if you experiment with kaiju i reccomend Dogoran since It's FIRE attribute.
Thats all on this deck for now, as always, Enjoy!