Structure Deck: Assault Emergency
Deck Primer
Welcome to the first set of my structure deck series. The series was inspired by my evaluation of certain archetypes I had played for quite some time in order to at least understand the basic mechanism in a specific period of time.This is, of course, not an official structure deck, I'm just unable to think of a better name.
Let's just head right into the deck. The first set, "Structure Deck: Assault Emergency" is an Assault Mode-based deck. Some people probably say that Assault Mode is inherently bad, and I myself admit that it lacks what it takes to be a top deck, at least for now (although Konami seems to have abandoned this archetype, not giving any helpful support since 2019). The best buff they ever gave so far was probably making Emergency Teleport turn to Unlimited (3) status.
GENERAL STRATEGY
So, you see, there's actually no particular innate strategy available in the archetype itself, except by continuously relying on the combo of Psi-Reflector to Special Summon our Boss Monsters. The best we could do (without brainstorming with deckbuilding and further advancement and also wasting even more time) is to create our own strategy and spend most of the time relying on decisions and field analysis. It's pretty important for Assault Mode users, as the only factor I could find to make Assault Mode stand a chance is an experienced and wise duelist.
If you do not like to read card effects (at least for the cards you are not familiar with), you better start playing other archetypes instead of this one. It's going to be rough for you otherwise. Decision-making is very crucial. In this deck, you can say that the Extra Deck is our main arsenal, and the Main Deck is a tool to access it. I've been watching countless videos and brainstorming for quite a while (credit to DarkArmedDuelist's video), and I think I have found a decent arrangement for the deck. So let's just head to the explanation section about why I chose each of 'em.
Oh wait, one more thing. This is also important, yet a minor warning. First, this deck description section of mine might take a decent amount of time to read and even somewhat will possibly make you disappointed in the end (both because of the deck or my explanation, which may be proved to be a waste of time). Second, for dueling tips while using this deck of mine, please stop being a subjective duelist who wants to win climaxly if you do, because it's not going to work with this deck. You better finish your opponent as fast as possible and quietly, while you still have a chance. My gameplay so far has taught me that Assault Mode doesn't really stand a chance against most of the meta or top tier rogue decks in general, because of the fact that you can normally only summon 1 Boss Monster per turn via Psi-Reflector. But hey, my friend said that this deck of mine would make it to a mid-tier rogue deck. It's quite fun to play, too. Anyway, to the explanation section!
DECK MEMBERS
MAIN DECK
A. Monsters
1) Stardust Dragon/Assault Mode
First off, our Boss Monster. If you've been playing the game for quite a while or intend on using the AM deck, I'm pretty sure you have at least heard of this card. Right, SDAM is one of the better Assault Mode monsters. I mean, look. It's an Omni-Negate, you can also get a free SD when this card is destroyed. SDAM is probably the best AM monster (at least in pure Assault-Engine-based decks) due to its powerful effect and ease of summoning. You just need to bring up Stardust Dragon, which is already one of the easiest AM materials to summon and Assault Mode Activate it. This powered-up version of SD is indeed powerful, but not without any weaknesses. One, the main weakness will be the fact that the AM Engine is fragile and can easily be destroyed by a single disruptive force. Two, this card is very vulnerable during its effect activation. Although you can use this card to negate, your opponent can also continue the chain and destroy this card easily. Three, cards like Called By The Grave are simply the natural enemy of SD and its AM counterpart. They not only prevented this card from returning after activating its effect, you also simply lost that free SD I mentioned. Five, this card is USELESS if you draw it from your deck. It's as if you literally skip 1 Draw Phase if you draw this card. The only way to fix this is to simply discard it for effect activation or use it via Assault Mode Zero.
Lastly, SDAM is very easy to bait. You need to use the effect very wisely. The card is a gun with only 1 bullet. Choose the cards to negate wisely.
2) Psi-Reflector
Here comes our star. You definitely can't run an AM deck without this little Tuner fellow. This card carries the whole Assault Engine and the AM Engine itself revolves around this card. When this card is summoned, you can add 1 AM Activate or any monster that lists it in their card texts. Then, you can reveal AM Activate from your hand to trigger this card's ultimate effect. You can Special Summon 1 monster that has "AM Activate" in its card text, and increase its level up to 4. With this effect, you can definitely access most of the level 6 to 9 Synchro Monsters. This card is also easily searchable via other deck members. Too bad, this card can only activate its effect once per turn, leading the deck to only be able to summon 1 Boss Monster consistently per turn if it was not negated (this is also very negatable). Make sure you use your resources efficiently to create a straight path (remove all possible threats on the field) for this card to shine.
3) Assault Sentinel
The 2nd best assault monster after the Psi-Reflector. This card can be used to search for Psi-Reflectors and even prepare a target for its effect (since this card will go straight to the GY). Another effect of this card can change a monster's attribute via an Extra Deck monster's attribute. This effect is a great addition to Psi-Reflector, allowing you to access even more Synchro Monsters with more restricting material lists. The backlash, is that you can't Special Summon any monster this turn except Synchro Monsters (a few other cards also have a similar restriction). Not really a problem for this deck.
4) Assault Beast
A searcher for AM Activate. You only need one in your deck. Since you can easily search for this card via Psi-Reflector, and even Assault Sentinel gives more beneficial effects than this card. Still pretty useful, though, in certain situations.
5) Ascator, Dawnwalker & Fire Ant Ascator
For time-sake, I will make things shorter. Maybe you should read the card effects to understand what I will say. Both cards are a pair. Have a similar restriction as Assault Sentinel. These pairs are the alternatives to the Psi-Reflector. With only the Psi Reflector, you can only summon 2 Boss Monsters at the very best. With this pair, you get the 3rd. I recommend either discarding useless SDAM or AM Zero, or any less useful card for your situation.
6) PSY-Framegear Gamma (w/PSY-Frame Driver) & Ash Blossom and Joyous Spring
Our main handtrap force on the deck. The PSY-Frame Driver is recycleable, so you only need 1. Just make sure you won't make it banished unless you're forced to, since it's no longer recycleable in that situation. And yeah.. some classic Ash Blossom. I believe I don't need any further exposition. The PSY-Frame pair can even be an alternative to summoning another Boss Monster, if you manage to activate it in your own turn, or chain it with the Synchron Formula available in your Side Deck (A pretty rare case).
7) Nibiru, The Primal Being & Gameciel, The Sea Turtle Kaiju
Uh huh. Other classic cards. These two cards are useful for getting rid of some monsters your opponent controls by tributing them. Use them wisely, and make sure you have something in your sleeve to destroy them later, since you definitely don't want your cards to be used against you. Pay special attention to Nibiru, since its stats are determined by the monsters it tributed.
B. Spells
1) Assault Mode Zero
Finally, we're done with the monsters. Next, our spells. Start with AM Zero. It's a card you don't want to run more than 1 copy in your deck. You only need one in this deck, really. You can use this card to get rid of those annoying SDAMs in your hand, so that they can finally get some use. You can also get this card in your GY banished, so you can set AM Activate and immediately activate it this turn. This card is a perfect target for Ascator pairs or any cards that require discarding. The starthand combo is to discard this card by the Ascator effect and then Synchro Summon SD, and use this effect to immediately summon our SDAM on your very first turn.
2) Emergency Teleport
A very useful searcher card. Use this card to search for either Psi-Reflector or Psy-Framegear (most of the time, the first one), and Bam. You get yourself into the engine's core that easily. The effect is simple, but believe me. You need to run 3 copies of this card, to ensure the highest consistency of the Psi-Reflector combo. Getting this in your starting hand can also mean 1 card combo to Synchro Boss Monsters.
3) Fire Formation - Tenki
Thanks to Tri-Brigade, this card made it to limited status. But eh, 1 is fine. Still, increase the consistency of Psi-Reflector via searching for Assault Sentinel and calling out our main star. This card can also be considered a 1-card combo. It really is a lifesaver, especially if you start with none of the combo starters.
4) One For One
Another card to increase consistency. I think I need no further explanation for its use.
5) Monster Reborn
It may be useful in certain situations (e.g. to summon Synchro Monsters with tighter summoning difficulties such as Crystal Wing, to get extra materials, or revive any useful card in the GY, and many more).
6) Twin Twisters & Called By The Grave
Cards for extra disruptive force. You can also use them to ensure Psi Reflector's combo succession.
C. Traps
1) Assault Mode Activate
AM Activate is needed to summon Stardust Dragon AM and Red Dragon Archfiend AM. You won't need more than 2 copies. Too bad it's a trap card. Anyway.......
2) Back To The Front
It's basically a trap version with a similar role as Monster Reborn. Use it to extend your capability of summoning stronger Boss Monsters. The combo that I can think of is using this card after the effect of Psy-Framegear is resolved, to Special Summon Formula Synchron, and give some elements of surprise. I believe you guys have better creativity than mine. Feel free to replace this card with any better card you know.
3) Solemn Judgement & Infinite Impermanence
Handtrap disruptive force and Omni-Negate. Although Solemn Judgement comes with a painful cost, it's still worth it as long as you use it wisely. Pay attention to the placement of Infinite Impermanence. You can also use it for the 2nd bullet after SDAM activation, if it's the only monster you control.
EXTRA DECK
1) Stardust Dragon
Vanilla Stardust Dragon. You need this to summon SDAM. Can be Synchro Summoned by using either Psi-Reflector, Ascator, or Psy-Framegear. I only put 1 in the Extra Deck, and the other one is available in the Side Deck, in case you want to go for a consistent 2nd SDAM. Why? Because you can Special Summon this one SD from your GY using Monster Reborn or Back To The Front and get a 2nd SDAM that way. But eh, most of the time, you simply do not use or discard that 2nd SDAM. But, feel free to re-organize the Extra Deck, and probably tell me some better alternatives.. Make yourself comfortable.
2) Satellite Warrrior
A level 10 Synchro Monster. This card is pretty decent, potentially clears the board, and is a beatstick. You only need the extra Tuner and synchro monster at a suitable level.
3) Crystal Wing Synchro Dragon
Another decent card, although a bit harder to summon.
4) Level 6-9 Synchro Monsters
You can replace any of these monsters with any better card you can think of. Just keep in mind that you should avoid choosing Synchro Monster with overly restrictive material requirements. However, Assault Sentinel really has you extending your range of choices. The Extra Deck is your powerful arsenal, so choose the right monster for the right condition. I will give a short description of each of my Extra Deck monsters, just in case you want to know why I picked them.
Vermillion D. M.: A decent card destroyer.
Ravenous Crocodragon: Draw power, as well as a strong beatstick. is a decent card destroyer.
Beelze: I use it to play defensive. It is this deck's strongest defense wall (although I think there's a better alternative, I hope you don't mind telling me a card or two). I also usually play this card with Red Dragon AM in the Side Deck, since Beelze isn't affected by its double-edged effect.
Kitedrake: A good board clearer. You will need Assault Sentinel to summon this card. Even after clearing the board, you still get this beatstick as a great bonus.
Accel Synchro Stardust Dragon: Didn't really use it.. Although this card somewhat will make it easier for you to Synchro Summon higher level Synchros.
Scarlight Red Dragon: I think this version of Red Dragon is better since most of the cards are Special Summoned in the current meta. Also serves as a material for its AM counterpart.
Draco Berserker: Its banish effect is really good, and it annoys my opponent a lot most of time.
Framelord Omega: A recycleable Lightforce Sword. "We will definitely win it, Yugi. As long as we have Lightforce Sword in our hand" - Atem. Hmm, can't see how this line is relatable since LS is a trap card, but anyway..
Cyberse Quantum: To fight undestroyable cards.
Baronne De Fleur: Not always worth it to summon, but is a useful card depends on the situation.
Wind Pegasus: A backrow destroyer with decent card bouncing effect when it leaves the field.
Coral Dragon: It has an extra draw advantage and is also a tuner, so it will most likely be used. I hope.
SIDE DECK
The side deck is filled with my alternative strategy, and any cards I want to be there. Again, you can search for a better replacement. Tell me your opinions in the comment section.
In the end, Assault Mode is indeed not a really good archetype. I don't recommend it for you to use it at all in competitive play. However, this deck is not without the slightest benefit. As for me, I think this is a really challenging deck to use. This deck requires more understanding and knowledge of the game than most decks. It really gives that vibe of a hardcore gamer's deck. It's still pretty fun to use, though.
I do hope that you guys that have more knowledge than me can help me improve this deck further. Feel free to give all of your honest opinions in the chat. That's all from me. Thanks for reading till the end. This article sure took some time to create.. And I really appreciate any attention. Thank you!
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