This deck supplements the full suite of Super Quant monsters with Danger! monsters to extend plays, trigger graveyard effects, and help to make Xyz ranks 3, 4, and 7.
The deck uses levels 1, 3, 4, 5, and 7, with most cards having GY effects and the in-archetype spells being recurrable/recyclable by the effects of Red/Blue respectively, so Reasoning has the potential to make a big impact. The Quant field spell also requires a discard cost to make an easy Xyz monster from a Quant you have on the field, allowing you to trigger Dangers or Trick Clown for bonus value (and the discard cost pays for itself if you have the Quant Link on the field offering a draw 1 for every new Quant Xyz summon). And Phantazmay, on top of being a potent hand trap against any deck relying on Links, can also set up for your Rank 7 Xyz, and activate discard/GY effects.
If you really want to flex on your opponent, you can potentially summon Dugares and Gossip Shadow together, use Gossip Shadow's effect to attach itself and its material to Dugares, use the GY effect of Overlay Booster to boost Dugares with an extra 2500 ATK, then use Dugares' effect to double its own ATK to a hefty 7400. This combo isn't remotely practical, but that's not really the point, is it?
Getting Familiar with the Super Quant Archetype
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If you've stumbled across this and are curious but have no experience with the Super Quant series of cards, here's a quick crash course:
The archetype mainly consists of a set of main deck monsters that have a corresponding extra deck monster: the pilots and the mechs (or Rangers and Zords if you prefer). Blue = 3, Green = 4, Red = 5, White = 7. Each pilot (the "Layer" monsters) have an effect when they hit the field, and another when they hit the graveyard; an easy trick for keeping this effects straight in your head is to remember Blue = deck, Green = hand, Red = Graveyard, with White being something of a wildcard.
Blue - Field: add Quant from deck to hand | GY: shuffle Quant(s) from GY to deck
Green - Field: summon Quant from hand | GY: discard Quant to draw
Red - Field: add Quant from GY to hand | GY: summon Quant from GY
White Layer is a wildcard that can send any Quant monster from your deck to the GY to copy its level and attribute, and when White Layer is sent to the GY, you can add an Alphan to your hand. Alphan is something of a wildcard of its own (it can make all of your monsters, including itself, match the level of one of your Quant monsters for easy Xyz plays), and is often the single most impactful card in the deck with its tribute effect that takes 3 Quant monsters from your deck, summons 1, and puts the other 2 in the GY (letting you activate all corresponding effects in the process).
The Xyz monsters (with ranks that match the levels of the pilots with the corresponding attribute/color) also all act similar to one another. They all require material to attack, they can all add Quant monsters to themselves as material, and their detach abilities become quick effects when they have their corresponding pilot attached as material. Blue destroys back row, Green flips face down (Book of Moon), Red destroys monsters, and White negates monster effects.
Getting the most out of your Alphan
Alphan is probably the single most impactful card in this entire deck, so understanding how to effectively use Alphan is key. Since the addition of Super Quantum White Layer, you now have an additional means for searching out Alphan, and a choice to make when activating Alphan's tribute effect (as know you get to choose which 3 of the 4 monsters to reveal from your deck, whereas before your 3 choices were the only 3 choices).
Always choose Red. 1/3: Red gets summoned and you get to Alphan, 1 of the other 2 that just went to the GY, or any other Quants that were in there before to your hand; 2/3 Red goes to the GY meaning you'll get to summon 2 monsters off of Alphan's effect instead of just the 1.
You almost always want to choose White as well. Alphan makes this deck fly, and if White lands in the GY, you get an Alphan in your hand (something you definitely want). If White gets summoned, his effect lets you send another Quant monster from deck to GY, meaning you get to choose 1 of the 2 GY effects that didn't activate as a result of Alphan to go ahead and activate anyway
Whether or not you choose Green generally comes down to what's in your hand.
If you've got another Quant monster in hand, choosing Green will 1/3: let you summon whatever's in your hand, or 2/3: let you discard that monster to draw a card (and activate its GY effect if you haven't already).
If you've got Quant spells/traps you don't particularly need in your hand, choosing Green will 2/3: let you discard one to draw a new card, but if you don't also have a Quant monster in hand, you run the 1/3 risk of having no target to summon.
If your deck only has 1 copy of any of the Quant monsters left in it, choosing Blue is a good idea. 2/3: Blue will go to the GY allowing you to recycle Quant monsters, allowing you to make sure your deck always has enough to keep Alphan's effect live; 1/3: Blue will let you search for a field spell when summoned, or a White Layer to special summon by sending Blue to the GY (activating the recycle effect you wanted in the first place). Even if there are no White layer's left to search, you can often just make an Xyz and detach blue, or use Blue as link material to trigger the recycle. It's important to always keep a full set of Quants in your deck to keep Alphan live.
Even though Alphan is amazing, you generally shouldn't search for Alphan when summoning Blue. If Alphan is what you want (unless you also want to make a rank 3), its generally better to search for White who can then be special summoned (either by using the Blue you just summoned, or a Quant from your hand); White can then send another copy of White to the GY and then you can search for Alphan off of White's GY effect. On the topic of White's GY effect, you can add an Alphan to hand from deck or GY, and just as its good to always keep 1 of each Quant in your deck to keep Alphan's effect live, its good to leave 1 Alphan in your deck to keep One for One live.
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