Since the new cards aren't in the database yet I'll quickly go over them and hope to remember to include the cards at a later time. I remembered.
The Support
The Weather Painter Moonbow: While this card is nice, it's more niche than Rainbow. Don't underestimate it though as it can float into Rainbow, making it toublesome for your opponent to clear your board and it's on summon effect allows for an easy Accesscode Talker to close out the game with ease.
Link 3 DARK / Fairy
3 “The Weather” Monsters
If this card is Link Summoned: You can Special Summon 1 of your banished “The Weather” Monsters.
“The Weather” effect monsters this card points to, gain the following effect.
(Quick Effect): You can banish this card, then target 1 monster your opponent controls; Banish it until the Standby Phase of the next turn.
If this Link Summoned card is destroyed: You can Special Summon 1 “The Weather Painter Rainbow” from your Extra Deck.
The Weather Forecast: Absolutely fantastic card. There's now a lot of combinations of The Weather cards (I'll go over them in detail later) that can summon Rainbow in a single turn with an omni-negate ready.
When this card resolves, you can place 1 “The Weather” Spell/Trap from your Deck face-up in your Spell/Trap Zone.
You can only use each of the following effects of this card once per turn.
If you would Link Summon a “The Weather” Link Monster, you can also use face-up “The Weather” Spell/Trap cards in your Spell/Trap Zones as Link material, by treating them as “The Weather” Monsters.
During the Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 “The Weather” Monster.
You can only activate this card once per turn.
Changes in deck building
Before the deck was very, very slow. Snowy and Rainbowed Canvas would slowly gain you advantage until you could summon Rainbow and outgrind your opponent from there. Since all of your omni negates float back there's pretty much infinite grind. If a deck can't beat 3 omni negates a turn it can't beat this deck after setting up, that simple. But getting there took a while so people had to rely on floodgates like Lose 1 Turn and Skill Drain to surive since all of your Weather Painters "dodge" the negate. They have great synergy with Torrential Tribute and Psy-Framegear Gamma since they remove themselves from the field, leaving your field empty so that Torrential only hurts your opponent and that Gamma can be activated during their turn still.
But the deck's tempo increased tenfold. You are now ending on your Link-3 turn 1, turning off Lose 1 Turn. Skill Drain negates Rainbow's effect to turn your other painters into little and adorable boss monsters. Both of these floodgates lose their strength and space in this deck. This creates not only a purer deck but also a deck that's more fun to play against (objectively speaking). If possible you like to keep Rainbow on the field so Torrential Tribute's much weaker in this deck, too. I kept it in for reason I'll go into later. I opted to keep Gamma in too, since it still has it's uses setting up the board and is strong going second. One brick is only half the bricks every other deck plays nowadays. Wow Konami really put Skill Drain to three, huh. That does change things a wee bit. This deck is way faster and a good hand can turbo out Rainbow with a negate turn one but having 6 floodgates that turn off effects is crazy strong and it'd be a shame if this deck wouldn't make use of that. The glue that makes both Skill Drain and Rainbow work together so well is The Weather Painter Thunder. It sends both Skill Drain and Lose 1 Turn for cost, meaning its effect will resolve and you can out your own floodgate whenever YOU wish for it. Every card in this archetype is hyper accessible so getting to Thunder isn't a problem. So you either draw into the floodgates and can summon Rainbow once you have multiple Painters for negates to show for it or, if you don't draw into the floodgates summon her turn one, which is highly likely that you can do that, given that you didn't draw any of your six floodgates.
The Weather Snowy Canvas + 2 Level 4 or lower "The Weather" monsters OR 1 Level 4 or lower "The Weather" monster & Spell Canvas other than Snowy OR Snowy Canvas and The Weather Painter Thunder:
Activate Snowy Canvas // activate Snowy first in case opponent uses imperm/veiler on your monster
NS a Weather Painter
If you opened Thunder and another Snowy Canvas: Use Thunder's effect here, sending Snowy for a different Canvas and then activate the second Snowy from hand
Banish it using Snowy's effect to add Forecast
Activate Forecast, activating a Canvas from deck // still prefer Thundery
Now either..
Activate Forecast, NS second Weather Painter // if you've drawn two Level 4 or lower "The Weather" monsters
Activate Spell Canvas other than Snowy // if you've drawn one Level 4 or lower "The Weather" monster and a Spell Canvas other than Snowy
go to the next step if you've drawn Thunder and two Snowy since you already have 3 Canvases face-up
The Weather Painter Cloud is fantastic follow-up since it brings back two Canvases from the GY. Before they stayed on the field unless your opponent destroyed them but now that they are used as link materials playing a second copy of Cloud makes sense.
Thanks to Rainbowed Canvas you can slowly summon more and more Weather Painters. Once you have enough Weather Painters and Canvases set up you can use them to summonThe Weather Painter Moonto link climb intoAccesscode Talkerwhile still having 1 or 2 Weather Painters linked to Rainbow for protection.
While the first turn setup consists of only one omni-negate and a summon negate (only if you must!), it's much better than before and quickly gains tempo on your following turn. Generic Trap Cards help maintain your first turn board.
If you open Torrential Tribute you can end on Moonbow + 1 Weather Painter pointed to it. A banish followed up with a board wipe is be better than a single omni-negate and Moonbow floats into Rainbow, enabling your negates during your turn. Your Weather Painter comes back before your opponent's monster banished through Moonbow, too.
Don't underastimateThe Weather Auroral Canvas. The ideal endboard doesn't rely on Auroral for interruption but if you can't get to that Auroral still provides a good threat against combo decks that rely on specific cards. Worst case it's link fodder.
For Spell Canvasas the only one besides Snowy I consider worth it to run is The Weather Rainy Canvas. It bounces your opponnt's S/T cards. While it doesn't negate it's strong against Field Spells and Continous Spells/Traps and to bounce Trap Cards during the EP. Technically works against Equip Spells too but when was the last time you saw a HOPT on one of these.
Piri Reis Mapis for consistency.Pot of ExtravaganceorPot of Prosperitycan easily be played since the ED is very flexible. I think Extravagance is better in this deck than Prosperity. Extravagance should not be run with Piri Reis Map.
The Solemn traps are both strong offensively and defensively. IDP is strong too and doesn't look your like Dogmatika Punishment would. Punishment is therefore no longer a bugdet alternative.
Control, Midrange or Combo?
I had to change this last section which was originally about running this as a combo deck, oriented on summoning Rainbow turn one as consistent as possible with handtraps instead of floodgates. With Skill Drain at three I don't think that's worth an idea anymore. Midrange is a loose term in yugioh but it sits kind of right between the other two. While control doesn't perform that many actions and control performs a whole lot of them, midrange are usually decks that have short combos and both elements of control and combo. This mostly resembles a control deck, yet it can be very explosive very early in the game. In this build I'm on a few handtraps to stop my opponent. Besides Gamma, which is definitely a must have, Imperm and Droll could both be switched out for control-oriented cards like Solemns or IDP. I don't think either choice is bad and it's not like I can go to locals and test it out. After all the release is still a few month away. I'm constently going back and forth and I do like the idea of Gamma and Imperm but I might switch out Droll for Solemn Strike or something like that, idk. Anyways I think this is going to be a fun deck to play. While floodgates are usually kind of stale the archetype has a fun gimmick, interesting cards and two really cool boss monsters and I'm looking forward to trying this out IRL.
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