Trap Gimmick Puppet
Deck Primer
This is a Deck I made while I was procrastinating from doing chemistry lab work. I played quite a bit of Gimmick Puppet right after the Legendary Duelists: Immortal Destiny support released. And while the cards released then were good for the archetype to a degree, they failed to give the Deck a new Rank 8 Xyz Monster which they desperately needed. Number 15: Gimmick Puppet Giant Grinder and Number 40: Gimmick Puppet of Strings along with their Number C forms were all decent cards at the time except that you needed to go second for the most value out of them and sometimes you needed access to a Rank-Up-Magic to get more out of them. And while Number 88: Gimmick Puppet of Leo and Disaster Leo are cool, they kind of discredit the Deck's playstyle outside of being a flashy final boss monster for Quattro in the anime (no offense to Mike Smith, but he kinda fudged Quattro's voice in Duel Links). And with the new support from INFO, Gimmick Puppet could FTK, and they can still do so after the banlist supposedly (I don't know the FTK that well). With that being said, the biggest thing about Gimmick Puppet is that they have a lot of 1-card starters out of INFO. Of course, you can play a handtrap-heavy build of Gimmick Puppet or you can play a Trap version of the Deck (or it's just the Lady of Lament portion of my brain speaking to me). Service Puppet Play is very obviously a great card for the Deck, but coming out of ROTA, Puppet Shark Style is a great card for supporting a Trap version of the Deck, especially since it is searchable in-archetype. It is literally just Absolute King Back Jack for Decks that end on Xyz Monsters, but it can also work with Monsters and Spells you excavate.
For the monsters: 3 Gimmick Puppet Rouge Doll, 1 Gimmick Puppet Cattle Scream, 3 Gimmick Puppet Little Soldiers, and 3 Girsu, the Orcust Mekk-Knight. Rouge Doll in hand can reveal a Gimmick Puppet Xyz Monster in your Extra Deck and Special Summon both it and a Gimmick Puppet with the same Level as the Rank of the revealed monster in Extra from Deck. And if it is sent to the GY except from the hand, you can add it to your hand with both effects being a hard once per turn and locking you into Gimmick Puppet monsters from the Extra Deck the turn you activate either of them. It's a 1-card Xyz Monster, so what more do you want? You can even dump it off of a Foolish Burial or Little Soldiers to add it back to hand to activate its effect for said 1-card Xyz. Cattle Scream can detach an Xyz Material from a monster you control to Special Summon it from hand or GY, but it's banished when it leaves the field. And a Gimmick Puppet Xyz Monster with it as Material can once per turn target a monster in your opponent's GY and Special Summon it to their field in Defense. Cattle Scream is our Summon from Deck for the effect of Rouge Doll. That means that it can be sent to GY through detaching and detach another material to Summon itself back for another Level 8 body on field for a Rank 8 play. And the banishing doesn't matter either as detaching is not leaving field, so it will pretty much be always in GY every turn. It's other effect doesn't matter too much unless you are burning your opponent with Fanatix Machinix. Little Soldiers can send a Gimmick Puppet monster from Deck to GY with a different Level than it for cost on Normal or Special Summon to change its Level to the Level of the sent monster. And you can banish it from GY and target up to 2 GImmick Puppets you control and increase their Levels by 4. It can send Rouge Doll from Deck on Summon, making itself a Level 8, and then Rouge Doll adds itself back. Simple as that. Its other effect is not too relevant unless you target 2 Level 8's you control to make them 12's to hard make ZEUS or TY-PHON. Girsu sends an Orcust or World Legacy card from Deck to GY on Summon, and if you control no other monsters, you can Special Summon a World Legacy Token to both fields in Defense. Girsu sends a copy of Orcust Crescendo from Deck and then Summons a Token which is a Machine. Banish Crescendo from GY to search for a DARK Machine monster from Deck and Link Girsu and the Token into Gimmick Puppet Chimera Doll which gets you any Gimmick Puppet from Deck, either adding it to hand or sending it to GY. All of these monsters, aside from Cattle Scream, are 1-card starters for the Xyz portion of the Deck. However, Little Soliders and Girsu are the best ones because they amass more resources than Rouge Doll can.
For Spells: 2 Rank-Up-Magic Argent Chaos Force, 3 Mansion of the Dreadful Dolls, and 2 Foolish Burial Goods. Argent Chaos Force ranks a Rank 5 or higher Xyz into a Number C or CXyz that is 1 Rank higher and Transfers the materials. And if a Rank 5 or higher Xyz is Summoned to yoru field while its in the GY, you can add it to your hand which is a once per Duel effect. This is the best RUM you can play for Gimmick Puppet, and you can even add it back to hand via its own effect or through the effect of Fantasix Machinix. Mansion searches a Gimmick Puppet monster from Deck on activation which makes it also a 1-card starter. And it makes your Gimmick Puppets unaffected by your opponent's activated monster effects aside from their Xyz Monsters which is a nuts protection effect, basically making your monsters immune to handtraps for the most part, but also all of your opponent's activated monster effect-based removal. Also, you can detach a material from an Xyz Monster you control to target a Gimmick Puppet in your GY and Summon it to your opponent's field which is good for burning them via Fanatix Machinix. And Goods either sends Crescendo for a DARK Machine search or The Black Goat Laughs for its GY effect.
For Traps: 1 The Black Goat Laughs which has you declare a monster card name and prevent either player from Special Summoning monsters with that name except from the GY for the turn and you can banish it from GY and declare a monster card name to prevent either player from activating effects of monsters with that original name for the turn. These effects are 1 effect per turn and only once that turn. 3 Service Puppet Play which targets monsters your opponent controls up to the number of Gimmick Puppet Xyz Monsters you control and take control of them until the End Phase. This is a really powerful effect to get monsters off of your opponent's field without destroying them or sending them to GY and they go back to your opponent so you can destroy them and burn your opponent next turn. Also, if it is in the GY except the turn it was sent there, and you control a Gimmick Puppet Xyz Monster, you can banish this card and target an Xyz in either GY and Summon it to either field in Defense. This is good for getting back an Xyz onto your field to then Rank-up or to give your opponent a monster to destroy it and burn your opponent. 3 Puppet Shark Style. This card detaches a material from a monster on the field and excavates the top 4 cards of your Deck. You choose 1 of them and if you chose a monster or a spell, you cadd it to hand. If you chose a Trap, it is set and you can activate this turn. This card is a hard once per turn. So basically, this card's effect is similar to The Dark Magicians if you've ever played that card. It can set any Trap (Normal, Continuous, Counter), and allows you to activate it this turn. Or, if you have enough on board, you can search follow-up for next turn. 3 Dominus Impulse which negates the effect of a card or effect activated by your opponent that includes Special Summoning a monster(s), and then if you have a Trap in your GY, that card is destroyed. You can activate it from hand if your opponent controls a card, but if you do, you cannot activate LIGHT, EARTH, and WIND monster effects for the rest of the Duel. 3 Infinite Impermanence and 3 Terrors of the Overroot. 3 E.M.R. which Tributes a Machine monster and targets card on the field up to 1 card for every 1000 original ATK of the Tributed monster and destroys them. This is not once per turn. The Gimmick Puppet Xyz Monsters are pretty big, so you get a lot of use out of this card, especially because it is not once per turn. 3 Trap Trick. 3 Solemn Judgment. And 1 Orcust Crescendo which we can banish from GY to search for a DARK Machine that's banished or in Deck, but it locks you into DARK Machine monsters for the turn which is not an issue.
Extra Deck: 1 Divine Arsenal AA-ZEUS - Sky Thunder and 1 Super Starslayer TY-PHON - Sky Crisis. 3 CXyz Gimmick Puppet Fanatix Machinix which adds a Puppet Trap from Deck on Special Summon and you can detach a material from it to Special Summon a monster from either GY to your opponent's field in Defense, and then if a monster(s) is Special Summoned to your opponent's field, you can target 1 of them, to destroy it and inflict damage to your opponent equal to half its original ATK. 3 Gimmick Puppet Fantasix Machinix which detaches a material from itself to search for a RUM from Deck, also giving you an additional Normal Summon of a Machine monster during the Main Phase this turn. And if you Special Summon a Gimmick Puppet Xyz Monster, you can Special Summon it from GY to either field and then add back a RUM from your GY to your hand. Adding back the RUM is so good because it gives you access to your Number C monsters next turn for destroying and burning. 1 Number C40: Gimmick Puppet of Dark Strings which destroys as many monsters with String Counters as possible on Special Summon and draws 1, inflicting damage to your opponent equal to the highest original ATK among those monsters in the GY. And you can detach a material to give all monsters your opponent controls a String Counter. 1 Number 40: Gimmick Puppet of Strings which once per turn detaches a material to place a String Counter on all other face-up monsters on the field, and once per turn during the next End Phase of your opponent's turn, destroy all monsters with String Counters and inflict 500 to your opponent for each monster destroyed. 2 Number C15: Gimmick Puppet Giant Hunter which once per turn detaches a material to target a card your opponent controls, destroy it and inflicting damage to your opponent equal to that monster's original ATK if it was a monster. 1 Number 15: Gimmick Puppet Giant Grinder which can twice per turn during your MP1, detach a material to target a Special Summoned monster your opponent controls, destroy it and inflict damage to your opponent equal to its original ATK if it was an Xyz Monster. 2 Gimmick Puppet Chimera Doll which is a Link-2 needing 2 Machine monsters. It can take a Gimmick Puppet from your Deck and either add it to your hand or send it to GY, then if you only control Gimmick Puppet monsters, you can Special Summon a Gimmick Puppet from your hand. But you are locked into Machine Xyz Monsters from the Extra Deck for the rest of the turn.
Side Deck: 3 Nibiru, the Primal Being, 3 Mulcharmy Fuwaross, 1 Mulcharmy Purulia, 2 Dimensional Barrier, 2 Ice Dragon's Prison, 3 Evenly Matched, and 1 Rivalry of Warlords.
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