True Ursarctic
Deck Primer
Basic Combo:
https://youtu.be/hQkvdxp938I
Archetype Strategy:
Ursarctic are not very good, so you have to be sharp, know your deck and know your opponents deck. Ursarctic have two major weaknesses: any interruption and resource cost. The basic Ursarctic combo can be stopped with any hand-trap, so to mitigate the loss, we are running a going first build with traps. If your Ursarctic combo gets interrupted falling back on a Solemn Judgement can sometimes give you an extra turn. To recover our lost resources we must focus on cards that either give us additional card advantage or remove opponents card advantage. Crystal Girl can give you two searches and two bodies, making it a potential +3. Ice Dragon's Prison can banish a monster from your opponents GY and field, and if timed correctly to a Monster Reborn-like effect can be a potential -3 for the opponent.
Ursarctic specialize in high-level hand-trap monsters, they synergize with cards like Fantastical Dragon, Phantazmay; Nibiru, the Primal Being; or LV7 Kaiju which normally require a specific condition for high reward, but without that condition become dead cards in the hand. Ursarctic work around this by using them as fodder, so even if your opponent is not using Link monsters you can discard the Fantastical Dragon, Phantazmay to summon an Ursarctic instead and use their interruptions.
This build is designed to go first, but they can very easily switch to a going second build by swapping out your traps for high-level hand-trap monsters. I would argue that this archetype is supposed to go second with this strategy, however a last minute Red-Eyes Dark Dragoon can completely wipe your board, losing you your advantage and the game. This archetype has no out to tower monsters like Red-Eyes Dark Dragoon; you will have to play smart and make sure you run outs like Kaiju; Alpha, the Master of Beasts; or Dark Ruler No More.
This deck has a decent chance of winning against other rogue decks, but almost always loses against the meta. To win against a meta deck you really have to know when and where to strike your opponent, adapt your side deck to counter the current meta and abuse their weaknesses.
With the new support card Ursarctic Radiation, you can stomp out your opponent with seven draws! This card fixes all the decks issues... if you open with it. Since Ursarctic do not have an easy way to search this card trying to rely on it is not the best strategy. I believe this card simply replaces Pinpoint Landing as an archetype upgraded version and that's about it. You may think that running three would make the most sense and while yes it does improve your odds of opening with it, drawing two of this card or top decking it in a long game can lose you that game. I think two is a better ratio, but if you really want to try it I might suggest removing Fury of Kairyu-Shin for the third copy.
Hints:
Ursarctic effects lock you out of Xyz and Link monsters for the rest of the turn, however you can walk around this restriction by summoning your Ursarctic on your opponents turn. Just make sure that your opponent doesn't have any destruction on board or else you could lose those bodies.
Crystal Girl is a LV1 that can special summon itself from the GY while you control a water monster, combining with your LV8 Ursartic tuner to make a very easy LV9 synchro engine. Virtual World Kyubi - Shenshen effect can constantly recover Crystal Girl from the banished zone for a LV9 synchro every turn.
Ursarctic Septentrion negates any monster effect on the field that does not have a level (Links and Xyz), however monsters like Linkuriboh or Crystron Halqifibrax leave the field as cost so their effects will not be negated by Ursarctic Septentrion.
Ursarctic Quint Charge can summon the fusion. Probably the most underrated card in the archetype, Quint Charge is extremely important for regenerating your resources and enabling Ursarctic Grand Chariot to destroy two cards on your opponents turn.
Ursarctic activate twice, once in hand and once on field, making it easy to fulfil Stellar Wind Wolfrayet five monster effect condition.
Melffy Catty can be used to search any LV7 Ursarctic or Hop Ear Squadron on your opponent's turn. You could also combine Melffy Catty with a LV8 Ursarctic tuner to synchro summon a LV10, and Hop Ear Squadron can be combined with LV7 Ursarctic to synchro LV9 on your opponents turn.
https://youtu.be/hQkvdxp938I
Archetype Strategy:
Ursarctic are not very good, so you have to be sharp, know your deck and know your opponents deck. Ursarctic have two major weaknesses: any interruption and resource cost. The basic Ursarctic combo can be stopped with any hand-trap, so to mitigate the loss, we are running a going first build with traps. If your Ursarctic combo gets interrupted falling back on a Solemn Judgement can sometimes give you an extra turn. To recover our lost resources we must focus on cards that either give us additional card advantage or remove opponents card advantage. Crystal Girl can give you two searches and two bodies, making it a potential +3. Ice Dragon's Prison can banish a monster from your opponents GY and field, and if timed correctly to a Monster Reborn-like effect can be a potential -3 for the opponent.
Ursarctic specialize in high-level hand-trap monsters, they synergize with cards like Fantastical Dragon, Phantazmay; Nibiru, the Primal Being; or LV7 Kaiju which normally require a specific condition for high reward, but without that condition become dead cards in the hand. Ursarctic work around this by using them as fodder, so even if your opponent is not using Link monsters you can discard the Fantastical Dragon, Phantazmay to summon an Ursarctic instead and use their interruptions.
This build is designed to go first, but they can very easily switch to a going second build by swapping out your traps for high-level hand-trap monsters. I would argue that this archetype is supposed to go second with this strategy, however a last minute Red-Eyes Dark Dragoon can completely wipe your board, losing you your advantage and the game. This archetype has no out to tower monsters like Red-Eyes Dark Dragoon; you will have to play smart and make sure you run outs like Kaiju; Alpha, the Master of Beasts; or Dark Ruler No More.
This deck has a decent chance of winning against other rogue decks, but almost always loses against the meta. To win against a meta deck you really have to know when and where to strike your opponent, adapt your side deck to counter the current meta and abuse their weaknesses.
With the new support card Ursarctic Radiation, you can stomp out your opponent with seven draws! This card fixes all the decks issues... if you open with it. Since Ursarctic do not have an easy way to search this card trying to rely on it is not the best strategy. I believe this card simply replaces Pinpoint Landing as an archetype upgraded version and that's about it. You may think that running three would make the most sense and while yes it does improve your odds of opening with it, drawing two of this card or top decking it in a long game can lose you that game. I think two is a better ratio, but if you really want to try it I might suggest removing Fury of Kairyu-Shin for the third copy.
Hints:
Ursarctic effects lock you out of Xyz and Link monsters for the rest of the turn, however you can walk around this restriction by summoning your Ursarctic on your opponents turn. Just make sure that your opponent doesn't have any destruction on board or else you could lose those bodies.
Crystal Girl is a LV1 that can special summon itself from the GY while you control a water monster, combining with your LV8 Ursartic tuner to make a very easy LV9 synchro engine. Virtual World Kyubi - Shenshen effect can constantly recover Crystal Girl from the banished zone for a LV9 synchro every turn.
Ursarctic Septentrion negates any monster effect on the field that does not have a level (Links and Xyz), however monsters like Linkuriboh or Crystron Halqifibrax leave the field as cost so their effects will not be negated by Ursarctic Septentrion.
Ursarctic Quint Charge can summon the fusion. Probably the most underrated card in the archetype, Quint Charge is extremely important for regenerating your resources and enabling Ursarctic Grand Chariot to destroy two cards on your opponents turn.
Ursarctic activate twice, once in hand and once on field, making it easy to fulfil Stellar Wind Wolfrayet five monster effect condition.
Melffy Catty can be used to search any LV7 Ursarctic or Hop Ear Squadron on your opponent's turn. You could also combine Melffy Catty with a LV8 Ursarctic tuner to synchro summon a LV10, and Hop Ear Squadron can be combined with LV7 Ursarctic to synchro LV9 on your opponents turn.
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