WiP. Ratios will likely need adjustment. Suggestions always welcome.
Basic Gameplan
This deck works by using two complementary halves. The (as of writing) recent trap support from PHHY make this a more viable strategy. Use Qardan and Advent to search for traps (so playing a lot of 2-ofs). They act as disruption with ample destruction effects and a negation with Apohpysis. There are also options to stall/floodgate (sorry!); this is a trap deck, and going second hurts a lot, so making sure you last long enough to set up can be helpful.
Your second gameplan is Uria. Opening of the Spirit Gates and Dark Beckoning Beast are 1-card starters to get to Uria, and Uria itself and be summoned with face up traps, so it's generally pretty easy to get out. Once you have gotten a few trap monsters in grave, Uria often will get too big to beat over and will threaten OTKs. Hyper Blaze both helps get Uria to get really big and threaten OTKs, and brings it back for another attack on a soft OPT. Fallen Paradise give you insane draw power and some protection. Awakening of the Sacred Beasts is mostly another stall card, getting you a ton of life points, which can help prevent OTKs or win in time. Rarely, you can get both Urias out, which can win you the game outright if your opponent can't answer it.
The two engines synergize fairly well. Uria and Apophysis both want a ton of traps in play or in the GY. Pharonic Advent likes to tribute monsters, and opening of the spirit games converts a card in hand into fodder for its effect which can then be used to further your trap gameplan, or quickly get out Hyper Blaze.
Side deck:
Mostly consists of things to answer threats/weaknesses, but aren't always active so aren't in the main deck. Imperial iron wall helps against banishing decks like Kashtira, Kaijus help out against towers. Extra anti-spell helps against a lot of decks. Floodgates unfortunately are really good as well.
Extra deck:
The extra deck mostly takes advantage of the fact that most of trap monsters are level 4, giving you easy access to a Rank 4 engine, getting you to Zeus in a pinch. Time Thief is also really good because you will usually have a trap attached to it on the first summon, giving you access to powerful non-targeting negation. Traptrix rank 4s help deprive the opponent of resources and/or use them for yourself thanks to all the destruction effects. Rank 6 and Rank 10 are there in case they ever come up with Uria and Apophysis.
Strengths:
- Trap decks are fun, and you don't necessarily need to floodgate with this type of deck. That said, floodgates are still very powerful.
- You can easily interchange parts to adapt for personal preferences. The core components are Uria, Advent and Qardan; other things can be adjusted as needed.
- The main deck is like $10--super low investment. In MD, most of the cards that are currently out are N or R, with a few being SR--I think all the UR are the extra deck, which is very customizable.
Weaknesses
There are quite a few major weaknesses with this deck. It's a causal deck; don't expect to win against the meta with it.
- Epidemic Eradicator Virus completely destroys you. Imperial Custom helps if you know they have it and you can go first, but if they go first and flip it on standby, it's more or less GG. You can sometimes still get a win by using a huge Uria, but it's unlikely.
- Backrow hate can be similarly devestating, but Qardan has a protection effect which can help mitigate this.
- Other backrow decks can be difficult to deal with. There aren't many good ways to stop spell/traps, outside of destroying them. Runick can be especially difficult if they banish the cards you need to play.
- Banishing cards really hurts. You can't recycle them with any of your cards, so you can just get out-resourced amd lose one of your major win conditions. Imperial iron wall in the side can help mitigate this. Because Kashtira zone locks, it is an especially difficult matchup.
- Bouncing to hand also hurts. Uria can't benefit if they are in the hand, and it takes an extra one of your turns to reset them.
- Doesn't have much game against hand-traps, and a lot of them hurt the deck's follow-up.
- Somewhat inconsistent. There are cases where you can just brick and don't see the more useful parts of your engine. It's not 2003 Yugioh bad, but it will have difficulty keeping up with modern decks.
- While a lot of the traps can be changed with other considerations, it's hard to add more without impacting consistency further.
- If you get into a grind game, which isn't uncommon due to floodgates and stalling, you often burn through a lot of your resources and, depending on what you're playing, can deck out.
Other Tech Considerations:
- Adding other trap monsters. It's a good option to make the trap parts more consistent, but also pushes out other strategies, so you may have to remove parts of the Uria "engine."
- More Sacred Beast cards. Namely, if you get Raviel, Lord of Phantasms , it's somewhat easy to get out with all the trap monster fodder, can provide an extra token every now and again, and is a big body. A funny extra thing when I was testing the deck was that you can tribute the token with Dark Factory of More Production to get more resources
- There are plenty of other trap monsters you can use.
- Metal Reflect Slime is a decent wall, and lets you access Egyptian God Slime. It doesn't really do much while on the field, however. You can also use it as fodder for Black Luster Soldier - Soldier of Chaos .
- Mimesis Elephant can change types to be used by Advent, but that's about it. It's level 2, so doesn 't really mix well with other traps for XYZ strategies, however if you make the extra deck more link-focused, its an extra body.
- Abyss Stungray can sometmes stave off battles if not removed before entering the battle phase, but that's about it; I'm not terribly impressed.
- Shapesister is another effectively normal monster, it doesn't do much. However, it's a tuner, so you can go into synchro plays if you're inclined. It's also level 2, so it synergizes with Mimesis Elephant to make Rank 2 plays.
- Eldlich. Also contains trap monsters with the Golden Land cards, but the Eldlixers lock your special summons, so they are a little tricky to use. Eldlich himself can be a good alternative boss though, and can help turn off floodgates.
- Handtraps. They will help disrupt your opponent, but due to the decks fairly low consistency, it's difficult to fit too many of them in.
- Time-Tearing Morganite can be a funny option. You typically aren't playing many handtraps, so you can embrace it. The extra normal sometimes helps you use both Dark Beckoning and Qardan on the same turn, but having both of them is somewhat infrequent. The extra draw is helpful, and because of the slower nature of this deck, you can often live long enough to see benefit.
- You could consider playing a 60 card variant. This would help prevent you from burning through too many resources. If you add extra copies of all the actual monsters, the consistency of drawing them, compared to the build above, is not decreased too much. It also lets you fit in other trap monsters or more sacred beast cards. I was testing out with Fallen Paradise + Time Tearing Morganite + Dark Factory of more production; and you are drawing like 5 cards per turn including draw phase. While this could be nice, I think the overall consistency of seeing and using both halves of the deck are decreased substantially. In Master Duel, when the new trap cards come out, That Grass Looks Greener could be interesting.