Ursarctic Atlantean Ver.1 post-DUNE
Deck Primer
This is obviously not a finished deck at all and I haven't re-invented the wheel, but...
The combo lines I have found so far (that actually use the Ursarctic engine) require:
1. A searcher: Ursarctic Mikpolar, Ultimate Knight Alpha Ursatron, Ursarctic Departure and Foolish Burial Goods + 'Ice Barrier'(max 12 or more)
2. A Lv8: Ursarctic Megabilis, Ursarctic Megapolar, Ursarctic Megatanus, Ursarctic Departure, Foolish Burial Goods + 'Ice Barrier'(max 15 or more)
3. A (searcher for a) Lv7 or higher monster, A way to summon a Lv6/8 Tuner monster (including Ursarctic Slider), A way to summon Ursarctic Polari
And this ends on 4 cards in hand (minimum) w/a fodder in-grave, Ursarctic Septentrion and Ultimate Flagship Ursatron giving +2 searches next turn. This is at minimum 3 interruptions and as I said 4 cards in hand minimum, so there is room for extension and if not you still can play Mid-Range with a lot of resources. Unfortunately, we did lose Ursarctic Big Dipper, but there are ways to build the deck to get it back.
This is a 3/2.5 card hand which is very bloated it leaves very little room for very important cards like hand-traps which you need to interact with the opponent on turn 1 or to be able to play at all on turn 2. There is no way to reduce this unless you play an Atlantean Deep Sea combo deck with 3 Ursarctic cards in-main at which point you should drop those cards in-main because they are just 3 Garnets waiting to gum up your hand.
Atlanteans do a way better job than the Driver package whilst adding only 1 more Garnet (2 Lefty Drivers to 2 Atlantean Dragoons and 1 Lappis Dragon). On consecutive turns Deep Sea Diva will act as Righty Driver for Ursarctic Polari but you can also go into Tatsunoko to use the Poseidra, the Atlantean Dragon you searched, from the effect of Neptabyss, the Atlantean Prince, for a Lv10. The opener is also way more explosive being minimum +2 over the Driver package and Lappis Dragon is the only true brick (12%) unless you get the rare 1.2% chance of drawing both copies of Atlantean Dragoons.
A combo looks like this:
1. Summon Ursarctic Mikpolar, by tributing a Lv7 or higher monster (any Ursarctic, lv8 Synchro or Poseidra, the Atlantean Dragon), and add Ultimate Knight Alpha Ursatron to the hand.
2. Summon 'Alpha Ursatron' to add one of either Ursarctic Drytron (or Ursarctic Radiation if you already have 'Ursarctic Drytron' in hand)
3. Summon a Lv8 Ursarctic by tributing either of the monsters on your field
4. Summon Ursarctic Polari and activate Ursarctic Big Dipper from your deck
5. Summon a Lv8 Ursarctic from your GY with the effect of 'Polari' and 'Big Dipper'
6. Summon Ultimate Flagship Ursatron w/the effect of 'Ursarctic Drytron' by banishing 'Big Dipper' and a Drytron Fafnir from your deck
7. Summon Ursarctic Septentrion by Dark Synchro-ing the Lv8 Ursarctic and Ursarctic Polari, this gives you a search from the effect of 'Flagship Ursatron' (search a Lv8 Ursarctic)
8. Use the effect of 'Flagship Ursatron' to add a banished Ursarctic to hand, most likely adding Mikpolar
9. On the next turn you can use the effect of 'Septentrion' and 'Flagship Ursatron' to add 2 more cards to hand w/the ability to banish 'Ursarctic Drytron' in the GY
This is not the end but this is usually what you're aiming for with this specific build, in other builds you may not use 'Ultimate Flagship'. If you have Deep Sea Aria or Deep Sea Diva, and you still have your normal summon, you can have an additional Adamancipator Risen - Dragite on-field or a Baronne de Fleur. Also, you can summon a Lv8 Synchro w/a normal summon of Genex Undine.
TL;DR: combo is not that bad and has room for improvement, Atlanteans > Driver, Ursarctics are inflexible
Why aren't you playing the other Ursarctic cards?
- Ursarctic Miktanus fulfils the same niche as Neptabyss, the Atlantean Prince in that they both fulfil the condition referenced in the prerequisite for Ursarctic combo lines, however, 'Neptabyss' has higher flexibility in that he can go into Coral Dragon and gain +1 card advantage or Desert Locusts to pitch 'Ice Barrier' for its searching capabilities. Ursarctic Mikbilis is the same in many situations but is somehow even less flexible in bricky hands.
- Ursarctic Slider is not that bad actually and lets you play through certain points of interruption, however, it doesn't function in hands that make use of Ultimate Knight Alpha Ursatron as it needs to summon itself to gain the all-important search. The trap card is cute, it's always fun to summon more copies of Ultimate Flagship Ursatron.
TL;DR: The other cards that I'm not using aren't very good
Important Questions:
- Is Ultimaya Tzolkin turbo better? Definitely... if you're going second, but going first it is just a wet sponge. It either ends on Ursarctic Big Dipper + Ursarctic Septentrion or Crystal Wing Synchro Dragon pass. It's pretty cool for a side-board though and is much more interesting than siding cards that have the effect: Win Game. Maybe if there's more cool stuff to be done here send me a link, I'd like to see all 3 of 'Crystal Wing', 'Big Dipper' and 'Septentrion' be on a board together.
- Is Chaos Gaia better? Probably idk, haven't thought about it. Seemed boring asf to me but it could be good, give me a link if you think you've created something cool.
- Is Pure better? Well, it'd be less consistent and have an even lower power ceiling than it already does but it might actually be just more competitive with Gameciel, the Sea Turtle Kaiju and Lava Golem. It'd allow you to run Trade-In but the problem is still the bloat as there is almost no room for Hand-Traps or power cards like Gozen Match. The consistency problem isn't really that big of an issue right now it's almost too consistent so it's fine losing some to keep up with Rogue decks. It's just way less interesting imo but maybe you can play Denko Sekka or something.
- Is Ra support just better? This one might actually be true, searchable The Winged Dragon of Ra - Sphere Mode sounds crazy and some of the other support sounds really fun. After fine-tuning this build I'm going to look into it personally. SEND ME A LINK IF YOU THINK YOU'VE MADE SOMETHING COOL.
- Is 2 the right number of 'Ice Barrier' to play? You can send it from Ursarctic Departure, Desert Locusts, Coral Dragon, Foolish Burial Goods, Brionac, Dragon of the Ice Barrier. The probability that you will open something that can discard 'Ice Barrier' is 64%. What if you open a one-of 'Ice Barrier' (1/8 games) and 'Goods' (1/3 games), maybe it's worth running 2 'Ice Barrier' because it's not a Garnet... sometimes. The probability of being able to discard 'Ice Barrier' increases in non-Ultimate Flagship Ursatron where you can play things like Synchro Overtake.
- DRYTRON FAFNIR TO 2??? It would allow you to play 2 of the best card in the deck (Ultimate Flagship Ursatron) and its basically as useful as Ursarctic Big Dipper. 'Dipper' functionally does nothing before you get enough Ursarctics in the GY so it isn't a starter, the benefit you do get from having either ('Fafnir or Dipper') in hand is that you don't have to banish the 'Dipper' you search from Ursarctic Polari, meaning you end w/+1 interruption. It's just something to think about if you want to raise the power ceiling. At the current deck-build, there is a 34% chance you get a bonus interruption from 'Dipper'
- Radiation to 1 and removing Flagship Ursatron. It's something I've been thinking about but you don't have to play both Ursarctic Drytron and Ursarctic Radiation at 3 if you only play 1 of either. You never fully cut 'Radiation' as +7 is nice, maybe you cut Ultimate Flagship Ursatron so that you can streamline the deck-build. 'Radiation' sometimes un-bricks hands and sometimes it's deadweight, you'd also get rid of one Ursarctic Big Dipper and Drytron Fafnir, this gives you 7 more flexible slots but requires a completely different combo I'll figure out some other day. This also lets you run Synchro Overtake to maximise your Deep Sea Diva abuse this implies the use of some kind of engine, 'Diva' or not, to increase your card advantage or space to run Hand-Traps.
- Mermail Abyssmegalo is also worth mentioning, Abyss-scale of the Mizuchi negates spells, Abyss-scale of Cetus negates traps, and Abyss-scale of the Kraken negates monsters, all the equip-spells are bricks but 'Megalo' isn't and can be searched via the effect of Atlantean Dragoons. It's probably not worth it in my current understanding, but if there was a way to abuse this it should at least be considered.
- Crystal Girl, is very slow its a +1 as it functions in the end phase and also has no other value on board and is therefore actually just neutral in card-advantage
- Deep Sea Diva w/Guitar Gurnards Duonigis functions exactly like the Driver package, however, it does have the ability to summon a card like F.A. Dawn Dragster or Clear Wing Synchro Dragon which could help to play through enemy Hand-Traps as a 4th card in hand. You can do this w/the current 'Diva' package anyway but it really is the death knell for the Driver package.
TL;DR: there are other ways to play, some are worse but some could be better and they need looking into
The Synchros:
Currently, I would add Baronne de Fleur and Crystal Wing Synchro Dragon to my list. It gives Anti-Nibiru is and a better going first Lv10 Synchro.
There is the possibility to summon a Lv9 Synchro by using a Lv8 Ursarctic + Ursarctic Polari or Ursarctic Polar Star but that seems like a waste to me. This is more consistent however than the other way which is to use Deep Sea Diva + a Lv7 Ursarctic,
Deep Sea Diva is very important to many of the following lines, the basic combo of the deck doesn't require 'Diva' which is why it works but the following is why you consider not playing Ultimate Flagship Ursatron. You can maximise the probability of seeing Diva by running Synchro Overtake or Deep Sea Aria.
You can summon Adamancipator Risen - Dragite or Crystal Wing Synchro Dragon by using Deep Sea Diva to summon Neptabyss, the Atlantean Prince which summons Lappis Dragon through the effect of Atlantean Dragoons. Synchro summon Stardust Charge Warrior (from 'Lappis' + 'Neptabyss') then Synchro summon 'Dragite' or 'Crystal Wing' using 'Diva' + 'Charge Warrior', which would draw you an extra card (unless I'm wrong and it misses timing). This allows you to play anti-Nibiru or block a 'Lightning Storm'.
You can summon Tatsunoko from Neptabyss, the Atlantean Prince which is summoned from Deep Sea Diva, with The search of 'Neptabyss' to search Poseidra, the Atlantean Dragon you can summon a Lv10 Synchro monster such as Baronne de Fleur or Swordsoul Supreme Sovereign - Chengying. This can also be achieved by using the Lv8 Synchro monster summoning method to summon Accel Synchro Stardust Dragon which will summon back 'Diva' so that you can Synchro again.
If you have 'Ice Barrier' in hand and either Neptabyss, the Atlantean Prince or Deep Sea Diva you can summon Desert Locusts w/ Lappis Dragon and 'Neptabyss' to get the search from 'Ice Barrier', after discarding it using 'Desert Locust's effect, if you need it to be able to complete the combo. This allows you to summon Ursarctic Polari w/any Lv7 Ursarctic and 'Desert Locust'.
Golden Cloud Beast - Malong could also be used with an Ursarctic Polari to summon a Lv6/7/8 monster, it saves the use of Deep Sea Diva if you wanted to summon a Lv8 but 'Polari' is more valuable than 'Diva' in my estimation.
Visas Amritara could be summoned using a monster like Metaphys Horus, I don't know if any Spell/Trap mentioning Visas Starfrost would be useful here but my brain turns to mush whenever I think about those cards. Again, let me know if they are actually useful, like if you can summon Kashtira Fenrir or something which is a Lv7 body on-board. The resulting 'Amritara' could then be used to summon an Ursarctic Lv1 Synchro using a Lv7 monster. I should probably look into this, but it needs to work with all starters otherwise it kinda sucks.
Lappis Dragon + a Lv 7 Ursarctic = Lv 12 synchro, maybe there is something there. This occurs if you use Deep Sea Diva + Neptabyss, the Atlantean Prince for Ursarctic Polari. There aren't that many useful Lv12 Synchros that you are able to summon, but some ideas are Crimson Dragon (card) or Superheavy Samurai Brave Masurawo (because you can draw up to 3 cards but that's unlikely in this deck, maybe works in a different build).
The Extra Deck is still unsolved in my opinion and I really just included what I thought was the coolest. The over-reliance on Diva is fine in some hands where you have full-combo w/out using Normal Summon and Ursarctic Drytron or Ursarctic Radiation in hand (so that the other of the two can be searched from Ultimate Knight Alpha Ursatron), you will probably draw into her. But if not I was considering a 1 of Deep Sea Aria, couldn't hurt right?
TL;DR: The Extra Deck is way more interesting if you're abusing Diva and it's very flexible
Conclusion:
Dear Konami, thank you for making my Deck playable.
If I asked for anything more, I'd like to use the Lv8 Hand-Traps on an opponent's turn 1 so that you can interact, maybe a token that's created when you tribute a monster/spell in hand? The deck is pretty consistent so I'd like if the next support was another toolbox-y, Lv8 w/interaction to reward good decision-making
The ceiling of the deck is pretty low but I don't think anyone came to Ursarctics for the 6 negates, play-through-several-hand-traps experience. The going-second experience, however, could be made better with a different build but this is of course Ver.1
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