Ursarctic Goodstuff
Deck Primer
- The level 7 mini bears will be the monsters you'd like to start with and keep on the field as: 1) The optimal starting requirement to activate level 8 mega bears' effects, 2) Synchro material in later turns (see Melffy/Beast package section).
- Mikpolar is your main searcher of the package. Its effect is the best among the three mini bears since it allows you to add more options to your existing hands.
- Miktanus will be the one to recycle the Ursarctic bears you need once you've filled up GY with bears used as tributes/materials for Polari summoning process. Primary target of Polari revival effect.
- Mikbilis will be the least desired mini bear to be used, but is a good summon/revival target for swarming or triggering Radiation's effect.
- The level 8 mega bears are the Tuner and work as main handtrap of the deck, which enable you to disrupt your opponent with their effects during their main phase.
- Megatanus' pseudo Book of Moon effect is the one that you'll frequently use, as flipping face-down opponent's starter monster is often an effective way to halt their combo.
- The effectiveness of Megabilis D.D. Crow-like banish effect varies depending on your opponent's deck, as banishing opponent's key combo piece could be a great loss for them. Also works as huge beatstick with its highest ATK among the mega bears.
- Megapolar's MST-like single backrow destruction is a nice utility. But considering the capability of other package/monsters in the deck, this mega bear's effect will be less likely used.
- It is optimal to have 1-2 mega bears in your hand ready at the end of the turn so that you can play them during opponent's turn as needed.
- I keep Big Dipper at 1 copy for reasons: 1) It is a potential brick, since you'll prefer to have it searched by Polari's effect, 2) It is recycle-able by Radiation, unless it's banished.
- Departure is a decent searcher card that keeps your hand stocked with the bears. To avoid potential loss, it is advised to only use it after baiting opponent's ash/negates by starting out using other search effect first, such as Mikpolar or Crystal Girl.
- Radiation allows you to offset the tribute costs that the bears used by its (potential) 7 draws. It will also allows you to: 1) Dig further into the deck as you summon the bears, gaining either more tribute fodders or other combo lines' pieces 2) Chain-blocking Ursarctic monster search effects by its triggered effect as Chain-2, thus protecting Mikpolar/Polari's effect (that's activated as Chain-1) from Ash Blossom interference.
- Do not be tempted and extend your play too much that you're using up Radiation's 7 draws just in one turn; having to draw 2-3 times per turn from its effect is usually enough to replenish your hand resources for the turn.
- Radiation's GY recycling effect can be used to remove and recycle duplicate bears from the GY, thus avoiding interference from Called by the Grave's effect.
- Slider works either as: 1) Nice extender if you're lacking of playable bears and tributes, 2) As additional disruption once you've piled up GY or banished cards. Its main selling point is the ability to revive banished face-up bears, thus allowing you to banish the bears in GY (from Big Dipper effect) without worry and access them later on.
- Instead of rushing to climb into the level 7 synchro bears on the starting turn, I think it may be better to keep Polari on field to start off. Its recycling/revival effect can be used on later turns if it survived next opponent's turn, and it alone satisfies the requirement to activate Big Dipper's monster-stealing effect. Having it destroyed also won't be large loss unlike getting level 7 synchro bears that you rushed to summon being destroyed instead.
- With Quint Charge, you can take opponent by surprise during their turn by summoning appropriate level 7 synchro bears using the available Polari and mega bears. It also serves as backup option to recover some bears in GY, thus preserving the deck's resources especially in late-game. You'll prefer to get this trap later on and not in the starting hand, thus its status as the package's garnet.
- Grand Chariot is a good candidate for this Quint Charge summon effect since destroy 2 effect during opponent's turn is quite beneficial/fatal. Else, you can prioritize summoning it if you'd like to protect Big Dipper from any targeting removal.
- Septentrion is the main selling of the archetype (for most people) since it's able to lock out Xyz or Link-based decks. It is better summoned once you've recognized what deck opponent is playing. The search effect is a good additional effect that lets you adapt to opponent's move in their turn, either by: 1) Getting a mega bear for disruption, 2) Preparing a recovery option through Departure.
-- Melffy/Beasts package --
- Catty will be the main part of the package, since it's able to fetch various cards from your deck, mainly: level 7 mini bears, Bigfoot, Alpha, Kerass, and Hop Ear.
- Hop Ear Squadron is the key that gives level 7 mini bears another utility as Synchro material. It enables you to gain access to level 9 Synchro monsters during opponent's turn, which are able to create powerful disruption (see more in Level 9 Synchro monsters section). Getting level 10 Synchro monsters using Hop Ear is also possible, but it's very less likely to happen compared to summoning level 9 Synchro monsters.
-- Danger! package --
- Even though their effect won't activate from being tributed for the bears' summoning cost, the deck has enough discard effects that can make use of the package's potential: Departure and Ravenous Crocodragon.
- Nessie's useful mostly for preserving hand advantage by getting Bigfoot on your hand. If Nessie is summoned to the field, it can be used alongside level 8 mega bears to call Polari as the level 7 material.
- Bigfoot's destruction effect is pretty much self-explanatory.
- The package's "random self discard, then draw 1 if it isn't discarded" effect may prove useful to unbrick unplayable hand. However, since it depends mostly on luck for both random discard and one draw, you're not guaranteed to get a good result from it.
-- Swordsoul/Wyrm package --
- The main reason it is included in the deck to get easier access to level 10 Synchro monster, especially Qixing Longyuan as going first play. Without the package, the deck can reliable enough to get into level 10 Synchro by using level 8 mega bears with increased amount of level 2 monsters.
- Bixi enables you to access Qixing Longyuan by using up your normal summon and one level 8 mega bear on field.
- Longyuan can turn another copy of itself or other Wyrm monster as an easy access to level 10 Synchro monsters.
- Chengying is pretty much the most powerful and reliable boss monster available for the deck. Combined with Big Dipper/Departure GY banish effect (for substituting bears' tribute cost) or Megabilis' GY banish, you can trigger Chengying's removal effect easily.
- Qixing Longyuan is a good boss monster to have in turn 1. Its immediate banish effect may prove useful to disrupt opponent's starting play if they're going second.
- Vishuda fits really well with this package while serving as eligible Ursarctic tribute cost. With the presence of normal monster (Swordsoul token or Monk of the Tenyi), its bounce effect adds more option to chip away opponent's board. Being able to be summoned instantly from hand if there's no effect monsters on field, Vishuda can be a good optional starting point to get into Polari thus making it less of a brick.
- Monk of the Tenyi enables you to use Vishuda's effect without needing to wait for Longyuan's Swordsoul token, thus making the three copies of Vishuda as a consistent going second card option.
- Longyuan in the hand can possibly become quite a brick, sadly. It really needs another Wyrm in hands to activate, and being level 6 makes it not legible as Ursarctic tribute cost. If there's no way that you'll draw another Wyrm monster soon enough (such as by betting on Radiation's draw effect), you can use it for discard fodder whenever possible, instead.
- If you don't feel like playing this package, you can take it out from the deck and replace it with alternatives (refer to alternatives section below).
-- Going 2nd cards --
- Gameciel pretty much does what people expect from Kaijus: removal by tribute. Being a water attribute monster enables it to be searched by Crystal Girl. Else, a tribute fodder for the bears.
- With its quick effect, Pankratops enables the deck to: 1) Have better way to break a bit of opponent's complete turn 1 board, 2) Protecting your combo play by pressuring your opponent by its chainable effect. Same as Nessie, being a level 7 makes it a good material to summon Polari (although you'll prefer to use it more for its removal effect). If you're going first, it can serves as tribute fodder for the bears, instead.
- Alpha fits well with the deck mostly because of Melffy package; It is searchable by Catty as I've mentioned before. Once it is used for its bouncing effect, you can tribute it to proceed on Ursarctic line of combo.
- Eldlich has unique roles in this deck: 1) Even though the chance of happening is low, Eldlich enables you to make use of other copies of Departure or Radiation that is bricking your hand, 2) Non-ED easy access to high ATK monster, as long as you can sacrifice one of your available spell/trap cards. Keep in note that its high level count isn't compatible to be used as Synchro material.
-- Tri-Brigade package --
- Tri-Brigade package will be mostly used as late-game strategy, considering the GY is likely to be filled up with enough materials at that time (Ursarctic, Melffy, Hop Ear, Bigfoot).
- Considering Ursarctic monsters lock out monsters without levels because of their summoning condition and the package doesn't include other Tri-Brigade main deck monsters to fuel the GY early on (since they'll most likely to be brick), the package is unable to function in turn 1.
- Since Kerass fits the requirement to be searched by Catty and can easily special summon itself, it is more preferred compared to his fellow Nervall and Kitt. Other than being used for its Link summoning capability, being a level 2 makes it compatible with level 8 mega bears as Synchro material. Considered to be a garnet you don't want to see in your opening hand.
- Shuraig's banish effect can be triggered by any Ursarctic or Hop Ear's quick summoning effect, so you can take advantage of it during opponent's turn as long as you have enough resource to do so.
-- Level 9 Synchro monsters --
- Shenshen that's summoned during opponent's turn is pretty much a powerful GY lock move, effective especially against GY-reliant strategy/decks. Since the deck contains enough diversity of types and attributes, you can easily revive Shenshen on later turns (such as banishing Hop Ear or Bigfoot with any mega bears). The primary target for its recycle effect is Crystal Girl, which enables you to revive it again and triggers its search effect after special summoned.
- Ravenous Crocodragon fits well with the deck. Its draw effect on summon at least relieves our hand resource a bit, while the discard -> destroy effect is able to make use the Danger! package and any bricks that are clogging the hands. Once it lived out its usefulness, you can use it alongside level 8 mega bears to bring out Polari.
- Stellar Wind Wolfrayet is another decent pick for level 9 Synchro monsters roster. Its field-wide, non-destruction monster removal effect is sure powerful and gives similar pressure as Big Dipper, but easy for the opponent to play around. It is also noticeably lack of removal protection, thus having Almiraj is recommended if you're planning to get it on the field.
-- Other cards --
- Crystal Girl is one of the most desired starters beside Mikpolar. Use its on-summon search effect to: 1) Getting level 8 mega bears ready for next turn, 2) Add Gameciel for later turns usage, 3) Bait out Ash Blossom from confused/inexperienced first-time opponents. It also enables you to access level 9 Synchro monsters by using it as materials alongside level 8 mega bears. Since it has revival effect (which requirement is pretty easy as long as you have any bears or Ravenous Crocodragon on field), you can send it to GY by using it as discard fodder (especially for Departure). In doing so, you can use normal summon of that turn for something else.
- Pot of Desires should've not be limited due to its usefulness for the deck. It pretty much gives the deck lots of advantage: 1) +2 new cards in hands for further play, 2) Thinning out the deck once you've got all important pieces like Big Dipper on field/hand/GY, 3) Powering up Chengying by a mile. It is advisable to use it after you've activated Big Dipper on the field, as it'll be detrimental having the only one important field spell banished accidentally, unable to be salvaged.
- Monster Reborn works well as extender and recovery option. Keep in mind that Ursarctic ED monsters can't be special summoned using this, thus making the other ED monsters as more suitable revival target.
- Herald of the Arc Light pretty much has similar pressuring GY lockout role like Shenshen, while also offering one-time omni negate. (Considering recent changes of the deck recipe where Melffy Puppy and Kalantosa are removed, it'll be quite hard and less consistent to summon this monster. It is recommended to add those monsters if you'd like to add more consistency on summoning this monster.)
- Almiraj pretty much slightly covers the deck's lack of protection from destroy effect. Be aware that you can't summon it after Ursarctic monsters have summoned themselves and locked out the ED. Thus, the best time to summon Almiraj is after normal summoning Crystal Girl from your starting play.
- Trishula Zero is a pretty nice accessible surprise that can be made by the deck, although it won't appear very often. It is usually summoned by using level 8 mega bears, any level 2 monster, and Crystal Girl (which usually just revived itself). Since it'll be a waste to not make use of its last effect, I decided to include normal Trishula to take advantage of it. Normal Trishula is nigh impossible to summon beside using Trishula Zero effect, thus eating up one of important ED slots.
-- Alternatives --
- Melffy Puppy can be used as the another copy of Catty. Having it alongside Catty on the field is also useful to ensure Catty search effect not being negated by Ash Blossom, since you can make a chain block of Catty > Puppy. Add Kalantosa alongside Puppy if you'd like another form of sudden disruption, but keep in mind of their status as potential brick.
- Melffy Fenny is a niche one; it enables you to summon level 7 mini bears during opponent's turn even though you're not having level 7+ monsters as eligible tribute.
- Ancient Warriors - Loyal Guan Yun is a good budget pick for going 2nd card, which covers up similar role as Pankratops (but worse). Being a Beast-Warrior type also synergetic as Tri-Brigade GY link fodder. 2 copies at most.
- Gadarla, the Mystery Dust Kaiju can be an alternative to replace Gameciel if you'd like to anticipate facing wind barrier statue lock.
- Tri-Brigade Nervall is a good normal summon candidate, which can also be used for Synchro materials/discard fodder while it triggers the search effect to fetch Kerass to your hand. 1-2 may be quite enough.
- Ultimate Flagship Ursatron may give you more option on handling Ursarctic-based resources. However, its lack of protection and the complications you'll need to get through to summon it don't justify its usage. The best way to summon Ursatron is probably by using Quint Charge, but you'll need to give up one Polari on the field as a cost and the summoning method is considerably slow due to Quint Charge status as a trap card. Using Drytron Fafnir + Ursarctic Drytron sounds nice, but having to run additional bricks/garnets while also using Big Dipper on field as material (which have more impactful effects) are quite risky choice.
- Linkuriboh for people who prefers battle protection instead of Almiraj's.
- Hraesvelgr is a good summon target for Tri-Brigade package if you don't have enough materials in GY, or if you'd like to use its effect before climbing with Kerass into Link-4.
- Accesscode Talker is an alternative Link-4 to climb after summoning Hraesvelgr by using Kerass. Potentially a better finisher compared to Shuraig. For ones with enough money or Master Duel players.
- Baronne de Fleur is self-explanatory. Again, for ones with enough money or Master Duel players.
- Vermillion Dragon Mech is a nice alternative if you don't like Ravenous Crocodragon's steep discard cost. The easily paid cheap cost for the destruction effect is nice, but since it's not a quick effect and the recycle effect can only trigger if this card is destroyed by card effect... I feel that Ravenous Crocodragon is a more flexible and rewarding option.
- Geomathmech Final Sigma is a good option if you feel like having a near-invincible boss monster. However, it lacks of good effects on field beside from being a large beatstick and using level 10 Synchro monster (that has more utility) as material is not justified.
- Trade-In and Sacred Sword of Seven Stars can be used as additional draw engines. Trade-In is able to trigger Bigfoot's effect, while Sacred Sword is able to make use of unused level 7 monsters. Keep in mind that you'll need to slot in large amount of monsters with appropriate level, and these two will be a fatal brick if other stuffs in the hand don't match well (especially with Melffy package). It is also prone to Ash Blossom and other negations, leaving you with less hands than it used to be. Recommended to only insert 1-2 copies total.
- Foolish Burial Goods can be combined with a copy of Ursarctic Drytron to make a substitute tribute cost in GY that works similarly like Departure. The substitution effect can be used immediately after being sent to the GY, which is the combo's only superiority compared to Departure. It is better to use the slots for additional level 7+ monsters (especially going 2nd cards), since those monsters may have more utility while also serve as tributes for the bears.
- Heavenly Zephyr - Miradora and Bahalutiya, the Grand Radiance seem to be a nice additional handtrap beside level 8 mega bears. After some testing, I felt that their effect is too mediocre and their summoning/activation condition is too inconsistent, making them end up only as tribute fodder most of the time. Thus, their niche status. Only slot them in if you think they're cool.
- Unlike the fellow dragons above, Fantastical Dragon Phantazmay have a decent draw effect to refresh available options in your hands. Keep in mind that its summoning condition requires your opponent to play Link-based deck, which limits its usage.
- Popular handtraps (Ash Blossom, Ghost Ogre, Effect Veiler) and generic staples (Called by the Grave, Infinite Impermanence, Dark Ruler No More!) can be used to replace going 2nd cards and Swordsoul package if you're more inclined to use their powerful effect. In exchange, adding them may hit the consistency of having enough Ursarctic tribute fodders due to higher ratio of lower level monsters and spell/trap cards, thus requiring you to tweak the deck's card ratio further. Recommended for current Master Duel builds or people with enough money irl.
- For further customization, you can increase the amount of these following cards by max. 1 copy by also replacing some cards/package you find redundant: Crystal Girl, Catty, Alpha, Gameciel, Vishuda, Eldlich, Big Dipper, Quint Charge, Desires (if the banlist allows), Bigfoot, Nessie, Hop Ear, Kerass, Chengying, Shuraig, Ravenous Crocodragon.
-- Gameplan --
-- Early Game --
- Normal summoning Crystal Girl to start is the best opening move to bait out Ash/negations. Then, immediately use it as a Link material for Almiraj.
- Starting the turn by summoning Vishuda for free is another good opening move. From there, you can: 1) Get into Monk of the Tenyi if you're going second and want to chip away opponent's board using the bounce effect, 2) Summon a mega bear and use Vishuda alongside it to start the Ursarctic combo line by summoning Polari.
- The base philosophy of the deck to make its first opening board is to keep it humble in appearance, while you have resources ready in hands and GY. For the field, have at least Polari and/or a level 7 mini bear alongside one other usable monsters (Catty, Ravenous Crocodragon, Qixing Longyuan). As for the hands and GY, make sure you have some quick effects or handtraps ready (level 8 mega bears, Hop Ear, Bigfoot for discard cost, Departure in GY for tribute cost, any bears as Slider's target).
- It is recommended to prioritize summoning Polari + set up Big Dipper in this first turn if you're confident on able to pull off without getting interrupted or having backup plays/extender in hands.
- Use Polari's effect to do one of these setups to finish the turn: 1) Revive one level 7 mini bear whose effect hasn't been used yet 2) Retrieve a level 8 mega bear to the hand 3) Revive a level 8 mega bear and use it to get into level 9/10 Synchro monster.
- If you're going second and have enough cards to summon and activate level 8 mega bears, it is a good idea to use them as soon as possible for interruption during opponent's first turn/opening play. Else, rely on going second cards if you have them.
- Trishula Zero's banish 3 effect is a decent option as last resort in attempt to break opponent's board.
-- Mid Game --
- Once you've found out what strategy opponent deck is using, use the ED monsters to deal with each case accordingly.
- Most of Level 9 Synchro monsters are better summoned during opponent's turn. Use their effects to remove opponent's key combo pieces or bring major disruption.
- Bringing out Chengying alongside Polari + Big Dipper is a good move to put pressure on opponent; Big Dipper's ticking counters and Chengying's banish effect will be annoying threats for opponent to deal with on following turns.
- Keep in mind to at least have enough stock of Ursarctic monsters and their fodder in hand (or GY if Big Dipper is active).
- Bring out Septentrion as soon as possible if opponent's cards indicate they're mainly using Xyz or Link strategy.
-- Late Game --
- Almost similar to Mid Game, but you'll rely on the byproduct from previous turns in the GY.
- Shensen revival should be easy to do once you've used up bunch of different cards; Keep the opponent pressured with its continuous banish effect.
- Tri-Brigade package can be a good last push to remove the remaining threat. Keep in mind to make it as the first play of the turn, since you'll be locked off from using this package after you summon any Ursarctic monsters from hand.
- Late game Chengying is a powerful finisher, especially after you've banished enough cards from previous turns.
-- Afterwords --
This deck recipe is my attempt to salvage the unique Ursarctic archetype by inserting bunch of happy accidental synergies, which do really help the archetype much by adding several layers of alternate gameplans. Even though the initial flaw of Ursarctic at its core still presents and limits the deck from reaching competitive-tier power level, I think I did my best to make the deck fun to use. I recommend you to use and try the deck in non-meta or casual play, especially if you're aiming to have fun, back and forth interactions.
Really, with all these non-Ursarctic cards, it does really feel like being an anime protagonist that can pull off new unpredictable strategies in every fight... Of course, not counting the brick rate and such.
Thank you for reading this far if you did. Again, please do try out the deck and comments with your test result for future considerations and update!
(Updated: Bumped up deck count to 44, removed 49-cards deck option. Tweaked the number of copies for cards in Melffy and Swordsoul package. Replaced one Ravenous Crocodragon with Wolfrayet in ED. Added Monk of Tenyi as main ED monster alongside write-up of its influence. Cleaned up some writings. Added Eldlich.)
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