Welcome to my build of Voiceless Voice Gate Guardian!
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Okay so, I've had this deck in the back of my head ever since I saw Voiceless Voice in action.
For starters, and the most obvious, Voiceless Voice Ritual Monsters all require a Level 7 Tribute.
Gate Guardian pieces are all Level 7s. We're giving the Gate Garnets a purpose, aren't we nice?
Deck Summary
Gate Guardian was once an archetype-less conglomerate of bricks that did next to nothing in the early days. The original Gate Guardian looked to be pretty huge, except for the fact that the price to summon them was tributing Sanga, Kazejin and Suijin while they were all on your field at once. Needless to say, these cards saw next to no play unless you and your buddies were doing jank casual matches. In recent years, however, we have a fully fleshed-out Gate Guardian archetype (despite the boss monster NOT HAVING AN ANIMATION... konami pls.) While the archetype itself is, pretty much, all gas and no brakes, the Fusion Monsters do an amazing job of floating your Brick Guardians back into your hand or field all while having their own respective effects when they aren't getting ran over by your opponent's monsters.
On the topic of that sweet, sweet nostalgia, Voiceless Voice is a Ritual-based archetype that utilizes a mute priest as a Tribute to bring out some of the most obnoxious boss monsters I've seen to date. Skull Guardian originally being a vanilla Ritual Monster, now turned omni-negate and archetype searcher, Sauravis, a LIGHT Dragon that is basically a flying, recurrable [Solemn Judgement] and Saffira which is a retrain of the Ritual Monster released long ago. This archetype is a particularly well-rounded strategy considering it has a very consistent resource loop which enables Turn 2 extensions after you fill the board up with the bosses. Also, they look soooo badass...
Combo Line Example & Endboard
Okay, so the only gripe I have with this deck is that the endboard is not consistent in the slightest. Whatever you end on won't be horrible, however, it may fall short ever so slightly due to how broad the searchers are. By this, I mean a lot of the GG board requires planning. It took them like 20 turns to bring out the OG [Gate Guardian] in the anime so this is not too different, sort of. GG is heavily reliant on both the Field Spell and Labyrinth Tank. While it may take a turn or two to bring out Combined. Wind & Water can very well supplement the endboard as it is a Spell/Trap negate you can use twice in a turn. Usually this only happens when you are heavily interrupted, but now, being in Fiendsmith meta, it's looking like everyone is gonna be running, at least 10 handtraps at minimum.
All this said, here's an example of a hand that would end on everything you need:
In-hand: [Lo, the Prayers of the Voiceless Voice], [Saffira, Dragon Queen of the Voiceless Voice], [Extra Foolish Burial], [Dark Element] and [Blessing of the Voiceless Voice]
1. Activate Saffira's effect to dump them and a Ritual Spell into the grave in order to search for a LIGHT Ritual Monster. Ideally, you'd want to go with Skull Guardian.
2. Next, Normal Summon Lo and throw [Barrier of the Voiceless Voice] on the field. Go ahead and add another Lo in your hand using Barrier (trust me.)
3. Activate [Blessing of the Voiceless Voice] and add back the Ritual Spell.
4. Activate Saffira in grave to Special Summon Skull Guardian with one of the Lo's in hand. You can either activate her second effect now, or wait till later at the risk of playing around a Called By. With Skull Guardian add Sauravis. Special Summon the Lo and now your first negate is online.
5. With the second Lo, use the Ritual Spell to Special Summon Sauravis and now your Summon + Target negate is also online.
6. Lastly, activate [Extra-Foolish Burial] and send a GG Fusion Monster to the grave (preferably Water and Thunder considering it's the weakest out of the bunch.) This will allow you to finally use [Dark Element] which is basically a free [Gate Guardian Combined] or [Dark Guardian] depending on what you need in the moment.
With this, you should have about 5.5 negates alongside whatever else you may have in hand.
In any case, BOARD COMPLETE!
***I want to highlight one thing, however:
***The main reason we are activating all our Voiceless Voice first is due to the restriction of [Extra-Burial Goods]. You cannot Set Spells or Traps the turn you activate the card (not that you'd really need to anyway.) This said, and most importantly, this particular line will burn through most of their interruptions, depending on what that looks like. Regardless, Burial with [Dark Element] is still a free Combined which is, arguably, the best card in the deck.
Follow-Ups and Tech
There is really not much else to do from this point, actually.
With [Labyrinth Shadow Wall] you can pop any monster under 1600 ATK at the start of the Battle Phase and it floodgates Level 4 and lower monsters from attacking the turn they're summoned. Fairly useful. One time I popped someone's Slifer during a stalemate and they immediately surrendered, so... It can kill gods under the right circumstances *shrugs*
As you're recyling GG pieces, your next target should be Wind and Water. If you have Labyrinth Tank on the field while the Field Spell is active, you can pop a monster on the field regardless of position. Could probably slot in a [Book of Moon] in order to take care of more difficult targets.
From this point, you can float through your other Gate Guardian monsters once Combined is destroyed in order to maintain presence. Same goes for VV.
Sideboard
Just your run-of-the-mill tech cards and the occasional Floodgate.
If you really wanna try a more stall-heavy approach, go ahead and take a look at [Legacy of the Duelist]
Trust me more than you trust your mail person when I say, yes it works, yes it's hilariously fun and yes it definitely fixes certain parts of the deck where it falls short.
Theorycrafting
I'm gonna be so real when I say that fitting all this together made me claustrophobic. There's not a lot of space to move stuff around unless you're looking for your extenders to take a hit. You could probably do away with the GG Quick-Play spell, but that's entirely dependant on how you'd wanna approach the strategy. Same goes for Saffira (the Ritual Monster.)
You could do a very, very tiny Kashtira package, but even that is reaching a little.
Of course, I normally make these decks with a tight-40 in mind anyway. Feel free to go a little over if you wanna sauce it up.
Conclusion
This deck, at least in my opinion, is annoying to play against. Admittedly, it staggers significantly when interrupted, but the setup is meant to trip your opponent up. Dealing with a Combined is tricky enough as it is considering it's 3 target negates in a single turn. So, either they have a Kaiju, or they're gonna have to play around having their answers negated at every turn on top of an Omni and slapping whatever scary Special Summon they throw at you.
It's a compact, but effective power ceiling that is actually quite fair when it's not popping off Turn 1.
I'd build this for paper if I could (except the only LGS near my area is a two hours away :') )
Anyway, hope you give this deck a shot if you enjoy mid-range stall.
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