Welcome to my build of Voiceless Voice and Gate Guardian! (really don't know which archetype to lead with tbh)
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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?
***This deck is going through playtesting so this build might be subject to change***
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As far as the strategy goes, here's what I've cooked up so far:
Your ideal board is going to be Lo, Skull Guardian and Gate Guardian Combined with a Sauravis in-hand. Bonus points if you have handtraps, but really... you should be fine either way.
That's not to say you can't keep going from there, but this deck can be very... very fragile if you overextend.
If you are starting out with Lo in-hand alongside some GG starters, lead with the GG line as it really does not matter in the slightest if they get negated in any capacity.
From there, Normal Summon Lo and go through that line.
Keep in mind, the GG Spell Cards (excluding the Field Spell) all search GG pieces once sent to the GY and banished (and on the same turn if you'd like) to the point where you could Grass half the deck and probably come out with Combined and Wind and Water on Turn 1.
There will never not be a piece in your hand or on the field so long as you have any of the cards at your disposal.
As far as the Side Deck goes, I kind of just threw stuff together that would make sense for Level 7s.
That said, there are no xeno/ex-deck locks of any kind. Meaning, you'll have an easy time dipping into some Synchro plays if you want.
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Now, there are a couple of cards in here that do not make sense, so I'll go over them and their specific uses before I get crucified:
Starting with [Legacy of the Duelist]:
Do you like cheating in games? Do you never want to deck out no matter how long the duel has gone? Do you want to annoy Trap Deck players?
Then THIS CARD *might* be for you!
Not only does it act as a pseudo [Swords of Revealing Light] for Extra Deck monsters on the turn they're summoned, BUT both players can only Set 1 Spell or Trap card from hand a turn, period. In addition to that, you can negate your own attack with any monster to destroy one of their Spells or Traps (Set or Face-Up) during Battle ANNNNNNNNNNNNNNNND you can forego your draw for turn to add a card from the GY to hand!
All for the cost of LITERALLY NOTHING (other than running the risk of getting it destroyed the next turn, but THAT DOESN'T MATTER. IT'S ABOUT THE PRINCIPLE.)
All this to say that it covers a lot of what the deck suffers from, surprisingly enough. You can shoot yourself in the foot if you're not being mindful of when you play it.
[Summon Limit]
Jokes on you, this deck is actually a floodgate deck! /j
But really, Limit works beautifully here considering the GG line isn't crying about limited Special Summons. You could have Limit and a Combined Turn 1 and the duel would be over.
Not really too much to go into with this other than it providces a necessary stopgap for when your start is a little lackluster.
[Extra Foolish Burial]
This card pays half your LP to dump a GG Fusion Monster in the grave. This accomplishes 2 things, secures a condition for [Dark Element] and turns on your [Riryoku Guardian] if you can reach it on the same turn. With [Dark Element] in the hand alongside X-Foolish, you essentially have a two-card Combined which is huge Turn 1. Pair that with banishing DE to add a Gate Garnet to the hand for a Ritual Tribute and you're already 3/4s the way to a full-board.
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In conclusion, the deck has an insanely high power ceiling. It's just reaching that height is what's the most challenging, and fun, part about it.
Voiceless Voice is already crazy strong on it's own, but adding Gate Guardian is basically like putting a layer of Flex Tape over itself.
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181-209-956
Also, feel free to use my campaign code in case you have a fresh account, or are just starting out: 00cdab64