Dogmatika Evil Twin
Deck Primer
So, Live/Evil * Twin is in a very strange spot in this meta. Without Trouble Sunny, the deck has some trouble closing out games, and can't quite achieve its full potential in terms of card advantage. Still, we're 1 link away from the deck getting a lot better. I decided after playing a pure list for a while to branch into a Dogmatika engine splash. I've always been high on Ecclesia, and while usually that is for Punishment, Fleurdelis seems pretty insane in this build.
The idea is pretty simple - cut Home for Ecclesia, which is better as an extender and will serve as a fine alternate starters, make some space in the extra deck for some bricks, and run it back. This list is pretty much my pure Evil Twin list with that minor adjustment, and so far it is performing much better for me. Let's get into the card by card.
So, Live Twins, we're on 7, 3 Lil-la, 2 Ki-Sikil, 1 Frost, 1 Treat. Frost and Treat together put us up to what feels like an effective 7 extenders, since each only extends out of 1 Twin play, and they're usually not that useful, but Frost's draw power is truly ridiculous, and Treat's battle effect will save your Twin's butts reasonably often. We trim Ki-Sikil because we want more of our starts that lead into Frost, to maximize the draw power of the engine. You could cut Treat, and you could consider 2 (or maybe even 3) Frost, but I like these numbers. We're also on 3 Password and 3 Sunny's Snitch. Password in this version is basically just more Snitches, though it will occasionally search out the Evil Twins maindeck monster. Snitch is insane - the little bit of drain disables a lot of OTKS, and also enables a lot of OTKs as well, that little chip goes a long way even without time in the deck. Since you can search Treat and Frost these are still sort of extenders, even if that aspect is diminished by the cutting of Home. We also run a lone copy of Twins. The Evenly style effect is very good on occasion, but mostly it's just a 4.4k beater, and it is good at opening up KOs by doing that. It'll be better once Sunny is here, both when you see it to OTK, and to have a backup way to send (which is searching it) for the cost of Trouble's board breaking prowess. For now the card is just fine. One card I've cut quite deliberately is the 1 good trap, Evil Twin Present. The card is fine, but I'm not sold on it being very good to see or search in most instances. If it was better at dealing with backrow it would make the cut, but it deliberately doesn't shoot down a flipped floodgate, and that just feels way too slow most of the time, and the trade effect is IMO way worse than Enemy Controller, which I'd normally never run, but feels pretty sweet in this list.
Dogma package is pretty standard IMO, you don't see this a lot these days, but since DPE and other similar packages conflict with Evil Twins I think it really is the best card for this role here. Nadir Servant is freaking wild, and always has been, but we're also still hoping to see Ecclesia the normal way as well (though if we had 2 servant, I'd cut to 2 Ecclesia). The extra deck space for this package is kind of tight, I still want Almiraj for I:P and Bagooska plays as well as to extend into Ecclesia when a Twin gets Ashed, Impermed, etc. Then there are 2 cards you run with the package - Fleurdelis, which is a non-targeting Imperm so long as you have Ecclesia on board, but also just a free SS2 Special, and with it's ATK buff ability it enables OTK lines quite easily (Twins + Ecclesia = Fleurdelis is over 9000!). I usually find Fleurdelis a little bricky, but this deck needs the free beater and the negate enough that typically the Knighted feels pretty good even without Ecclesia, and truly exemplary with her.
I'm also on 3 Parallel Exceed. This are much worse without the Accesscode OTK line, which came up a fair bit, but are primarly to make Bagooska anyways. I cut Zeus for a Wind Peg when I found I needed a 3rd target to send with the Dogma package - Zeus and Goddess are both potentially good here, but I found Goddess almost never came up and often couldn't be summoned when you needed it, whereas Zeus very rarely came up, and never felt essential, and usually wasn't in great form for a Zeus anyhow. The interruptions are pretty standard for Evil Twin as well - the usual Ash/Maxx "C" cards are here with some backrow disruption, plus Imperm and Droplet. Droplet is way better here than you'd think - the "battle trap" style ability of it is super clutch here, and the tech play of sending your monsters from the field to the GY to protect them from Imperm/Veiler/Chixiao... etc... is super clutch. Enemy Controller is also in the mix, it's the 4th copy of Droplet for that cray tech play, but wildly enough ditching your own monster to steal one feels amazing, especially when it enables a Twin effect, and weirdly the "switch to defense mode" option comes up a lot if you remember the card does that. I think it's hilariously on theme that the "gamer gurl" deck with a card called "GG EZ" is the one TCG/OCG deck that actually wants the Gamepad in its list, but I've also had such luck with this card that I don't want to cut it. It never quite feels good enough as a 2 of, but always feels good as a 1 of.
3 of each Evil Twin is needed in the Extra Deck to actually have plays - you'll go through 2 of 1 name on your first turn. Once Trouble Sunny is here, you can cut down to 2/2/2. Bagooska is also basically essential if you run the Exceed package, and is arguably the main reason to run this package. The Drunkard Tapir has slowly gone from a niche tech option to a staple in most extra decks as more and more white people have realized how busted he is. (It seems like the Asians always knew, and I picked up the tech off of a black guy, but I swear us white people used to never play this card). Almiraj is... still nutty, by the simple virtue of being a link 1, and between Exceed and Ecclesia I think you still need to run this card. I:P is also debatable, especially without Goddess or Knightmare Phoenix, but there are good I:P setups, and making a protected Unchained Abomination remains a really good use of your resources. I think Abom and Unicorn are mandatory, I make Unicorn, mull a card while spinning a card, and then make A-Bomb on followups pretty often. Without Trouble in the deck, A-Bomb is your main Link 4, and it enables nutty engine stuff with the link 2s, and I think the tech actually gets better with Trouble (I:P + Trouble = A-Bomb into Twins having set up Trouble and gotten both Twins to chain each other). Accesscode is also probably essential - it just does close out games, the card is very very good. I think there's some room to wiggle with this extra deck, mainly you could cut Wind Peg for mostly anything, Almiraj rarely comes up, and Accesscode is very good but not always needed, but I like this Extra Deck a lot overall.
I've made the adjustment off of Wind Pegasus for Psy-Framelord Omega. Omega helps the Dogmatika engine grind and is also grave hate - initially it was just to have a target that let me search Fleurdelis, but in practice the card is insane and has already won me games I should have, and would have, lost without it. In like my first couple games.
I slightly adjusted the Dogmatika line-up, cutting 1 Ecclesia for a lone Effect Veiler. There's some internal debate about whether Veiler or Chalice is better - the advantages to each have come up when I've tested with both. But I decided to lean towards Effect Veiler, if only to round out my interruptions vs FTKs and screwed up floodgate monsters like Protos. This minor adjustment improved my win-rate almost immediately (though admittedly I'm also just getting better at playing the deck.) You really don't need the 4th Ecclesia in most matchups, and it actually results in you seeing too many Dogma cards too often when you run it, whereas having 18 "1-for-1" interruptions is super crucial to the deck's gameplan of drawing cards while trading well. Trouble Sunny should help this deck more than Adventure hurts it, so I'm looking forward to the next selection pack.
The idea is pretty simple - cut Home for Ecclesia, which is better as an extender and will serve as a fine alternate starters, make some space in the extra deck for some bricks, and run it back. This list is pretty much my pure Evil Twin list with that minor adjustment, and so far it is performing much better for me. Let's get into the card by card.
So, Live Twins, we're on 7, 3 Lil-la, 2 Ki-Sikil, 1 Frost, 1 Treat. Frost and Treat together put us up to what feels like an effective 7 extenders, since each only extends out of 1 Twin play, and they're usually not that useful, but Frost's draw power is truly ridiculous, and Treat's battle effect will save your Twin's butts reasonably often. We trim Ki-Sikil because we want more of our starts that lead into Frost, to maximize the draw power of the engine. You could cut Treat, and you could consider 2 (or maybe even 3) Frost, but I like these numbers. We're also on 3 Password and 3 Sunny's Snitch. Password in this version is basically just more Snitches, though it will occasionally search out the Evil Twins maindeck monster. Snitch is insane - the little bit of drain disables a lot of OTKS, and also enables a lot of OTKs as well, that little chip goes a long way even without time in the deck. Since you can search Treat and Frost these are still sort of extenders, even if that aspect is diminished by the cutting of Home. We also run a lone copy of Twins. The Evenly style effect is very good on occasion, but mostly it's just a 4.4k beater, and it is good at opening up KOs by doing that. It'll be better once Sunny is here, both when you see it to OTK, and to have a backup way to send (which is searching it) for the cost of Trouble's board breaking prowess. For now the card is just fine. One card I've cut quite deliberately is the 1 good trap, Evil Twin Present. The card is fine, but I'm not sold on it being very good to see or search in most instances. If it was better at dealing with backrow it would make the cut, but it deliberately doesn't shoot down a flipped floodgate, and that just feels way too slow most of the time, and the trade effect is IMO way worse than Enemy Controller, which I'd normally never run, but feels pretty sweet in this list.
Dogma package is pretty standard IMO, you don't see this a lot these days, but since DPE and other similar packages conflict with Evil Twins I think it really is the best card for this role here. Nadir Servant is freaking wild, and always has been, but we're also still hoping to see Ecclesia the normal way as well (though if we had 2 servant, I'd cut to 2 Ecclesia). The extra deck space for this package is kind of tight, I still want Almiraj for I:P and Bagooska plays as well as to extend into Ecclesia when a Twin gets Ashed, Impermed, etc. Then there are 2 cards you run with the package - Fleurdelis, which is a non-targeting Imperm so long as you have Ecclesia on board, but also just a free SS2 Special, and with it's ATK buff ability it enables OTK lines quite easily (Twins + Ecclesia = Fleurdelis is over 9000!). I usually find Fleurdelis a little bricky, but this deck needs the free beater and the negate enough that typically the Knighted feels pretty good even without Ecclesia, and truly exemplary with her.
I'm also on 3 Parallel Exceed. This are much worse without the Accesscode OTK line, which came up a fair bit, but are primarly to make Bagooska anyways. I cut Zeus for a Wind Peg when I found I needed a 3rd target to send with the Dogma package - Zeus and Goddess are both potentially good here, but I found Goddess almost never came up and often couldn't be summoned when you needed it, whereas Zeus very rarely came up, and never felt essential, and usually wasn't in great form for a Zeus anyhow. The interruptions are pretty standard for Evil Twin as well - the usual Ash/Maxx "C" cards are here with some backrow disruption, plus Imperm and Droplet. Droplet is way better here than you'd think - the "battle trap" style ability of it is super clutch here, and the tech play of sending your monsters from the field to the GY to protect them from Imperm/Veiler/Chixiao... etc... is super clutch. Enemy Controller is also in the mix, it's the 4th copy of Droplet for that cray tech play, but wildly enough ditching your own monster to steal one feels amazing, especially when it enables a Twin effect, and weirdly the "switch to defense mode" option comes up a lot if you remember the card does that. I think it's hilariously on theme that the "gamer gurl" deck with a card called "GG EZ" is the one TCG/OCG deck that actually wants the Gamepad in its list, but I've also had such luck with this card that I don't want to cut it. It never quite feels good enough as a 2 of, but always feels good as a 1 of.
3 of each Evil Twin is needed in the Extra Deck to actually have plays - you'll go through 2 of 1 name on your first turn. Once Trouble Sunny is here, you can cut down to 2/2/2. Bagooska is also basically essential if you run the Exceed package, and is arguably the main reason to run this package. The Drunkard Tapir has slowly gone from a niche tech option to a staple in most extra decks as more and more white people have realized how busted he is. (It seems like the Asians always knew, and I picked up the tech off of a black guy, but I swear us white people used to never play this card). Almiraj is... still nutty, by the simple virtue of being a link 1, and between Exceed and Ecclesia I think you still need to run this card. I:P is also debatable, especially without Goddess or Knightmare Phoenix, but there are good I:P setups, and making a protected Unchained Abomination remains a really good use of your resources. I think Abom and Unicorn are mandatory, I make Unicorn, mull a card while spinning a card, and then make A-Bomb on followups pretty often. Without Trouble in the deck, A-Bomb is your main Link 4, and it enables nutty engine stuff with the link 2s, and I think the tech actually gets better with Trouble (I:P + Trouble = A-Bomb into Twins having set up Trouble and gotten both Twins to chain each other). Accesscode is also probably essential - it just does close out games, the card is very very good. I think there's some room to wiggle with this extra deck, mainly you could cut Wind Peg for mostly anything, Almiraj rarely comes up, and Accesscode is very good but not always needed, but I like this Extra Deck a lot overall.
I've made the adjustment off of Wind Pegasus for Psy-Framelord Omega. Omega helps the Dogmatika engine grind and is also grave hate - initially it was just to have a target that let me search Fleurdelis, but in practice the card is insane and has already won me games I should have, and would have, lost without it. In like my first couple games.
I slightly adjusted the Dogmatika line-up, cutting 1 Ecclesia for a lone Effect Veiler. There's some internal debate about whether Veiler or Chalice is better - the advantages to each have come up when I've tested with both. But I decided to lean towards Effect Veiler, if only to round out my interruptions vs FTKs and screwed up floodgate monsters like Protos. This minor adjustment improved my win-rate almost immediately (though admittedly I'm also just getting better at playing the deck.) You really don't need the 4th Ecclesia in most matchups, and it actually results in you seeing too many Dogma cards too often when you run it, whereas having 18 "1-for-1" interruptions is super crucial to the deck's gameplan of drawing cards while trading well. Trouble Sunny should help this deck more than Adventure hurts it, so I'm looking forward to the next selection pack.
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