Evil Eye (Oct 2021)
Deck Primer
Evil Eyes are actually lowkey kind of a good strategy when you cut out the filler. At the very least it has potential, I actually like the synergies between it an Eldlich. But ultimately I think a purer version of the deck can still compete. Don't get me wrong, there are reasons the deck is underexplored, and it probably won't be a tier 1 strategy any time soon, but the core of the deck is really good. You Normal Summon Serziel, then turn his ability on with Evil Eye of Selene, giving you one pop on an opponent's turn and a boss monster with great protection. This 1 card 1 interruption schtick has proven to be good enough in the past, and having other useful spells and traps to search if you see the Evil Eye of Selene is pretty boss too. In addition, it has a Field Spell that searches it.
So, when building an Evil Eye deck you have to consider which element to build around, are you a more "combo"ish Zerziel Turbo or are you Serziel Stun. The elements for both of these are okay. I ultimately decided on playing a very small Evil Eye package featuring none of the extra-deck monsters. I think this plays to Serziel's strengths better than playing the more comboish version, and I discovered this when melding the engine with Eldlich. You don't actually need to play a lot of Evil Eye cards outside of the core engine, the combos you are giving up aren't good enough, whereas Serziel by itself if at the very least close. My thought was to make this a dumb trap deck - summon Serziel, set 4 backrow is the nuts in this deck.
So, I started with tech cards. I'm not sure I'll stick to this system, but for now deciding on Tech Cards first is something I'm adopting into my deckbuilding process. This allows me to figure out what interactions I am playing ahead of my engine, so that I'm less inclined to "cut" tech cards in my deckbuilding process. Solemn Judgement IMO is obligatory in this type of deck - if you're playing a trap deck Lightning Storm and Evenly Matched and even Twin Twisters will ruin your day if you don't run this card. It could easily be in the side for games 2 and 3 but I like the card and it is a staple in my decks, because it is so versatile and powerful. Solemn Strike was added in the same breath, it's just a strong versatile card that is great going first and still very good going second, and a staple in successful Trap decks. Next I wanted a little spice. 2 Dogmatika Punishment made a lot of sense to me, but I wanted to run Trap Trick for essentially extra copies of this. With Trap Trick you're effectively running 4 Dogmatika Punishment for some purposes, but won't mind seeing the two of them together. For hand Traps I'm running 3 Imperm and 3 Dimension Shifter. Imperm is high enough impact, and doubles as a useful spell for Trap Trick to set, that it is worth running. D Shifter is potentially huge, we don't really play the GY game in this version of the deck and D Shifter is such a high impact hand trap that it is absolutely worth maining in basically any deck that can run it. Then I'm running 2 Evil Eye Retribution. You need at least 1 copy of this for when you see Evil Eye of Selene, but I think 2 gives us 5 cards Lightning Storm which is huge IMO. It also can't be negated if you have Evil Eye of Selene equipped to Serziel, though the downside is it does nothing if you don't see a Serziel. Evil Eye Defeat is also a huge interaction card, basically a 2 for 1 if you're strategy is online. We would only run 1 of these for the purposes of searching, but we need 2 to be able to use this off of Trap Trick. This way Trap Trick should almost always have something to set (and usually activate on resolution).
The next step was to throw in my Pot cards. As I said, you really need to see Serziel for the deck to do its thing, and the fact that it can play Prosperity and Duality for free is actually a huge upside for the deck. The pots don't even conflict, it is so insane.
After that it is 3 of the Field Spell with Terraforming, 3 Serziel, and 1 Evil Eye of Selene, your brick or Taketemborg for the engine. Evil Eye of Selene can reset itself, , so I think 1 copy of it is fine. It does leave you a little more vulnerable to Twin Twisters, but not by much. The Field Spell is always better to see than Serziel himself, since when Serziel pops you own card you can give up the Field Spell instead of something valuable. Regardless, I think you need all 7 copies of Serziel to play the Evil Eye engine. Sadly, you really don't need much else.
That left 6 spots in the deck, which was just perfect. I wanted to run packages of Floodgates that combo together, and to avoid bricking I thought packages of 2 made a lot of sense. So from just having put in everything I wanted I had the exact room to put in 2 Rivalry, the weakest floodgate but meta relevant and combos with There Can Be Only One, There Can Be Only One, the strongest individual floodgate that again combos with Rivalry of Warlords, and Summon Limit, which doesn't directly combo with either but puts a second limitation on opponents that combined with the first will frustrate them. These also have the advantage of being continuous spells, meaning you can pop them with Evil Eye cards after they've already done their job.
Punishment really didn't jive with the D Shifter in the deck, so it got cut for an Artifact Package. What is nice is that popping these cards yourself with Serziel lets you pop another card, so even if Scythe is dead Sanctum still puts in work in this deck. Scythe is also just really good, and is even half-decent to set a lot of the time.
In tuning I settled on a second copy of Selene because while it can be bricky, seeing it is nice, and it gives the deck a backup plan if your first is banished. I actually basically did what I always do and rebuilt the deck from the bottom up again, this time incorporating a couple copies of Zombie World. This card is decent as a floodgate in it's own right right now, but is notable for combing with Rivalry and There Can Be Only One very effectively. The idea is to have floodgates that are good on their own, but also combo with each other, and Zombie World fits that bill right now. The other notable new inclusion is 2 copies of crackdown. Much as I love the artifact engine in Evil Eye, when you only have 2 spaces to fill Crackdown is notable for stealing an opponent's monster to pop once it's on your side of the field, and means we might actually use our extra deck when our floodgates will let us. I still think 5 spell/trap negates is plenty, since when you see 1 of your copies of Selene you can search Retribution.
So, when building an Evil Eye deck you have to consider which element to build around, are you a more "combo"ish Zerziel Turbo or are you Serziel Stun. The elements for both of these are okay. I ultimately decided on playing a very small Evil Eye package featuring none of the extra-deck monsters. I think this plays to Serziel's strengths better than playing the more comboish version, and I discovered this when melding the engine with Eldlich. You don't actually need to play a lot of Evil Eye cards outside of the core engine, the combos you are giving up aren't good enough, whereas Serziel by itself if at the very least close. My thought was to make this a dumb trap deck - summon Serziel, set 4 backrow is the nuts in this deck.
So, I started with tech cards. I'm not sure I'll stick to this system, but for now deciding on Tech Cards first is something I'm adopting into my deckbuilding process. This allows me to figure out what interactions I am playing ahead of my engine, so that I'm less inclined to "cut" tech cards in my deckbuilding process. Solemn Judgement IMO is obligatory in this type of deck - if you're playing a trap deck Lightning Storm and Evenly Matched and even Twin Twisters will ruin your day if you don't run this card. It could easily be in the side for games 2 and 3 but I like the card and it is a staple in my decks, because it is so versatile and powerful. Solemn Strike was added in the same breath, it's just a strong versatile card that is great going first and still very good going second, and a staple in successful Trap decks. Next I wanted a little spice. 2 Dogmatika Punishment made a lot of sense to me, but I wanted to run Trap Trick for essentially extra copies of this. With Trap Trick you're effectively running 4 Dogmatika Punishment for some purposes, but won't mind seeing the two of them together. For hand Traps I'm running 3 Imperm and 3 Dimension Shifter. Imperm is high enough impact, and doubles as a useful spell for Trap Trick to set, that it is worth running. D Shifter is potentially huge, we don't really play the GY game in this version of the deck and D Shifter is such a high impact hand trap that it is absolutely worth maining in basically any deck that can run it. Then I'm running 2 Evil Eye Retribution. You need at least 1 copy of this for when you see Evil Eye of Selene, but I think 2 gives us 5 cards Lightning Storm which is huge IMO. It also can't be negated if you have Evil Eye of Selene equipped to Serziel, though the downside is it does nothing if you don't see a Serziel. Evil Eye Defeat is also a huge interaction card, basically a 2 for 1 if you're strategy is online. We would only run 1 of these for the purposes of searching, but we need 2 to be able to use this off of Trap Trick. This way Trap Trick should almost always have something to set (and usually activate on resolution).
The next step was to throw in my Pot cards. As I said, you really need to see Serziel for the deck to do its thing, and the fact that it can play Prosperity and Duality for free is actually a huge upside for the deck. The pots don't even conflict, it is so insane.
After that it is 3 of the Field Spell with Terraforming, 3 Serziel, and 1 Evil Eye of Selene, your brick or Taketemborg for the engine. Evil Eye of Selene can reset itself, , so I think 1 copy of it is fine. It does leave you a little more vulnerable to Twin Twisters, but not by much. The Field Spell is always better to see than Serziel himself, since when Serziel pops you own card you can give up the Field Spell instead of something valuable. Regardless, I think you need all 7 copies of Serziel to play the Evil Eye engine. Sadly, you really don't need much else.
That left 6 spots in the deck, which was just perfect. I wanted to run packages of Floodgates that combo together, and to avoid bricking I thought packages of 2 made a lot of sense. So from just having put in everything I wanted I had the exact room to put in 2 Rivalry, the weakest floodgate but meta relevant and combos with There Can Be Only One, There Can Be Only One, the strongest individual floodgate that again combos with Rivalry of Warlords, and Summon Limit, which doesn't directly combo with either but puts a second limitation on opponents that combined with the first will frustrate them. These also have the advantage of being continuous spells, meaning you can pop them with Evil Eye cards after they've already done their job.
Punishment really didn't jive with the D Shifter in the deck, so it got cut for an Artifact Package. What is nice is that popping these cards yourself with Serziel lets you pop another card, so even if Scythe is dead Sanctum still puts in work in this deck. Scythe is also just really good, and is even half-decent to set a lot of the time.
In tuning I settled on a second copy of Selene because while it can be bricky, seeing it is nice, and it gives the deck a backup plan if your first is banished. I actually basically did what I always do and rebuilt the deck from the bottom up again, this time incorporating a couple copies of Zombie World. This card is decent as a floodgate in it's own right right now, but is notable for combing with Rivalry and There Can Be Only One very effectively. The idea is to have floodgates that are good on their own, but also combo with each other, and Zombie World fits that bill right now. The other notable new inclusion is 2 copies of crackdown. Much as I love the artifact engine in Evil Eye, when you only have 2 spaces to fill Crackdown is notable for stealing an opponent's monster to pop once it's on your side of the field, and means we might actually use our extra deck when our floodgates will let us. I still think 5 spell/trap negates is plenty, since when you see 1 of your copies of Selene you can search Retribution.
Other Decks on ygoprodeck.com
Login to join the YGOPRODeck discussion!
0 reactions
Cool
0
Funny
0
Angry
0
Sad
0
Comments
Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
Delete Deck
Are you sure you wish to delete this deck? Once a deck is deleted, it cannot be
retrieved.
Master Duel Cost Breakdown
Export Deck
Export to Image
Export to List
Export to Tabletop Simulator
Export Deck to Master Duel/Neuron
You can export your deck directly from YGOPRODeck to Yu-Gi-Oh! Master Duel or Neuron using our Web Browser extension!
Simply install the extension, and click the button below to export your deck to Master Duel or Neuron! It will bring you to the Official Konami Database. Once there, you can edit a deck and hit the "Import clipboard and save" button!
Price Deck from
Total Estimated Deck Price:
This tool attempts to find the lowest Market Price for each card on .
Card | Qty | Price ea | Card Set |
---|
Prices not found for the following cards:
Download Deck images
This will download all images used in this deck and zip them up for you. This is done on your computer and could take a minute or so to complete so please do not close the page.