Evil Twins (Adventurer Meta Speculation)
Deck Primer
A speculative Evil Twin deck for the meta that will be created by the Wandering Travelers pack.
To be honest, not much will change for me. 0 cards are different in the main deck than what I am running right now in the meta - I think the addition of Adventurers and Floowandereeze will have a big impact, but it doesn't really change what Evil Twin wants to run all that much - meanwhile Trouble Sunny slots in nice and easy, barely changing the extra deck - you cut some Evil Twins for different Evil Twins now that you don't need as many.
Despite not gaining very many cards, I think the deck gets a whole lot better rather than worse with this pack. Adventurers are strong, but the power boost this engine gets from Trouble cannot be overstated. The deck already excels at gaining card advantage and interacting, but Trouble seriously pushes that to new heights while opening up OTK lines left, right, and center. It also doesn't hurt that much to lose 1 for 1 interrupts to Gryphon Rider in this deck - that's sort of how the engine gains advantage over time, by 1-for-1ing people while drawing cards. It's an unusual strat in 2022, but many games the deck can seriously snowball even without Maxx "C". In fact, this is one of those decks where Maxx "C" not resolving actually feels really good (they're just playing into your plan when they 1-for-1 you!)
This list runs 2 "extender" packages - Parallel Exceed helps make Bagooska, which is seriously OP in this Link based shell, and is even summonable after using a Twin effect (and somehow Exceed into Bagooska is canon for Live Twins?) Exceed also helps to make I:P - I:P + Trouble is one of the deck's power boards, setting up 2 draws into Abomination + Twins. Also, in a pinch you can Almiraj + Exceed into either Bagooska or I:P into Unicorn. This package is good, but if you're in a BO3 event you'll cut these game 2 relatively often. This is the kind of deck where having 20 interactive cards truly pays off.
The other extender package is the Dogmatika cards. Thanks to Evil Twins restrictions, Ecclesia ends up being far more reliable than DPE or really any other alternative here. Oddly, Fleurdelis, which I tend to find a bit bricky, is also very very clutch for this engine, and feels good even without Ecclesia here, just for the absence of good beaters. This package actually opens up more OTKs than it kills (by removing Update Jammer - Transcode) because of Fleurdelis being busted. Punishment is kind of weak here - great if it stops their turn, but worthless if your board gets broken and you're locked out of the extra deck, so I'd search Fleurdelis most of the time if you have to choose, and I'd consider carefully before activating Punishment in this deck. I think you still need to run this card in the engine, and it does win games, but it should be considered at high-risk of untimely activation.
I've made one minor change to the deck - Wind Peg is out, Omega is in. I needed a card to send to search Fleurdelis for value, but honestly, being able to recycle your Dogmatika bricks is also insanely clutch. Omega is so good you don't even need to summon him for him to be the best there is at what he does! It came up pretty fast after making the switch, and while Wind Pegasus is good, Omega has already made himself indispensable.
Still perpetually tuning. I cut a single Ecclesia for a lone copy of Chalice, freeing up space in the extra deck to run Lightning Storm as additional board breaker cards going second. The third Ecclesia was just slightly bricky, but more importantly, isn't that important for achieving preferred Dogmatika ratios. I realized when building the side plan that in a lot of matchups I don't even want the third Ecclesia, and doing some math it hurts slightly more than it helps.
I have a basic Side Deck plan here for BO3 events. May not actually enter any, but I figured I'd share. I considered the top 6 decks I thought I would see in the racist metagame, and came up with these 6 (in no particular order)
Eldlich Control/Zombie World Eldlich
Tri-Bri (Zoo, and Bird)
Swordsoul variants
Racist Prank-Kids
Virtual World (P.U.N.K. and Racist)
Floowanderdeze nuts
I based my side deck around siding for these matchups, as well as running as many generic cards that I thought I could bring in when any of my cards were bad, after compiling a list of staples I thought would be good.
Basic siding guide for Evil Twins Dogmatika, in the Adventurer (racist) metagame.
Eldlich/Zombie Eldlich
Out -
3x Imperm
3x Droplet
In -
1x Cosmic Cyclone
1x Twin Twisters
1x Red Reboot
1x Harpie's Feather Duster
2x Skull Meister
This basically stands in for any backrow matchup, though Skull Meister is only for GY based Trap decks, really mainly Eldlich. The goal is to go down on bad cards that only hit Monsters, our Chalice effects, and up on Backrow hate. Because of my style I'm on cards that are good going first and second rather than Lightning Storm or Evenly, but you could sub those in and be very happy when you go second. Cut Imperm before Droplet, since sending a monster from the field to the GY is a bonus in this deck. You could consider D.D. Crow, but I've always found Meister to be higher impact in general, even though for the specific matchups I'm preparing for Crow might actually be better, so it is something to consider.
Tri-Bri (Bird Up and Zoo)
Out -
1x Enemy Controller
1x Ecclesia
1x Imperm
1x Ash
1x Maxx "C"
In -
2x Skull Meister
1x Red Reboot
2x Chalice
These 2 decks are basically the same, though Bird Up can make Barrier Statues and end on bigger boards, whereas Zoo Tri is just more consistent and more powerful going second. Either way, our goal is to neuter their negate(s) on our turn. Reboot only comes in if they're on Revolt (all Zoo are, some Bird Up aren't), but Meister should come in whether they are DPE or not. I don't want to cut Maxx "C" but Zoo plays through it very well, and vs Bird Up Chalice might just be better anyways, especially since we're reducing the risk of seeing multiples.
Swordsoul (Racist, Protos, P.U.N.K.)
There are so many ways to play this deck. Protos. DPE. P.U.N.K. Rose Dragon. Adventurer. That doesn't even count Blind Second Swordsoul Tenyi, or account for the Tenyi ratios and support varying dramatically from shell to shell, or pay any mind to Trap variants, so while this is a good guide overall, this is the matchup where you should tailor your interrupts against the version you are facing.
Pure Protos
Out -
1x Ash Blossom
1x Ecclesia
1x Droplet
In -
3x Effect Veiler
The deck is well tuned to Swordsoul in general, thankfully, but a single Protos is the most devastating thing they can do turn 1, and while Ash is needed vs Maxx "C", it doesn't do a lot in the matchup as a distruption. Droplet is good vs Swordsoul in general, but bad against Protos, and holding the Imperm can be wrong in the matchup. As a result, we're trimming a Droplet, Ecclesia, and an Ash, and slamming 3 Effect Veiler. We're hoping to stop them on their turn from locking us out of the game on ours. Otherwise, bizz as uzhe.
Racist
Out -
3x Paralell Exceed
1x Enemy Controller
1x Ecclesia
In -
3x Ghost Ogre
2x Chalice
Vs the Adventurer versions of the deck, stopping the Adventure becomes a priority, whereas extending is great and all, but simply not as valuable. 2 Chalice come in vs most versions, but if they're on Protos side into the Effect Veiler instead.
P.U.N.K/DPE
No changes (run-er back)
OR
Adjust for backrow
This version of the deck we're tuned for, but if they're leaning into backrow, you may have to bring in sweepers, since Swordsoul is a surprisingly good trap deck.
Also consider making cuts for Meister if they are on DPE. This is the deck you'll most often have to "wing-it" against tho, seriously, Swordsoul is a spicy deck.
Adventurer Prank-Kids (DPE)
Out -
2x Cosmic Cyclone
3x Imperm
In -
1x Harpie's Feather Duster
1x Twin Twisters
3x Ghost Ogre
If DPE, also -
Out -
1x Enemy Controller
1x Ecclesia
In -
2x Skull Meister
Prank-Kids with the Adventurer engine is very powerful, and while DPE can be hard to make space for, the combination of the 3 engines is extremely powerful in a swingy sort of way. However, Chalice style effects deal with Battle Butler and Gryphon Rider pretty well, and Ghost Ogre and Ash answer Adventure pretty well, so you're playing to see if they're on DPE and decided whether to bring in Meisters or not. You could bring in more sweepers, but mostly you just want to replace single target backrow hate for stuff that sweeps Adventure and Pranks.
VW (P.U.N.K./Adventurer)
Out -
1x Enemy Controller
1x Ecclesia
1x Lil-la Treat
In -
2x Chalice
1x Harpie's
If Racist
Out - 3x Parallel Exceed
In - 3x Ghost Ogre
This deck is tough to prepare for, because you want all of your cards and then some. Going up on backrow hate very slightly will keep the trap from being too troublesome, but there isn't enough room to overprepare for VW Gates. Instead, you have to focus on stopping VFD from taking over, and while Ash will help with that somewhat, truth be told Chalice style effects are your best friend here. If they're on Adventurers instead of P.U.N.K. cards cutting your Exceed won't kill most of your starts, but having some Ghost Ogre will absolutely swing the matchup. In this matchup, extending isn't anywhere near as important as being able to simply play.
Floowandereeze
Out
3x Parallel Exceed
In -
1x Red Reboot
2x Chalice
I guess this is deck #6 to beat? This might actually be the dumb control deck to beat in the new meta instead of Eldlich, but I think we're tuned okay to beat it. Bringing in both Chalice should give us tools to beat the deck's weird Floodgates, to the point that I think Chalice is better than Imperm here. Red Reboot stops the trap. You could consider Ghost Ogre if it looks like they're on 3 of the Field Spell, and I think most will be, but it isn't actually necessary, so feel the meta out.
That actually leaves 1 slot to play with. I opted for Dinowrestler Pankratops, just a good generic going second card. When you know you're going second, it can come in over Backrow hate and generally be more useful, but it is just an all-purpose card that should come in whenever you are not going first.
To be honest, not much will change for me. 0 cards are different in the main deck than what I am running right now in the meta - I think the addition of Adventurers and Floowandereeze will have a big impact, but it doesn't really change what Evil Twin wants to run all that much - meanwhile Trouble Sunny slots in nice and easy, barely changing the extra deck - you cut some Evil Twins for different Evil Twins now that you don't need as many.
Despite not gaining very many cards, I think the deck gets a whole lot better rather than worse with this pack. Adventurers are strong, but the power boost this engine gets from Trouble cannot be overstated. The deck already excels at gaining card advantage and interacting, but Trouble seriously pushes that to new heights while opening up OTK lines left, right, and center. It also doesn't hurt that much to lose 1 for 1 interrupts to Gryphon Rider in this deck - that's sort of how the engine gains advantage over time, by 1-for-1ing people while drawing cards. It's an unusual strat in 2022, but many games the deck can seriously snowball even without Maxx "C". In fact, this is one of those decks where Maxx "C" not resolving actually feels really good (they're just playing into your plan when they 1-for-1 you!)
This list runs 2 "extender" packages - Parallel Exceed helps make Bagooska, which is seriously OP in this Link based shell, and is even summonable after using a Twin effect (and somehow Exceed into Bagooska is canon for Live Twins?) Exceed also helps to make I:P - I:P + Trouble is one of the deck's power boards, setting up 2 draws into Abomination + Twins. Also, in a pinch you can Almiraj + Exceed into either Bagooska or I:P into Unicorn. This package is good, but if you're in a BO3 event you'll cut these game 2 relatively often. This is the kind of deck where having 20 interactive cards truly pays off.
The other extender package is the Dogmatika cards. Thanks to Evil Twins restrictions, Ecclesia ends up being far more reliable than DPE or really any other alternative here. Oddly, Fleurdelis, which I tend to find a bit bricky, is also very very clutch for this engine, and feels good even without Ecclesia here, just for the absence of good beaters. This package actually opens up more OTKs than it kills (by removing Update Jammer - Transcode) because of Fleurdelis being busted. Punishment is kind of weak here - great if it stops their turn, but worthless if your board gets broken and you're locked out of the extra deck, so I'd search Fleurdelis most of the time if you have to choose, and I'd consider carefully before activating Punishment in this deck. I think you still need to run this card in the engine, and it does win games, but it should be considered at high-risk of untimely activation.
I've made one minor change to the deck - Wind Peg is out, Omega is in. I needed a card to send to search Fleurdelis for value, but honestly, being able to recycle your Dogmatika bricks is also insanely clutch. Omega is so good you don't even need to summon him for him to be the best there is at what he does! It came up pretty fast after making the switch, and while Wind Pegasus is good, Omega has already made himself indispensable.
Still perpetually tuning. I cut a single Ecclesia for a lone copy of Chalice, freeing up space in the extra deck to run Lightning Storm as additional board breaker cards going second. The third Ecclesia was just slightly bricky, but more importantly, isn't that important for achieving preferred Dogmatika ratios. I realized when building the side plan that in a lot of matchups I don't even want the third Ecclesia, and doing some math it hurts slightly more than it helps.
I have a basic Side Deck plan here for BO3 events. May not actually enter any, but I figured I'd share. I considered the top 6 decks I thought I would see in the racist metagame, and came up with these 6 (in no particular order)
Eldlich Control/Zombie World Eldlich
Tri-Bri (Zoo, and Bird)
Swordsoul variants
Racist Prank-Kids
Virtual World (P.U.N.K. and Racist)
Floowanderdeze nuts
I based my side deck around siding for these matchups, as well as running as many generic cards that I thought I could bring in when any of my cards were bad, after compiling a list of staples I thought would be good.
Basic siding guide for Evil Twins Dogmatika, in the Adventurer (racist) metagame.
Eldlich/Zombie Eldlich
Out -
3x Imperm
3x Droplet
In -
1x Cosmic Cyclone
1x Twin Twisters
1x Red Reboot
1x Harpie's Feather Duster
2x Skull Meister
This basically stands in for any backrow matchup, though Skull Meister is only for GY based Trap decks, really mainly Eldlich. The goal is to go down on bad cards that only hit Monsters, our Chalice effects, and up on Backrow hate. Because of my style I'm on cards that are good going first and second rather than Lightning Storm or Evenly, but you could sub those in and be very happy when you go second. Cut Imperm before Droplet, since sending a monster from the field to the GY is a bonus in this deck. You could consider D.D. Crow, but I've always found Meister to be higher impact in general, even though for the specific matchups I'm preparing for Crow might actually be better, so it is something to consider.
Tri-Bri (Bird Up and Zoo)
Out -
1x Enemy Controller
1x Ecclesia
1x Imperm
1x Ash
1x Maxx "C"
In -
2x Skull Meister
1x Red Reboot
2x Chalice
These 2 decks are basically the same, though Bird Up can make Barrier Statues and end on bigger boards, whereas Zoo Tri is just more consistent and more powerful going second. Either way, our goal is to neuter their negate(s) on our turn. Reboot only comes in if they're on Revolt (all Zoo are, some Bird Up aren't), but Meister should come in whether they are DPE or not. I don't want to cut Maxx "C" but Zoo plays through it very well, and vs Bird Up Chalice might just be better anyways, especially since we're reducing the risk of seeing multiples.
Swordsoul (Racist, Protos, P.U.N.K.)
There are so many ways to play this deck. Protos. DPE. P.U.N.K. Rose Dragon. Adventurer. That doesn't even count Blind Second Swordsoul Tenyi, or account for the Tenyi ratios and support varying dramatically from shell to shell, or pay any mind to Trap variants, so while this is a good guide overall, this is the matchup where you should tailor your interrupts against the version you are facing.
Pure Protos
Out -
1x Ash Blossom
1x Ecclesia
1x Droplet
In -
3x Effect Veiler
The deck is well tuned to Swordsoul in general, thankfully, but a single Protos is the most devastating thing they can do turn 1, and while Ash is needed vs Maxx "C", it doesn't do a lot in the matchup as a distruption. Droplet is good vs Swordsoul in general, but bad against Protos, and holding the Imperm can be wrong in the matchup. As a result, we're trimming a Droplet, Ecclesia, and an Ash, and slamming 3 Effect Veiler. We're hoping to stop them on their turn from locking us out of the game on ours. Otherwise, bizz as uzhe.
Racist
Out -
3x Paralell Exceed
1x Enemy Controller
1x Ecclesia
In -
3x Ghost Ogre
2x Chalice
Vs the Adventurer versions of the deck, stopping the Adventure becomes a priority, whereas extending is great and all, but simply not as valuable. 2 Chalice come in vs most versions, but if they're on Protos side into the Effect Veiler instead.
P.U.N.K/DPE
No changes (run-er back)
OR
Adjust for backrow
This version of the deck we're tuned for, but if they're leaning into backrow, you may have to bring in sweepers, since Swordsoul is a surprisingly good trap deck.
Also consider making cuts for Meister if they are on DPE. This is the deck you'll most often have to "wing-it" against tho, seriously, Swordsoul is a spicy deck.
Adventurer Prank-Kids (DPE)
Out -
2x Cosmic Cyclone
3x Imperm
In -
1x Harpie's Feather Duster
1x Twin Twisters
3x Ghost Ogre
If DPE, also -
Out -
1x Enemy Controller
1x Ecclesia
In -
2x Skull Meister
Prank-Kids with the Adventurer engine is very powerful, and while DPE can be hard to make space for, the combination of the 3 engines is extremely powerful in a swingy sort of way. However, Chalice style effects deal with Battle Butler and Gryphon Rider pretty well, and Ghost Ogre and Ash answer Adventure pretty well, so you're playing to see if they're on DPE and decided whether to bring in Meisters or not. You could bring in more sweepers, but mostly you just want to replace single target backrow hate for stuff that sweeps Adventure and Pranks.
VW (P.U.N.K./Adventurer)
Out -
1x Enemy Controller
1x Ecclesia
1x Lil-la Treat
In -
2x Chalice
1x Harpie's
If Racist
Out - 3x Parallel Exceed
In - 3x Ghost Ogre
This deck is tough to prepare for, because you want all of your cards and then some. Going up on backrow hate very slightly will keep the trap from being too troublesome, but there isn't enough room to overprepare for VW Gates. Instead, you have to focus on stopping VFD from taking over, and while Ash will help with that somewhat, truth be told Chalice style effects are your best friend here. If they're on Adventurers instead of P.U.N.K. cards cutting your Exceed won't kill most of your starts, but having some Ghost Ogre will absolutely swing the matchup. In this matchup, extending isn't anywhere near as important as being able to simply play.
Floowandereeze
Out
3x Parallel Exceed
In -
1x Red Reboot
2x Chalice
I guess this is deck #6 to beat? This might actually be the dumb control deck to beat in the new meta instead of Eldlich, but I think we're tuned okay to beat it. Bringing in both Chalice should give us tools to beat the deck's weird Floodgates, to the point that I think Chalice is better than Imperm here. Red Reboot stops the trap. You could consider Ghost Ogre if it looks like they're on 3 of the Field Spell, and I think most will be, but it isn't actually necessary, so feel the meta out.
That actually leaves 1 slot to play with. I opted for Dinowrestler Pankratops, just a good generic going second card. When you know you're going second, it can come in over Backrow hate and generally be more useful, but it is just an all-purpose card that should come in whenever you are not going first.
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