|Deck Type:||Fun/Casual Decks|
|Deck Master:||Gale Dogra|
|Submission Date:||May 21st 2020|
|YGOPRODeck File Download|
What if you were at a YCS tournament with the hope of turning the competition on their heads? What if you wanted to see how fast and stylishly you can race to the 500 tables? What if you wanted to, rather than win every game you play, try to lose every game you play, in the most artful and combo-reliant way possible?
With this deck profile, I hope to do just that. Introducing the first build of the Gale Dogra SelFTK!
The way I went about building the deck is that I set some basic guidelines when building a SelFTK deck, which are as follows:
- No surrendering. That sorta defeats the purpose of making a deck in the first place, y’know? And if your opponent gets the resources for a legit win against you because you bricked, then it’s customary to sit there and take it.
- No draws. There’s a reason Konami banned Self-Destruct button from tournaments, and if this sorta thing blows up I don’t want to be responsible for a whole TON of ruling knightmares.
The idea behind it is simple enough: use all sorts of discard and draw cards to access Gale Dogra. then use it’s effect to clear out most of your lifepoints before going into Verte Anaconda to mill a fusion spell and secure yourself the Big L. We achieve this ideal combo by using Goblindberg to summon itself and GD to set everything up for going into Verte, or failing that we use a whole plethora of Danger! monsters to both put bodies on the board and dig for GD.
There is an alternative, but less fun backup combo to use Gale Dogra to send a Herald of the Arc Light and get a Impcantation Chalislime into the hand, summon another Impcantation through it’s in-hand effect, and then passing turn to take more than enough damage to clinch the loss. And if THAT fails, then you at least have a few floodgates that can help you stall for at least a turn to hopefully find a way to get a Dogra on the board.
The main weak point of the deck right now is that there is no reliable way to get GD on the field without having to do more work than it’s worth, and the entire idea of the deck works best when your opponent is unaware that you’re trying to give the win to them. So going into an overly complicated combo for that GD might face some heavy disruption to end your turn early, and we don’t want our opponent to destroy us! We can destroy ourselves just fine, thank you very much!
This is currently a pretty rough deck since it’s basically an entirely new strategy, so advice for future build and other ideas for SelFTK decks would be greatly appreciated!
|Toggle Deck List|
|Monster||Gale Dogra x3Goblindbergh x3Danger! Bigfoot! x3Danger! Mothman! x1Danger! Chupacabra! x2Danger! Nessie! x1Danger!? Tsuchinoko? x1Danger!? Jackalope? x1Impcantation Penciplume x1Impcantation Candoll x1Impcantation Chalislime x1|
|Spells||Reinforcement of the Army x1Miracle Synchro Fusion x1Card of Demise x1Upstart Goblin x1Card Destruction x1Metalfoes Fusion x2Monster Reborn x1Into the Void x1Magical Mallet x3Hand Destruction x3|
|Traps||There Can Be Only One x3Crackdown x3Skill Drain x1|
|Extra||Naturia Exterio x3Naturia Barkion x3Naturia Beast x3Herald of the Arc Light x3Predaplant Verte Anaconda x3|
|Id||#created by Ive decided to Die x1|