Grand Magic Kingdom v2

Deck Information
Deck Type: Non-Meta Decks
Deck Master: Witchcrafter Madame Verre
Submission Date: January 21st 2021
Author: DevilRavenNinja
YGOPRODeck File Download

Pretty much the same Control, Beatdown-OTK strategy as the v3 only less explosive and more control oriented. There is also an added total effect lockdown strategy with Secret Village, Royal Decree, Haine and Jackal King (V1 had a bit of a higher focus on this strategy).

Secret Village of the Spellcasters - Prevents the activation of your Opponent's Spell Cards so long as only you control a Spellcaster monster and Haine helps to immediately destroy any Spellcasters your opponent summons.

Royal Decree - Negates the effects of all other Trap Cards. Though it is quite vulnerable to any form of disruption or destruction so always activate this last as the other cards in the combo prevent this. Also, don't let your opponent chain other trap cards to this card's activation.

Witchcrafter Haine - Spell Speed 2 Spot destruction of any face-up monster your opponent controls so long as you have Spell Cards in your hand to use as cost and with Secret Village of the Spellcasters up, your opponent can't activate Spell Cards without a face-up Spellcaster on the field.

Mythical Beast Jackal King - For the measly cost of just 2 Spell Counters, negates the effect activation of 1 monster and destroys it. This is also Spell Speed 2.

Yes, with a good hand, this is acheivable on the 1st turn. Also yes, I have actually acheived this combo many times.

Then Summon Witchcrafter Madame Verre, Mythical Beast Master Cerberus and Endymion the Mighty Master of Magic along with having cards to gain and gather Spell Counters, you have yourself an almost completely unbreakable board (can only be broken by an opponent's Special Summon tribute effects like the Kaiju monsters).

The nuke OTK Strategy when going second is a much more consistent strategy and there are many card combos to acheive this with. The least complicated one is having Mythical Beast Master Cerberus, Servant of Endymion, Spell Power Mastery, Wichcrafter Creation, Mythical Institution and Any other Spell Card as the starting hand. First off, activate Institution (handy but also a disposable first card in case of disruption). Then place Master Cerberus in the Pendulum Zone and destroy it with its effect to add Jackal King to your hand and place 2 spell counters on institution. Then place Jackal King and destroy it to Special Summon Master Creberus to the Extra Monster Zone and place 2 more spell counters on Institution. then place Servant in the Pendulum Zone placing 2 spell counters on Master Cerberus. Then activate Spell Power Mastery to add Endymion the Mighty Master to your hand and place the spell counter from the effect on Servant. Then Place Endymion in the Pendulum Zone. At this point, you have 6 spell counters on Master Cerberus, 4 on Institution and 3 on Servant. Use Servant's Pendulum Effect to Special Summon herself and either Magister of Endymion or Mythical Beast Bashilisk from the Deck. Then use Endymion's Pendulum Effect to Special Summon himself by removing the 6 spell counters from Master Cerberus and destroy up to 5 cards on the field as there are 5 cards now on your field that can store spell counters. Make clearing your opponent's back row a priority and make sure to leave 1 of your opponent's monsters on the field if possible. Then use Master Cerberus' Monster Effect to banish your opponent's remaining monster by removing the 4 spell counters from Institution. then Activate Witchcrafter Creation to add one of the Witchcrafter monsters that are Level 4 or lower to your hand. Normal Summon said monster, and use its effect to tribute itself and discard the last Spell Card in your hand to Special Summon Haine from your Deck. Battle Phase and you have more than enough for an OTK. Unfortunately, this is quite weak to hand-trap disruption from your opponent and destruction protection, hence why I moved on to v3.

Toggle Deck List
MonsterMythical Beast Master Cerberus x1
Witchcrafter Golem Aruru x1
Witchcrafter Madame Verre x1
Endymion, the Mighty Master of Magic x1
Witchcrafter Haine x1
Mythical Beast Jackal King x1
Witchcrafter Edel x1
Witchcrafter Schmietta x1
Mythical Beast Bashilisk x1
Magister of Endymion x1
Orcust Cymbal Skeleton x1
Witchcrafter Pittore x1
Servant of Endymion x1
Ash Blossom & Joyous Spring x1
Ghost Ogre & Snow Rabbit x1
Witchcrafter Potterie x1
Mythical Beast Jackal x1
SpellsAwakening of the Possessed x1
Endymion's Lab x1
Mythical Institution x1
Witchcrafter Bystreet x1
Mystic Mine x1
Secret Village of the Spellcasters x1
Spell Power Mastery x3
Terraforming x1
Witchcrafter Creation x3
Witchcrafter Holiday x1
Spirit Charmers x1
Witchcrafter Unveiling x1
TrapsRoyal Decree x1
Unpossessed x1
Witchcrafter Patronus x1
Infinite Impermanence x3
Witchcrafter Masterpiece x1
ExtraArcanite Magician x1
Dingirsu, the Orcust of the Evening Star x1
Orcustrion x1
Knightmare Gryphon x1
Longirsu, the Orcust Orchestrator x1
Knightmare Unicorn x1
Knightmare Phoenix x1
Aussa the Earth Charmer, Immovable x1
Eria the Water Charmer, Gentle x1
Hiita the Fire Charmer, Ablaze x1
Selene, Queen of the Master Magicians x1
Wynn the Wind Charmer, Verdant x1
Galatea, the Orcust Automaton x1
Day-Breaker the Shining Magical Warrior x1
Knightmare Cerberus x1
SideAwakening of the Possessed x1
Witchcrafter Scroll x1
Secret Village of the Spellcasters x2
Spirit Charmers x2
Witchcrafter Draping x1
Royal Decree x2
Orcust Crescendo x1
Possessed Partnerships x1
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