Hamon Control!

Deck Information
Deck Type: Meta Decks
Deck Master: Hamon, Lord of Striking Thunder
Submission Date: April 11th 2020
Author: Noobmoose
YGOPRODeck File Download

Hello! Welcome to Hamon Control. This deck will be based on the new support in the sacred beast structure deck coming to the tcg on July 10, 2020.


This deck aims to go first and set up Hamon and Raviel with the field spell and New trap card that works as a One sided skill drain! (This is an early build and can still likely be made more consistent)

The new "Dark Beckoning Beast" is your bread and butter! Seeing that plus any other of your summoning beasts OR the New search spell "Seven Spirit Gates Unleashed"  is a two card combo that will end you on both Sacred Beasts and the field spell at the very least, meaning you will often have 3 other cards in your hand plus a draw 2 to continue your plays.

If you want more consistency over stun capability you can try removing the artifact engine and adding in a few more dangers, as well as foolish burial goods to the deck. Personally, I add level 8 dangers so I can also utilize Trade-in. Foolish burial goods is used to send your "Cerulean Skyfire" to the grave so that Your searcher can bring it back to hand.

When being forced to go second in games 2 and 3 it may be wise to drop the artifact package as well as the solemns for some more board clearing capabilities. Evenly Matched, Lightning Storm, and Super Polymerization are your big equalizers. Despite having to give up your battle-phase to resolve evenly matched it will more often than not result in you being able to build a full board while making it almost impossible for your opponent to recur those banished cards. As a reminder for going second, after activating dark summoning beast's ability to summon from hand/deck you will not be able to attack for the rest of the turn. However, if you are able to mount a board presence you may still use your battle phase Before you use this effect.

Since all of the cards in the archetype are searchable it may not be necessary to have them run at 3, however they can be easily disrupted by the likes of Infinite impermanence and other hand traps, so be weary and bring along some called by the graves if you find it too troublesome.

Good Luck, and have fun!

Toggle Deck List
MonsterHamon, Lord of Striking Thunder x2
Raviel, Lord of Phantasms x2
Dark Beckoning Beast x3
Chaos Summoning Beast x3
Dark Summoning Beast x2
Danger! Bigfoot! x3
Danger! Thunderbird! x2
Danger!? Jackalope? x1
Danger!? Tsuchinoko? x1
Danger! Nessie! x1
Artifact Scythe x2
SpellsThe Seven Spirit Gates Unleashed x3
Fallen Paradise x2
Cerulean Sky Fire x2
Allure of Darkness x3
Upstart Goblin x1
Foolish Burial x1
TrapsSacred Beast Awakening x2
Artifact Sanctum x2
Solemn Judgment x2
ExtraSalamangreat Almiraj x2
Linkuriboh x1
Link Spider x1
Artifact Dagda x1
Barricadeborg Blocker x1
Wee Witch's Apprentice x1
Knightmare Phoenix x2
Knightmare Unicorn x1
Apollousa, Bow of the Goddess x1
Saryuja Skull Dread x1
Unchained Abomination x1
Borrelsword Dragon x1
Pentestag x1
SideEvenly Matched x3
Lightning Storm x3
Twin Twisters x3
Super Polymerization x3
Starving Venom Fusion Dragon x2
Predaplant Dragostapelia x1
Latest posts by Noobmoose (see all)

To post a comment, please login or register a new account.