Hero MR5 Deck Profile
Deck Primer
You will want to go first with this deck, but you can still get a pretty decent game when going second.
I made an example of a simple 2 card combo with this deck: https://youtu.be/RbjRPsH28m8
Of course, you can do a lot better with more cards, this is just a demonstration of the basic combo.
Going First: You should go after putting Plasma, Sunrise and Absolute Zero on the field and, if possible, set a Mask Change so you can replace the Absolute Zero with Acid (most times it's only possible if you have it on your opening hand, but some times you will be able to keep your normal summon for later and use Liquidman to summon Shadow Mist from the GY), cleaning the opponent's field when you need (if you don't get Mask Change, remember you still have Sunrise to protect your Plasma from an attack or even to banish your own Absolute Zero so the opponent won't have any monsters left, but please, avoid doing that second option). Depending on your hand, you won't be able to do that, but if that's the case, try going after putting Plasma and Dark Law, this way your opponent probably will only get rid of one of them by battling, which means you would survive the 2nd turn and can try to OTK on the 3rd, or they will totally brick, which most times means a win.
Going Second: You should go after putting Malicious Bane and Sunrise on the field, and, if the opponent has some really problematic monster effects, you should put Plasma too. Now you should decide if you are either going to clean the field with Malicious Bane or if you will go after Absolute Zero (if you have Mask Change, you will probably want to use Absolute Zero, since when you summon Acid you will also get rid of the opponent's spells). If your opponent has a deck that focuses on the GY, Absolute Zero probably won't be an option, since you will want to get Dark Law on the field too. If you are facing a monster that's unaffected by card effects and can't be destroyed, go after Trinity and Honest, deal the most damage you can, and if the opponent survives, try replacing Trinity with anything more useful for the next turns.
I like this profile the way it is and honestly, I think it shouldn't be changed, but here are some cards that can be changed: Ultra Polymerization, Monster Reborn, 1 of the 2 Sunrises (I run 2 because sometimes it can help assure that you will trigger its effect when attacked, but you still can change it with something else), Blast (but I DO recommend you to at least put it on the side deck, it can help you a lot when playing against Mystic Mine) and Core. You shouldn't change anything else.
Since many people make this mistake, here is a reminder: This is a combo deck, so you shall not put any hand traps on it. Having hand traps on this deck will increase the chances of you getting a bricked hand, also, this deck does have the power to OTK even if the opponent makes his perfect play (except if on a mirror match or against Mystic Mine since they both will block your game, but still, no hand traps).
I made an example of a simple 2 card combo with this deck: https://youtu.be/RbjRPsH28m8
Of course, you can do a lot better with more cards, this is just a demonstration of the basic combo.
Going First: You should go after putting Plasma, Sunrise and Absolute Zero on the field and, if possible, set a Mask Change so you can replace the Absolute Zero with Acid (most times it's only possible if you have it on your opening hand, but some times you will be able to keep your normal summon for later and use Liquidman to summon Shadow Mist from the GY), cleaning the opponent's field when you need (if you don't get Mask Change, remember you still have Sunrise to protect your Plasma from an attack or even to banish your own Absolute Zero so the opponent won't have any monsters left, but please, avoid doing that second option). Depending on your hand, you won't be able to do that, but if that's the case, try going after putting Plasma and Dark Law, this way your opponent probably will only get rid of one of them by battling, which means you would survive the 2nd turn and can try to OTK on the 3rd, or they will totally brick, which most times means a win.
Going Second: You should go after putting Malicious Bane and Sunrise on the field, and, if the opponent has some really problematic monster effects, you should put Plasma too. Now you should decide if you are either going to clean the field with Malicious Bane or if you will go after Absolute Zero (if you have Mask Change, you will probably want to use Absolute Zero, since when you summon Acid you will also get rid of the opponent's spells). If your opponent has a deck that focuses on the GY, Absolute Zero probably won't be an option, since you will want to get Dark Law on the field too. If you are facing a monster that's unaffected by card effects and can't be destroyed, go after Trinity and Honest, deal the most damage you can, and if the opponent survives, try replacing Trinity with anything more useful for the next turns.
I like this profile the way it is and honestly, I think it shouldn't be changed, but here are some cards that can be changed: Ultra Polymerization, Monster Reborn, 1 of the 2 Sunrises (I run 2 because sometimes it can help assure that you will trigger its effect when attacked, but you still can change it with something else), Blast (but I DO recommend you to at least put it on the side deck, it can help you a lot when playing against Mystic Mine) and Core. You shouldn't change anything else.
Since many people make this mistake, here is a reminder: This is a combo deck, so you shall not put any hand traps on it. Having hand traps on this deck will increase the chances of you getting a bricked hand, also, this deck does have the power to OTK even if the opponent makes his perfect play (except if on a mirror match or against Mystic Mine since they both will block your game, but still, no hand traps).
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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