@Ignister Jan22 Format
Deck Primer
@Ignister is known for being a deck supported by Accesscode Talker and for always making the same move and that drives players away from the deck because they think it's boring and predictable which is not a lie. But this deck has a lot of different effects to remember and like many archetypes in the game it doesn't have much to go on, either you play that way or don't even try to use this deck. My goal is to demonstrate that you can use this deck in different ways and take advantage of the different effects of the cards to make the best choices and even surprise your opponent who most likely underestimates @Ignister and the different play lines possible to do as I present next.
Comments on cards and interactions important to remember: (detail: I call Achichi = Fire, Pikari = Light, Doyon = Dark, Bururu = Wind, Doshin = Earth, Hiyari = Water, Arrival Cyberse = Towers, Soul Charge is a way of saying I'm using the Dark Templar effect, A. I. Land = Field)
Fire you can do in the Damage Step and that way you don't take battle damage. It synergizes you with @Ignister's LINK-3 Fire that you should know because there are strange situations that you can use this to your advantage to destroy your LINK-3 and it triggers eff to destroy an opponent's monster (only if destroyed by card effect and not by battle) not to mention that it will return to the field in the next Standby Phase after being destroyed (here this effect activates even if it is destroyed by battle).
That way you can catch someone unaware and take out cards like AA-Zeus from field easily.
Using Water @Ignister allows you to play after taking Nibiru for accessing Gatchiri. Going second these cards help to kill the opponent with Accesscode. But as it is not searchable by A. I. Meet You for me it is best not to use it.
Using Water usually gives you access to Gatchiri when Tributing Wicckid and he enters the field to go straight and make the Dark Templar and leave him Unaffected.
The good thing about Gatchiri is that you force Nibiru early because when you do Dark Templar he is forced to chain Nibiru to Gatchiri, but this same play can be done with Transcode Talker and you don't lose your Dark Templar so soon keeping it in Extra Deck.
Even because the push you make will be to go to the 3k atk Towers after that would be the result of the combo playing around Nibiru and leaving Dark Templar in the Extra Deck.
Earth @Ignister is searchable and helps Accesscode and play after opponent disruptions.
You can use Cynet Mine to send A. I. Land to the GY and that way you play around in Dark Infant interaction.
A. I. Contact can be added back to the hand with Doyon so you always draw three cards every turn in the Grind Game demonstrating the importance of having this card available.
Link Spider is for playing after taking Nibiru but I think Security Dragon is much more important in the extra deck than this card. This spot could be the third Dark Infant and Update Jammer spot.
A curiosity is that Update Jammer is an excellent out of Avramax because you negate his effects during the Damage Step and with that you can take him out in battle.
The second Splash Mage is essential in the grind game being indispensable and much more important to have 2 of it in the Extra Deck than 2 Transcode Talker.
Going second you can with the Dark Templar after destroying the opponent's monster give Soul Charge in Damage Step and Main Phase 2 go straight to TOWERS playing around Nibiru if the opponent doesn't notice this move in Main Phase 1 or if you can do it the Dark Templar being your 4th summon which is not impossible in a simplified gamestate.
To play around Effect Veiler with Dark Templar you can simply threaten Battle Phase and that way it already forces you to use it if you don't guarantee to do Arrival Cyberse on M2.
Xyz Light Dragon allows you to add Light @Ignister to the hand with ROTA. It also helps break field and OTK.
A. I. dle Reborn effect of adding Spells/Traps in Grind Game is very important to remember because it is the difference between winning and losing.
A. I. Reborn works the same way as A. I. Meet You to make Wicckid combo so if you can add and resolve the A. I. Contact then do that instead of adding A. I. Meet You which is not needed as you already have A. I. Reborn that makes the combo happen anyway.
Techoplay: Wind Pegasus can be used from the field to Bounce opponent's cards after something of yours is destroyed.
Another thing to know is that if it triggers an effect when your monster is destroyed by battle, this effect will be activated during the Damage Step which avoids being negated by several cards in the game because in the Damage Step you can only activate cards that negate activation of effects and not the effect of the card so Skull Meister for example cannot be used but Apollousa can be used by negating Activation of effects.
Wind Pegasus with the use of more than one A. I. Reborn spell allows you to loop him back in backrow matches and destroy cards every turn. Even under Skill Drain you can Reborn him and use the effect and cl2 use Linguriboh to Tribute him and get back on the field and that way you can destroy the backrow.
Accesscode banning itself also destroys Skill Drain. This move is also a good one to make if you want to play around Shaddoll Fusion.
TA. I. Strike is a way to take out annoying floodgates from the field with your main deck monsters like Inspector Boarder and El Shaddoll Winda.
Danmari is another way for you to take El Shaddoll Winda out of the field because when the opponent declares an ATK you can simply negate the ATK and on your turn with her 2300atk take her out in the Battle Phase. This is relevant to the point that you have to realize that in situations of passing with A. I. Reborn you bring Dark and use Dark eff to add Danmari to the hand just to be able to negate an Atk and it enters the field helping you to survive and take tough monsters on the way back.
Synchro 7 Cyberse Quantum allows you to have more chances for TOWERS to survive by passing it from the end board instead of doing Wind Pegasus.
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Differences between each Starter is basically in the first half of the combo which I say is how you arrive at the following gamestate:
Splash Mage + Wind Pegasus + Doyon/Pikari = Fire/Light/A. I. Meet You always end up arriving at this part of the combo and from then on it will be the same for everyone what to do next to get to TOWERS.
Place the URL continuation on the duelingbook site after .com/
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Combo 1: Fire/Light/A. I. Meet You/Cynet Mine 1 Card Combo (TOWERS 5k ATK - Not Recommended)
Example starting with Light from Starter:
replay?id=621416-35837137
Gamestate: Towers (5k ATK) + Field /in Hand: A. I. Meet You /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
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Combo 2: 1 Card Combo (Towers 4k ATK - Most Recommended)
If you do Splash Mage first after Wicckid you can get Wind Pegasus very early in the combo which is better in most cases than waiting for the Dark Templar effect to wear off to do Wind Pegasus.
This is good for having the Transcode Talker still in the Extra Deck for turn 3 to do OTK play.
Example starting with Fire from Starter:
replay?id=621416-35878853
Gamestate: Towers (4k ATK) + Field /in Hand: A. I. Meet You /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
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Combo 3: How to make TOWERS without going through the Dark Templar? (Towers 3k ATK - SAFE ROUTE)
Example starting with A. I. Meet You from Starter:
replay?id=621416-35879497
Gamestate: Towers (3k ATK) + A. I. Reborn + Field /in Hand: Fire /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: A. I. Reborn summon Dark and eff Add Fire (Follow Up)
Advantages of this combo:
If you take Effect Veiler/Impermanence at this point in Transcode Talker you simply summon another extender and go to play Dark Templar and manage to end up with 4k ATK TOWERS the same way.
If you take Nibiru it's good because you already have guaranteed Fire and A. I. Meet You from Follow Up in your hand which means having guaranteed plays on the way back.
This play line happens a lot to do Towers this way because even if your starting hand is 2 Fire + Earth you can do Arrival Cyberse knowing this Transcode Talker Route. And if you do Wicckid to add Wind you can still send Dark to recover Follow Up or Negate to have a better chance of Towers surviving.
In summary this is the best move possible to make with the deck without using Gatchiri to play around hand traps in the Dark Templar because it doesn't matter if Towers will be 3k ATK or 4k ATK and yes the important thing is to get to your win condition 1 turn and having defenses for Towers to survive and this is very relevant and brings you closer to victory than losing to an Impermanence/Veiler/Belle/Nibiru in the Dark Templar effect. I'm not kidding when I say that the number of times @Ignister players play Dark Templar and lose because yes since it's guaranteed that the opponent will stop him. It's much better to make sure Towers takes the field than to see you lose without even reaching your win condition, which is all the deck does. I have excellent results when choosing to play safe and make Towers with 3k ATK than waiting for the Dark Templar to take hand and pass with nothing expecting to lose.
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Combo 4: Wind + A. I. Reborn (Towers 4k ATK)
replay?id=621416-35882425
Gamestate: TOWERS (4k) + Dark + A. I. Reborn + Field /in Hand: Fire /in GY: Wind Pegasus + 2 Dark Infant
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: Reborn Wind and eff Foolish Danmari (Negate)
(When you leave Dark on the field with Reborn set you guarantee to return Reborn to the hand and it's very easy to do Xyz RANK-4 Light Dragon on turn 3)
Interesting to analyze if it's worth starting with Splash Mage in this situation where the monster you are going to bring in the Dark Templar arrow is Dark because in that case you would need to use two Dark Infant on turn 1 to do the Arrival but in the case of doing the Transcode Talker with Wicckid avoids wasting LINK-1 because you use Light to make TOWERS. But remember that doing the Transcode Talker ROUTE means you can only do Wind Pegasus when using Dark Templar's Soul Charge so it's a much more Nibiru sensitive move than the first one.
replay?id=621416-35882571
Gamestate: TOWERS (4k) + A. I. Reborn + Field /in GY: Wind Pegasus + 1 Dark Infant
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: Reborn Wind and eff Foolish Danmari (Negate)
Or
Opponent's Turn: A. I. Reborn summon Dark and eff Add Fire (Follow Up)
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Combo: Fire + Wind
You don't need to do Wicckid so go straight to Splash Mage and after summoning Dark and add Fire you use Splash Mage Reborn Light and go straight to Dark Templar and from then on it's like this:
Wind eff send Fire and trigger Dark Templar summon Light and Fire and make Wind Pegasus and Reborn Light and make Arrival Cyberse with 4k atk.
Playing this way you get the follow-up from both A. I. Meet You and Fire and all thanks to having opened with Bururu but you pass without negate if you choose not to use Fire's summon with A. I. Land.
replay?id=621416-35885734
Gamestate: TOWERS (4k) + Field /in Hand: Fire + A. I. Meet You /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Following Turn: Towers eff make Token and Linguriboh and NS Fire and add Earth and LINK-1 Add Field and summon Earth = Splash Mage = Transcode Talker while Dark add A. I. Meet You back at hand and Reborn Dark Templar with Transcode Talker and does Accesscode.
How do you play with the following gamestate: Light in GY and NS Fire?
replay?id=621416-35885586
Gamestate: TOWERS (4k) + Reborn + Field /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
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Interesting play you can do is in the simplified gamestate that you know it will take interaction and it won't do the TOWERS you can just use Fire add Earth:
Fire + Earth = Accesscode Turbo pop 3 cards plus the battle phase with 5300 atk.
Simple Link summon ladder for Accesscode Turbo: Splage Mage = Transcode Talker = Accesscode Talker can destroy 3 or more cards first.
Dark Templar Reborn 2 monsters = Accesscode Co-Linked with Transcode Talker:
replay?id=621416-35880366
In the gamestate of Splash Mage + Wind Pegasus + Dark/Light going according to the deck's default move is also Accesscode hitting twice with Update Jummer and Splash Mage as material:
Another simple way to OTK is to Accesscode + Light Dragon and reborn Dark Templar in Battle Phase for game.
replay?id=621416-35881725
Simple OTK under Droll&Lock Bird = Light + Doyon
NS Light and eff add FIELD and take Droll&Lock Bird
LINK-1 Dark Infant and Field summon Dark and Dark eff Add Light
LINK-2 Splash Mage and Field summon Light and Splash summon Doyo = Update Jammer = Accesscode
cl1 Update Jammer cl2 Accesscode = 8600damage in battle phase
You can Accesscode with Material Arrival. gaining 6k atk = 83atk.
Field summon anything and Arrival eff destroy opponent's monster to make Token = Splash Mage = Reborn Gatchiri and make Accesscode using everything and become Unaffected.
Nibiru + Light or 2 Cyberse any to get to Splash Mage = Accesscode 53atk and Nibiru 30atk for game.
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Disregard the Side Deck because it doesn't exist in Master Duel but the first 6 cards are possible options to use in the deck to make a Turn 1 combo different from Towers Turbo and I demonstrate the following combos.
So different from what everyone thinks about @Ignister you do have other boss monster turn 1 options other than Towers, being Darkfluid which is basically an omni negate of monster effects and Bomber Dragon which is a Raigeki on the field with mandatory effect that is not hard once per turn.
Combo 1: Fire/Light/A. I. Meet You/Cynet Mine 1 Card Combo (Darkfluid 2 negates + Hand Trap Level 4)
replay?id=621416-35837731
Gamestate: Darkfluid (2 monster negates and Unaffected until End Opponent's Turn) + Field /in Hand: A. I. Meet You + Retaliating "C" /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
Combo 2: 1 Card Combo (Darkfluid Turbo)
replay?id=621416-35838030
Gamestate: Darkfluid (2 monster negates) + Transcode Talker + Field /in Hand: A. I. Reborn /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
As you will see in the replays you can choose to have the Darkfluid as an End Board Boss Monster which is a LINK-5 capable of negating the activation of the opponent's monsters effects and with the detail of not being once per turn. But his problem is that first you will only be able to do it with 2 negates because you will always have at most 1 Synchro and 1 Xyz in the GY gaining 2 counters. Second it doesn't destroy the monster so it becomes a weak disruption to the investment needed to put it on the field. Third you will need to use Primathmech Alembertian in the Extra Deck which is an excellent strong Xyz but this deck doesn't have much space in the Extra Deck for you to replace it with. The GOOD level 4 Hand Traps targets in the game are only 3: Skull Meister, Retaliating "C" and Token Collector so using Darkfluid seems to me an engine that depends a lot on the metacall inserted as for example some of these hand traps must be very good in format to consider using Darkfluid combo.
Combo 3: 1 Card Combo (Bomber Dragon Double Raigeki)
replay?id=621416-35838685
Gamestate: Bomber Dragon + Light Dragon + Dark Infant + Field + A. I. Reborn /in Hand: Nothing /in GY: Linguriboh + Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
(Remember that Bomber Dragon doesn't let you attack with other monsters on the turn it uses its Raigeki effect)
Bomber Dragon Combo is very good and your deck can practically do the same interaction as Double Raigeki's Prank-kids Battlebutler but you have much less resilience to interactions than Prank-kids losing to a lot of hand trap so I prefer not to use it in Master Duel but in a better game of 3 I would be using a copy of Bomber Dragon in the Side Deck just to switch in game 2 or 3 of the match if I am facing a Combo deck because Double Raigeki is excellent against this type of strategy.
Combo 4: 1 Card Combo (Heatsoul)
replay?id=621416-35838890
Gamestate: Heatsoul + Field + (any BROKEN SPELL/TRAP in the GAME) /in Hand: A. I. Meet You + 1 DRAW /in GY: Wind Pegasus
Heatsoul is the replacement for LINK-3 Fire @Ignister which is used in the deck only because you need a 2300atk LINK Monster of Fire attribute to reveal with A. I. Meet You. Heatsoul is infinitely better option because it is a good card to give Summon since it basically has a Quick effect Upstart Goblin every turn at a cost of 1000LP, so you draw 1 card on your turn, 1 card on your opponent's turn, and so on while they are on the field. I don't think this is the best Heatsoul combo possible to do with the deck but as it doesn't exist in the TCG I didn't delve into how the deck abuses this card but for sure when it arrives in the TCG this deck will be better than it currently is .
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***Board-breaking play: Field Special Fire and Fire eff Add Light
NS Light and eff target Fire and become Level 4
RANK-4 Light Dragon (in the Extra Monster Zone) and use eff to force Interactions and keep going after that.
***Another cool situation to break field in Grind Game: Transcode Talker = Summon Dark Templar and in Battle Phase use eff to Reborn Towers
In M2 you use Towers eff pop 1 Monster to make Token and do Accesscode Co-Linked with Transcode Talker to clear the rest of the field or force one more interation.
And you can even do Security Dragon using the Token to bounce a monster you don't want to send to the GY like the Tri-Brigade Shuraig.
replay?id=621416-35884691
***In super common gamestate: Splash Mage + Wind Pegasus + Light/Dark = Transcode Talker and eff Reborn Splash Mage
Use Splash Mage and Wind Pegasus to make Security Dragon and eff Bounce 1 monster and Make Accesscode to clear the rest of the field.
Turn 3 against Backrow decks: In Main Phase 1 you use Towers eff destroy and summon Token and LINK-1 Linguriboh with the Token and use Light or Dark eff to Add A. I. Reborn from Deck or GY to hand and use Reborn to summon Wind Pegasus from gy to use eff to Destroy Backrow.
A point to think about is in the pos-side deck if it's worth doing Wind Pegasus Turn 1 against trap match or leaving it in the Extra Deck and doing it turn 3 to force backrow.
For example: Field + Light (Follow Up Turn 3) = replay?id=621416-35884979
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In the Grind Game that you were stopped by hand traps you can summon Doyon and make Dark Infant and chain block the Dark Infant with Doyon cl2 granting access to the Field.
This is so good that if you open it with Fire + Light + A. I. Meet You you already start with A. I. Meet You add Doyon so that in case the combo doesn't pass you guarantee access to Field on turn 3.
Having the field in circulation as soon as possible is very necessary so if you open with Light and A. I. Meet You/Fire start adding the Field and not Reborn Spell because if the Dark Infant doesn't solve you lose. Having two fields is also good for A. I. Contact to solve in the Grind Game.
Even if you open with all possible engine cards you use A. I. Meet You because it's free to add any name to the hand and it also goes back to the hand with the Doyon effect to be the second Follow Up on the turn.
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Below is the decklist I currently use in Master Duel, disregard the Side Deck because it doesn't exist in Master Duel. All the tech cards I use are of Normal (N) and Rare (R) rarity because it is difficult to craft the Super Rare (SR) and Ultra Rare (UR) rarity cards at least at the beginning of the game or without spending money what I refuse to do it because I'm not going to give money to this company called Komoney. If I had enough SR and UR all my staples that I'm presenting in the deck profile would be hand traps because that's how @Ignister plays: fill the opponent with hand trap until he stops and the game comes back to you, in yugioh you don't you can say yes to card effects if not you lose easily and for sure using 15 to 18 tech cards is ideal in @Ignister.
Comments on cards and interactions important to remember: (detail: I call Achichi = Fire, Pikari = Light, Doyon = Dark, Bururu = Wind, Doshin = Earth, Hiyari = Water, Arrival Cyberse = Towers, Soul Charge is a way of saying I'm using the Dark Templar effect, A. I. Land = Field)
Fire you can do in the Damage Step and that way you don't take battle damage. It synergizes you with @Ignister's LINK-3 Fire that you should know because there are strange situations that you can use this to your advantage to destroy your LINK-3 and it triggers eff to destroy an opponent's monster (only if destroyed by card effect and not by battle) not to mention that it will return to the field in the next Standby Phase after being destroyed (here this effect activates even if it is destroyed by battle).
That way you can catch someone unaware and take out cards like AA-Zeus from field easily.
Using Water @Ignister allows you to play after taking Nibiru for accessing Gatchiri. Going second these cards help to kill the opponent with Accesscode. But as it is not searchable by A. I. Meet You for me it is best not to use it.
Using Water usually gives you access to Gatchiri when Tributing Wicckid and he enters the field to go straight and make the Dark Templar and leave him Unaffected.
The good thing about Gatchiri is that you force Nibiru early because when you do Dark Templar he is forced to chain Nibiru to Gatchiri, but this same play can be done with Transcode Talker and you don't lose your Dark Templar so soon keeping it in Extra Deck.
Even because the push you make will be to go to the 3k atk Towers after that would be the result of the combo playing around Nibiru and leaving Dark Templar in the Extra Deck.
Earth @Ignister is searchable and helps Accesscode and play after opponent disruptions.
You can use Cynet Mine to send A. I. Land to the GY and that way you play around in Dark Infant interaction.
A. I. Contact can be added back to the hand with Doyon so you always draw three cards every turn in the Grind Game demonstrating the importance of having this card available.
Link Spider is for playing after taking Nibiru but I think Security Dragon is much more important in the extra deck than this card. This spot could be the third Dark Infant and Update Jammer spot.
A curiosity is that Update Jammer is an excellent out of Avramax because you negate his effects during the Damage Step and with that you can take him out in battle.
The second Splash Mage is essential in the grind game being indispensable and much more important to have 2 of it in the Extra Deck than 2 Transcode Talker.
Going second you can with the Dark Templar after destroying the opponent's monster give Soul Charge in Damage Step and Main Phase 2 go straight to TOWERS playing around Nibiru if the opponent doesn't notice this move in Main Phase 1 or if you can do it the Dark Templar being your 4th summon which is not impossible in a simplified gamestate.
To play around Effect Veiler with Dark Templar you can simply threaten Battle Phase and that way it already forces you to use it if you don't guarantee to do Arrival Cyberse on M2.
Xyz Light Dragon allows you to add Light @Ignister to the hand with ROTA. It also helps break field and OTK.
A. I. dle Reborn effect of adding Spells/Traps in Grind Game is very important to remember because it is the difference between winning and losing.
A. I. Reborn works the same way as A. I. Meet You to make Wicckid combo so if you can add and resolve the A. I. Contact then do that instead of adding A. I. Meet You which is not needed as you already have A. I. Reborn that makes the combo happen anyway.
Techoplay: Wind Pegasus can be used from the field to Bounce opponent's cards after something of yours is destroyed.
Another thing to know is that if it triggers an effect when your monster is destroyed by battle, this effect will be activated during the Damage Step which avoids being negated by several cards in the game because in the Damage Step you can only activate cards that negate activation of effects and not the effect of the card so Skull Meister for example cannot be used but Apollousa can be used by negating Activation of effects.
Wind Pegasus with the use of more than one A. I. Reborn spell allows you to loop him back in backrow matches and destroy cards every turn. Even under Skill Drain you can Reborn him and use the effect and cl2 use Linguriboh to Tribute him and get back on the field and that way you can destroy the backrow.
Accesscode banning itself also destroys Skill Drain. This move is also a good one to make if you want to play around Shaddoll Fusion.
TA. I. Strike is a way to take out annoying floodgates from the field with your main deck monsters like Inspector Boarder and El Shaddoll Winda.
Danmari is another way for you to take El Shaddoll Winda out of the field because when the opponent declares an ATK you can simply negate the ATK and on your turn with her 2300atk take her out in the Battle Phase. This is relevant to the point that you have to realize that in situations of passing with A. I. Reborn you bring Dark and use Dark eff to add Danmari to the hand just to be able to negate an Atk and it enters the field helping you to survive and take tough monsters on the way back.
Synchro 7 Cyberse Quantum allows you to have more chances for TOWERS to survive by passing it from the end board instead of doing Wind Pegasus.
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Differences between each Starter is basically in the first half of the combo which I say is how you arrive at the following gamestate:
Splash Mage + Wind Pegasus + Doyon/Pikari = Fire/Light/A. I. Meet You always end up arriving at this part of the combo and from then on it will be the same for everyone what to do next to get to TOWERS.
Place the URL continuation on the duelingbook site after .com/
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Combo 1: Fire/Light/A. I. Meet You/Cynet Mine 1 Card Combo (TOWERS 5k ATK - Not Recommended)
Example starting with Light from Starter:
replay?id=621416-35837137
Gamestate: Towers (5k ATK) + Field /in Hand: A. I. Meet You /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
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Combo 2: 1 Card Combo (Towers 4k ATK - Most Recommended)
If you do Splash Mage first after Wicckid you can get Wind Pegasus very early in the combo which is better in most cases than waiting for the Dark Templar effect to wear off to do Wind Pegasus.
This is good for having the Transcode Talker still in the Extra Deck for turn 3 to do OTK play.
Example starting with Fire from Starter:
replay?id=621416-35878853
Gamestate: Towers (4k ATK) + Field /in Hand: A. I. Meet You /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
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Combo 3: How to make TOWERS without going through the Dark Templar? (Towers 3k ATK - SAFE ROUTE)
Example starting with A. I. Meet You from Starter:
replay?id=621416-35879497
Gamestate: Towers (3k ATK) + A. I. Reborn + Field /in Hand: Fire /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: A. I. Reborn summon Dark and eff Add Fire (Follow Up)
Advantages of this combo:
If you take Effect Veiler/Impermanence at this point in Transcode Talker you simply summon another extender and go to play Dark Templar and manage to end up with 4k ATK TOWERS the same way.
If you take Nibiru it's good because you already have guaranteed Fire and A. I. Meet You from Follow Up in your hand which means having guaranteed plays on the way back.
This play line happens a lot to do Towers this way because even if your starting hand is 2 Fire + Earth you can do Arrival Cyberse knowing this Transcode Talker Route. And if you do Wicckid to add Wind you can still send Dark to recover Follow Up or Negate to have a better chance of Towers surviving.
In summary this is the best move possible to make with the deck without using Gatchiri to play around hand traps in the Dark Templar because it doesn't matter if Towers will be 3k ATK or 4k ATK and yes the important thing is to get to your win condition 1 turn and having defenses for Towers to survive and this is very relevant and brings you closer to victory than losing to an Impermanence/Veiler/Belle/Nibiru in the Dark Templar effect. I'm not kidding when I say that the number of times @Ignister players play Dark Templar and lose because yes since it's guaranteed that the opponent will stop him. It's much better to make sure Towers takes the field than to see you lose without even reaching your win condition, which is all the deck does. I have excellent results when choosing to play safe and make Towers with 3k ATK than waiting for the Dark Templar to take hand and pass with nothing expecting to lose.
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Combo 4: Wind + A. I. Reborn (Towers 4k ATK)
replay?id=621416-35882425
Gamestate: TOWERS (4k) + Dark + A. I. Reborn + Field /in Hand: Fire /in GY: Wind Pegasus + 2 Dark Infant
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: Reborn Wind and eff Foolish Danmari (Negate)
(When you leave Dark on the field with Reborn set you guarantee to return Reborn to the hand and it's very easy to do Xyz RANK-4 Light Dragon on turn 3)
Interesting to analyze if it's worth starting with Splash Mage in this situation where the monster you are going to bring in the Dark Templar arrow is Dark because in that case you would need to use two Dark Infant on turn 1 to do the Arrival but in the case of doing the Transcode Talker with Wicckid avoids wasting LINK-1 because you use Light to make TOWERS. But remember that doing the Transcode Talker ROUTE means you can only do Wind Pegasus when using Dark Templar's Soul Charge so it's a much more Nibiru sensitive move than the first one.
replay?id=621416-35882571
Gamestate: TOWERS (4k) + A. I. Reborn + Field /in GY: Wind Pegasus + 1 Dark Infant
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Opponent's Turn: Reborn Wind and eff Foolish Danmari (Negate)
Or
Opponent's Turn: A. I. Reborn summon Dark and eff Add Fire (Follow Up)
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Combo: Fire + Wind
You don't need to do Wicckid so go straight to Splash Mage and after summoning Dark and add Fire you use Splash Mage Reborn Light and go straight to Dark Templar and from then on it's like this:
Wind eff send Fire and trigger Dark Templar summon Light and Fire and make Wind Pegasus and Reborn Light and make Arrival Cyberse with 4k atk.
Playing this way you get the follow-up from both A. I. Meet You and Fire and all thanks to having opened with Bururu but you pass without negate if you choose not to use Fire's summon with A. I. Land.
replay?id=621416-35885734
Gamestate: TOWERS (4k) + Field /in Hand: Fire + A. I. Meet You /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
Following Turn: Towers eff make Token and Linguriboh and NS Fire and add Earth and LINK-1 Add Field and summon Earth = Splash Mage = Transcode Talker while Dark add A. I. Meet You back at hand and Reborn Dark Templar with Transcode Talker and does Accesscode.
How do you play with the following gamestate: Light in GY and NS Fire?
replay?id=621416-35885586
Gamestate: TOWERS (4k) + Reborn + Field /in GY: Wind Pegasus + Danmari
(Don't Forget End Phase -2300damage if have used A. I. Meet You and not summoned the revealed card)
////////////////////////////////////////////////
Interesting play you can do is in the simplified gamestate that you know it will take interaction and it won't do the TOWERS you can just use Fire add Earth:
Fire + Earth = Accesscode Turbo pop 3 cards plus the battle phase with 5300 atk.
Simple Link summon ladder for Accesscode Turbo: Splage Mage = Transcode Talker = Accesscode Talker can destroy 3 or more cards first.
Dark Templar Reborn 2 monsters = Accesscode Co-Linked with Transcode Talker:
replay?id=621416-35880366
In the gamestate of Splash Mage + Wind Pegasus + Dark/Light going according to the deck's default move is also Accesscode hitting twice with Update Jummer and Splash Mage as material:
Another simple way to OTK is to Accesscode + Light Dragon and reborn Dark Templar in Battle Phase for game.
replay?id=621416-35881725
Simple OTK under Droll&Lock Bird = Light + Doyon
NS Light and eff add FIELD and take Droll&Lock Bird
LINK-1 Dark Infant and Field summon Dark and Dark eff Add Light
LINK-2 Splash Mage and Field summon Light and Splash summon Doyo = Update Jammer = Accesscode
cl1 Update Jammer cl2 Accesscode = 8600damage in battle phase
You can Accesscode with Material Arrival. gaining 6k atk = 83atk.
Field summon anything and Arrival eff destroy opponent's monster to make Token = Splash Mage = Reborn Gatchiri and make Accesscode using everything and become Unaffected.
Nibiru + Light or 2 Cyberse any to get to Splash Mage = Accesscode 53atk and Nibiru 30atk for game.
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Disregard the Side Deck because it doesn't exist in Master Duel but the first 6 cards are possible options to use in the deck to make a Turn 1 combo different from Towers Turbo and I demonstrate the following combos.
So different from what everyone thinks about @Ignister you do have other boss monster turn 1 options other than Towers, being Darkfluid which is basically an omni negate of monster effects and Bomber Dragon which is a Raigeki on the field with mandatory effect that is not hard once per turn.
Combo 1: Fire/Light/A. I. Meet You/Cynet Mine 1 Card Combo (Darkfluid 2 negates + Hand Trap Level 4)
replay?id=621416-35837731
Gamestate: Darkfluid (2 monster negates and Unaffected until End Opponent's Turn) + Field /in Hand: A. I. Meet You + Retaliating "C" /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
Combo 2: 1 Card Combo (Darkfluid Turbo)
replay?id=621416-35838030
Gamestate: Darkfluid (2 monster negates) + Transcode Talker + Field /in Hand: A. I. Reborn /in GY: Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
As you will see in the replays you can choose to have the Darkfluid as an End Board Boss Monster which is a LINK-5 capable of negating the activation of the opponent's monsters effects and with the detail of not being once per turn. But his problem is that first you will only be able to do it with 2 negates because you will always have at most 1 Synchro and 1 Xyz in the GY gaining 2 counters. Second it doesn't destroy the monster so it becomes a weak disruption to the investment needed to put it on the field. Third you will need to use Primathmech Alembertian in the Extra Deck which is an excellent strong Xyz but this deck doesn't have much space in the Extra Deck for you to replace it with. The GOOD level 4 Hand Traps targets in the game are only 3: Skull Meister, Retaliating "C" and Token Collector so using Darkfluid seems to me an engine that depends a lot on the metacall inserted as for example some of these hand traps must be very good in format to consider using Darkfluid combo.
Combo 3: 1 Card Combo (Bomber Dragon Double Raigeki)
replay?id=621416-35838685
Gamestate: Bomber Dragon + Light Dragon + Dark Infant + Field + A. I. Reborn /in Hand: Nothing /in GY: Linguriboh + Wind Pegasus
(Don't Forget End Phase -2300damage if not summoned the revealed card)
(Remember that Bomber Dragon doesn't let you attack with other monsters on the turn it uses its Raigeki effect)
Bomber Dragon Combo is very good and your deck can practically do the same interaction as Double Raigeki's Prank-kids Battlebutler but you have much less resilience to interactions than Prank-kids losing to a lot of hand trap so I prefer not to use it in Master Duel but in a better game of 3 I would be using a copy of Bomber Dragon in the Side Deck just to switch in game 2 or 3 of the match if I am facing a Combo deck because Double Raigeki is excellent against this type of strategy.
Combo 4: 1 Card Combo (Heatsoul)
replay?id=621416-35838890
Gamestate: Heatsoul + Field + (any BROKEN SPELL/TRAP in the GAME) /in Hand: A. I. Meet You + 1 DRAW /in GY: Wind Pegasus
Heatsoul is the replacement for LINK-3 Fire @Ignister which is used in the deck only because you need a 2300atk LINK Monster of Fire attribute to reveal with A. I. Meet You. Heatsoul is infinitely better option because it is a good card to give Summon since it basically has a Quick effect Upstart Goblin every turn at a cost of 1000LP, so you draw 1 card on your turn, 1 card on your opponent's turn, and so on while they are on the field. I don't think this is the best Heatsoul combo possible to do with the deck but as it doesn't exist in the TCG I didn't delve into how the deck abuses this card but for sure when it arrives in the TCG this deck will be better than it currently is .
////////////////////////////////////////////////
***Board-breaking play: Field Special Fire and Fire eff Add Light
NS Light and eff target Fire and become Level 4
RANK-4 Light Dragon (in the Extra Monster Zone) and use eff to force Interactions and keep going after that.
***Another cool situation to break field in Grind Game: Transcode Talker = Summon Dark Templar and in Battle Phase use eff to Reborn Towers
In M2 you use Towers eff pop 1 Monster to make Token and do Accesscode Co-Linked with Transcode Talker to clear the rest of the field or force one more interation.
And you can even do Security Dragon using the Token to bounce a monster you don't want to send to the GY like the Tri-Brigade Shuraig.
replay?id=621416-35884691
***In super common gamestate: Splash Mage + Wind Pegasus + Light/Dark = Transcode Talker and eff Reborn Splash Mage
Use Splash Mage and Wind Pegasus to make Security Dragon and eff Bounce 1 monster and Make Accesscode to clear the rest of the field.
Turn 3 against Backrow decks: In Main Phase 1 you use Towers eff destroy and summon Token and LINK-1 Linguriboh with the Token and use Light or Dark eff to Add A. I. Reborn from Deck or GY to hand and use Reborn to summon Wind Pegasus from gy to use eff to Destroy Backrow.
A point to think about is in the pos-side deck if it's worth doing Wind Pegasus Turn 1 against trap match or leaving it in the Extra Deck and doing it turn 3 to force backrow.
For example: Field + Light (Follow Up Turn 3) = replay?id=621416-35884979
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In the Grind Game that you were stopped by hand traps you can summon Doyon and make Dark Infant and chain block the Dark Infant with Doyon cl2 granting access to the Field.
This is so good that if you open it with Fire + Light + A. I. Meet You you already start with A. I. Meet You add Doyon so that in case the combo doesn't pass you guarantee access to Field on turn 3.
Having the field in circulation as soon as possible is very necessary so if you open with Light and A. I. Meet You/Fire start adding the Field and not Reborn Spell because if the Dark Infant doesn't solve you lose. Having two fields is also good for A. I. Contact to solve in the Grind Game.
Even if you open with all possible engine cards you use A. I. Meet You because it's free to add any name to the hand and it also goes back to the hand with the Doyon effect to be the second Follow Up on the turn.
////////////////////////////////////////////////
Below is the decklist I currently use in Master Duel, disregard the Side Deck because it doesn't exist in Master Duel. All the tech cards I use are of Normal (N) and Rare (R) rarity because it is difficult to craft the Super Rare (SR) and Ultra Rare (UR) rarity cards at least at the beginning of the game or without spending money what I refuse to do it because I'm not going to give money to this company called Komoney. If I had enough SR and UR all my staples that I'm presenting in the deck profile would be hand traps because that's how @Ignister plays: fill the opponent with hand trap until he stops and the game comes back to you, in yugioh you don't you can say yes to card effects if not you lose easily and for sure using 15 to 18 tech cards is ideal in @Ignister.
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