Invoked Synchro Toolbox 2022
Deck Primer
Aleister The Invoker is one of the best monsters in the game, we can, if not agree, discuss it for sure.
Aleister possess unique properties that makes it a good target for cool strategies:
These conditions come into play when thinking how to properly optimize Aleister as a body on the field to send it to the GY for it’s fusion summon using Invocation.
The deck is very explosive. You can pot 8000+ of damage on your first turn.
This toolbox is trying to abuse the Invoked engine, it’s lack of restrictions and the free body aleister leaves in the field with some strong little engines and strategies to create a very varied toolbox with great success. However, this toolbox is, at times, inconsistent, there is enough one card combos, hand traps, super poly targets and troublesome cards your opponent will have to get rid of, and a lot of the times that task is out of his reach.
The latest release of Small World made this deck incredibly consistent. Small world functions like this:
There are 3 monsters involved. Monsters A, B and C.
You banish monster A from your hand, then from your deck you banish Monster B, then you take Monster C to your hand.
And Monster A must have one common characteristic with Monster B, and B with C.
Small World uses the Hand traps in your hand and turns them into Aleisters.
Here’s what’s the characteristic they share with him:
THIS DECK IS GOING 2ND. As many cards go to full power when your opponent has a built board for the Mekk Knights to be special summoned and build board presence and card advantage, making them Link-2 material for the subsequent fusions, or making a rank 8 to get rid of a problematic card.
The Shaddoll engine works the best with your opponent having an extra deck monster on board, making the Shaddoll Construct, giving you a +1 from Beast or Spell/trap removal from Dragon. Making Construct can Mill the other Shaddoll used for it’s fusion, making both available. Also making Winda can be useful to send both monsters to the GY triggering them and giving you an incredible floodgate.
Super Polymerization is another Going 2nd card wipe, giving you either an Invoked after normal summoning the aleister or a Starving Vemon basically for free using monsters from your opponent, taking care of the threats before you start going wild.
You can also play Dark Ruler No More for easy board building, but this deck tries to go for the kill ASAP.
Cosmic Cyclone is preferred over Twisters, since a lot of cards like Zombie World can be retrieved, but once they are banished they’re gone.
Salamangreat Almiraj is to make a free Purgatrio, a free body and gives you some options.
Borreload Dragon is the answer to the excess of bodies you sometimes generate, he can get rid of annoying threats. Can steal a monster, non target, can reduce ATK and no one can stop it, can OTk and cannot be targeted.
Number 23: Lancelot. Almost never came up, since Dingirsu if more useful most of the time, but can be useful to annoy your opponent.
Dingirsu is excellent, gets rid of almost anything and can be made after attacking with both LV8 mekk knights to protect your stuff.
Masked HERO Dark Law is a niche but VERY bad ass monster that abuses Aleister’s DARK attribute, sending him to the GY before Invokating the party.
Ultra Polymerization is very useful to create a free body. By paying 2000 LP you’ll summon a Mekk Knight, an Aleister to make Mechaba, then summon them back to create the Link 2 and use Invocation to start the combo. In all, it gives you a free Mechaba.
Aleister The Invoker Of Madness is a great extender, it gives you Invocations from your deck or Book Of The Law (not once per turn) AND triggers Shaddolls.
Book Of The Law is very fun to use, but when you open it, it hurts so bad. Nothing like Mask Changing your fusions, most of the times into the big bad rock
Neos Fusion is a very powerful card to end your board, is a free Rainbow Neos to eliminate your opponent’s GY, Spell/Trap Zone or Monster Zone in one shot, as it is also a 4500 ATK beast that can get almost anything you’ll encounter done.
Destrudo is the newest addition to the mix, as he is also one of the strongest cards ever. To get rid of Aleister you have multiple options and he might be one of the coolest and more exploitable of them all. Getting for free an Arcanite Magician to destroy up to 2 cards your opponent controls or giving yourself a free car that negates spell/trap card or effect per turn, or a Cyberse Quantum Dragon to bounce some problematic card up.
All the hand traps in this deck can stop your opponent’s growth on his turn, stopping him if possible in a Link 1 or 2 for you to use his column, Shaddoll Fusion or Super Poly, etc. All of these hand traps can search for Aleister the Invoker with Small World, making them useful even after turn 1.
… All of that without having even started with the Invoked monsters.
Mechaba is the main beast, the easier to summon since Effect Veiler, Neos, Rainbow Dragon and all the Mekk Knights are LIGHT attribute. Once he comes you can protect yourself (except from traps) from almost anything with a 2500 ATK he will go for the game.
Augoeides is an incredible Control/OTK monster, being able to fuse it using more commonly than not, a Raidjin from the GY you bringed up with Instant Fusion, and can pop stuff passively and when it’s summoned. Neat.
Raidjin is free using the soup. It’s capable of coming with the Drolls and quick effect to get rid of something, can be used to bring the Link-2, to attack, to stall, it’s very versatile.
Invoked Purgatrio it’s an underrated train. Against the right deck can OTK himself using aleisters to boost him up even more and do crazy damage. Wiping your entire opponent’s board with him it’s a thing of beauty.
Invoked Magellanica is an Earth 3K beater that can be useful at times. It's EARTH attribute which can be found in a lot of decks to get rid of your opponent GY. It’s 3K, sometimes using aleister to boost him up a little it’s all you need.
Elysium is the most underrated. His potential is very threatening and your opponent WILL respect it. First of all, it’s a Super poly target using a monster from your opponent’s Extra Deck, it’s 4K Defense, 3200 ATK. It’s a Wall. His quick effect is a nuke that could banish all monsters on your opponent board by banishing itself, as he is considered as LIGHT, DARK, EARTH, WATER, FIRE AND WIND. Or you can use your GY to shoot that cannon using dead invoked monsters from that attribute. If it comes, it will make your opponent very uncomfortable.
Invoked Caliga is a good floodgate, but most of the time you’ll not need it.
Invoked Cocytus is a WATER attribute, that’s it.
There are a lot of cool things you can do with it:
WEAKNESSES:
One of the main weaknesses of this deck are the floodgates, especially spells and traps since this deck has no consistent ways to deal with them. Mystic Mine, Skill Drain, unless you hard draw the Cosmic Cyclone you're a dead man.
Other than that, this deck is calle Toolbox because that’s basically it, a toolbox to deal with most meta threats, break boards and go for game in a turn. It’s incredibly explosive and can be further expanded, since Aleister the Invoker will once again, find new ways to abuse more and more cards to come.
Aleister possess unique properties that makes it a good target for cool strategies:
- Dark.
- Spellcaster.
- LV4.
- ATK 1000/DEF 1800.
- Normal Summon effect.
- Hand discard effect.
- No restrictions in any capacity.
These conditions come into play when thinking how to properly optimize Aleister as a body on the field to send it to the GY for it’s fusion summon using Invocation.
The deck is very explosive. You can pot 8000+ of damage on your first turn.
This toolbox is trying to abuse the Invoked engine, it’s lack of restrictions and the free body aleister leaves in the field with some strong little engines and strategies to create a very varied toolbox with great success. However, this toolbox is, at times, inconsistent, there is enough one card combos, hand traps, super poly targets and troublesome cards your opponent will have to get rid of, and a lot of the times that task is out of his reach.
The latest release of Small World made this deck incredibly consistent. Small world functions like this:
There are 3 monsters involved. Monsters A, B and C.
You banish monster A from your hand, then from your deck you banish Monster B, then you take Monster C to your hand.
And Monster A must have one common characteristic with Monster B, and B with C.
Small World uses the Hand traps in your hand and turns them into Aleisters.
Here’s what’s the characteristic they share with him:
- Ash Blossom (And any sister except Ghost reaper) DEF1800
- Effect Veiler and Droll & Lock Bird SPELLCASTER
THIS DECK IS GOING 2ND. As many cards go to full power when your opponent has a built board for the Mekk Knights to be special summoned and build board presence and card advantage, making them Link-2 material for the subsequent fusions, or making a rank 8 to get rid of a problematic card.
The Shaddoll engine works the best with your opponent having an extra deck monster on board, making the Shaddoll Construct, giving you a +1 from Beast or Spell/trap removal from Dragon. Making Construct can Mill the other Shaddoll used for it’s fusion, making both available. Also making Winda can be useful to send both monsters to the GY triggering them and giving you an incredible floodgate.
Super Polymerization is another Going 2nd card wipe, giving you either an Invoked after normal summoning the aleister or a Starving Vemon basically for free using monsters from your opponent, taking care of the threats before you start going wild.
You can also play Dark Ruler No More for easy board building, but this deck tries to go for the kill ASAP.
Cosmic Cyclone is preferred over Twisters, since a lot of cards like Zombie World can be retrieved, but once they are banished they’re gone.
Salamangreat Almiraj is to make a free Purgatrio, a free body and gives you some options.
Borreload Dragon is the answer to the excess of bodies you sometimes generate, he can get rid of annoying threats. Can steal a monster, non target, can reduce ATK and no one can stop it, can OTk and cannot be targeted.
Number 23: Lancelot. Almost never came up, since Dingirsu if more useful most of the time, but can be useful to annoy your opponent.
Dingirsu is excellent, gets rid of almost anything and can be made after attacking with both LV8 mekk knights to protect your stuff.
Masked HERO Dark Law is a niche but VERY bad ass monster that abuses Aleister’s DARK attribute, sending him to the GY before Invokating the party.
Ultra Polymerization is very useful to create a free body. By paying 2000 LP you’ll summon a Mekk Knight, an Aleister to make Mechaba, then summon them back to create the Link 2 and use Invocation to start the combo. In all, it gives you a free Mechaba.
Aleister The Invoker Of Madness is a great extender, it gives you Invocations from your deck or Book Of The Law (not once per turn) AND triggers Shaddolls.
Book Of The Law is very fun to use, but when you open it, it hurts so bad. Nothing like Mask Changing your fusions, most of the times into the big bad rock
Neos Fusion is a very powerful card to end your board, is a free Rainbow Neos to eliminate your opponent’s GY, Spell/Trap Zone or Monster Zone in one shot, as it is also a 4500 ATK beast that can get almost anything you’ll encounter done.
Destrudo is the newest addition to the mix, as he is also one of the strongest cards ever. To get rid of Aleister you have multiple options and he might be one of the coolest and more exploitable of them all. Getting for free an Arcanite Magician to destroy up to 2 cards your opponent controls or giving yourself a free car that negates spell/trap card or effect per turn, or a Cyberse Quantum Dragon to bounce some problematic card up.
All the hand traps in this deck can stop your opponent’s growth on his turn, stopping him if possible in a Link 1 or 2 for you to use his column, Shaddoll Fusion or Super Poly, etc. All of these hand traps can search for Aleister the Invoker with Small World, making them useful even after turn 1.
… All of that without having even started with the Invoked monsters.
Mechaba is the main beast, the easier to summon since Effect Veiler, Neos, Rainbow Dragon and all the Mekk Knights are LIGHT attribute. Once he comes you can protect yourself (except from traps) from almost anything with a 2500 ATK he will go for the game.
Augoeides is an incredible Control/OTK monster, being able to fuse it using more commonly than not, a Raidjin from the GY you bringed up with Instant Fusion, and can pop stuff passively and when it’s summoned. Neat.
Raidjin is free using the soup. It’s capable of coming with the Drolls and quick effect to get rid of something, can be used to bring the Link-2, to attack, to stall, it’s very versatile.
Invoked Purgatrio it’s an underrated train. Against the right deck can OTK himself using aleisters to boost him up even more and do crazy damage. Wiping your entire opponent’s board with him it’s a thing of beauty.
Invoked Magellanica is an Earth 3K beater that can be useful at times. It's EARTH attribute which can be found in a lot of decks to get rid of your opponent GY. It’s 3K, sometimes using aleister to boost him up a little it’s all you need.
Elysium is the most underrated. His potential is very threatening and your opponent WILL respect it. First of all, it’s a Super poly target using a monster from your opponent’s Extra Deck, it’s 4K Defense, 3200 ATK. It’s a Wall. His quick effect is a nuke that could banish all monsters on your opponent board by banishing itself, as he is considered as LIGHT, DARK, EARTH, WATER, FIRE AND WIND. Or you can use your GY to shoot that cannon using dead invoked monsters from that attribute. If it comes, it will make your opponent very uncomfortable.
Invoked Caliga is a good floodgate, but most of the time you’ll not need it.
Invoked Cocytus is a WATER attribute, that’s it.
There are a lot of cool things you can do with it:
- Control
- OTK
- Long games
- Gimmicks
- Board wipes
- Multiple negations
- Non-target, non-destruction removal
- Multiple hand traps
- Synchro plays
- Destructions effects
- Board protection
- Bricks provide material for Invocation
WEAKNESSES:
One of the main weaknesses of this deck are the floodgates, especially spells and traps since this deck has no consistent ways to deal with them. Mystic Mine, Skill Drain, unless you hard draw the Cosmic Cyclone you're a dead man.
Other than that, this deck is calle Toolbox because that’s basically it, a toolbox to deal with most meta threats, break boards and go for game in a turn. It’s incredibly explosive and can be further expanded, since Aleister the Invoker will once again, find new ways to abuse more and more cards to come.
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