|Deck Type:||Meta Decks|
|Deck Master:||Mystic Mine|
|Submission Date:||March 14th 2020|
|YGOPRODeck File Download|
Are you tired of having to memorize seemingly never ending combos that can ruin your entire plan if you make a single misplay? Do you want to win games with as little interaction with your opponents as possible? Do you want an easy win game button? Do hate yourself? If you answered yes to any of the questions above, go see a doctor. Then come back to this guide and start playing Mystic Mine Burn, a perfectly fair and well balanced card that was begging to have a whole deck made around it to piss people off to new heights previously thought to be impossible.
Oh, your opponent has a board with 8 negations on board? OK, cool you just drop that Dark Ruler/Lava Golem on them and proceed with setting up your own board. Blinding second is the name of the game here, you let your opponent do everything they want and all you gotta do is make sure Mine stays on field until Cauldron of the Old man can finish them off. You're essentially playing 11 copies of Mine as 8 of those cards help you search it, so getting it onto the field is easy as piss. Your win condition is Cauldron, a card that gets a counter for each Standby Phase it stays on your field and burns the opponent for 300 LP for each counter OR you could use it to heal yourself instead (although be aware that the latter strategy works best in competitive games when you're under a time limit).
Silent Wobby is in the main deck for 2 reasons, in case your opponent makes you go firs or if he tries to be a smart ass about it and summon no monsters on his first turn you just activate Mine, give him the Wobby and back to business as usual, have fun with a useless fish that's clogging up your board. Prohibition can be used turn 1 to make sure that no spell removal is played, great targets include Lightning Storm, Twin Twisters and most importantly Cosmic Cyclone as Field Barrier can't protect your Mine from being banished. Field Barrier also prevents Mine from being destroyed by it's own effect, and locks your opponent out of using a field spell of their own. and Skuld insures that your opponent will never reach his spell removal. Chain Energy is a piece of light spice that will burn your opponent even further for just trying to out mine but can be replaced with anything else you might fancy.
Extra deck exists mainly as Extravagance dump, though if you find yourself with tokens on your field you an always go into Linkuriboh or Link spider to link into Barricadeborg to try and minimize the risk of having the same or more monsters than your opponent, and if Mine does die you can discard a card in hopes of getting it back. Fusionist and Emperor can be replaced with literally anything, i just put them in because they're funny. Finally the side deck consists of some negates and removal which can boost your chances of safely putting Mine on the field, as always tailor it to your own preferences, these are just some helpful recommendations.
Final thoughts... well it's slow and degenerate, 2 of my favorite things which actually provides me with a lot of fun whenever I'm playing the deck. I enjoy having to think as little as possible when playing Yugioh now and again whilst getting some tainted victories along the way, so Mystic Mine burn was right up my alley. Now i just hope Konami doesn't ban it, because that really would make me go "Awwww maaaan..."
|Toggle Deck List|
|Monster||Planet Pathfinder x1Silent Wobby x3|
|Spells||Dark Ruler No More x2Left Arm Offering x2Pot of Duality x3Pot of Extravagance x3Terraforming x1Mystic Mine x3Cauldron of the Old Man x3Chain Energy x1Field Barrier x3Goddess Skuld's Oracle x3Prohibition x2Demise of the Land x3|
|Traps||Metaverse x1Dark Bribe x3Solemn Judgment x3|
|Extra||Fusionist x3Barricadeborg Blocker x3Link Spider x3Linkuriboh x3Ojama Emperor x3|
|Side||Gameciel, the Sea Turtle Kaiju x3Lava Golem x3Lightning Storm x3Cursed Seal of the Forbidden Spell x3Solemn Strike x3|