Prank-Kids – Master Rules 2020

Deck Information
Deck Type: Meta Decks
Deck Master: Prank-Kids Dodo-Doodle-Doo
TCG/OCG: TCG
Submission Date: March 14th 2020
Author: GottaHaveSpiritDood
YGOPRODeck File Download

Time for some big brain yugioh, where setting up a board can take upwards of 80 minutes and one misplay lands you in the trash. Prank-Kids is a really adorable archetype that focuses on link and fusion summoning and then using their graveyard effects to spam the board with even more kids and then proceeding to play on your opponent's turn, much like kids in real life, it's really annoying for everyone else involved.

All Kids monsters have an effect that lets you special summon another one with a different name if they're used as lionk or fusion material for extra deck Prank-Kids monsters, building a board can be an extremely easy task... if you happen to open well. As good as this archetype is it can brick harder than a Polish construction worker, leaving you to scoop and run off to cry in a corner. Prank kids have no 1 card combos, you need to open with at least 1 and either an Instant Fusion or Pranks, ideally you open 2 monsters and 1 Poly but that doesn't happen as often as you'd like. As long as you have 2 Kids on the field you can pop off pretty hard, Place searches you an additional monster as well as increases your monsters' attack and decreases the opponents', Pranks can help you link climb with only 1 monster as well as recycle materials at end step, Plan saves you from being OTK'd and can Link summon a monster on your opponents' turn and Pandemonium is a searchable quick play fusion although you most often want to activate that during the opponent's turn as it locks you into Prank Kid monsters if used on your turn.

The kids all have individual effects which are all quite good too, Fansies pitches a card from the deck to grave, in most cases you'll want to send Plan, Dropsies heals you for 500, Lampsies burns the opponent for 500 and Rocksies requires you to banish a card and you then get to draw another one. Rocksies' effect is easily the worst as more often than not you'll have to banish a combo piece and have a chance of either drawing something better or some absolute garbage.

The most basic of Turn 1 combos is making a Dodo, activating the effects of Kids in grave and making sure your Dodo's effect is chain link 1 so that it can't be Ashed and finally ending on a Bark and Washer with a Pandemonium set for next turn, where you can proceed to make even more plays, such as making Butler and blowing up your opponent's monsters. To help witch consistency we're playing 2 Fusion recycling plants that can further help us in getting a Poly in hand, as well as as 2 Instant Fusions and a Reasoning to help us get some bodies on board, finally 2 draw spells of Upstart and Void, the latter is a pretty safe card to sue as you'll rarely end with cards in hand. A good argument could be made for playing Desires, and while it is much better than the draw cards we're playing now, in practice it banishes important combo pieces much more often than you'd think, though feel free to replace those spells with Desires' if you personally think it works better.

The deck's most dreaded counter is Big Boy Nibiru which can stop us dead in our tracks, which is why we're playing 3 Koa'Ki Meru Guardians which can negate a monster effect once per turn, Prank Kids can afford to play without using their normal summon, which makes guardian a very good tech in the deck, after all , the best way to counter a rock is with an even bigger rock. Ash and Droll can also hurt us quite a bit, which is why we're playing Called by in main.

Finally, the extra deck is the real powerhouse, prepare to burn through almost all your copies of Prank Kids monsters that you can recycle with effects of Dodo, Bark and Pranks, so it never really runs out of steam. For extra power we're playing the OTK machine known as Borrelsword, a Borreload for some monster snatching, a Dweller and Toad for more versatility plus more disruption and a single Apollousa that we almost never go into so feel free to replace it with something else if you're playing on a budget.

Finally in the side deck we're playing some strong going second cards in the likely event we win game 1. Thanks to Master Rules coming into effect fairly soon Prank-Kids will receive a much needed boost, as well as an ability to spit a Toad out before the 5th summon, so Nibiru will be even easier to dodge as well as not needing to think of link marker position in regards to fusion summoning will help with ending on a Washer and Toad or Abyss much easier.

Prank-Kids can be an extremely fun and rewarding as well as a competitive deck in the right hands, but I wouldn't recommend it unless you're willing to sacrifice hours of your life memorizing combos, or thinking up completely new ones in the middle of a duel, just like in real life it takes a lot of patience and dedication in order to guide a Kid to maximize their true potential.





Toggle Deck List
MonsterKoa'ki Meiru Guardian x3
Prank-Kids Rocksies x3
Prank-Kids Lampsies x3
Prank-Kids Dropsies x3
Prank-Kids Fansies x3
SpellsInstant Fusion x2
Into the Void x1
Polymerization x3
Reasoning x1
Terraforming x1
Upstart Goblin x1
Fusion Recycling Plant x2
Mystic Mine x1
Prank-Kids Place x3
Prank-Kids Pranks x2
Called by the Grave x3
Prank-Kids Pandemonium x3
Set Rotation x1
TrapsPrank-Kids Plan x1
ExtraPrank-Kids Battle Butler x1
Prank-Kids Rocket Ride x2
Prank-Kids Weather Washer x2
Abyss Dweller x1
Toadally Awesome x1
Apollousa, Bow of the Goddess x1
Borreload Dragon x1
Borrelsword Dragon x1
Prank-Kids Bow-Wow-Bark x2
Prank-Kids Dodo-Doodle-Doo x2
Prank-Kids Rip-Roarin-Roaster x1
SideNibiru, the Primal Being x3
Gameciel, the Sea Turtle Kaiju x2
Dinowrestler Pankratops x1
Droll & Lock Bird x3
Cosmic Cyclone x3
Infinite Impermanence x3
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