Pure D/D/D
Deck Primer
The deck is still being improved over time. The biggest problem comes when you have only one play at start and it gets negated, like your Kepler normal summon. You can't always make exactly what you want on turn 1, the outcomes range between Dark Armageddon, White Armageddon, Wave King etc, those are all good ways to start.
Your big enemy is smth like Vanity's fiend or Necrovalley, but you have at least one answer to each in the main deck.
Always remember the potential of Reiji. You can normal summon your Ragnarok with Reiji in pendulum zone, or you can kill your opponent from below 4k hp with him on board.
Try to keep one Ragnarok in extra deck, so that you can bring him and a lv 8 D/D/D from grave every time you want either to make a rank 8, or to banish with Ragnarok.
Some reasonings behind the choices:
Why almost pure D/D/D? There are 3 reasons:
One is that Gilgamesh is a very good value card that you should play in order to move ahead, but it restricts summoning to D/D/D. So anything else can be played on turn 2 only
Second is that unlike something like Orcust, D/D/D really relies on you having other pieces available to you all the time. So you can't start a play by just foolishing a Knightmare, you would probably need at least 3 pieces in hand to do something threatening.
Third is that graveyard summoning effects of Ragnarok and High Genghis are very good, but they only apply to D/D/D. And you would eventually want to return extra deck monsters instead of just another copy of Ragnarok.
Then why not fully D/D/D?
So the archetype has some very nice cards to help itself out, but all hinges on you pulling off the first few effects, like activating Dark Contract With the Gate, or Kepler, or Swirl Slime, and for that you should use a called by the grave or something of that sort for protection. I'd rather run more interesting cards, but I figured after testing that Called, Impermanence, or one of the alternatives from side deck are pretty needed. Originally I ran Pendulum Switch, which is particularly good for finishing off with a scaled Reiji, or returning a scaled Bright Armageddon etc. It was just too slow.
WHY NOT CLEAR WING etc?
It's common that people try to bring out Clear Wing + Siegfried on turn one. Those two are great together, but you commit your whole hand to those two cards and are left with nothing else because you cannot play Gilgamesh if you want Clear Wing.
I opt for a less impactful first turn board, but having scales set for follow-up turns and Gilgamesh on board to allow a backup if he is destroyed. My favourite card to bring out on turn 1 is High King Ceasar + whatever else you can pull off.
Just remember that the point of this deck is to set up your board and grave and keep options open. Some cards encourage OTK plays but those are very situational. Your Contract with the Gate becomes extremely strong after turn 1 and to fully exploit the optionality of the deck you need to keep scales (or at least one scale) and a well set up extra deck and grave.
Of course, any suggestions are welcome. I have loads of fun with this deck, and hope you do too.
Your big enemy is smth like Vanity's fiend or Necrovalley, but you have at least one answer to each in the main deck.
Always remember the potential of Reiji. You can normal summon your Ragnarok with Reiji in pendulum zone, or you can kill your opponent from below 4k hp with him on board.
Try to keep one Ragnarok in extra deck, so that you can bring him and a lv 8 D/D/D from grave every time you want either to make a rank 8, or to banish with Ragnarok.
Some reasonings behind the choices:
Why almost pure D/D/D? There are 3 reasons:
One is that Gilgamesh is a very good value card that you should play in order to move ahead, but it restricts summoning to D/D/D. So anything else can be played on turn 2 only
Second is that unlike something like Orcust, D/D/D really relies on you having other pieces available to you all the time. So you can't start a play by just foolishing a Knightmare, you would probably need at least 3 pieces in hand to do something threatening.
Third is that graveyard summoning effects of Ragnarok and High Genghis are very good, but they only apply to D/D/D. And you would eventually want to return extra deck monsters instead of just another copy of Ragnarok.
Then why not fully D/D/D?
So the archetype has some very nice cards to help itself out, but all hinges on you pulling off the first few effects, like activating Dark Contract With the Gate, or Kepler, or Swirl Slime, and for that you should use a called by the grave or something of that sort for protection. I'd rather run more interesting cards, but I figured after testing that Called, Impermanence, or one of the alternatives from side deck are pretty needed. Originally I ran Pendulum Switch, which is particularly good for finishing off with a scaled Reiji, or returning a scaled Bright Armageddon etc. It was just too slow.
WHY NOT CLEAR WING etc?
It's common that people try to bring out Clear Wing + Siegfried on turn one. Those two are great together, but you commit your whole hand to those two cards and are left with nothing else because you cannot play Gilgamesh if you want Clear Wing.
I opt for a less impactful first turn board, but having scales set for follow-up turns and Gilgamesh on board to allow a backup if he is destroyed. My favourite card to bring out on turn 1 is High King Ceasar + whatever else you can pull off.
Just remember that the point of this deck is to set up your board and grave and keep options open. Some cards encourage OTK plays but those are very situational. Your Contract with the Gate becomes extremely strong after turn 1 and to fully exploit the optionality of the deck you need to keep scales (or at least one scale) and a well set up extra deck and grave.
Of course, any suggestions are welcome. I have loads of fun with this deck, and hope you do too.
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