Rank 10 Train OTK - No Striker, No Problem!
Deck Primer
First off I'd like to congratulate Gabriel Netz for winning the WCQ Folkestone event. He played well and ran a rather unusual deck that seemed to work outstandingly well. The Phantom Knights' Rank-Up-Magic Launch coming off the banlist was a huge and undoubtedly grave mistake on Konami's part - but hey, if more cool decks utilize it such as Lunalights for example - then who knows. Back to the subject at hand, for today's deck I have prepared a spicy and slightly different Train deck profile. I'd like to thank the man himself Thomas for managing to top with the deck despite one of its powerful engines being, to put it nicely, absolutely slaughtered by the banlist. My variation of the deck draws heavy inspiration from the deck itself - so there are a few similarities in that sense. Without further ado, here is my Choo Choo turbo deck:
Sky Striker was a very prominent engine in its prime time. Heck - Sky Striker Orcust made all of Top 8 at a YCS at one point. The reason it was so beneficial to this deck however, was the fact that it allowed a solid game plan going first - and opened up combos for OTK'ing turn 2. But, all is well as the deck has now been optimised to open your OTK no matter what the hand. To elaborate; Rank 10 Trains have always been able to break boards - but in today's newly developed meta, board breaking decks like Cyber Dragon have gotten a heavy boost. Many decks try to make a good board going first, allowing trains to establish enough damage for lethal almost every time. 42 cards may seem cloggy for a deck that wants to OTK, but since I run the Toon Package - the deck can technically be shortened to 39-38 cards. The toon package is also good for breaking boards. Many people usually set up an Apollousa in order to shut off monster effects. Since Megafleet isn't specific to just Cyber Dragon - you can use Toon Cyber Dragon to contact with use with an opponent's monster; giving you a free level 10 monster that can be used with Pegasus for your OTK, along with one your opponent's negates being gone. We also run Kaijus in this deck - meaning that if your opponent sets up a pesky monster that prevents you from summoning like Vanity's Fiend - you can simply get rid of it with a Jizukiru.
Other than that: the extra deck is pretty standard. The only thing that is set in stone are the Xyz ratios. Most of the link monsters are simply there to ensure your OTK: Pentestag, Underclock Taker, etc. A good card to consider running would be Landscaper Goldilocks. As of right now I can't really tell what the ratios or advantages of it are, but it is a free level 10 EARTH machine that allows you to nuke your opponent board.
In conclusion, I'd rate this a nice 8.4/10. It's very simple to pull off and doesn't take much skill - but can definitely pack-a-punch if needed. It's interesting to see if and how this deck will play in the upcoming format. It can be surprising at times - and is probably one of the first decks I know that can easily run a under 15 card extra deck and still top an event. Hopefully we'll see more decks like these come out on top - and hopefully our lord and savior Thomas will pull through and make a name for trains and rank 10's in general. It's definitely a surprise for your opponent when they see your deck - which can be helpful at times. The only things that are really holding this deck down, in my opinion, are stuff like going 1st and possibly wasting a handtrap on a card you don't know. Every deck has its flaws but I think that this build will surely see a lot more play to come in the future...
Sky Striker was a very prominent engine in its prime time. Heck - Sky Striker Orcust made all of Top 8 at a YCS at one point. The reason it was so beneficial to this deck however, was the fact that it allowed a solid game plan going first - and opened up combos for OTK'ing turn 2. But, all is well as the deck has now been optimised to open your OTK no matter what the hand. To elaborate; Rank 10 Trains have always been able to break boards - but in today's newly developed meta, board breaking decks like Cyber Dragon have gotten a heavy boost. Many decks try to make a good board going first, allowing trains to establish enough damage for lethal almost every time. 42 cards may seem cloggy for a deck that wants to OTK, but since I run the Toon Package - the deck can technically be shortened to 39-38 cards. The toon package is also good for breaking boards. Many people usually set up an Apollousa in order to shut off monster effects. Since Megafleet isn't specific to just Cyber Dragon - you can use Toon Cyber Dragon to contact with use with an opponent's monster; giving you a free level 10 monster that can be used with Pegasus for your OTK, along with one your opponent's negates being gone. We also run Kaijus in this deck - meaning that if your opponent sets up a pesky monster that prevents you from summoning like Vanity's Fiend - you can simply get rid of it with a Jizukiru.
Other than that: the extra deck is pretty standard. The only thing that is set in stone are the Xyz ratios. Most of the link monsters are simply there to ensure your OTK: Pentestag, Underclock Taker, etc. A good card to consider running would be Landscaper Goldilocks. As of right now I can't really tell what the ratios or advantages of it are, but it is a free level 10 EARTH machine that allows you to nuke your opponent board.
In conclusion, I'd rate this a nice 8.4/10. It's very simple to pull off and doesn't take much skill - but can definitely pack-a-punch if needed. It's interesting to see if and how this deck will play in the upcoming format. It can be surprising at times - and is probably one of the first decks I know that can easily run a under 15 card extra deck and still top an event. Hopefully we'll see more decks like these come out on top - and hopefully our lord and savior Thomas will pull through and make a name for trains and rank 10's in general. It's definitely a surprise for your opponent when they see your deck - which can be helpful at times. The only things that are really holding this deck down, in my opinion, are stuff like going 1st and possibly wasting a handtrap on a card you don't know. Every deck has its flaws but I think that this build will surely see a lot more play to come in the future...
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