This is my own personal decklist that combines the offensive/recursive power of "Shiranui" with the oppressive control that "Zombie World Lock" offers. I thought I'd release this list for Halloween for the festivities. :)
The
main strategy of this deck is to establish the "Zombie World Lock" board. While Zombie World + Rivalry of Warlords ensures that your opponent only controls only one monster on their field, Doomking Balerdroch allows a negate + banish once per turn. To achieve this board, Zombie World + Doomking have to be present on the field. This ideal board primarily falls to the crux combo piece Uni-Zombie. Uni-Zombie almost single-handedly achieves this end board by milling zombies from the hand or deck (Necroworld Banshee for Zombie World) (Glow-Up Bloom for Doomking), in addition to providing synchro access. The primary ways to search out Uni-Zombie is through Shiranui Solitaire, and Shiranui Solitaire can also be accessed by Ghost Meets Girl - A Shiranui's Story.
The
Non-Archetypal Zombies add some muscle into this deck through their various interactions with big Daddy Doomking:
Jack-O-Bolan is a free summon which helps mill your hand to your graveyard for plays. It provides a quick effect monster reborn once per turn, which also trigger Doomking's banishment effect - resulting in an interruption and a extra zombie on board.
Vampire Fraulein is a zombie battlephase handtrap that summons itself when an attack is declared, allowing Doomking to banish during the battlephase. It also adds up to +3000 ATK/DEF to any zombie monster on the field, once per battle (for the cost of lifepoints), turning any zombie into a massive beatstick.
(Link 2)
Vampire Sucker provides more resources to a zombie player by giving the player a free draw anytime a zombie is resurrected from either graveyard. During the standby phase, if Doomking is in the graveyard and there is a Field Spell on the board, it will resurrect itself, which prompts Vampire Sucker's +1 draw effect (chain link 1) and Doomking's banishment effect (chain link 2). Drawing one card and banishing another on the field/graveyard in the standby phase is often devastating. Often in the first turn, Doomking + another zombie is linked away for Vampire Sucker to allow for this chain to occur during your opponent's standby phase.
Non-archtypal synchros are also useful in this deck. For unprepared decks, , (LVL12 Synchro)
Geomathmech Final Sigma is invincible since it is unaffected by card effects while in the EMZ (this card is easy to bring out by synchroing a level 4 uni-zombie with a (level 8) Doomking, and Doomking returns in opponent's standby phase.) , (LVL7 Synchro)
F.A Dawn Dragster is a OPT S/T negate. , (LVL8 Synchro)
Draco Berserker punishes every effect used by the opponent by with banishement and (LVL8 Synchro)
Psy-Framelord Omega is banished pile recursion and interruption.
Non-Archetypal Spell/Traps:
Gold Sarcophagus - Triggers every maindeck Shiranui banishment effect. (Solitaire = Resurrection from banished pile) ( Samurai = Recovery from graveyard) (Spiritmaster = 1 pop).
Monster Reborn - Pretty straightforward. Also trigger's Vampire Sucker's effect.
Pot of Desires - +2 draw for 10 cards banished face-down. Remember Shiranui monsters banished facedown don't trigger their effects! Careful about using this card too much, it may banish too many combo pieces.
Terraforming/Metaverse - Access to Zombie World.
Rivalry of Warlords - Forces both players to only control 1 type of monster.When they Summon any monster, Zombie World changes that monsters type to Zombie. Rivalry of Warlord's will prevent that player from attempting to summon any other monster that is not a Zombie Type monster. Therefore, unless the opponent is playing a zombie deck, they cannot summon from their hand, deck, or extra deck if they have zombies on their field. Zombie World + Rivalry of Warlords + Doomking Balerdroch makes a very difficult to break board. This card cannot be searched in this deck, only drawn.
Super Polymerization becomes a very powerful board breaker/interruption with zombie world, as almost any monster on the field can be fused away for
Dragonecro Nethersoul Dragon.
Mudragon and
Starving Venom Dragon are also Super Poly targets.
The Shiranui portion of the deck provides various helpful effects for the deck:
Shiranui Solitaire allows more ready access to the "ZWorld Lock" board, by searching Uni-Zombie from deck. Solitaire also allows for recursion from the banished pile by reborning any banished Shiranui (except itself) when the card is banished.
Shiranui Samurai is a one of, since it's searchable and isn't a combo piece. It's main strength is it's quick effect, allowing Doomking to trigger it's effect anytime during the opponent's turn. It can also out monsters that are hard to get rid of through it's banishment effect. It's also recursion as it allows graveyard recovery when it's banished.
Shiranui Spiritmaster allows for a target destruction of a card on the field anytime it's banished face-up with cards such as Shiranui Samurai, Shiranui Style Swallow's Slash, Gold Sarcophagus, etc.
Shiranui Spectralsword can tune in the field and graveyard. Through graveyard synchro, it can cheat out Archfiend Zombie-Skull even without the use of proper materials.
Shiranui Style Swallow's Slash is targeted destruction for two monsters in exchange for a zombie tribute, and it also banishes a Shiranui from deck, triggering their effects. If Shiranui Spiritmaster is banished, 3 cards on the field are destroyed. (+ it sounds like a special move from Demon Slayer lol, extra cool points)
Ghost Meets Girl, a Shiranui's Story provides extra access to combo pieces since it searches out Shiranui Solitaire which in turns accesses Uni-Zombie.
Shiranui Extra Deck monsters are this deck's main offensive juggernauts - (LVL5 Synchro)
Swordsaga changes battle position, (LVL7 Synchro)
Squiresaga provides non-targeting destruction, (LVL8 Synchro)
Shogunsaga boosts it own attack on summon for OTKs, and
Sunsaga/Skillsaga provide blanket protection, destruction and recovery.
While this deck is strong and semi-consistent going first, it doesn't do well to interruptions, negates and handtraps. If Uni-Zombie is somehow negated, the turn usually ends there. This deck also has difficulty breaking boards, as it doesn't have much tools to do so.
All in all, this deck is a fun rogue strategy to play, semi-budget, and easy to learn. Have fun and Happy Halloween duelists!