Sky Striker
Deck Primer
This is not a particularly optimized deck list for competitiveness, but it avoids alot of my feels bad moment like drawing 2 copies of the handtrap or some garnet and it doesnt play floodgates.
3x Raye: It starts your engine and keeps it going.
3x Roze: Its extra copies of Raye that can occasionally help steal games. Can be bricky, but I prefer opening it with Raye then not having link access at all. It also helps in outing Dragoon by running over Verte and negating Dragoon, and then using Zeke/Afterburner to delay/remove threat.
3x Area Zero: Helps even out your hands, and a goodextender to close games.
3x Shark Cannon: Its graveyard disruption helps alot, and revive can leads to interesting game states.
3x Window Anchor: Disruption, and help close out games by attacking with the monster you steal.
2x Afterburner: Removal for chunky monsters. Feel free to use it as a way to pop Area Zero or using it on your own monster to get rid of a backrow.
1x Jamming Wave: Remove unknown backrow, but the non targeting destruction is also good.
1x Drone: Consistency Booster, might be used as a extender to link climb, but it haven't came up for me.
1x Eagle Booster: A really funny one-of, I use it to protect Shizuku in the end phase or Accesscode against Nibiru(Selene summoning veiler is the 5th summon tho) and during your opponents turn.
1xMultirole : Help clean up your MMZ, clear the way for your spells, and get tons of advantage.
2x Foolish Burial Goods: 3 is a bit too much since its HOPT, and it allows you to use Kagari without using Hayate. It also helps with the spell count in grave.
1x Metalfoes Fusion: There are a lot of ways to pop this, so drawing it doesn't hurt too bad, and it makes Foolish Burial Goods another way to draw Raye, and Area Zero into a +1
2x Pot of Desires: It's a really good card, but since the decks has 4 cycle cards, I feel comfortable with how much I see it. Also, its HOPT, and I dont like banishing 20 cards.
2x Forbidden Droplets: Dragoon out, and can fulfil the 3x spells in grave cost by sending the activated spells on the field as cost. The half attack is really neat. I play 2 because widow anchor does the same thing most of the time.
2x Ash Blossom: Disruption
2x Ghost Ogre: Disruption
2x Belle: Disruption
2x Veiler: Disruption, but also needed for the halq selene combo
1x Reinforcement of the Army: Find Raye or Roze
Terraforming: Extra Spells in the grave
Ice Dragon Prison: Dragoon out #3
Upstart: Free Spell
Turn 1:
Objective: Not Die
Try to get a Sky Striker link on board, and set up your disruption.
Foolish Burial Goods to get a Anchor or a Shark Cannon, or Multirole if you can benefit from the resetting during the EP.
*If you have multirole, you can search Anchor during EP with Shizuku and use it on her to reset using multirole.
Turn 2-3:
Objective: Establish Parity and 3+ Spells in Grave
If you went first, try to disrupt your opponent so that that you will have Raye during the EP.
If you went second, try to break the board while making sure Raye stays in rotation. If you manage to establish 3+ spells in grave, use the additionally effects of Window Anchor to go into Zeke to remove 2 monsters. Make sure to chip in extra damage, since Accesscode can't kill them from 8000.
Turn 3-4:
Objective: Establish a winning position
If its your turn, use the empowered effect of your spells to accelerate in card advantage or look for ways to get end the game. Look for stray tuners, and some combination of Window Anchor, Raye and Roze with Area Zero.
If its your opponent's turn, evaluate your cards in hand and consider saving cards like Widow Anchor and Shark Cannon to end the game. Acesscode talker can usually clear 4 cards easily, so letting them build a field might not be the worst idea if your Window Anchor and Shark Cannon can be used more aggressively.
Turn 5+:
Objective: Win
At this point, multirole should likely be in play, and with 3+ spells in grave, each of your spells generate +2-3 card advantage. However, Sky Striker links are likely almost depleted, so make sure at all point to look for ways to kill your opponent. At I find 6 thousand life is my standard reach in most games. I can clear the board, Summon Raye and Roze, and pop Area Zero to get the 3rd copy, and deal 6k with Raye summoning the last striker link during combat.
Cards to not run:
Scissor Cross: Its a neat card to play since it helps you end games way easier, but your most important objective is to survive turn 1-2 and let your cards out advantage your opponent. You can maybe consider cutting Roze for this Shizuku search as insurance, but it feels bricky and win more.
Hercules Base: This gives the deck a great amount of grind, Kagari can recur this ad infinitum, but it doesn't help me survive when I need to, and I should be winning when Hercules Base is getting value.
Utopia Double: I don't like Double or Nothing, loses to ash and desires.
Pot of Avarice: It bricks turn 1, and it bricks when you don't have Raye. This is when you are most vulnerable, so I don't run it. It feels great when it resolves though.
Toon Table of Content: Might be okay when it was MR4 with Toon Cyber Dragon and Engage, but getting 3 spells early isn't worth it for it.
Dragoon: Its not fun for me or other people, and its bricky.
Cards to Consider:
Cosmic Cyclone: Its difficult to get rid of face up spell and traps without waiting a few turns.
Handtraps: They are mostly flex spots except for veiler, so feel free to swap those anytime.
Borrelsword/Generic Link: Sometime I find myself with awkward amount of materials to link climb with.
Relinquished Anima : Turns a level one into a spellcaster for Selene. It can be useful if you find yourself with crow in your hand or opponent's graveyard.
Called by the Grave: Its good, but people really like playing Gamma.
Triple Tactical Talent: Maybe for going second, but I am not sure how I feel about this.
3x Raye: It starts your engine and keeps it going.
3x Roze: Its extra copies of Raye that can occasionally help steal games. Can be bricky, but I prefer opening it with Raye then not having link access at all. It also helps in outing Dragoon by running over Verte and negating Dragoon, and then using Zeke/Afterburner to delay/remove threat.
3x Area Zero: Helps even out your hands, and a goodextender to close games.
3x Shark Cannon: Its graveyard disruption helps alot, and revive can leads to interesting game states.
3x Window Anchor: Disruption, and help close out games by attacking with the monster you steal.
2x Afterburner: Removal for chunky monsters. Feel free to use it as a way to pop Area Zero or using it on your own monster to get rid of a backrow.
1x Jamming Wave: Remove unknown backrow, but the non targeting destruction is also good.
1x Drone: Consistency Booster, might be used as a extender to link climb, but it haven't came up for me.
1x Eagle Booster: A really funny one-of, I use it to protect Shizuku in the end phase or Accesscode against Nibiru(Selene summoning veiler is the 5th summon tho) and during your opponents turn.
1xMultirole : Help clean up your MMZ, clear the way for your spells, and get tons of advantage.
2x Foolish Burial Goods: 3 is a bit too much since its HOPT, and it allows you to use Kagari without using Hayate. It also helps with the spell count in grave.
1x Metalfoes Fusion: There are a lot of ways to pop this, so drawing it doesn't hurt too bad, and it makes Foolish Burial Goods another way to draw Raye, and Area Zero into a +1
2x Pot of Desires: It's a really good card, but since the decks has 4 cycle cards, I feel comfortable with how much I see it. Also, its HOPT, and I dont like banishing 20 cards.
2x Forbidden Droplets: Dragoon out, and can fulfil the 3x spells in grave cost by sending the activated spells on the field as cost. The half attack is really neat. I play 2 because widow anchor does the same thing most of the time.
2x Ash Blossom: Disruption
2x Ghost Ogre: Disruption
2x Belle: Disruption
2x Veiler: Disruption, but also needed for the halq selene combo
1x Reinforcement of the Army: Find Raye or Roze
Terraforming: Extra Spells in the grave
Ice Dragon Prison: Dragoon out #3
Upstart: Free Spell
Turn 1:
Objective: Not Die
Try to get a Sky Striker link on board, and set up your disruption.
Foolish Burial Goods to get a Anchor or a Shark Cannon, or Multirole if you can benefit from the resetting during the EP.
*If you have multirole, you can search Anchor during EP with Shizuku and use it on her to reset using multirole.
Turn 2-3:
Objective: Establish Parity and 3+ Spells in Grave
If you went first, try to disrupt your opponent so that that you will have Raye during the EP.
If you went second, try to break the board while making sure Raye stays in rotation. If you manage to establish 3+ spells in grave, use the additionally effects of Window Anchor to go into Zeke to remove 2 monsters. Make sure to chip in extra damage, since Accesscode can't kill them from 8000.
Turn 3-4:
Objective: Establish a winning position
If its your turn, use the empowered effect of your spells to accelerate in card advantage or look for ways to get end the game. Look for stray tuners, and some combination of Window Anchor, Raye and Roze with Area Zero.
If its your opponent's turn, evaluate your cards in hand and consider saving cards like Widow Anchor and Shark Cannon to end the game. Acesscode talker can usually clear 4 cards easily, so letting them build a field might not be the worst idea if your Window Anchor and Shark Cannon can be used more aggressively.
Turn 5+:
Objective: Win
At this point, multirole should likely be in play, and with 3+ spells in grave, each of your spells generate +2-3 card advantage. However, Sky Striker links are likely almost depleted, so make sure at all point to look for ways to kill your opponent. At I find 6 thousand life is my standard reach in most games. I can clear the board, Summon Raye and Roze, and pop Area Zero to get the 3rd copy, and deal 6k with Raye summoning the last striker link during combat.
Cards to not run:
Scissor Cross: Its a neat card to play since it helps you end games way easier, but your most important objective is to survive turn 1-2 and let your cards out advantage your opponent. You can maybe consider cutting Roze for this Shizuku search as insurance, but it feels bricky and win more.
Hercules Base: This gives the deck a great amount of grind, Kagari can recur this ad infinitum, but it doesn't help me survive when I need to, and I should be winning when Hercules Base is getting value.
Utopia Double: I don't like Double or Nothing, loses to ash and desires.
Pot of Avarice: It bricks turn 1, and it bricks when you don't have Raye. This is when you are most vulnerable, so I don't run it. It feels great when it resolves though.
Toon Table of Content: Might be okay when it was MR4 with Toon Cyber Dragon and Engage, but getting 3 spells early isn't worth it for it.
Dragoon: Its not fun for me or other people, and its bricky.
Cards to Consider:
Cosmic Cyclone: Its difficult to get rid of face up spell and traps without waiting a few turns.
Handtraps: They are mostly flex spots except for veiler, so feel free to swap those anytime.
Borrelsword/Generic Link: Sometime I find myself with awkward amount of materials to link climb with.
Relinquished Anima : Turns a level one into a spellcaster for Selene. It can be useful if you find yourself with crow in your hand or opponent's graveyard.
Called by the Grave: Its good, but people really like playing Gamma.
Triple Tactical Talent: Maybe for going second, but I am not sure how I feel about this.
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Red: 1st Card Draw
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