SPYRAL Extralink ft. Danger!
Deck Primer
Okay, this deck is simple. Like most Extralink decks currently in yugioh, it revolves around summoning a heck-ton of monsters and linking away to ultimately stop your opponent from using their extra monster zone, which in master rule 4 is a very, very important. So without hesitation: i'll explain all you need to know about this deck, and how to reach its amazing endboard.
I guess the main focus of this deck is to, obviously, a) stop your opponent from using zones and b) pitching spyral mission cards. You do this mainly using the discard effects of cards you play such as Card Destruction or the dangers, but your main play is to Master Plan. With the new Dark Magician level 1 monster, spyrals have gotten in-direct support. Not only can you recycle two spells/traps from your hand - which ties in with the spyral traps - but also get a free body on field as well as ditch master plan to the grave. This is amazing, as with a plethora of spell cards this card becomes easily searchable - notably the card Where Arf Thou.
The second big monster you want to see - spyral quik-fix along with spyral drones. You can special summon these monsters using one for one and, again, search them off where arf thou as your normal summon - once your souls combo has resolved. The dark warrior/malicious engine is in there, mainly for added consistency, but the deck would do just fine without it. So what's the ideal end board?
The main endboard you'd hope to achieve is one that your opponent has quite little chance of breaking through. You obviously want to have double helix in your first extra monster zone as he is the main combo starter. Then you would want to resolve a 3-card Tri-Gate. You'd special summon him just below helix, & the way you'd do this is by having a Knightmare Phoenix on his left, and Ib on his right. The reason I run Ib over a popular card like Proxy Dragon, is due to the fact that you can summon it without really trying - and it has the additional protection from battle and card effects. Then right next to it you run a Knightmare Cerberus, for obvious reasons - and a Linkuriboh right above it, for extra battle disruption.
Overall, I'd give this deck a solid 7.8/10. It fails to handtraps a lot, meaning you want to open Called as much as possible. Along with that: there's also the possibility of bricking, which happens rarely - but when it does, you're basically better off playing game 2 and 3. Still it's a fun deck to play and very rewarding once you pull it off - locking your opponent out from zones is, in my opinion, better than setting up a board of negates. I'll definitely be trying to do more master rule 4 decks before April brutally murders me, and I'll try to make a quirky lock out deck as well, so look out for that. Comment some deck ideas down below, I'd love to hear what you guys have to offer!
I guess the main focus of this deck is to, obviously, a) stop your opponent from using zones and b) pitching spyral mission cards. You do this mainly using the discard effects of cards you play such as Card Destruction or the dangers, but your main play is to Master Plan. With the new Dark Magician level 1 monster, spyrals have gotten in-direct support. Not only can you recycle two spells/traps from your hand - which ties in with the spyral traps - but also get a free body on field as well as ditch master plan to the grave. This is amazing, as with a plethora of spell cards this card becomes easily searchable - notably the card Where Arf Thou.
The second big monster you want to see - spyral quik-fix along with spyral drones. You can special summon these monsters using one for one and, again, search them off where arf thou as your normal summon - once your souls combo has resolved. The dark warrior/malicious engine is in there, mainly for added consistency, but the deck would do just fine without it. So what's the ideal end board?
The main endboard you'd hope to achieve is one that your opponent has quite little chance of breaking through. You obviously want to have double helix in your first extra monster zone as he is the main combo starter. Then you would want to resolve a 3-card Tri-Gate. You'd special summon him just below helix, & the way you'd do this is by having a Knightmare Phoenix on his left, and Ib on his right. The reason I run Ib over a popular card like Proxy Dragon, is due to the fact that you can summon it without really trying - and it has the additional protection from battle and card effects. Then right next to it you run a Knightmare Cerberus, for obvious reasons - and a Linkuriboh right above it, for extra battle disruption.
Overall, I'd give this deck a solid 7.8/10. It fails to handtraps a lot, meaning you want to open Called as much as possible. Along with that: there's also the possibility of bricking, which happens rarely - but when it does, you're basically better off playing game 2 and 3. Still it's a fun deck to play and very rewarding once you pull it off - locking your opponent out from zones is, in my opinion, better than setting up a board of negates. I'll definitely be trying to do more master rule 4 decks before April brutally murders me, and I'll try to make a quirky lock out deck as well, so look out for that. Comment some deck ideas down below, I'd love to hear what you guys have to offer!
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Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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