|Deck Type:||Non-Meta Decks|
|Deck Master:||Sky Striker Ace - Raye|
|Submission Date:||January 22nd 2021|
|YGOPRODeck File Download|
This deck is the usual Sky Striker's deck, but with an unusual twist - less control/lockdown cards (I refuse to play mystic mine) in favour of cards that blow up the opponent's board. The philosophy with this deck is to destroy most if not all of your opponent's resources that they slap down on the board going first, and then close out the match with Sky Striker's unparalleled grind game.
The deck features 4 card types in the maindeck:
10 board "equalizers"
3 Lightning Storm - The most expensive card in the deck (About $100 each as of this writing) it is incredibly powerful. It can wipe either backrow or monsters given the player using it doesn't have face-up cards. This is useful going second, but can become a brick mid/late game. This card can be replaced by a cheaper alternative like Twin Twisters or Dark Ruler No More (still not quite the same or as powerful unfortunately, hope this card gets reprinted soon).
3 Evenly Matched - One of the most potent board killers out there, it's non-targeting/destroying removal can out most boards if allowed to activate. Just skip your battlephase as you go second, and watch your opponent's carefully crafted board that they've spent 10 minutes comboing for disappear into the Shadow Realm.
2 Dark Hole - An oldschool power card that is still super useful in a Sky Striker deck, as this deck doesn't mind it's own monsters are destroyed if there is access to Raye/Roze. This card is useful going second and even during mid-game - Clear your opponent's monsters, then summon Raye/Roze again to attack directly!
1 Raigeki - No explanation needed, smash your opponent's monsters!
1 Feather Duster - No explanation needed, obliterate your opponent's backrow! This is especially useful during this meta as it is dominated by control cards in the backrow, like Dogmatika Punishment, Ice Dragon's Prison, and Torrential Tribute.
8 tuner handtraps
The monster tuner handtrap line-up consists of 3 Ashblossom, 3 Ghost Ogre, and 2 Effect Veiler (for the Halqifibrax/Selene/Accesscode combo). 8 of these bad girls allow for easier access to Halqifibrax, so that Accesscode can be created easily via Selene.
To those of you who do not know this combo, you just make Halqifibrax by linking away a tuner and a monster. Use Halq to summon a spellcaster tuner from your deck (effect veiler) to make Selene. Selene resurrects effect veiler from GY by spending spell 3 counters, then your link those to create your link 4 Accesscode to push for game.
These handtraps also can choke up your opponent's play during their turn, stifling/stopping crucial parts of board from developing so you can pick it apart on your turn. They can be swapped out for other handtraps to metagame your opponent's deck - just keep in mind that the more tuner monsters you swap out, the harder it is to do the Halqifibrax/Selene/Accesscode combo. (ex. Nibiru for combo-decks like Drytron, or Artifact Lancea vs. Dino)
15 Sky Striker Cards
Everyone knows what these cards do already, so I'll just explain why I picked the ratios for each card. 3 Raye (obviously) but also 3 Roze, just because she's just another name that says "Sky Striker" so we can summon the Striker link monsters. Sometimes, not opening any of these ladies can mean the end of the game for the Striker player, because it doesn't allow the Striker to initiate a grindgame to capitalize on the lead that they made equalizing the game-state with going-second cards, thus allowing the opponent to recover. 3 Airspace Area Zero and 1 Hornet Drones are also added to allow for maximum access to the Striker links.
1 Multirole for resource recycling of Sky Striker Spells. Whatever you do, DO NOT let this card get banished by something like cosmic cyclone, if it does, that represents about half the grind game power of Sky Strikers down the drain. Ideally, after you equalize the gamestate in turn 2, you search this card with your first Shizuku at the endstep to initiate your grindgame for turn 3.
3 Widow Anchor is to maximize your ability for fieldwide control of your opponent's cards and to disrupt plays. I only added one Shark Cannon because I find that other cards are more useful. However, if you come across a deck that uses a lot of monsters in the GY (such as Eldlich) feel free to swap out other cards for Shark Cannon to control the graveyard.
1 Afterburner! is a only a one-of because so many other cards blow up the field in this deck anyways. If something is still alive after you obliterate the field with Lightning Storm and Dark Hole, finish em off with a classic Afterburners! This card can also destroy an active Area Zero if it's already on your field, giving you another Sky Striker monster on the board. Against backrow decks, feel free to swap this card out for Jamming Waves! to destroy their face down cards.
6 non-archetypal support spell cards
1 Upstart Goblin to put a free spell in your GY strengthening your Striker Link monsters as well as a relatively free +1 draw. It may give your opponent +1000 lifepoints, but arguably in most cases lifepoints don't matter if your opponent has few resources left after you whittle them down with your Sky Striker cards and board equalizers.
1 Terraforming to allow for easy access to Area Zero.
1 Called by the Grave to out those pesky ghost girl hand traps or banish that old annoying Eldlich dude being a creep in the GY.
1 Reinforcement of the Army to search for Sky Striker Raye to allow more consistent access to Striker link monsters.
2 Pot of Avarice for resource recycling, especially of your Sky Striker link monsters, especially because you burn through a lot of them. This card is a easy +2 because it's conditions of shuffling 5 monsters back into the deck from the GY is so effortless to do in Sky Strikers. Since this card's unban, I've taken out Sky Striker's own resource recycling card Hercules Base because I feel this card is superior even though it's unsearchable. Feel free to bump this card to 3, and maybe take out the Upstart Goblin. This card may be a bit bricky/sticky sometimes though, so be careful.
For the Extra Deck, we have
11 Sky Striker link monsters - 3 Kagari (spell recovery from GY), 3 Hayate (direct attack + dump Striker card to GY), 3 Shizuku (Free search and endphase), 1 Kaina (stop opponent's monster's attack), and 1 Zeke (Primarily to link away your oppenent's monster you gained control over and to banish an opponent's monster on board).
1 Hiita the Fire Charmer because it also allow access to Selene by stealing your opponent's used Ash Blossom, Almiraj or any other fire monster that is running around in the meta nowadays. Hiita is easily able to be made by first going into Kagari, the fire attribute Sky Striker and linking it away. From Selene, the player can make Accesscode for game.
3 cards for the Accesscode Talker Package - Sky Striker's win-condition nowadays is pushing aggressively for the win with Accesscode Talker by clearing your opponent's board by banishing link monsters with different attributes in your GY (which Sky Strikers easily fulfill) and attacking with 5300 for game. Accesscode is primarily made with Halqifibrax/Selene/Accesscode combo. Use Halq to summon a spellcaster tuner from your deck (effect veiler) to make Selene. Selene resurrects effect veiler from GY by spending spell 3 counters, then your link those to create your link 4 Accesscode to push for game. Be sure to first whittle down your opponent's lifepoints below 5300 and to make sure they have no more tricks in their sleeve beforehand to ensure an OTK.
Weaknesses - This deck is very strong, and it can consistently contend vs. the strongest decks of any era of Yugioh (so far) but it has a few weaknesses. This deck autoloses vs. anti-spell floodgates such as Secret Village of Spellcasters and Imperial Order. A deck that uses both of these cards is very difficult to beat (I'm looking at you, Altergeists >:c)
Monster cards that are untargetable/undestroyable/unaffect are very difficult for this deck to get rid of as well, such as Red Eyes Dragoon, Mathmech Final Sigma and Blue-Eyes Chaos MAX Dragon. These cards are specifically why I side Lava Golem or other kaijus to use in match-ups where these cards are common.
Finally, there are some decks that actually still recover quite competently after you wipe their board and can counter-attack your fragile board with strong gigantic monsters for an OTK. Watch-out for games, and try to force a grind-game where you're several steps ahead to avoid this situation.
As a machine player that loves to play aggressively in dynamic interesting back/forth games, I absolutely LOOOOVE this deck. It's super fun wiping your opponent's carefully crafted board, then having your favourite pretty mech girl destroy monster after monster like the Doomslayer (RIP AND TEAR UNTIL IT IS DONE!). Hope you folks have as much fun playing this deck as I do, even though Sky Strikers technically are not meta anymore. Raye is baye! <3
Thanks for reading! May your Sky Striker gameplay OBLITERATE YOUR OPPONENTS, FELL ENTIRE ARMIES OF MONSTERS, AND PIERCE THE HEAVENS!!! (Artwork made by yours truly)