PUNK VW (VFD spam)
Considered a Master Duel Tier 3 Archetype.
Deck Primer
I'm not great with VW, but I understand their bread and butters, and I know it can end on VFD. PUNK also ends on VFD off of 1 card. So, we're trying to cheese free games.
Still tuning this one (and TBH, learning VW lines). The deck is very good at making VFD, but struggles to back it with much out - either they can out it or they can't. Still, I decided to add a second Shenshen to the mix, so that you can use 1 with Dragon Mech for VFD and then put up Crocodragon and Shenshen alongside it.
This deck is pretty crazy - it makes VFD pretty easily, often through interruption, and Omega and Baroness (I respect milady's gender, unlike Konami!) also come up a lot more often than I thought they would. This list is pretty crazy in testing so far - VFD + Shenshen, + traps and sometimes another 8-10 synchro (Omega, Crocofish, or Baroness)
Still tuning the deck. Finding space for hand traps is tight in this format - you really want Gamma and Ghost Ogre, just for the E-Tele package, even though the format is a Maxx "C" format, and you just don't have the space for it IMO. Qinglong isn't great to see, but it will start VW plays with another VW, such a Lulu, so I wanted 3, but I also really wanted Foolish Burial Goods to be a Monster Reborn / ROTA for the deck (a little worse than that, since your gates do get used in combos, but it will enable plays). Ultimately, I cut it to 2 Qinglong to make space for the hand traps. PUNK engine is on 9 starters, down from 10 - this is a bit high, but it also means you can bait interruptions pretty well, and have great odds of starting with PUNK plays. 10 was a little too bricky, but I like the idea of using Ogre Dance for more consistency, even as a 1 of. I like 2 Chuche, I don't hate seeing the card, but it can be easily sent from the deck for its GY effect, it is better activated with the spell card than set in your combos, and it just doesn't do a lot in your combos. I'm considering Pot of Avarice - the deck already has a couple of ways to loop banished cards back into the deck, and this could rebuild your combos to pull it off again in a grind game, or even just make the Crocodragon a disruption instead of just an empty threat.
The hand trap line-up is pretty simple. I'm on 2 Ghost Ogre - running this makes E-Tele a disruptive card if it resolves, which is tight, and it helps that it is an emergency level 3 tuner. We've also got a suite out of respect to Maxx "C" - this is a combo deck that puts up a lot of bodies, so we need an insect answer. Called By is potentially a bannable card, and we're running both allowed copies. Ash is nice and generic, I think it is almost mandatory in a Maxx "C" format, but I'm on 2, because Gamma can also answer the insect while being higher quality as a disruption and defensive card. Gamma is the more important E-Tele target between it and Ghost Ogre - usually you'll be summoning a PUNK or VW card, but if not Gamma is enabling an Omega or Baroness. Lastly, there was space for a lone Maxx "C" - on the one hand, this is a super sacky 1 of, but on the other, with 2 ofs your other hand traps and no redundant copies, you won't have the problem of drawing Maxx "C" or other redundant interruptions as much as in a deck spamming 3 copies of its cards.
Cut Ghost Ogre - might be a good card in the shell once Brave hits the format, but in the meantime, there are too many other high quality targets for E-Tele to ever need to summon Ogre, and I needed space for the essentials. I'm still shy 1 Maxx "C" but there just isn't the space.
I'm testing a larger version of the deck - in theory, this should allow me to get better ratios on my hand traps, as well as giving me the space to run more tech cards. I'm at 55 cards, which means my PUNK package is about 1/5 of the deck (good odds for a 1/5 hand, no?). The VW part gets slightly sketchier, in theory, but in reality it seems absolutely fine. I decided that 55 cards with 3 Avarice would give me excellent ratios on my hand traps and VW starting combos, while also giving me a little bit of gas, and the ability to rebuild my extra deck in a grind game. I'm not sure Avarice will make the cut in the long run, it is kinda sketchy and a little bit "win more", but this deck could also genuinely use it after it has burnt up its combo to try again, and fills the GY very easily with either the PUNK or the VW engines. I cut Zeus, because it was barely coming up, and replace with with the PUNK Dragon, which will also probably barely come up, but hey, it's a really removal effect on the card, and the recovery is also nice, and besides, if I'm playing PUNK cards might as well make the new best 11 synch in the game.
Back to a nice, tight, 40 card list. The other list was consistent enough, but if the PUNK engine got stopped before Crocodragon it didn't consistently have Virtual World plays, which is sad, so instead we're running a much tighter list, with a single Ghost Ogre - you shouldn't usually need it off of E-Tele, but you often have it when you do.
Still tuning this one (and TBH, learning VW lines). The deck is very good at making VFD, but struggles to back it with much out - either they can out it or they can't. Still, I decided to add a second Shenshen to the mix, so that you can use 1 with Dragon Mech for VFD and then put up Crocodragon and Shenshen alongside it.
This deck is pretty crazy - it makes VFD pretty easily, often through interruption, and Omega and Baroness (I respect milady's gender, unlike Konami!) also come up a lot more often than I thought they would. This list is pretty crazy in testing so far - VFD + Shenshen, + traps and sometimes another 8-10 synchro (Omega, Crocofish, or Baroness)
Still tuning the deck. Finding space for hand traps is tight in this format - you really want Gamma and Ghost Ogre, just for the E-Tele package, even though the format is a Maxx "C" format, and you just don't have the space for it IMO. Qinglong isn't great to see, but it will start VW plays with another VW, such a Lulu, so I wanted 3, but I also really wanted Foolish Burial Goods to be a Monster Reborn / ROTA for the deck (a little worse than that, since your gates do get used in combos, but it will enable plays). Ultimately, I cut it to 2 Qinglong to make space for the hand traps. PUNK engine is on 9 starters, down from 10 - this is a bit high, but it also means you can bait interruptions pretty well, and have great odds of starting with PUNK plays. 10 was a little too bricky, but I like the idea of using Ogre Dance for more consistency, even as a 1 of. I like 2 Chuche, I don't hate seeing the card, but it can be easily sent from the deck for its GY effect, it is better activated with the spell card than set in your combos, and it just doesn't do a lot in your combos. I'm considering Pot of Avarice - the deck already has a couple of ways to loop banished cards back into the deck, and this could rebuild your combos to pull it off again in a grind game, or even just make the Crocodragon a disruption instead of just an empty threat.
The hand trap line-up is pretty simple. I'm on 2 Ghost Ogre - running this makes E-Tele a disruptive card if it resolves, which is tight, and it helps that it is an emergency level 3 tuner. We've also got a suite out of respect to Maxx "C" - this is a combo deck that puts up a lot of bodies, so we need an insect answer. Called By is potentially a bannable card, and we're running both allowed copies. Ash is nice and generic, I think it is almost mandatory in a Maxx "C" format, but I'm on 2, because Gamma can also answer the insect while being higher quality as a disruption and defensive card. Gamma is the more important E-Tele target between it and Ghost Ogre - usually you'll be summoning a PUNK or VW card, but if not Gamma is enabling an Omega or Baroness. Lastly, there was space for a lone Maxx "C" - on the one hand, this is a super sacky 1 of, but on the other, with 2 ofs your other hand traps and no redundant copies, you won't have the problem of drawing Maxx "C" or other redundant interruptions as much as in a deck spamming 3 copies of its cards.
Cut Ghost Ogre - might be a good card in the shell once Brave hits the format, but in the meantime, there are too many other high quality targets for E-Tele to ever need to summon Ogre, and I needed space for the essentials. I'm still shy 1 Maxx "C" but there just isn't the space.
I'm testing a larger version of the deck - in theory, this should allow me to get better ratios on my hand traps, as well as giving me the space to run more tech cards. I'm at 55 cards, which means my PUNK package is about 1/5 of the deck (good odds for a 1/5 hand, no?). The VW part gets slightly sketchier, in theory, but in reality it seems absolutely fine. I decided that 55 cards with 3 Avarice would give me excellent ratios on my hand traps and VW starting combos, while also giving me a little bit of gas, and the ability to rebuild my extra deck in a grind game. I'm not sure Avarice will make the cut in the long run, it is kinda sketchy and a little bit "win more", but this deck could also genuinely use it after it has burnt up its combo to try again, and fills the GY very easily with either the PUNK or the VW engines. I cut Zeus, because it was barely coming up, and replace with with the PUNK Dragon, which will also probably barely come up, but hey, it's a really removal effect on the card, and the recovery is also nice, and besides, if I'm playing PUNK cards might as well make the new best 11 synch in the game.
Back to a nice, tight, 40 card list. The other list was consistent enough, but if the PUNK engine got stopped before Crocodragon it didn't consistently have Virtual World plays, which is sad, so instead we're running a much tighter list, with a single Ghost Ogre - you shouldn't usually need it off of E-Tele, but you often have it when you do.
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