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Auruntula

 

I love GOOOOOLD! And SPIDERS!

 

This is an archetype of (what else) jewelry-based spiders, most of them made primarily out of gold (to the point where the members who aren't actually specify the precious medal they're made from). As for what they do, they're actually a half-decent Synchro archetype. Or, rather, they would be, if it weren't for the fact that most of their best combo plays require your opponent to be controlling a Defense Position monster. What you're supposed to do is use them in combination with the original Spiders, force your opponent on the defensive, and then just go off, but anyone who played Spiders knows that that particular strategy will only slow down the Auruntulas.

 

If you can get off their combo plays, however . . . Zoo ain't got nothing on this. So long as your opponent controls at least 3 monsters in Defense Position, you will be vomiting out golden arachnids, repeatedly reviving them, going plus off Synchro Summon, et cetera . . . because none of the Main Deck monsters asks for your opponent to have more than 3 monsters on board.

 

As for what their Synchros actually accomplish once on board, they turn those monsters you wasted your time putting on the defensive into more advantage for you, or kill off any stragglers your opponent has in Attack Position- hell, they've got a Level 9 that Gandoras your opponent's Attack Position monsters (except without the suicide or LP halving) so long as they have any Defense Position monsters, so Ojama Trio can actually help in a pinch.

 

Digitumble

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Digitumble

 

A group of level 1-2 Cyberse tuners whose abilities let you quick effect Sync with opponent monsters to summon out Synchros with negative effects to give to your opponent. The Synchro effects begin annoying (paying LP for card effects) and end potentially debilitating (forcing you to banish cards in-hand to attack).

 

Just be sure you recycle your stuff because these can burn out rather quickly.

 

Cantankerous

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[spoiler=Digitumble]Well, that’s one way you can mix Digimon and Yugioh.

 

Digitumbles are without a specific Attribute or Type; instead, they focus on a theme resembling LV monsters, with a monster on the field being upgraded to a higher form after a certain requirement is met (in this case, the activation of an appropriate Spell/Trap). A few of their strongest monsters are made in their fashion.

 

Naturally, they also have Fusions. Some use Contact Fusion, some need a Fusion card (like their in-archetype Poly), and there are even a few that can Special Summon themselves by just Tributing a specific monster on the field when it’s the only one you control.

 

The downside is that you need to Summon the lower guys in order to Digivol- I mean level up to the big guys. Unlike many LV decks, you absolutely need to start from the bottom.

 

 

EDIT: Darn.

 

Cantankerous is an archetype of Machine-type Pendulum Monsters who enjoy tanking anything their opponent dishes out. All of them can survive being destroyed by battle once per turn, and they have decent swarming abilities. They only have 1 boss from the Extra Deck: a Rank 8 Pendulum Xyz Monster who just loves his destruction effect and high stats.

 

Pokérustle (Pokérus + rustle)

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A damage engine version of Kaijus (rather than a removal engine), these high level beasts have low ATK and high DEF. When the opponent attacks directly, you can Special Summon one of 'em and force the opponent to attack it instead. If your opponent didn't destroy it, you give control of it to them and it changes its own battle position during the End Phase so you can run it over next turn.

 

Careful though, as capable as they are, you cannot Special Summon them from the Grave and they have limited in-archetype means of searching (despite all of them floating when destroyed by battle). Their one field spell opens up their only ability to play pure with an ability to Special Summon Pokérustles from hand and swapping their ATK and DEF values.

 

Hop-N-Hack

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Hop-N-Hacks are very, very fast.

 

They focus on three things. First, they banish cards from your opponent’s deck a lot. Second, they Special Summon their friends from your hand. Third, they gain effects based on your opponent’s monsters or their banished cards. They have effects that only trigger if you own them. They are a very, very fast archetype. Some of their support cards Summon bad monsters to your opponent’s field (like dead draws, making them useless through a clause) and some Summon more Hop-N-Hacks.

 

They are all DARK Cyberses of varying Level. Some of them are Tuners, so you can Synchro Summon. Some of them are the same Level, so you can Xyz Summon. And, of course, no Cyberse archetype would be complete without a large toolbox of Links.

 

 

Ninjago

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Ninjago

 

Warriors of different attributes which, like the older ninjas of yugioh have low ATK and FLIP effects. All of them also have a once per turn effect allowing them to send 1 card on the field back to the Deck.

 

However, they can't use their spin effects consistently. They have to have a prerequisite condition met beforehand (i.e. one has to have an ATK of 1000+, etc.), which is where their FLIP effects come in. Though you can probably meet the conditions with outside help (for instance, using equips on the above example), if you FLIP Summon them, the conditions should already be met, or near met.

 

Their support cards tend not to be exclusively specific to Ninjagos, but help out all Ninjas and, in true ninja flavor, consist mostly of continuous traps. However, all the continuous stuff has a secondary, Ninjago-specific effect if returned from the field to the deck, meaning spinning them back actually makes a viable strategy.

 

Mortar

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Mortar

A series of FIRE machine monsters that focus on dealing large amounts of damage while staying on the field thanks to their beefy-as-all-Hell defense stats. Here's the catch, They need to Equip a FIRE monster you control, and their abilities to screw with the opponent are dependent on their costs. Each one requires you to destroy a card you control for a different effect. One destroys backrow, another deals straight damage. There are even "Mortar Ammo" traps that activate when they get destroyed, allowing you to have fun with all kinds of nasty effects.

 

Fang Girls

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Fang Girls

 

Batten down the hatches and prepare for heavy TCG censorship, we have an all-female archetype.

 

Composed primarily of DARK monsters with a few EARTH you'll never use in the archetype (although they do have some uses in other Decks), Fang Girls are also host to a pretty solid stable of Types- Fiends, Zombies, Beast-Warriors, and (randomly enough) a few Plants. The general aesthetic is black-clad monster girls, from staples like vampires and werewolves down to something along the lines of a character like Poison Ivy.

 

The focus here is resource drain, and profiting off that drain- some might destroy, with others having effects that revive their friends when an opponent's monster is destroyed and/or sent to the Graveyard. One makes your opponent discard, one draws when your opponent discards. One burns, another heals when your opponent loses LP. Et cetera, et cetera. Most have two effects along these lines- typically one that hurts the opponent and one that benefits you (although set up so that one monster doesn't just set off a chain reaction of plus), but some have two on one side, and a good chunk have extra effects that help you build a desired board through Special Summoning themselves, recouping resources, and so on.

 

It's actually a lot easier to abuse the positive effects than the harmful ones, as while most of the negative effects have OPT clauses of varying hardness, the ones that benefit you typically aren't restricted this way. Tl;dr, if you get the demon girl out while your opponent is playing Dark Worlds, you will get a huge amount of draw power, one girl lets you build massive boards of your own against any combo Deck, and so on.

 

The weakness of this strategy lies in the way its strengths are set up- you only get advantage off of your opponent's misery, so if the positive effects get negated you only used a slow removal effect.

 

They have an Extra Deck of their own, but generally speaking they just like to borrow from others.

 

Chumdrum

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The Chumdrum Archetype is a set of LIGHT monsters of various types that are all about using wacky, uncommon card effects. For example, flipping the user's Deck upside-down, or using your opponent's Extra Deck as your own, and vice versa. The Chumdrum monsters themselves are dancers wearing ridiculous costumes, and are often types like Spellcasters, Beast-Warriors and Fairies, but the more outlandish the monster and its effects is, the less likely it is to be one of these types.

 

The boss monster of this Deck comes in two parts. First, Chumdrum Vitas, a Main Deck monster whose effect lets you Special Summon Chumdrum monsters to your side of the field, as long as you SS the same amount to your opponent's field also. Second, Vitas' powered up form Chumdrum Bedrum, an Extra Deck monster made to cause chaos all over the place, gaining more effects for every Chumdrum monster on the field.

 

The Decks main strategy is to swarm, but not to battle. Instead, they like to plus as much as possible off their game-changing effects to hopefully summon Chumdrum Bedrum.

 

The Deck has 1 Synchro, 1 Xyz, 1 Fusion, and 1 Link monster, and a few Pendulum monsters.

 

 

Neo Substance

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Neo Substances are based on imaginary chemistry.

 

They focus on combining to create powerful monsters, with their aces requiring specific Attributes in exchange for OVERWHELMING POWAAAAAA!! They are a very fast Link archetype. They have lots of different Types and Attributes. Their Links focus primarily on removing your opponent’s cards. Their main decks focus on fas5 SSing to hopefully summon an ace, one of the Link-4s. Yes, athis archetype has multiple Link 4s.

 

In terms of support, it’s mainly Link Summoning from the gy, as well as typical support stuff. They focus on going fast to obliterate the opponent with Links. They are Xtreme.

 

 

 

Canon

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Canon

 

A LIGHT Fairy archetype that relies on a dual mechanic: changing battle positions and copying opponent monsters as 2D tokens to enable their fusion plays.

 

The changing of battle position helps them offensively (changing opponents to their weaker stat) or as springboards for further plays ("when a Canon monster changes battle position, SS this card", etc.). On the other side, their token generation gives them tokens that have the same stats as opponent monsters, so they can also be used offensively or as play extenders. However, like a fragile picture, the tokens fade during the End Phase.

 

Their fusions vary widely from monster and spell/trap removal to mass token generation, to simple brute force. However, like the entire rest of the archetype, they've got no defensive abilities to speak of.

 

They have a minimal spell/trap lineup that leans more toward genericness than speaking on archetype specifics. However, their single trap card tends to be the glue that truly puts them together (a la Subterror Final Battle).

 

(yeah, I'll just admit it, half of this I threw in exclusively because Canon the Melodious Diva is a thing)

 

Archivist

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Archivist

Archetype of LIGHT Spellcaster monsters with 2 gimmicks going on:

1. Devoted to Number 78: Number Archive, they have plenty of support, and Level1 monsters, to make said monster viable, despite its inherent restrictions.

2. They are able to replicate, just once, any monster effect that has been used during the duel. This includes your opponent's and their own, as well as effects activated and/or resolved outside of the field, so they can easily duplicate any effect they have, and lead to all sorts of plays. How about copying that Ash Blossom, Ghost Ogre, Maxx C, etc.? Keep in mind that an effect can only be replicated once across all "Archivist" monsters, so it is not like each Archivist can copy the same effect.

With these 2 strategies in combination, they should be able to reach at least moderate levels of threats; even if at the moment I'm not quite sure of how far they can go xD

 

 

Next:

Decibella

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They're loud and proud, the newest and most popular ear-shattering metalheads this side of Speed World: The Decibellas.

 

A DARK Spellcaster archetype who are all about field control at the cost of hand size. 

When targeted by their spell, 'Decibella Solo' the targeted monster activates both of its two effects, one with a destructive capability and another which special summons a different specific Decibella from the deck. As a result, their primary tactic revolves around cycling solo to build your field presence while demolishing your opponent's. This is done through their field spell (which allows solo to be returned to the hand at the cost of a discard), and their synchro boss monster (who can target allied Decibellas as if it were solo). The rest of their support activates from the graveyard to make up for the hand loss, giving small boons to individual monsters. A band may play in unison but they need to sound good individually.

 

Brewtal

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Precise measurements for mass damage is this archetype's game. The deck focuses on Fusion Summoning powerful nukes off their archetypal fusion spell "Brewtal Polymerization" which lets them fusion summon a Brewtal using the top 5 cards from the Deck. The fusions all have named materials of varying amounts though (i.e. 2 Brewtal X + 1 level 4 or lower monster, or 2 Brewtal Y + 1 Brewtal Z) so it often isn't as easy as one might think.

 

With such stringent and specific summoning conditions, the majority of the rest of the archetype is devoted to stacking each other and cycling the fusion spell. Even at their worst, if you can't get one of their fusions on the field, their high stats and ability to lightly swarm should be able to hammer in a bit of damage on an unsuspecting opponent.

 

The fusions are the win condition though. All break 2500 in at least 1 stat and all have powerful protection and are often accompanied with a nuke or quick play removal effect + some burn for good measure. However, their coup de grace is a fusion that requires 2 specific fusions which each have a field nuke effect on SS, meaning it's almost literally impossible to summon (since the materials would remove each other). However, summoning this megaboss essentially is gg for whoever can pull it off.

 

Alyph

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Alyph

 

You know Unown? Enjoy.

 

Alyphs, or "alphabetical glyphs", are the silliest of stun Decks that still will only work in the TCG.

 

You see, each one is based on one of the 26 letters of the alphabet- "A" Alyph - Armadus all the way to "Z" Alyph - Zera- and negates the effects of all cards that start with the same letter of the alphabet as themselves. This means that they technically work in all matchups, but they have highly variable levels of usefulness depending on the format. For example, "I" Alyph - Illidan utterly slaughters Infernoids because none of them can use their own SS effects, and even on the field they're effectless and helpless, but it'd be useless against a lot of other Decks.

 

In addition, while they lack any S/T support (mostly because you might accidentally goof yourself by having the wrong Alyph on the field), each one has an effect of its own, usually something simple like a search on NS, a OPT destruction effect, or a simple immunity to battle destruction.

 

Thematically, their stats increase as you go down the alphabet, going from 100/100 to 2600/2600, but that only means that your walking Zoo out is an unnecessarily large Level 7, and your "out" to Dragon Buster can itself be outed pretty easily.

 

Thankfully for us all, there are only 5 Monster Card Zones, and they're very, very slow.

 

Blastingon

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Blastingon

Archetype of FIRE Reptile alien-like monsters that appearance-wise resemble a crossover between the aliens from the Predators series and Star Trek's Klingons, while their playstyle stems from "Alien Infiltrator", in that they are column-based, can move themselves or other cards to adjacent Zones, including the opponent's, swap their place with another monster, and have bonus effects depending on the cards in their same column, or setting either supportive or disruptive "mines" on the columns that trigger when a card/effect is played on them. In that way, they don't play exactly like other column-themed archetypes such as Magibullets and Jack Knights.

An inherent advantage of this playstyle is that their Extra Deck members are also able to move themselves out of the Extra Monster Zone, and thus they are not that reliant on Link monsters to establish boards with ED monsters. Moreover, some of their support is able to move non-archetype monsters to other Zones, enabling them to work better with generic monsters.

 

 

Next:

Wavelander

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Wavelander

 

Ha! Hurya! Hyaaaa!

 

This is an archetype of WATER and LIGHT (and one DARK, but nobody talks about that), using the primary "humanoid" types- Warrior, Spellcaster, and Psychic. Their primary style revolves around the types of fictional characters who use aura-based abilities- the Warriors are DBZ-style heavy hitters, the Psychics are strict Jedi, and the Spellcasters are support monks.

 

In regards to what they actually do, Wavelanders combine an Equip Spell love with an unconventional mix of beatdown and stun. Basically, while the Spellcasters (your tunas) do the hard work of searching for/recouping everyone and everything else, and just about every member does something cool when they're equipped with an Equip Spell, you're going to want to focus on either the Warriors or the Psychics to get stacked fat with Equips.

 

The Warriors rely on a brutal beatdown style, with their effects mostly being geared towards smacking your opponent really really hard, and accomplishing that a little faster when given an Equip Spell (for example, one has an archetypal Dr. Red effect that triggers when it inflicts Battle Damage while equipped, making it very good for OTKs or just finishing off a limping opponent). That said, they're no strangers to simple removal effects along the lines of "Once per turn, Compulsory".

 

The Psychics are more stun-oriented, making your opponent play through irritating walls of nope that only get higher if given an Equip Spell (for example, negating your opponent's first Summon every turn changing into negating both their Normal Summon and their first SS in a turn). The statlines here are a considerable bit lower, but they make up for that with protective effects for your entire board.

 

The Equips themselves take after a mix of the Vylon stuff (grabbing you a new one when it dies) and all manner of goodstuff Equip Spells, up to and including a costless archetypal Premature Burial, a Power Tool C & D clone, and dupes of things like Flamberge Baou and Twin Swords Tryce.

 

Since you have the capacity to Synchro, you had better be making Power Tool Dragon every game.

 

Thistle Triad

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"Thistle Triad" is an archtype of plant-type monsters with effects that can be activated, or are applied, when three of them with the same name are public knowledge (think "Slushie"). Most of those effects are generic-ish support for plant-type monsters.

 

While (semi-)limiting a member of the archtype severly hampers the effectiveness of that particular member, they can still function. Namely, not all of their effects habe the requirement; most of those effect help you to get started, but are locked to the archtype.

 

The spell/trap line-up has a heavy focus on three of a kind as well. Either by helping out getting three of a kind (copying a card's name, sending other copies to the graveyard, etc.), or by being an activation requirement. The more powerful effects tend to be less generic.

 

Next up: "Sacrosanct"

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Archetype of LIGHT Warrior and Fiend monsters. Their Extra Deck monsters consist of Synchro monsters. Most of the Main Deck monsters have an effect to increase or decrease ATK and DEF of monsters on the field, while the Synchro Monsters focus mostly on removal effects. On top of all that, they even have a boss monster that can be Summoned by having three archetype members with different names in your Graveyard. The archetype does not have any Trap Cards. Only Spell Cards.

 

Irithyll

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Irithyll

Archetype of Union LIGHT Aqua monster based on substances like gasses, liquids, mercury-like metals, and other fluids, all of them shiny and/or metallic. In a way they are inspired on the metallizing parasites, in that they give protection effects to the monsters they are equipped to. Likewise, they are all Level5 or higher, but no worries, they can be Normal Summoned without Tributing, although they got stats of Level2~4 monsters. Also they can all be equipped to monsters from the hand, and through archetype support, during either player's turn, to keep things practical. Normal or Special Summoning them triggers consistency-ish effects like searching archetype members, Special Summoning an archetype member from the GY, etc.

Due to this, naturally they can't go too far in a pure "Irithyll" deck beyond cookie-cutter Link and maybe Xyz plays. Instead, they are better played as a "protection engine" teched in other decks, especially those compatible with their Attribute, Type and/or Levels.

 

 

Next:

Hellinriell

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Hellinriell

 

FIRE Aqua monsters that resemble submarines.

 

They have a unique hide and seek playstyle with an ability to flip themselves face-down like subterrors (though not having the FLIP subtyping). When flipped face-up, they have effects that force your opponent to guess what card type is on top of your Deck: if they guess it wrong, the effect goes through, and if they guess right, the effect is negated, but you add the card to your hand, so it ends up a win-win.

 

Their effects vary from being powerful floodgates (the highest level one can entirely restrict SSing when flipped, for example) to spot removal, but being an archetype devoted to Setting generally keeps them from being too overbearing.

 

...or it would if their field spell didn't allow them to be Set immediately if added from the Deck to the hand and, once per turn, gives you a SPYRAL call attempt on your opponent's top card in order to quick effect flip one of these up.

 

No in-archetype extra deck. Have a few other S/T to help with deck manipulation, swarming, and flipping. They have no in-archetype means of recovering stuff from the GY.

 

Distractio

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Distractio
 
Think Cairngorgon the archetype. In fact, these Machines and Insects make Taunt playable. Think mosquitos that built robots to help bug annoy people, except these robots are harder to swat. It's a rather slow archetype, only being able to set up a good offensive form on the second turn, and even when it does, all that you can do with it is attack directly with Insects that have measly stats, or slowly take out resources one card at a time with said Insect's effects. But that's when the Machines get into business: They redirect attack and effect targets, and most if not all have certain effect immunity, destruction immunity etc. and sometimes even blow themselves up to minimize an otherwise devastating field nuke.
 
Although the Insects can actually swarm decently on their own, the reason they suffer speed loss is because you'd rather be Summoning out the Machines to protect your measly field than try to OTK with max 2000 damage. The Spells help in this regard, mostly supporting the Machine side of thing, but you have the swarming assistance for the Insects. They have a MD boss, but might have some extra ED options too.

Yollohcoatl

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EARTH Winged Beasts that have a style similar to Aztec statues.

 

They all have a single unique mechanic where, if a field spell is activated, they shift from their monster state to being a continuous traps or back. The gimmick there being that they stick to the same column when moving from monster zone to spell/trap zone, so if the other slot is blocked off, they can't transform.

 

They have a high swarming capacity and like to trade off their field spells for each other with their offensive ones doing things based on how many Winged Beasts you control (i.e. "winged beast monsters you control gain 100 attack for each + Armades effect) while the defensive ones do things based on your continuous traps (i.e. "you take 200 less damage for every continuous trap you control").

 

The deck also has some trap monsters that, when activated, typically limit how your opponent goes about making plays (i.e. Magician's Valkeria effects, limited # of spell/trap activations, etc.), but only for the turn. These monsters also Set themselves every time a new field spell is activated, so they can work multiple times on the field.

 

Despite the high potential of these guys, their biggest strength is also their greatest downfall: field spells. Their transformation effect isn't optional, so your opponent can very easily mess everything up just by activating 1 field spell.

 

Mamall

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Beast-Warriors with various Attributes. As the name said; theme is based on female mammals, with Zoodiac-like weapons and appearance.

These monsters can equip opponent's monster from graveyard, and treat them like equip spell card with different effect. The main focus is their Link monsters, Link 1 to 5. Besides that, they can also viable for Xyz and Synchro Summons.(Levels ranges between 3 to 7.)

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Taseract (Tesseract + Taser)

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Taseract

 

Zap that, I'm out, I'm back!

 

This low-Level Thunder-Type archetype is composed of pseudo-handtraps with a definite stun focus, but not a fully irritating lock one like PSY-Frames.

 

You see, the entire archetype has minor variations on the CyDra clause, with mandatory removal as costs for their Summon (essentially, if your opponent doesn't have a monster to pop, one of them doesn't get its self-Summoning effect, and none of them do if you have a monster on board, yourself). Then, each one has a banishing tag-out effect so that you can make actual plays later, or just remove your opponent's board/Graveyard setup one card at a time (although each one can only come out via its own effect once per turn). This makes their playstyle considerably more aggressive than most stun Decks, and very easy to run pure and do decently with as a rogue Deck.

 

Their primary goal, believe it or not, is actually Contact Fusion . . . but unlike Gladiator Beasts, they don't retrieve the Materials they shuffle into your Deck. What they actually do, however, is maintain the banish-tag strategy the Main Deck stuff does, but as a Quick Effect to dodge removal, plus a secondary effect to cripple your opponent's ability to fight back a bit (ie, "After this card is banished by its own effect, negate the next Spell Card your opponent activates this turn").

 

This strategy actually lets them ladder Fusions even in (shudder) Link format, slowly working their way up to higher stat values and more irritating stun effects. Plus, because the Materials get continuously re-shuffled into the Deck, all this bought time can eventually give you a full field of dangerous bosses.

 

You should probably run battle Traps, though, because if you're playing this Deck right at all your field will be wide open and helpless on your opponent's turn . . . ripe for an OTK.

 

Dreambodiment

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