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| Deck | Tier | Introduction | Card Type | Counter | Link | |
|---|---|---|---|---|---|---|
| @Ignister | Rogue | A strong swarm link deck that also uses other @Ignister monsters (xyz, synchro etc). Can be used to climb into various link 4 monsters. Recently, has also been played with Maliss. It is usually built as a cyberse spam deck that ends on a variety of link monsters. | Cyberse, Link | 8 | View Edit | |
| ABC | Casual | Not Yet | 0 | View Edit | ||
| Abyss Actor | Casual | Not Yet | 2 | View Edit | ||
| Adamancipator | Rogue | Focuses on excavating the top 5 cards of your deck to gain effects based on the number of rock type monsters excavated. imitating the fossil/gem digging process | 3 | View Edit | ||
| Adventurer | Casual | Not Yet | 0 | View Edit | ||
| Agent | Casual | Not Yet | 0 | View Edit | ||
| Altergeist | Rogue | Not Yet | 2 | View Edit | ||
| Amazement | Casual | Archetype focused on attraction equipment trap cards that have a diferent effect depending on which player controls the monster, it also can take control of equiped opponent monsters with Amazement Family Faces. It's creatures can set and equip amazement trap cards from the deck. | 0 | View Edit | ||
| Amazoness | Casual | Not Yet | 0 | View Edit | ||
| Amorphage | Casual | Pendulum archetype with various flood gate effect to all cards except Amorphage (both monster and scale effect) with tributing monster as maintainance cost. The deck is almost unplayable due to pendulum scales not wide enough. Serves more as a lore archetype for the dracoslayer story | 0 | View Edit | ||
| Ancient Gear | Casual | A fusion focused deck. The fusion monsters in this archetype usually have high attack and disables the oppoenet from activating spell and traps during the damage phase | Earth/Machine | 0 | View Edit | |
| Ancient Warrior | Casual | Not Yet | 0 | View Edit | ||
| Armed Dragon | Casual | Main monsters rely on keeping weaker monsters out on the field so they can level up to their more powerful forms, according to their effects or with the use of the card Level Up! Other Armed Dragon monsters, such as Dark Armed Dragon, have nothing to do with the archetype itself but rather work as tech options for other decks. | 0 | View Edit | ||
| Aroma | Casual | Rely on their LP to be higher than their opponents. Plant type monsters have 2 effects, 1 continuous effect that is active when you have higher life points and 1 that activates when you gain life points. Female members have extra deck equivalents (2 synchros and 1 link) and the archetype as a whole relies on/benefits from its 3 continuous traps and Aroma Jar. | 0 | View Edit | ||
| Beetrooper | Casual | Not Yet | 0 | View Edit | ||
| Black Luster Soldier | Casual | Not Yet | 0 | View Edit | ||
| Blackwing | Casual | A control deck that generates a stream of new monsters via Black Whirlwind, and messes with the opponent's plans via Icarus Attack and Kalut (an Honest-like hand trap that only affects Blackwings). Thanks to a few of them having Six Samurai-style self special summoning effects, they can end games quickly when they spot a weakness. | 3 | View Edit | ||
| Blue-Eyes | Meta | Focuses on using Blue-Eyes White Dragon and other Blue-Eyes for beatdown, card destruction and all kinds of Special Summons mechanics, except Pendulum and Link. Relies on Alternative Dragon, Trade-in and Melody of Awakening Dragon to prevent dead hands. | 9 | View Edit | ||
| Branded Despia | Rogue | Not Yet | 13 | View Edit | ||
| Burning Abyss | Casual | The archetype's swarming abilities make it a potent Rank 3 XYZ Deck. They can perform Rank 3 XYZ Summons quickly while maintaining the player's hand advantage. Will destroy itself if a monster outside of its archetype is in your control. Burning Abyss monsters have effects that activate upon sending to the GY | 0 | View Edit | ||
| Buster Blader | Casual | Not Yet | 0 | View Edit | ||
| Centur-ion | Rogue | Not Yet | Synchro | 5 | View Edit | |
| Chain Burn | Casual | Not Yet | 0 | View Edit | ||
| Chaos | Not Yet | 0 | View Edit | |||
| Charmer | Not Yet | 0 | View Edit | |||
| Charmers | Not Yet | 0 | View Edit | |||
| Chimera | Rogue | Not Yet | 4 | View Edit | ||
| Counter Fairy | Casual | Not Yet | 0 | View Edit | ||
| Crusadia | Casual |
Extremely consistent Archetype, focuses to Link climb into Equimax, for which you only need 2 Crusadia monsters, boost him with atk and preferably double battle dmg to push for a otk. Crusadia monster can special themselves into link zones and the Link Crusadia monsters effects activate when something is summoned to their linked zones. Traps and Spells are available to support and, like the Monsters, all searchable. Turn 2 OTK DMain Deck Monster able to Special Summon to the Zone link monster point to for Link Climbing | 3 | View Edit | ||
| Crystal Beast | Casual | All Crystal Beast monster cards have the ability to be sent to the Spell & Trap Card Zone as a Continuous Spell Card after being destroyed by battle. Crystal Abundance is often used OTKs. Rainbow Dragon is seen occasionally but is much slower. Due to CBs becoming Spell Cards after destruction, Dimensional Fissure works great in this deck. | 0 | View Edit | ||
| Crystron | Casual | Not Yet | 0 | View Edit | ||
| Cubic | Casual | OTK with Nova or scoop with bad hand | 0 | View Edit | ||
| Cyber Angel | Casual | Fairy Ritual Deck where the low level ritual monsters have effects when tributed, gives generic ritual support | 0 | View Edit | ||
| Cyber Dragon | Casual | Cyber Dragon Zwei, Drei, Core, and Proto-Cyber Dragon all have an effect that treats them as if their name is Cyber Dragon. You can take advantage of this by using them to fuse for Cyber Twin and Cyber End or contact fuse into Chimeratech Barrier Dragon (which can use your opponent's machines) or Chimeratech Megafleet Dragon (which can use anything in either extra monster zone + 1 Cyber Dragon), basically being able to have more than three copies of Cyber Dragon. Using Machine Duplication on Cyber Dragon Core will also allow you to summon up to 2 copies of Cyber Dragon to the field from your deck. Limiter Removal, Power Bond and Solidarity can help boost your monster's ATK by a lot. However, they can be risky and leave you in a bad state if your opponent can stop you from attacking, so take caution in when you play them and if you can immediately recover. Cyber Dragon Nova helps with getting your Cyber Dragons out of the GY as well as being able to be used as an overlay unit into Cyber Dragon Infinity, which is an amazing control option in the deck, allowing you to attach one of your opponent's monsters to it as an overlay unit on your turn, and as a quick effect can detach one unit to negate and destroy any effects your opponent may use, forcing them to have to waste resources dealing with Infinity. Cyber Dragon Sieger is a good Link 2 as you can essentially double the ATK of any Cyber Dragon you control as a quick effect as the cost of Sieger not being able to deal damage that turn. Good support to use is Galaxy Soldier, which as a level 5 machine, can be used for most the monsters in your extra deck and searches itself after you special summon it, which I recommend using Cyber Dragon Herz for this effect, and also use Qliphort Genius which you can activate its effect using Machine Duplication | 2 | View Edit | ||
| Cyberdark | Casual | Machine-type monsters that equip themselves with dragons to boost their attack and add protection. Original playstyle is slow and unreliable, later releases have turned this archetype into a sub-archetype for Cyber Dragons, making it more viable but taking away its unique character. | 1 | View Edit | ||
| Cyberse Code Taker | Rogue | Not Yet | 0 | View Edit | ||
| D/D/D | Rogue | Relies on Dark Contract continuous spells that have powerful effects but inflict damage to you during your SP. Pendulum Summoning and the effects of the Extra Deck monsters are used to summon several big monsters quickly. Boss monsters use damage to your advantage. Lower level Fusion/Synchro monsters help SS higher level Fusion/Synchro/xyz monsters with lots of negates. | Fiend | 6 | View Edit | |
| Danger | Casual | Focuses on revealing the a Danger! monster in your hand and let the opponent choose 1 random card in your hand to discard. Triggers various effect based on if the discarded card was that Danger! monster or not, mimicing a monster search and capture process. If the guess missed the Danger! monster, they can usually special summon themselves from your hand and offer an extra effect. Some Danger! monsters can be a good beater and other offer disruption or draw power, hence it is often used as a support engine | 0 | View Edit | ||
| Dark Magician | Casual |
| 0 | View Edit | ||
| Dark World | Casual | Monster effects trigger when discarded from the hand by card effects which the archetype's spells provide. Draw power through Dark World Dealings and the Field Spell The Gates of Dark World which both help to discard Dark World Monsters from hand. Messes with opponent's hand as well. Boss monster (Grapha) is easily summonable from the hand or GY by returning one Dark World monster from the field to the hand, offering another chance to discard it and get its effect. | 4 | View Edit | ||
| Darklord | Casual | Discards Darklord cards from the hand to perform Special Summons, then copies Darklord Spell/Trap effects in the Graveyard in combination with monster effects | 0 | View Edit | ||
| Dinomorphia | Rogue | Not Yet | 12 | View Edit | ||
| Dinos | Rogue | Not Yet | Dinosaur type | 13 | View Edit | |
| Dogmatika | Casual | Not Yet | 0 | View Edit | ||
| Dracoslayer | Rogue | Received competetive potential after the DABL support. Focuses on cyclying through the 3 new dracoslayer pendulum monsters and the dracoslayer exra deck monsters to generate masssive resources for board building to end up on multiple negates and/or locks through abyss dweller or necrovalley. The majority of dracoslayer main deck monsters are lv4 and ed ones lvl 8 hence they can access a wide pool of generic lv/rank 4 and 8 ed monsters or link climbing. The dracoslayer synchro has a search effect that is not hard once per turn hence can be abused through multiple copies and is the main goal of resource gain. | 0 | View Edit | ||
| Dracotail | Meta |
- Extra Deck: Dracotail Arthalion allow to targets monsters on the field and/or GY and adds them to your hand depending on the number of materials that came from the hand. It help recover the resources, or disruption. - Main Deck Dracotail Monsters are the ability to Set Dracotail Spells or Traps when they are sent to the GY as Fusion Material - Trap Card: Dracotail Flame negates a Spell Card, Dracotail Horn bounces a monster in Attack Position to the hand, and Dracotail Sting banishes a monster and/or Spell/Trap from their GY. | Fusion, Dragon, Spellcaster | 12 | View Edit | |
| Dragon Link | Rogue | Not Yet | 13 | View Edit | ||
| Dragon Ruler | Casual | The majority of Dragon rulers are banned due to their powerful effects hence this archetype is competely unavaialbe. | 0 | View Edit | ||
| Dragonmaid | Casual | Not Yet | 0 | View Edit | ||
| Dragunity | Casual | Summons 1-card Level 6/8 Synchros through the combo of Dux + Phalanx (and Vajrayana). The addition of Dragon Rulers adds the option of Rank 7s, as well as more cheap level 8s via Corsesca. The gameplan is then to ride these big monsters to victory through backrow protection, or just outright OTK. | Dragon | 0 | View Edit | |
| Dream Mirror | Casual | Tag out effects between light and dark monsters using the field spell cards. Lore is rooted in Greek Mythology. | 0 | View Edit | ||
| Drytron | Rogue | A Light Machine archtype that focuses on ritual and ritual support. Their ritual spell allows ritual summoning from the hand or gy by tributing monsters based on attack value, thus creating a unique way of ritual summoning bypassing level requirements. All drytron monsters cannot be normal summoned but rely on gy effects to special summon and lock the player into playing monsters that can only be special summoned. Their ritual spell can summon any ritual monster but requires light machines to function (drytron monsters) hence it is often used as a ritual support engine and is the current existing best semi-generic ritual support. They have seen good synergy with cyber angel, diviner, light fairies/heralds often ending on Herald of Ultimateness and negating everything. Other variants include a mixture of nekroz and gishki | 1 | View Edit | ||
| Dual Avatar | Casual | Not Yet | 0 | View Edit | ||
| Earth Machine | Not Yet | 0 | View Edit | |||
| Egyptian Gods | Not Yet | 0 | View Edit | |||
| Eldlich | Control and trap based deck focusing on floodgating the opponent with perm traps such as skill drain while the main boss monster Eldlich avoids the negative effects of the floodgates by activating and resolving its effect elsewhere | 0 | View Edit | |||
| Endymion | Rogue | Not Yet | 0 | View Edit | ||
| Evil Eye | Casual | Not Yet | 0 | View Edit | ||
| Evil★Twin | Casual | Not Yet | 0 | View Edit | ||
| Exodia | Not Yet | 0 | View Edit | |||
| Exosister | Rogue | Not Yet | 13 | View Edit | ||
| F.A. | Not Yet | 0 | View Edit | |||
| Fiendsmith | Meta |
Often used as an engine. It used to be accessible by any deck that can summon 2 monsters, by Link summoning | LIGHT, Fiend, Rank 6, Fusion, Link, XYZ | 5 | View Edit | |
| Fire Fist | Casual | Not Yet | 0 | View Edit | ||
| Fire King | Meta |
Mainly focused on self-destruction revolves around destroying friendly monsters in the hand, field or deck to make plays and set up the Graveyard recursion of its Main Deck boss monsters, Paired with powerful FIRE Links such as Their boss monster nukes all monsters and SS itself from GY during the SP after getting destroyed by a card effect, or in the BP after being destroyed summons directly from Deck. They can start a powerful chain reaction of effects at the End of the Damage Step, where interactions are highly limited and not every player knows what can happen. Suicidal playstyle. | FIRE Beast, Beast-Warrior, and Winged Beast | 33 | View Edit | |
| Firefist | Not Yet | 0 | View Edit | |||
| Floowandereeze | Rogue | Not Yet | 5 | View Edit | ||
| Fluffal | Casual | Not Yet | 0 | View Edit | ||
| Fossil | Casual | Focuses on fusion summoning using 1 material from your gy and 1 from the opponents | 0 | View Edit | ||
| Fur Hire | Casual | This archetype relies heavily on normal summoning a lower level monster Fur Hire in order to swarm the field with even stronger monsters Fur Hire. The level 1-4 monsters Fur Hire have the ability to special summon another monster Fur Hire from the hand to the field, and another ability that triggers when a monster Fur Hire is special summoned while the card is face up on the field. The level 5-8 monsters Fur Hire has abilities that either let them negate card effects or force the opponent to target them, in addition to an ability that activates when they are special summoned which heavily relies on the amount of monsters Fur Hire you control with different names. Spell and Trap cards in this archetype focus mainly on recovering monsters Fur Hire from the GY, or guaranteeing drawing a monster Fur Hire in your draw phase. The Link monster Folgo, Justice Fur Hire requires 3 monsters with different Types, but lets you special summon a monster Fur Hire with a different Type from the materials used, in addition to letting you draw cards once per turn when you destroy and opponents card. | 0 | View Edit | ||
| G Golem | Casual | Not Yet | 0 | View Edit | ||
| G-Golem | Not Yet | 0 | View Edit | |||
| Gadget | Casual | The original advantage engine. Normally mixed with Machina. Deck is now focused on Rank 4 xyz with constant advantage by special summoning the Gadget monsters through the effect of cards like Tin Goldfish. | 0 | View Edit | ||
| Galaxy Photon | Not Yet | 2 | View Edit | |||
| Gamble Deck | Not Yet | 0 | View Edit | |||
| Gate Guardian | Casual | Not Yet | 0 | View Edit | ||
| Gem-Knight | Rogue | Gem knight is from the second duel terminal war. They fought on the side of the vylons against the steelswarm. They use a variety of strategies to swarm the field with powerful Fusions at very little card cost. | 6 | View Edit | ||
| Generaider | Casual | Revolving c | 2 | View Edit | ||
| Ghostrick | Casual | Flip your monsters face up and back down while flipping your opponents face down. Field spells provide protection and overall tries to control the game state while letting you attack directly. Can use Ghostrick Doll to flip everything face-down at the end phase. Can even activate off field. You get a special summon from this effect as well. | 0 | View Edit | ||
| Ghoti | Casual | Ghoti is a water fish deck that focuses on banish plays and synchro summoning in the oppoenents turn via quick effects. The lower leveled ghotis are all level 2 tuners and share the quick effect that allows them to perfrom a Fish monster synchro summon if ss. They all trigger the effect the next standby phase after banished, with Paces and Shif ss themselves and Zep ss itself if banished during the oppenets turn. The higher leveled ghotis dont see much play execpt Snopios and Ixeep. Their main starter is a level 6 fish synchro that can immediately go into a level 8 with its effect to then banish a card in your oppoenets turn. The deck's theme is to play during your opponents turn, intrupting their plays while banishing ghotis so they can come back the next turn for further plays. Because their reliance on banishing and activating their effect next turn, ghoti can bypass a lot of hand traps. Dimension shifter and crossout designator are exellent cards for this deck. The deck has some synergy with generic fish monsters, myutants (banish plays), spright (generic lv2 support) and melffy (playing in the opponents turn, quick synchro with pinny and hop ear squadron) | 2 | View Edit | ||
| Gimmick Puppet | Rogue | Flip your monsters face up and back down while flipping your opponents face down. Field spells provide protection and overall tries to control the game state while letting you attack directly. Can use Ghostrick Doll to flip everything face-down at the end phase. Can even activate off field. You get a special summon from this effect as well. | 6 | View Edit | ||
| Gishki | Casual | Heavy recycle effects using Gishki Aquamirror. Gishki Ritual Monsters are the main players of the archetype. They focus on hand and field control by returning opponent's cards to the Deck. The support cards (the Gishki non-Ritual monsters) use their effects to prevent the opponent from using certain cards, as well as search for the main Ritual Monsters. | 2 | View Edit | ||
| Gladiator Beast | Casual | Main deck monsters 'tag' each other out from the deck after attacking in the Battle Phase and gain their effects. Fusions don't require Polymerization (contact). | 0 | View Edit | ||
| Gold Pride | Rogue | Not Yet | 12 | View Edit | ||
| Gravekeepers | Casual | Not Yet | 0 | View Edit | ||
| Gren Maju | Casual | Not Yet | 0 | View Edit | ||
| Gunkan Suship | Casual | Not Yet | 0 | View Edit | ||
| Harpie | Casual | Swarm the field with Harpies, destroy backrow with Harpie's Hunting Ground. Lots of room for rank 4 shenanigans. Do not use tempest in this deck, as it negates from your win condition, hysteric party. | 0 | View Edit | ||
| HERO | Rogue | Super-Archetype containing the Destiny, Elemental, Evil, Masked and other HEROs. One of the biggest Archetypes in the game as well as one of the most searchable. | 2 | View Edit | ||
| Heroic | Casual | Not Yet | 0 | View Edit | ||
| Hieratic | Casual | Very explosive deck that focuses on tributing dragons to special summon other dragons from the deck or hand. Usually a decent mix of Synchro and XYZ monsters. | 0 | View Edit | ||
| Horus | Casual |
Big monsters easily accessible when the continuous spell is in the field. They are a proficient Rank 8 strategy with multiple types and attributes. They pair well with other GY strategies. | Level 8, Rank 8, GY | 0 | View Edit | |
| Ice Barrier | Casual | WATER-based deck with versatile searchability and a wide card base. More common decks focus around getting out General Gantala with Prior and using his summon capabilities to create a lock with draws and attack protection. | 0 | View Edit | ||
| Icejade | Casual | Not Yet | 2 | View Edit | ||
| Igknight | Casual | All of the Pendulum Igknights have the same effect of being able to destroy both Igknights in the Pendulum Zones to add another to the hand which sets up for Pendulum Summoning and quick XYZ. | 0 | View Edit | ||
| Infernity | Casual | Focuses on not having cards in the hand for advantage. | 0 | View Edit | ||
| Infernoble | Rogue | Not Yet | 12 | View Edit | ||
| Infernoid | Rogue | All (except Decatron), can't be normal summoned, and only summoned from hand (or GY). In order to facilitate, uses mill cards like Rekindling, Monster Gate, Lightsworn monsters, and That Grass looks Greener. Uses Omega to recycle banished zone. Tribute opponent's monsters with Lair of Darkness. | 0 | View Edit | ||
| Invoked | Fusion summon focused archetype with their main monster Aleister the Invoker and the spell Invocation. Heavily relying on normal summoning Aleister. Often used as a engine in past meta fusion decks | 0 | View Edit | |||
| Invoked Dogmatika | Not Yet | 0 | View Edit | |||
| Inzektor | Inzektors equip to themselves from hand or GY once per turn resulting in various effects. E.g. Dragonfly equip Hornet, pop hornet to destroy a card (hornet effect) and special summon an Inzektor (Dfly effect). Summon Centipede, equip hornet from GY, destroy hornet to destroy a card on field (Hornet) and add one inzektor from deck to hand (Centipede). | 2 | View Edit | |||
| Jinzo | Not Yet | 0 | View Edit | |||
| Kashtira | Rogue | Not Yet | Level/Rank 7 Psychic | 13 | View Edit | |
| Kozmo | The lower level Kozmos have effects to banish themselves in order to Special Summon the higher level Kozmos from the hand which can disrupt the field upon being Special Summoned. Upon being destroyed, the higher level Kozmos can banish themselves to Special Summon lower level Kozmos to maintain field presence. Field Spell allows for recovery of banished Kozmos and recycling of unneeded Kozmo cards in the hand as well as searching upon destruction. | 0 | View Edit | |||
| Krawler | Casual | A archetype that utilizes flip monsters and swarms the field. The main deck monsters all have flip effects that help swarm the field or interupt the opponent by destroying cards when filpped. Their link monsters focus on supporting md monsters and buff them based on how many Krawlers are on the field. | Insect, EARTH, Link, Flip | 1 | View Edit | |
| Labrynth | Rogue |
An archetype based around Normal Traps and is a control deck. The monsters support, tutor, and trigger special abilities when any Normal Traps are activated. Completely distinct from the Gate Guardian + Labyrinth archetype. | Fiend, Trap, Control | 13 | View Edit | |
| Lair of Darkness | Not Yet | 0 | View Edit | |||
| Libromancer | A ritual focused archetype. All non-ritual libromancer monsters share the effect to ss themsleves by revealing a ritual monster in your hand and have a additional effect if they were ss, hence they have a decent swarm ability. Their field spell is a monster searcher and enables infinite in-archetype ritual summoning as long as materials are fullfiled. The deck has fair consistency but their in-archetype ritual monsters are not very good and don't see much play except Doom Broker. Because doom broker is a lv6 ritual it has a good synergy with the diviner-benten engine and has some synergy with nekroz and Mikanko. Though they have some recycling methods, they still share the pain of all ritual archetypes. The deck is more used as a ritual hybrid engine to bring out materials | 0 | View Edit | |||
| Lightsworn | Monsters force milling from deck to GY. Monsters like Wulf are special summoned when milled. Attempts to get out boss monster Judgment Dragon (special summon from hand with at least 4 different Lightsworn monsters in GY). Lumina SS Raiden to Synchro to Michael (7) for enemy card banishment too. Can be run with Dragon Rulers to combo off of Eclipse Wyvern to search out JD faster | 0 | View Edit | |||
| Lunalight | Rogue |
- Focused on Fusion summoning their boss monsters and go for an OTK. Has pretty good effects/stats but is weak against solemn and has to deal with poly being in their hand. But there are various effects to help accomplish their goal. - Boss monster Lunalight Liger Dancer is unaffected by other card effect, and can double attack with 3800ATK, and can quick effect destroy all SS monter in any turn. | Beast-Warrior, Fusion, Level 4 | 8 | View Edit | |
| Lyrilusc | Focuses on Level 1 special summoning for Fusion and XYZ plays. The more materials, the stronger the XYZ/Fusion Summoned materials the stronger they are. also scew with your oponents with assemble nightengale and get pass all of their backfeild :) | 0 | View Edit | |||
| Machina | A deck that focuses on bringing out Machina Cidatel and blow your oppenents field, the deck builds gy resources through their starter Machina gear frame. Usually played alongside other earch machines | 0 | View Edit | |||
| Madolche | Rogue | Predominantly a Rank 4 toolbox, with a focus on returning opponents monsters into the deck with Tiaramisu. The Main Deck monsters return to the Deck when destroyed. | 0 | View Edit | ||
| Magical Musket | Casual | Maintain card advantage by recycling spell and trap cards, all of which can be played from your hand at any time while you controll a Magical Musket. The deck leans heavily towards board control and uses its small creatures to chip down the opponent. It relies on maintaining a full hand and on having at least one of their creatures in play at all times. Their link monster is incredibly powerful and gives a significant amount of card advantage. The creatures activate when a spell or trap is activated in their column (including opponent's cards). | 0 | View Edit | ||
| Magikey | Casual | A interesting archetype utilizing different summoning methods and normal monsters to fuel summon. They trigger effects by matching your graveyard's monsters' attributes with those your opponents controls. Can easily go into lv8 synchro or r4 xyz. The deck is very inconsistent due to its main extender and searcher being a lv4 ritual monster. In order to activate some effects you also need normal monsters with different attributes in your graveyard or as material hence the archetype benifits greatly from high/adv ritual art and piercing the darkness. the boss monsters dont have high attack or resistances mostly 2.8k and lacks disruption abilities in the oppoenets turn. It desperately needs some support cards since halq and auroradon are banned | 0 | View Edit | ||
| Magistus | Casual | Not Yet | 0 | View Edit | ||
| Magnet Warrior | Casual | Cards support and search one another to perform Contact Fusion, supported through Magnetic Field | 0 | View Edit | ||
| Malefic | Casual | Special summons Malefic monsters with high attack by banishing their original counterparts. | 0 | View Edit | ||
| Maliss | Meta | Not Yet | Cyberse, Link | 5 | View Edit | |
| Mannadium | Rogue | Not Yet | 13 | View Edit | ||
| Marincess | Casual | Not Yet | 2 | View Edit | ||
| Mathmech | Rogue | Not Yet | 13 | View Edit | ||
| Mayakashi | Casual | Not Yet | 5 | View Edit | ||
| Mecha Phantom Beast | Casual | A WIND deck revolving primarily around the creation and manipulation of tokens, with most monsters unable to be destroyed while a token is on the field. Most main deck monsters' levels are increased by the levels of all Mecha Phantom Beast Tokens (Level 3) on the field, making the deck able to summon Rank 6, 7, 9, and 10 monsters with ease. | 0 | View Edit | ||
| Megalith | Rogue | A unique ritual based archetype that can perform ritual summons through monster effects without the need of ritual spells | 0 | View Edit | ||
| Mekk-Knight | A group of monsters based around column mechanics. (E.g. special summoning in columns where a card is set or moving around in columns to set up Link plays) | 0 | View Edit | |||
| Melffy | A cute beast archetype which revolves around swarming the field through starters like Obedience School, Rescue Cat and Nimble Beaver to go into Beast-type Synchros or XYZ. All Melffys have the ability to special summon them at the end of the turn and can bounce themselves back to the hand to get advantage when the opponent summons or attack targets the Melffy. The archetype enables playing during your opponents turn to slightly disrupt them, usually used as a resource engine along tri-brigade or spright | 0 | View Edit | |||
| Melodious | Music themed LIGHT fairies that gain or trigger effects upon being special summoned. They can easily set up a near inpenetrable wall with Aria and Elegy or bring out powerful boss monsters such as Bloom Prima. | 0 | View Edit | |||
| Memento | Rogue | - Fusion deck with multiple one-card combos
- Has an OTK - Has multiple dodges in the form of Quick-Spells -Pretty big engine -Very GY reliant -Somewhat bricky | 4 | View Edit | ||
| Mermail | Combo centered deck, capable of inflicting quick OTKs. Some need to discard a monster to activate the effect, others activate their effects when discarded. The Atlantean archetype activate their effects when they are used as a cost for a WATER monster; so they can be discarded by mermails for stronger combos. | 0 | View Edit | |||
| Metalfoes | Normal Pendulum monsters that destroy your own cards to set Metalphosis spells and traps from the Deck, and Fusion monsters that mostly have no effects. Field spell buffs non-Effect Metalphosis Monsters, and they have an in-archetype Fusion spell to search. | 0 | View Edit | |||
| Metaphys | The metaphys monsters are based on other iconic monsters in yu-gi-oh, but as spirits or something similar. Effects that trigger a turn after being banished and effects that banish other cards. | 0 | View Edit | |||
| Mikanko | Prefer to go second and OTK you, by tribute your monster with Kaiju & Laval Golem | 2 | View Edit | |||
| Mitsurugi | Meta | Ritual deck focused on tributing and resummoning after the tribute. Often paired with another deck since too bricky on it's own. | Reptiles, Ritual | 5 | View Edit | |
| Monarch | Tribute monsters that gain an effect when summoned, (usually) removing an opponent's card(s) from the field. All of them apart from Delg and Kuraz must be tribute summoned for this effect. Tribute fodder can be taken from the opponent with Soul Exchange/The Monarchs Storm Forth, or generated for free with Treeborn Frog (Commonly referred to as Frognarchs, though that isn't purely just the Monarch archetype), although using Frog forces you to miss out on some powerful new continuous support cards such as Escalation of the Monarchs, March of the Monarchs and The Monarchs Erupt. | 0 | View Edit | |||
| Morphtronic | Has two effects that is chosen by the battle position. Emphasis on Equip Spell Cards, Synchro plays, the two Cellphones making large fields, and their field spell making everything in the deck a beater and giving a float mechanic upon destruction. | 0 | View Edit | |||
| Myutant | A evolution based archetype, the lower level monsters share the effect to search a mutant spell/trap/monster to your hand. They can also tribute themselves and banish 1 card in your hand or deck to summon higher level myutants from your deck, the type you can summon depends on what card you banished and the higher level myutants have corresponding resistance and negation abilities. The extra deck myutants are fusion monsters that require multiple high level myutants as material. They also have various ways to recycle banished myutants and fusion using the banishment zone. The archetype focuses on a grind play with flood gate traps such as there can only be one | 0 | View Edit | |||
| Naturia | Naturia Beasts and Barkion make an easy lockdown. This is a Duel Terminal deck. The naturia are naturally peacefull creatures who would rather defend themselves than attack but they do have some mighty creatures in their extra deck that can both stall and attack. | 0 | View Edit | |||
| Naturia Runick | Not Yet | 2 | View Edit | |||
| Nekroz | A Ritual deck with enormous consistency thanks to a large number of search effects and great versatility thanks to every card having multiple uses. Non-ritual monsters generally have search effects that trigger when tributed by card effects (i.e. ritual spells and Valkyrus) and recovery effects that trigger when banished. Ritual monsters have one effect activated by discarding the monster in question and one active on the field; low-level (3-6) monsters have discard effects that get more Nekroz cards to the hand or field and field effects that disrupt the opponent's Extra Deck monsters, while high-level Nekroz ritual monsters have discard effects that protect their fellow Nekroz and field effects that remove cards or generate advantage. Nekroz ritual spells require that the levels of the tributes add up to exactly the level of the monster summoned (or vice versa, in one case), and allow Ritual Summoning from the GY, banishing monsters from the GY instead of tributing, or tributing monsters from the Extra Deck to summon multiple ritual monsters at once. | 0 | View Edit | |||
| Nemleria | Not Yet | 0 | View Edit | |||
| Neo | Focuses on special summoning Elemental Hero Neos Fusion monsters without polymerization by shuffling materials into deck. All Fusion monsters must return to the extra deck at the end phase unless a spell card (Neo Space, Instant Neo Space) states it is optional. Absolute filth. | 0 | View Edit | |||
| Neos | Focuses on special summoning Elemental Hero Neos Fusion monsters without polymerization by shuffling materials into deck. All Fusion monsters must return to the extra deck at the end phase unless a spell card (Neo Space, Instant Neo Space) states it is optional. Absolute filth. | 0 | View Edit | |||
| Ninja | Uses Continuous Traps to protect the field and facilitate advanced Special Summons. Cards have a variety of effects related to the archetype and not. Success in this deck is centered around surviving and opponent card destruction. | 2 | View Edit | |||
| Noble Knight | Not Yet | 0 | View Edit | |||
| Noble-Knight | Not Yet | 0 | View Edit | |||
| Nordic | Swarm the field for quick Synchro Summoning of Aesir God monsters. Focus on swarming the field for a turn 1 Lvl 10 Synchro, includes their own brand of spell/trap support with a good search and decent equips. | 0 | View Edit | |||
| Nouvelles | Not Yet | 0 | View Edit | |||
| Numeron | Not Yet | 3 | View Edit | |||
| Nurse Burn | Casual | Not Yet | 0 | View Edit | ||
| Odd-Eyes | Not Yet | 0 | View Edit | |||
| Odd-Eyes Pal | Not Yet | 0 | View Edit | |||
| Ojama | Main searcher does so when destroyed by battle. The field spell switches monsters' ATK/DEF and an Ojama spell can board wipe. New OCG Support (DP-19) gives Ojama direct support for the VWXYZ machine archetype and the Armed Dragon LvlX archetype in order to summon Armed Dragon Catapult Cannon. | 0 | View Edit | |||
| Onomat | Rogue | Not Yet | XYZ | 0 | View Edit | |
| Orcust | Rogue | A link and xyz based archetype with many members having the ability to banish themselves from the gy to gain advantage. Their link 2 monster Galatea, the Orcust Automaton, enables an easy summon of their boss monster Dingirsu, the Orcust of the Evening Star who has a strong removal ability and provides allies with destruction protection. The archetypes has various effects that lock you into summon DARK type monsters only. | DARK, Link, Machine, GY, Banishment | 6 | View Edit | |
| P.U.N.K | Rogue | Not Yet | Psychic, Synchro, Fusion | 13 | View Edit | |
| Paleo Frog | Not Yet | 0 | View Edit | |||
| Pendulum Magician | Rogue | Pairs of Pendulum monsters with related pendulum effects that allow for a wide variety of Pendulum Scales and supporting spells to aid the archetype. Designed to work along side Odd-Eyes and/or Performapal archetypes. | Pendulum, Spellcaster | 2 | View Edit | |
| Penguin | Monsters get their effects when they are flipped face-up, which focus on disrupting the opponent's field such as through bouncing monsters back to the hand. Can be played as a Rescue-Penguin deck. | 0 | View Edit | |||
| Phantasm Spiral | Not Yet | 0 | View Edit | |||
| Phantom Knights | Not Yet | 0 | View Edit | |||
| Plunder Patroll | Not Yet | 0 | View Edit | |||
| Poker Knights | Not Yet | 0 | View Edit | |||
| Prank-Kids | Not Yet | 0 | View Edit | |||
| Predaplant | Multiple monster effects benefit from Predator Counter that can be applied to opponent's monster with certain effects. Focus on Fusion Summoning Chimera Rafflesia, Chimera Dragostapelia, Starve Venom Fusion Dragon and Greedy Venom Fusion Dragon. This archetype can be used as an engine on other decks that rely on Fusion. | 4 | View Edit | |||
| Prediction Princess | Casual | Focused on getting out Tarotrei and using her effects to use flip effects over and over. Works better when splashed with other decks such as Shaddoll, Krawler or Subterror | 2 | View Edit | ||
| Psy-Frame | Casual | Monsters use themselves as handtraps while you control no monsters, summoning themselves and a Psy-Frame Driver from the hand, deck or GY. When used while field spell is on the field, immediately Synchro summons into their in-theme Synchro monsters, which can temporarily remove themselves from the field with effects that also stun the opponent. | 0 | View Edit | ||
| Purrely | Rogue |
The Main Deck Purrely monsters purpuse is to search Quick-Spells to XYZ summon with.
| XYZ, Fairy | 14 | View Edit | |
| Ragnaraika | Rogue | Link climb deck with 3 types Plant, Insect, and Reptile | 1 | View Edit | ||
| Raidraptor | Casual | Focus on swarm XYZ and search themselves while surprising the opponent. Have effects that work well against Special Summoned monsters. Use various Rank-Up Magic Spell cards, including archetype specific ones, to XYZ Summon in most any situation. Ok with staying behind the opponent. | 0 | View Edit | ||
| Railway | Casual | Not Yet | 0 | View Edit | ||
| Red-Eyes | Casual | Versatile deck that uses Red-Eyes Black Dragon and other Red-Eyes cards to perform Fusion, XYZ and Ritual plays. Also has Gemini and Normal Support. | 0 | View Edit | ||
| Relinquished | Casual | Focused on equipping opponent's monsters to Relinquished and Fusion Summoning Restrict monsters Thousand Eyes Restrict and Millennium Eyes Restrict. Has own Link Monster, Relinquished Anima | 0 | View Edit | ||
| Reptile Pile | Not Yet | 0 | View Edit | |||
| Rescue-ACE | Rogue | Versatile Deck with many ways to achieve victory, mainly with Turbulence netting massive advantage by setting 4 cards from the Deck. The monsters having solid stats force the opponent into making their plays first. Having no restriction also means the Extra Deck can be built freely, mostly with good Link Monsters to expand the winning conditions. | Fire, Warrior, Machine | 2 | View Edit | |
| Resonator | Casual |
Tuner monsters that synergize with Red Dragon Archfiend, but can really work in more Synchro decks. Additional supports make this deck a reliable source for Synchro decks when you need a variety of Tuners Roids have a mix of battle reaction effects, and have a few Fusion summons including the new Mobile Base. The deck can function solo, but has problems with defense and dominating the field. | Fire, Fiend | 3 | View Edit | |
| Rikka Sunavalon | Rogue | Not Yet | Plant | 13 | View Edit | |
| Rose Plants | Not Yet | 0 | View Edit | |||
| Runick | Rogue |
- Have no main deck monster - Quick play spell can either SS Fusion monster from Extra deck, or banish card in your deck with additional effect. - Common end field include Field Spell, a Fusion Monster in Extra Deck zone, and various quick play spell in hand, which can be activate on your turn by Fiend Spell effect - Field Spell can return card from GY to deck, for draw (help recover and generate card advantage) - Mainly play as Stun deck with many kind of floodgate | Spell, Fusion | 2 | View Edit | |
| Ryzeal | Meta |
- Main Deck monsters can be easily swarm field, and access to Rank 4 tools box with their Level 4. - - Its Field Spell - Its main boss is - Common end field include Ryzeal Detonator, Ryzeal Cross and | Rank 4 XYZ, Level 4 Pyro and Thunder Monsters | 6 | View Edit | |
| S-Force | Focuses on slight swarming and linking into their link3 boss monster that can negate 1, switch the monsters postion and banish all opponent monsters it points at, imitating a police capture process, the monsters also trigger effects and apply various effects on cards in the same column as they are | 0 | View Edit | |||
| Sacred Beast | Not Yet | 0 | View Edit | |||
| Salamangreat | Swarming focused link climbing archetype. Many of the Salamangreat monsters are able to ss themsleves if another salamangreat monster is summoned or activates an effect. Utilizes their field spell to link summon their link monsters using another copy of the same monster to build gy resources (know as reincarnation in the anime) | 2 | View Edit | |||
| Scareclaw | Not Yet | 4 | View Edit | |||
| Shaddoll |
Main deck monsters have flip effects and additional effects when sent to the GY by card effect. Their Fusion monsters hinder the opponent's plays by discouraging special summons (One special summon a turn / Special Summoned monsters are destroyed on attack / Negating special summons). They are able to grab back their Fusion card with pure ease. Variants of the deck include Artifacts and Lightsworn. | 0 | View Edit | |||
| Sharks | Not Yet | Level 4, Rank 4 XYZ Monster, Water | 0 | View Edit | ||
| Shinobird | Spirit monsters that focus on returning the opponent's board to the hand or deck. | 0 | View Edit | |||
| Simorgh | Main deck monsters have a focus on gaining normal summons for tribute summoning the boss monsters. Competitive focus on summoning their link monster as soon as possible to abuse its powerful effects and summoning Apex Avian or Barrier Statue of the Stormwinds | 0 | View Edit | |||
| Sinful Spoils | Rogue | Not Yet | 13 | View Edit | ||
| Six Samurai | Casual | They rely on having multiple Six Samurai monsters on the field to use their effects. This Archetype revolves around swarming the field in an attempt to overpower or overwhelm your opponent. Swarming is essential to the Six Samurai because one samurai is nothing while a samurai paired up with another's power is a much bigger threat. Decent rank 4 engine with Kizan and Gateway of the Six (limited to 1). Boss monsters regulate opponent's use of spells and traps (Shi En and Shogun). | 2 | View Edit | ||
| Skull Servant |
Focus on fill the Graveyard with various monster who can be treat at Skull Servant monster. Which can buff ATK of King of Skull Servant by the number of monster who name as Skull Servant in the Graveyard | Level 1 Effect, Zombie | 0 | View Edit | ||
| Sky Striker | Meta | Not Yet | Link 1, Spell Card, Machine | 13 | View Edit | |
| Snake-Eye | Rogue | Not Yet | 13 | View Edit | ||
| Solfachord | Not Yet | 0 | View Edit | |||
| Speedroid | Focused on swarming and special summoning Synchro monsters, usually Wind. | 3 | View Edit | |||
| Spellbook | Once per turn activation limitations. Supports the Spellcaster-Type; is only used in conjunction with the Prophecy Archetype in competitive play. | 0 | View Edit | |||
| Spright | Not Yet | Level 2, Rank 2, Link 2 monster | 2 | View Edit | ||
| Springans | Not Yet | 3 | View Edit | |||
| Spyral | Focuses on guessing the top card of your opponents deck to gain effects. | 0 | View Edit | |||
| Starry Knights | Not Yet | 0 | View Edit | |||
| Stun | Not Yet | 0 | View Edit | |||
| Subterror | Not Yet | 0 | View Edit | |||
| Sunavalon | Not Yet | Plant, Link | 0 | View Edit | ||
| Super Quant | Not Yet | XYZ | 0 | View Edit | ||
| Superheavy Samurai | Rogue | Boss monster allows all of them to attack while in defense position and use their DEF value for damage calculation. Most of them have low ATK. Giant Rat can be used to bring out the boss monster. Their effects only work while you have no spells/traps in your GY. | Machine, Synchro, Link | 13 | View Edit | |
| Swordsoul Tenyi | Rogue |
The Swordsoul main deck monsters are able to summon a tuner token to perform synchro summons. They rely slightly on banishing as main actions require banishing a wyrm or Swordsoul card from your hand field or GY. They synergize well with other wyrm archetypes like Tenyi or Yangzing | Wyrm, Synchro, Normal Effect | 13 | View Edit | |
| Sylvan | Utilizes the excavation mechanic to activate effects. Generally, Sylvan cards are stacked on the deck by other effects, such as Sylvan Charity, Mount Sylvania, or other support spells. | 0 | View Edit | |||
| Symphonic Warrior | Not Yet | 0 | View Edit | |||
| Synchron | Uses _____ Synchron monsters to get out their respective Synchro monsters (e.g. Junk Synchron into Junk ____, Road Synchron into Road Warrior, Fleur Synchron into Chevalier de Fleur), or at least that's the idea. With Quickdraw Synchron (Can be substituted for any Synchron monster) the deck becomes much more flexible and viable. Junk, Quickdraw, and Unknown are the most frequently used Synchrons due to the Synchro monsters which they make available. The deck goes well with cards such as Dandylion, Doppelwarrior, Level Eater, and other cards that give the deck more monsters and levels to play with. Generally played as a deck to get out Shooting Quasar Dragon the all star of Synchro Monsters. - Though nowhere near the best | 0 | View Edit | |||
| T.G. | Advantage control engine which replaces cards lost, in the end phase if they're destroyed. Level 5 Synchro options and Level 10 for more dedicated decks. They also make use of an awesome themed-Creature Swap trap card to take your opponent's monsters and then destroy your creatures to activate your effect. Historically were played with Agents. | 0 | View Edit | |||
| Tearlaments | Rogue | Pinnacle of Fusion deck in the history
Main deck monster can Fusion Summon by Shuffle itself and other card from GY into decks when send to GY Common end field include | Fusion, Aqua type, Dark | 13 | View Edit | |
| Tellarknight | The archetype focuses on the quick and easy Summoning of monsters, their effects often activating upon being Summoned by any means, including Normal Summon, Special Summon and even Flip Summon. The playstyle focuses on rapid swarm tactics and easy pluses through its Satellarknight monsters, both of which are used to fuel the Summon of the Stellarknight XYZ Monsters. So far, the members are all Level/Rank 4, except Stellarknight Constellar Diamond. Uses Stellarknight Triverr's effect on summon to reuse continuous traps, like Call of the Haunted and Fiendish Chain. | 0 | View Edit | |||
| Tenpai Dragon | Rogue | Focus on OTK on turn 2 Key card: | Sychro, Wyrm, OTK | 7 | View Edit | |
| Tenyi | Casual |
They can all special summon themselves from the hand if there is no effect monster on the field so you basically always summon one and go into their archetype links (who don't have an effect) and summon the next Tenyi. They also have a lot of GY effects where they have to banish themselves for advantage. | Wyrm, Normal Monster | 0 | View Edit | |
| Therion | Not Yet | 0 | View Edit | |||
| Thunder Dragon | This archetype focuses on discarding, destroying and banishing the Thunder Dragons to activate powerful effects, and tributing/banishing them to SS Colossus (banned in TCG) and Titan, the archetype's two boss monsters. If their alternate summoning conditions are somehow made unavailable, Thunder Dragon Fusion can be used to shuffle banished/destroyed Dragons back into the deck and Fusion Summon Colossus/Titan. Thunder Dragonduo is also a good monster to bring in late-game. EDIT: Colossus has been banned. RIP Mistake on legs. | 2 | View Edit | |||
| Time Thief | Can steal cards from the top of the opponent's deck to attach as XYZ material, which their ace monster can then use for different effects based on the type of card stolen. | 0 | View Edit | |||
| Timelord | Level 10 monsters with 0/0 and that cannot be destroyed by battle. Each one has an unique effect after they battled | 0 | View Edit | |||
| Tindangle | Not Yet | 0 | View Edit | |||
| Toon | Reliant on either Toon World or Toon Kingdom. Original-run monsters cost 500 LP to attack, and attack directly unless opponent controls Toon monsters as well. Later monsters have less punishing negative effects. Deck is very good at flooding as long as Toon World or Toon Kingdom is on the field, and both beatdown and control variants exist. | 0 | View Edit | |||
| Train | Not Yet | 0 | View Edit | |||
| Traptrix | Get effects based on how they were summoned and are centered around the trap hole trap cards. Good as smaller engine within other archetypes such as Inzektors. All of the Traptrix monsters are unaffected by Hole cards (e.g. Bottomless Trap Hole) | 13 | View Edit | |||
| Tri-Brigade | Deck based on discarding/searching monsters from the deck to link into big monsters. Can mix well with most tri-type decks (winged-beasts, beasts, and beast-warriors). The tri-brigade main deck monsters are all tri-type, lv2 and share a common effect that allows ss (not link summon) tri-type link monster from the ed by banishing tri-type monsters from the gy. The deck focuses on filling the gy with tri-types and link summoning in the oppoenets turn using Tri-Brigade Revolt, all tri-brigade link monsters have a effect that triggers when sent to the gy and are often used to accumulate more resources. Has good synergies with zoodiacs, lyrilusc (tri type decks) and Sprights (level 2 generic deck) | 2 | View Edit | |||
| Trickstar | Rogue | Primarily a burn deck. Their field spell is a non-hard once per turn effect that searches in archetype monsters and inflicts extra burn damage if Trickstar monsters use their burn effect. Their main monsters are Candina and Lycoris that burn the player on spell/trap activation or adding cards to their hand they also possess the ability to swap with another member from field to hand hence able to deal considerable battle damage. They have access to support cards that can disrupt opposing plays, including dumping hands or preventing activation of set cards. because their ss abilities and burn strategy requires only a small trickstar core they are also used as link engines or run pure with many generic negates/hand traps | LIGHT Fairies, primarily Links and Fusions. | 2 | View Edit | |
| True Draco | Tributes Continuous Spell/Trap cards for Tribute Summons. Major stun/floodgate deck. Gains advantage off of opponents actions with monsters. Master Peace is unaffected by cards used for his tribute summon. | 0 | View Edit | |||
| U.A. | Focuses on Special Summoning by returning 1 U.A. monster you control back to your hand. Midfielder can be normal summoned, use field spell to search. | 0 | View Edit | |||
| Umi | Not Yet | 0 | View Edit | |||
| Unchained | Rogue | The deck focuses on destroying their own cards to activate their effects. It has two main forms of removal: destruction, and using the opponent's monsters as link material. | Link, Fiend | 5 | View Edit | |
| Ursarctic | Synchro deck that summons its archetype's synchro monsters via level difference rather than sum. | 0 | View Edit | |||
| Utopic | Not Yet | 0 | View Edit | |||
| Valkyrie | Not Yet | 0 | View Edit | |||
| Vampire | An archetype consisting of zombie monsters that makes your opponent send a card from their deck to their GY whenever a Vampire inflicts battle damage. | 0 | View Edit | |||
| Vanquish Soul | Rogue | - Tag out monster and special summon from hand - Reveal monster with different attribute from hand for effect | 13 | View Edit | ||
| Vaylantz | Not Yet | 2 | View Edit | |||
| Vendread | Casual | Tributing the level 2-4 monsters for a ritual summon provides additional effects to the ritual monsters such as banishing monsters or backrow during either player's turn. The level 2-4 monsters can be special summoned from the GY by revealing Vendread cards. | 0 | View Edit | ||
| Vernusylph | Casual | Not Yet | 0 | View Edit | ||
| Virtual World | Casual | Psychic synchro deck that searches and special summons in order to get their monsters on the field. | 2 | View Edit | ||
| Voiceless Voice | Rogue | Not Yet | Ritual | 0 | View Edit | |
| Weather Painter | Casual |
It is a ramp/control deck, that means you are starting slow but as the game progresses you get stronger and stronger. No extra deck needed, except your archetype Link Monster. You play a lot of continuous trap/spells and banish your weather painters for searching and special summoning, furthermore if they are banished by a Weather Painter spell/trap they come back in the next standby phase. | 0 | View Edit | ||
| White Forest Azamina | Meta | Not Yet | 2 | View Edit | ||
| Wind-Up | Casual |
Main-deck monsters can only use effects once while face-up on the field while generating advantage with Wind-Up Factory. XYZ monsters revolve around either flipping monsters face-down before returning them face-up (Allowing Wind-Ups to reuse their effects) or destroying cards. | 0 | View Edit | ||
| Windwitch | Casual | Rarely seen pure play. Works as a 1card/turn Crystal Wing Synchro Dragon engine. Windwitch - Ice bell > Glass bell > Snow bell. Ice + Glass to special summon any lv7 synchro, then lv7 synchro + Snow bell to summon Crystal Wing Synchro Dragon = 1x monster effect negation + destroy, battle advantage against any lv5+ monster and immunity against effect destruction. | 0 | View Edit | ||
| Witchcrafter | Casual | Witchcrafter utilises a lot of spells which they can add them back from the gy by controlling 1 Witchcrafter monster. Control based archetype, requires some self deck-milling to trigger effects | 0 | View Edit | ||
| World Chalice | Casual | First Link archetype whose Link effects are centered around effect generation based on how many cards are linked to the monster's Link Pointi | 0 | View Edit | ||
| Worm | Casual | The main antagonists of the Duel Terminal set of cards. They are a flip deck that in pure form is rather weak as it possesses little support but has a few strong plays that can be worked into other decks such as Xex and Yagan's effects. There are 26 Worm monsters each name starting with a different letter. the final is the decks finisher, Worm Zero, which is a Fusion made of any number of worms that gains both attack and effects from adding more worms to the mix. in the storyline the worms were only defeated by a united effort by the X-Sabers, Mist Valley, Ice Barriers, and Flamvell, using their secret weapons the Allies of Justice which were enhanced using Genex technology. The Worms weren't hard to kill but there were a lot of them. | 0 | View Edit | ||
| X-Saber | Casual | Control. Uses Dark Soul & Emmersblade to fetch combo pieces for making level 5-9 Synchro plays. Gottoms' Emergency Call and Faultroll create strong fields that can often OTK, and easy access to XX-Saber Hyunlei makes it quite resilient against floodgate side deck cards. | 0 | View Edit | ||
| Yang Zing | Casual | Monsters float by Special Summoning other monsters from the deck when destroyed. This effect combines with the continuous trap Yang Zing Creation to generate card advantage. Non-Tuners impart abilities to monsters that they serve as Synchro materials for. Synchro monsters destroy Yang Zing to activate their effects, speeding the engine up further to get more Synchros out. Can Synchro summon on opponent's turn. | 0 | View Edit | ||
| Yosenju | Casual | Act very similar to Spirits in that they return to the hand after they've been Normal Summoned. Almost all of the Yosenju have the effect of being able to Normal Summon a different Yosenju allowing for easy Normal Summons. | 0 | View Edit | ||
| Yubel | Rogue | Not Yet | Fiend | 6 | View Edit | |
| Yummy | Meta |
- Every main deck Yummy monster with 1 discard can start the combo, leaving a lot of rooms for hand trap and other engines. - Link monster - Despite being a Synchro archetype, non of the Main Deck monsters are Tuner. Because they have an unique mechanic, where all Yummy Synchro monsters (Level 2) can treat any Link-1 Link monster you control as Level 1 Tuner. And this isn't exclusive to their own Link monster, they can treat literally ANY LINK-1 MONSTERS as Level 1 Tuner, so engines that allows you to bring out both a Link-1 and Level 1 monster to your field without locking you can be used in this Deck. - Target for Synchro Summon: - All Yummy Synchro monster are Level 2 Tuner and shares the same Quick Effect of Special Summoning up to 2 Yummy monsters from their GY by returning themselves to the Extra Deck. This is their main way to interrupt the opponent's plays, and dodge targeting effect in the mean time. - Then when SS by Synchro monster's effect, Yummy main deck monster can disrupt opponent . Cooky will destroy 1 monster your opponent controls if it was Special Summoned by the effect of a Yummy Synchro monster, and Lollipo on Summon will shuffle 1 card from your opponent's GY back to your Deck or banish it if it was Special Summoned by the effect of a Yummy Synchro monster - Thanks to | Synchro, Level 2, LIGHT, Beast, Link | 14 | View Edit | |
| Zefra | Casual | 1- and 7-scale pendulum monsters that all belong to other archetypes as well (Ritual Beast, Shaddoll, Tellarknight, Nekroz, or Yang Zing). Their pendulum effects forbid pendulum summoning outside their archetypes, while their monster effects generally interact with their archetypes. The field spell interacts with Ritual, Fusion, Synchro, and XYZ summons using Zefra monsters. | 0 | View Edit | ||
| Zombie | Casual | Not Yet | 0 | View Edit | ||
| Zombie World | Casual | Not Yet | 0 | View Edit | ||
| Zoodiac | Rogue |
- One Card XYZ Summon. Small engine and can easy mix with other deck, or play many hand trap/tech card. - Xyz Summon out Divine Arsenal AA-ZEUS - Sky Thunder and repeatedly wipe your opponent's board across three turns, attacking them each time with its 3000 ATK. - Zoodiac Drident can help remove monsters cards from the field with a Quick Effect | 0 | View Edit |