Forum:Cyber Dragon Deck help

Okay so let me preface this by saying I've been out of the loop for quite some time. I played a lot during the first series and through most of GX but fell out of it during 5Ds. Since then I've only checked in occasionally, maybe buying cards once or twice a year on impulse. So I have some familiarity with the new cards, but I am pretty unfamiliar with the metagame.

Anyway recently I've been getting back into Yugioh and so I've been trying to modernize my deck. Originally my deck was part light deck and part cyber dragon deck, but since Cyber Dragons have always been my game winners I decided to rebuild my deck into a more focused Cyber Dragon Deck.

Above is what I have so far, but it's 44 cards and I think I should cut it to 40 I do not know what to cut though. So that's the main thing I'm looking for input on, but I'd also like to hear if there are any glaring problems/omissions from my deck. Especially Trap Cards, there are so many good ones but they are also easy to cut since they aren't usually critical to the strategy. So what are the best trap staples?

I'll try to give a quick rundown of the areas I'm not entirely sure on: Cyber Dragon/Zwei/Drei/Core: I assume I want pretty much as many Cyber Dragons as I can fit so that I virtually always have them available, but maybe 12 is too many?

Cyber Valley x3: I really like Cyber Valley and they seem to mesh pretty well with my deck but they don't necessarily add specific cyber dragon support other than being light machines. I can machine duplicate them and they work well for machina armored unit. Is 3 copies of them justified?

D.D. Warrior Lady: kind of left over from when this was more of a light deck than a strictly cyber dragon deck. But she has always been a great card and from what I can tell being able to banish monsters is more important now than ever before. But she is not a machine, so unsure on her.

Guardian of Order: Again left over from before. It's a powerful card that is easy to special summon in this deck, but it's not exactly essential.

Satellite Cannon: Easy to special summon with Shining Angel and machina armored unit, can be machine duplicated, and is helpful for xyz summoning Cyber Dragon nova. Still it can become a dead draw which makes me unsure about including 3.

Evolution Burst: I kind of figured it would be my go to card for eliminating magic/traps/troublesome monsters since in theory I will always have a cyber dragon to use it. But am unsure if 3 is really necessary.

Cyber repair plant: allows me to grab nearly any monster from my deck whenever I want. And I can search for one anytime I summon a Cyber Dragon Core. Still I will have cyber dragons available a lot as is so not sure if I need 3 of these.

Machine Duplication: Actually I'm curious if I could use more machine duplications. Works wonders if I have a Cyber Dragon core out or a satellite cannon, and to a lesser extent cyber valley, but can become a dead draw otherwise.

Machina Armored unit: sounds really nice since I should be able to keep cyber dragons out on the field, also lets me summon satellite cannon easily. Not sure how useful it is in practice however.

Mystical Space typhoon: maybe redundant if I have 3 evolution bursts, but I figure it might be nice to have at least one restriction free way of destroying magic and traps.

Traps: As I said before there are a number of things that could go here, what I have now is what I think would be most useful but I'd really like to hear advice on this one.

Everything else I think is a given but let me know if not.

Also cards I like but am currently planning to cut: Freed the brave wanderer Lord British Space fighter Victory Viper XX03 UFOroid UFOroid fighter Reflect Bounder Beckoning Light Do any of these deserve to stay in?

Alright I'm done, input would be appreciated. Coreekymon (talk • contribs) 07:19, April 29, 2015 (UTC)