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So this contest is going to be based on Judgment of the Light! The decks you make will be based on the lesser supported and newest Archetypes that were introduced in the set.

Guidelines

  • All OCG and TCG cards are fine, as long as it has an effect.
  • Deck must be in Template:Decklist.
  • This contest will be in March 1st, 2013 Banlist.
  • You will be given maybe 1 day if you are late to post, after that, you're out.
  • Due May 2nd, 2013.

Registration

Example

Note that Jinzo is not in this contest. Limit of 2 contestants per theme.

Theme Pool


Note that some of the archetype pages don't list all the cards of that archetype. I suggest going directly to the Judgment of the Light booster page. -Dark Ace

Comments? Questions? Complaints?

Just wanted to praise Hastydemon on his deck. I was intrigued and tried it out, and it's pretty fun. Turn 3 OTK with it. It does, however, suffer from speed issues and I find I rely much more on the Geargia side of it. It also opens dead a lot. I made a few tweaks and will play around with it for a bit longer. I'm considering trying out "Giant Rats" to tutor "Elephun" faster. It also has some synergy with "Geargiarmor".--YamiWheeler (talkcontribs) 08:18, April 30, 2013 (UTC)

Deck Entries

Feel free to post your decks. Remember to give a short explanation of what your deck does, and please sign your post with 4 tildes.

Umbralis


Umbralis are pretty awesome. They are used by Vector, my most favorite antagonist in all of yugioh as because he actually doesnt give up after a defeat but still continues to plan for more schemes to defeat the main character. Anyway off to my deck.

Umbralis can really swarm and summon Number C104 VERY EASY. This is done by using Umbralis Unform in combination with Umbralis Ghoul. Though, depending ONLY on the Umbralis is bad, you need other ways to swarm or strengthen their swarm, with this the perfect monster is Mystic Tomato. He can provide field presence so that by my turn, I still have a monster lying in my field. He searches Unform and Will-o' the Wisp and other main monsters. With the field precence provided by Tomato, I can normal summon Ghoul and use him to summon another Umbralis hereby having 3 LV4 for Shining. Another good card is Summoner Monk. He is summoned by Tomato, can make the Umbralis swarm better and is actually DARK which also fits the theme. Monk is an instant Xyz so even if I wont be able to summon Shining, I may summon other like Utopia. Then Kagetokage also makes swarm, LV4 for Rank 4 plays and is DARK. As you may have noticed, this deck is VERY FAST at summoning Rank 4 Xyzs AND Number monsters.

What does Tomato, Kagetokage and Monk have in common? They are DARK that have an ATK of 1500 and lower with this, you can use Dark Eruption, a really good card on the deck which just recycles my main cards, it also recycles 2 of my Umbralis monsters. With full of Darks, Allure adds hand advantage and Pot of Duality also helps with this.

The awesome thing this deck has is its ability to use Rank Up Magic cards effectively. With the deck focusing mostly Number monsters particularly Rank 4, I can just use the NUmber Cs as back up. The good thing about the Xyz and the deck all in all is it is very awesome at NEGATING things. Number 104 negates monster effect and his Number C form makes the effect better and powerfu and since I can summon them easily, the opponent usually needs to change his strategy. Numeron Force's 2nd effect is just plain awesome, I mean negate all other cards? THATS HUGE! Use a spell to summon a powerful card AND negate something AND the summoned monster also negates effects. To help with the negations, Solemn duo gives my opponent little options. Safe Zone is just amazing, if the set Safe Zone is MSTed by the opponent, i can just activate Safe Zone and equip it to an opponent monster to destroy it. Safe Zone combined with Number 66 makes it somewhat indestructible but lol not "THAT" indestructible. Number 66 is there btw as i summon alot of Dark LV4 and the Vector deck theme and Safe Zone also saves my monsters.

With my extra deck, Number 104 and Number C104 are the main star, Utopia is pretty much a staple and since i have Numeron Force, having V and Victory makes it more awesome! Black Corn, Maestroke, Papillo, Cowboy and Number 106 are staples but 106 just adds to the negation theme which makes the deck more awesome and since I have Numeron Force, I can just thrown in Number C106 for more options and *wait for it.. MORE NEGATIONS. Thank you and hope you like my deck as much as I do :> --SharkTenjo 18:07, April 30, 2013 (UTC)

Holy Lightning

Super Defense-Robo


At first I questioned whether I should enter or not, and after reading what the Super-Defense Robo monsters do I felt like I should.

The deck can swarm very quickly over the course of a few turns. Geargiarmor sets up a majority of your plays, being able to add Accelerator to your hand after being flipped is great, having it withstand an attack from your opponent is even better, which can set up 1-2 Rank 4 monsters. Geargiano isn't really seen that much, but he helps getting a Level 4 monster from the grave, or can set up a Rank 3 summon. Another choice that may seem odd is Gearspring Spirit, but he really helps when you need him to, having atleast 1 Machine monster in your grave will instantly put him online, and make an opposing threat absolutely nothing by making their Atk 0, he also helps with Trade-In when needed.

Gear Gigant X really shines here, being able to add any Geargia monster or Super-Defense Robo Lio to hand really helps with deck thinning and consistancy. Lavalval Chain helps with some plays too, milling off Elephun, putting Lio or Monky on top of the deck, can put a lot of damage on the table when you go for a Rank 8 Xyz summon. Dropping 3000-4000 damage with 1 monster is great, adding another 1800-2300 damage with 1 more monster is even better. Trashy-Eyes Fat Dragon is amazing, being really hard to overthrow by reviving itself by its own effect or with Xyz Reborn can get annoying, and waste your opponent's resources. And with Iron Call and Monster Reborn you pretty much have 3 Monster Reborns for Level 4 or lower Machines, and 2 Xyz Reborns to (usually) get either Fat Dragon or Gigant can really hurt your opponent by setting up more plays, and having a pretty much undying monster.

With the amount of grave manipulation and EARTH monsters, Grandsoil becomes playable. Being a Level 8 he can be used for Tade-In, a Rank 8 Xyz summon, or just a gigantic beater with a Monster Reborn effect.

With the amount of special summoning the deck can do Duality can be a little off-setting, but it adds combo pieces (you mostly want to get Armor as fast as possible) and prevents me from over extending into a dangerous play. The rest of the Main Deck is pretty much staples. And the Extra Deck deals pretty well with just about everything, your opponent have some pesky monsters on the field, use Number 40: Gimmick Puppet of Strings to place a counter on everything besides him, wipe all monsters on the field in your opponent's End Phase and inflict damage, with the amount of monsters this deck can pull off in a few turns you can usually inflict about 1500 damage if 1 monsters dies from your field alone.

Hope you enjoy the deck, it has rekindled a flame in my dueling spirit. I was just going to ignore the Super-Defense Robo monsters, but now that I know what they're capable of, I'm not sure I want to stop using them. Hastydemon2 (talkcontribs) 16:24, April 29, 2013 (UTC)

Maneaters


"Heh heh, you said man-eater!"

Mesmerizing Maneater's a bit of a mouthful, so I'll instead go with "Fascinating Fiends" when it comes to addressing the archetype. The archetype is centered around supporting and spamming Trap Hole cards, presenting the opponent with a nigh-constant stream of removal and denial of monster-based combos. So, I decided to go with a Gadget-esque playstyle with the Fascinating Fiends.

Atra is the main star of the Deck here. Standing at a decent 1800 ATK, she can beat face while granting me access to Trap Holes in the hand and stopping the negations of all my Normal Traps. Not even Starlight Road can save them from my Mirror Force! T'lion comes a close second since she has a decent 1600 ATK, the power to tutor Trap Holes, and occasionally S/T destruction in case the opponent does field that much backrow. Kazura can search out the others, but her low ATK means that the opponent can easily play around her. This hinders the opportunities to trigger her effects, so she sits at 2 instead.

With the Fascinating Fiends at hand, I get to play around with more Trap Hole cards than normal. Bottomless Trap Hole is a staple and a given, but sometimes the standard Trap Hole will suffice in snuffing out plays with Junk Synchron. Void Trap Hole is there to neutralize any big (semi-)Nomi/Extra Deck monsters, and Mesmerizing Trap Hole can counter smaller things which Void can't hit. Compulsory Evacuation Device, perhaps my most favourite Normal Trap of all, receives anti-negation protection from Atra, and can help flip off anything that tries to cancel destruction without her around.

But of course, the archetype itself doesn't have much muscle to it. That's where the Koa'ki Meiru monsters come in. Koa'ki Meiru Powerhand makes a good match for the archetype with the high Normal Trap count, and can utterly murder any spies, hounds, resilient ghosts or sweets that stand in its way. Even in straight-up combat it can take down almost every LV4 monster around. Koa'ki Meiru Beetle can stand up to a number of threats with 1900 ATK, can easily maintain itself with Atra and T'lion, and trips any LIGHT or DARK monster into a (hopefully) vulnerable position. Aztekipede, the Worm Warrior is there to help swarm and make Rank 4 Xyz monsters in case the opponent scales up their monsters faster than I can pop them. And if that's not enough, Meklord Army of Granel can auto-shrink a monster, effectively letting it crush anything with up to 3200 ATK.

Grandsoil the Elemental Lord is also added since the Deck runs all EARTH monsters in the Main Deck. A free Monster Reborn effect is always welcome.

The rest of the Deck is pretty much staple cards, since the Fascinating archetype doesn't have any Spells or Extra Deck monsters to its name yet. I hope they turn up in future sets. The entire concept behind the archetype is, indeed, fascinating. --Gadjiltron (talkcontribs) 10:49, April 29, 2013 (UTC)

Herald of Faithful Light

Balmung, Fighter from the Underworld


My first rodeo, so I hope you like it.

Balmung, Fighter from the Underworld has a great effect that allows me to get any LV4 or lower monster from the graveyard, it has decent stats for a LV4 monster, but since its a Synchro monster I have to "waste" two monsters on it, so that was the first problem, the second problem was to take advantage of SS a monster from the GVYD, I try different monsters and combos but I didn't like them a lot.

Being a LV4 monster the combinations to get him on the field are limited, my first options were to run Six Samurai or Resonator, it was relatively easily to synchro summon him to the field, but I need a lot of support from their respective archetypes, and most of the times he was destroyed by battle and it didn't work for me.

So based in having two copies of him (one on the field and one in the GVYD) they don't care about destruction, since I can have a monster always on the field, my concern was him being destroyed by battle, so I remember Solidarity and the next was easy to think.

Marauding Captain allows me to SS any monster, my first option is Attack Gainer for a Synchro summon of Balmung, but I can use him to SS Armageddon Knight and mill Doppelwarrior or Torapart to the GVYD, so I can use Junk Synchron to bring them back, I can use Junk Synchron to SS Torapart and if I have a Doppelwarrior in the hand I can SS two Balmungs, if I want I can Xyz Heroic Champion - Excalibur or Blade Armor Ninja.

Tuning, Reinforce Truth and Rota helps me searching what I need to Synchro summon, Dark Hole, Torrential Tribute and even Call of the Haunted help to the effect of Balmung, Gravity Collapse helps me in case of having a boss monster against Balmung, I tribute him and next turn I can SS another Balmung to start the combo. Falling Current helps in changing levels of my monster so I can have more choices to Synchro summon. T.G. Striker helps me to Synchro summon. The Immortal Bushi (who can be milled with Armageddon Knight) helps me to Synchro the big monsters (Junk Destroyer, Colossal Fighter and Crimson Blader) and Des Counterblow is needed to achieve an OTK with Balmung. Hope you enjoy it as I enjoy making it. Jaggo 80 (talkcontribs) 14:49, April 29, 2013 (UTC)

Archfiend


6 is my favorite number, and this Deck utilizes the power of the new members of the Archfiend Army to summon the all mighty Rank 6 monsters.

The little "Trick Archfiend" is the engine of the Deck, searching any Archfiend card when destroyed by battle or sent to the Graveyard via an effect. Being a Level 3 Fiend, she is easily summoned via "Tour Guide From the Underworld", together they summon a Rank 3 ("Leviair the Sea Dragon" to recycle a banished Archfiend, or "Wind-Up Zenmaines" who detachs as an effect, activating the effect of "Trick"), or if used with "Tannhauser Gate" they summon any Rank 6, I'm going to talk about them later.

With 1900 ATK, "Knight of Archfiends" is hard to take down in battle, so the opponent will destroy it by effect... But that's what he wants! This way his effect will Special Summon any Archfiend (except "Knight of Archfiends") from the Graveyard, keeping Field Advantage. Both "Knight" and "Trick" are recyclable with "Recurring Nightmare", and both works well with "Trance Archfiend": he activates the effect of the "Trick", and can summon "Number 66: Master Key Beetle" with "Knight" (with so many card destruction, it's good to have a monster that protect then).

The rulers of the battlefield are "Lord of Terror - Genesis Archfiend" and "Archfiend Empress", they complete each other with their effects: while "Lord" destroys any treat, the "Empress" protects its allies. Meanwhile, two other Archfiends are also working as a team: "Commander of the Archfiends" enters the battlefield, either activating the effects of the Archfiend Trio ("Trick", "Knight" and "Trance"), or summoning "Skull Archfiend of Lightning" for a Rank 6.

Not only monsters, their arsenal also includes Spells and Traps, they are: the new H.Q. of Archfiends, "Archfiend Palace -Maze of the Malign-", who recruits an Archfiend from the Deck, hand or Graveyard, "Falling Down" (I want YOU for Archfiend Army!), and "Archfiend's Roar", yet another way to trigger the effects of the Archfiend Trio and works as a fuel to the "Lord's" effect. And remember, this is an army that do not fear "Dark Holes" or "Torrential Tributes", they just want to be destroyed OR won't be destroyed at all!

And finally, the Rank 6 monsters. Their role is to recycle Archfiends ("Constellar Ptolemy M7"), negates effects ("Number 25: Force Focus" and "Photon Strike Bounzer") or get rid of obstacles ("Gauntlet Shooter", "Inzektor Exa-Beetle" and "Sword Breaker"). And to finish your opponent with style, a direct attack of "Number 6: Chronomaly Atlandis" equipped with a "Number 66"... Perfect.

--Missign0 (talkcontribs) 03:42, April 30, 2013 (UTC)

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