Week 1 Update/Catchup Post (Part 2: The Decks)
Here's a list of all the decks I'm working on so far, as well as a brief description of their main gimmick/playstyle, and what version of the deck I'm currently on.
- Wavefarer (currently version 11)
A WATER combo deck with a focus on versatility. The deck prioritises level manipulation to facilitate their access to Ritual, Synchro, Xyz, and Discord Monsters (as well as having Link plays). The level manipulation can also be used to fuel their own offensive and defensive options, while also opening more doors to extend combos or store resources for later use. The deck also benefits from their field spell, which not only improves the decks ease of level manipulation, but also makes all monsters on the field and in the graveyards gain the WATER attribute in addition to their own, which is a great help to some of the Extra Deck monsters that gain protection or other benefits from the presence of more WATER monsters.
- Midknight (currently version 10)
A FIRE Warrior combo/aggro deck that puts it all on the line to secure the win. Midknight cards allow the duelist to use their effects normally, while allowing them to access a much better version of that effect at the cost of a few life points. Add a monster from your graveyard to your hand, or summon that monster instead for 800LP. The Midknight Fusion, Synchro, Xyz, and Discord Monsters all have distinct playstyles, be it negation, quick removal, utility, or raw power and burn. And regarding those life points you just paid, the deck has a number of ways to get them back, in some cases with interest.
- Delta Wing (currently version 9)
A WIND Machine combo deck that can go for control, aggro, or a combination of the two. Delta Wings can easily bounce between their Fusion, Synchro, Xyz, Link, and Discord Monsters to adapt to the current situation, even using their Rank-Up-Magic spell to switch between defensive tanks, combo extenders, and offensive juggernauts. Their field spell allows them to extend their combos, while also automatically taking their banished resources and recycling them back into the deck, with some cards allowing you to take some of those cards back into your hand right away.
- Ore Beast (currently version 9)
An EARTH power/aggro deck that embodies the old adage of might make right. Their regular Effect Monsters and Pendulum Monsters can be used to go into their Discord Monsters to extend their plays or add protection, but are mainly used to go into their big bad Rank 10 Xyz Monsters, the real MVPs of the deck. These big bois don't just hit hard, but also share some effects; they cannot be targeted or destroyed by the effects of monsters with less ATK than them, and they can attach a monster they destroy as an Xyz Material. And once an Ore Beast has feasted on an opponent's monster, they can be Ranked Up into the deck's boss monster, which is completely unaffected by the effects of weaker monsters. With the added utility of a field spell that caps all monsters ATK to the values printed on their card, the ability to Pendulum Summon one Ore Beast monster from the graveyard during each turn, and continuous monster effects that are active while in the graveyard that give bonuses to the Xyz Monsters or force the opponent into battle, Ore Beasts are the epitome of the aggro playstyle.
- Discord machine (currently version 7)
A DARK Machine combo deck with a heavy focus on cycling monsters between being on the field, in the graveyard, and being banished. Their field spell; Discord Engine, immediately banishes itself upon activation to provide continuous benefits, such as searching or summoning monsters, with those benefits increasing for each additional copy of itself that are banished. Even the monsters benefit from having multiple banished Discord Engines, opening the way for new effects to swarm the field and access their powerful Synchro, Xyz, Link, and Discord Monsters that can banish your opponents' cards or your own, including the other copies of Discord Engine if you see fit. The bigger boss monsters may require multiple banished Discord Engines in order to be summoned, but their lockdown and negation effects are well worth the investment, limiting your opponent's ability to disrupt plays during your turn while being able to disrupt plays during their turn.
- Corvus Legion (currently version 8)
A DARK Warrior deck that, while having access to Xyz and Discord Monsters, is primarily a Synchro deck with a unique twist. The Winged-Beast Tuners can be equipped from the hand or field to the Warrior Non-Tuners to grant that monster protection from certain card types, as well as turn on a shared effect that reflects ATK decreases that would effect your monsters to the opponent's monsters, much like the Mirror Armour ability used by Corviknight from Pokémon. In addition, a duelist can choose to Synchro Summon using a Warrior and the Winged-Beast Tuner it is equipped with as Synchro Material! Not only will this Synchro Summon require you to summon only one of the materials, but the Tuners let you add more cards to your hand when sent to the graveyard, and the Synchro Monster you just summoned will either have an effect that grants bonuses if a Tuner is in the graveyard or will let you equip a Tuner from the graveyard, giving it protection, weakening the opponent's monsters, and opening the option for further Synchro plays.
- Phoenixite (currently version 2)
A FIRE Synchro deck with an emphasis on destruction. Phoenixites love destroying the opponents cards just as much as they love destroying each other. Many of the Phoenixite monsters have effects that require you to destroy another Phoenixite card on your field, in your hand, or even in your deck, to swarm the field or deal with threats, while others can Special Summon themselves after being destroyed. As for the Synchro Monsters, they can be Synchro Summoned traditionally, or, once per turn, be summoned by destroying Phoenixite monsters you control whose levels equal that of the Synchro. This cascading waves of destruction and summoning feed into each other and allow the duelist to set up some crazy fields. And even if the field gets wiped out, due to their low DEF of just 200, Phoenixites have access to some powerful recovery spells to "Rekindle" their chance at victory.
- StarCorp (currently version 8)
A DARK Xyz deck heavily inspired by Stellaris and the desire to conquer the stars. The deck uses the Main Deck Monster "researchers" to fill the field and search resources, including the "Research Project" spell cards, or to go into their naval vessel Xyz Monsters to defend and extend their borders. Then once things are more established, the deck can bring their heavy hitting high rank Xyz dreadnoughts to bear that gain effects when you have less cards in the graveyard than your opponent, as well as their "Megastructure" continuous traps that gain more powerful effects based on the number of cards that you have banished. And seeing as all StarCorp cards are automatically banished when sent to the graveyard, these effects will build up quickly,, giving the opponent little choice but to submit.
- Infiltraitor (currently version 4)
A LIGHT Cyberse control deck (and a pet project between myself and CodeMonkey) that takes inspiration from the classic card "Parasite Paracide". Infiltraitor monsters will, instead of going to the graveyard, place themselves on top of the opponent's deck face-up. If the opponent would draw while an Infiltraitor card is on top, they take damage and are forced to draw the card underneath instead. The next card is also an Infiltraitor? Guess you're taking damage again and are drawing the next card. Infiltraitors focus on turning your opponent's deck into a minefield, while utilizing control effects that intensify with the number of face-up Infiltraitor cards in their deck. As for their Link and Xyz monsters, they can be summoned using Infiltraitor monsters that are face-up in the opponent's deck as material, and can be placed face-up into the opponent's Extra Deck instead of being sent to the graveyard to place the opponent under continuous effects that further restrict their options and facilitate their own sabotage.
- Tarot Teller (currently version 2)
A DARK control deck that asks the question; what if Arcana Force was actually based on their tarot counterpart and was, more importantly, NOT a pile of hot garbage? The Tarot Teller cards are similar to Arcana Force in the sense that each effect includes a coin flip, but that's where the comparison ends. While Arcana Force uses the coin toss to choose between one good effect and one bad effect, Tarot Tellers let the player use the effect regardless, but depending on the coin toss, will also grant an added bonus. If the duelist use an effect to summon a monster, the coin toss will not effect that at all, but may grant your monsters an ATK boost during the Battle Phase as well. Plus, unlike Arcana Force, which has no parallels between the cards and their tarot counterparts the Tarot Teller cards are heavily inspired by the tarot, while also having effects that are founded from a purely gameplay perspective.
- Tungsten Battalion (currently version 3)
A LIGHT deck that focuses on adaptable ways to keep its Synchro monsters on the field. The deck can Synchro Summon traditionally, but can also Synchro summon by banishing Synchro Materials from the graveyard. These banished materials will either return to the deck during the End Phase, or will stay banished and provide continuous effects to bolster your field, such as ATK boosts or protection from destruction. Combine that with Link monsters that add a lockdown element to the deck as well as spells and traps that offer unique ways to disrupt or defend the field, the Tungsten Battalion becomes an easy to use deck that can output some ridiculous damage and be fun while doing it.
- Astral Nebula (currently version 2)
A LIGHT and DARK deck with its own take on Fusion Summoning. While most Fusion decks traditionally use a fusion spell such as Polymerization, the Astral Nebula deck instead decided to let its materials do all the work. The LIGHT Astral Nebula monsters can be used in place of fusion spells while on the field to summon the decks Fusion Monsters, or can be used in the hand if the duelist controls a DARK monster. And as an extra bonus, not only do the materials have effects when sent to the graveyard, but the DARK monsters have continuous effects that they pass on to any Fusion Monsters that use them as Fusion Material. Even the DARK Fusion Monsters have this trait, allowing the duelist to make powerful Fusions with a wide array of useful effects at its disposal as well as its own. Also, many of the Astral Nebula monsters cast a field-wide debuff to monsters depending on the difference between each monster's ATK and DEF. But since each Astral Nebula monster have identical ATK and DEF, they are immune to this, so the opponent will be the only one playing catch-up.
There are several other decks that I am currently working on that haven't yet reached the prototyping stage, but I will post them when progress has been made, and will post updates/reworks to deck if and when they happen.
If anyone has any suggestions for edits to these deck, has their own deck idea that they think would be interesting, or would like more info on any particular deck, you're more than welcome to leave a comment.