A comment from JMcFab PHD:
Note:
I cannot stress enough how important Restart is to run restart with this deck. The deck lives and dies by what it opens with and is very susceptible to bricking due to the higher quantity of cards you have to run over most average decks. Losing out on a draw isn't the end of the world if you manage to find a Golden Castle in your hand to summon things from the deck or to stall anyways.
You want to see either Golden Castle (or the bird to search it) as often as you can, but Wheeleder + Prinzessin is a nice 2 card combo backup plan that basically gives you access to just about any 1 of your entire synchro toolbox- as well as a free pop of one of your opponent's monsters thanks to Wheeleder's other effect.
Good matchups:
This deck does great against most offense focused/beatdown kind of strategies and most decks that rely mostly on battle traps for protection.
Ancient Gears: can't blow up castle with Reactor Dragon unless they were summoned with Fortress up, which many of them forget and proceed to attack just to get blown up by it.
Blue-Eyes: struggles to get over you board with Castle up. Pumpkin Carriage prevents Spirit of White from touching it, which is easily accessible by Prinzessin and can just continually poke at their life points directly till castle is gone or you draw into Gren Maju. Ally of Justice Decisive Armor is also very easy to make for this deck and completely screws over Blue-Eyes with no trouble.
Masked Heroes: Can't get around Castle and are fairly easy to OTK.
Neos Fusion: Can be annoying since they have protection from castle while it's in the graveyard, but it costs them that protection just to attack which leaves them vulnerable on their turn outside of the 1 typical Bacon Saver.
Toons: Bird blows up Toon World and Kingdom with ease, very easy matchup.
Red-Eyes: Can be problematic if it's a Buster Blader hybrid, but outside of that it's typically not too hard to fight their 1-trick pony strategy.
Darklords: Can definitely give trouble with how versatile they are, but their back row is very susceptible to being removed by this deck and Gren Maju is capable of beating over all of them. Can go either way, but given how stupidly powerful Darklords are right now, the fact that this deck can put up a solid fight against them is admirable enough.
Tough Matchups:
Control decks typically give this deck more problems. Desperado decks, in particular, were extremely annoying since you can't beat over it with Gren Maju or attack directly with Prinzessin without the likely chance of being blown up before even getting their.
Fire King Yubel: a very tough matchup. Their tendency to nuke the field and Yubel's battle immunity and burn damage destruction makes OTKing with Gren Maju pretty much un-viable here. The only real out is HTS Psychmuth banishing Yubel along with itself, but it's a risky gamble that takes up resources and usually leaves you open for an OTK back. Probably this deck's worst matchup by far, but fortunately it's not very common right now.
Buster Blader: the only offensive deck that breaks the mold and gives this deck problem. Other than top-decking into Cosmic Cyclone (and still have enough life left to use it) or TTH if DNA surgery is up they'res basically nothing you can do to prevent being murdered by this deck.
Trimids: also suck to play against since Bird can't touch their field spells. And unfortunately, unlike Ancient Gears, they can disable Castle's protection when attacking thanks to their own offensive field spell.
Metaphys: banishing things were annoying, to say the least, but they aren't unwinnable as their banishing makes OTKing with Maju even easier.
Subterror: could go either way, Lava Golem clears their field pretty handily and you can still get monsters on board the same turn thanks to the castle. But you won't always have it when you need it, so the matchup goes both ways.
Six Sams: Depends on who opens with what. If you put the castle up before Shien hits the field they typically aren't too hard to deal with. Bird blows up their back row with ease, making it easier for Gren Maju to OTK them without having to worry about Duel Wield. But if Shien is on the field and you can't get castle up, the only other route to beat them is drawing Lava Golem or possibly Synchroing with Wheeleder to start picking apart their board.
Overall this deck was incredibly fun to ladder with and I genuinely enjoyed using it. I definitely would recommend this deck - especially to newer players since it's very affordable and most of the cards you need come from just 1 box and a couple of other cards you can farm from the gate. Well worth it!
IGN | Set Skill | Date Submitted |
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carlenchu | Light and Dark | Oct 19 |
A comment from carlenchu:
So its simple. With the skill try to fusion summon cocytus on your first turn. Then take alliester to your hand to protect against bosses like blue eyes or neos boosted. Equip your cocytus with pog to destroy monsters. Once you have concentrating current in your hand (i just have one, but its better with 3 to OTK) use dragon summoner to clear your oponents field and OTK.
IGN | Set Skill | Date Submitted |
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Trademaster | Beatdown | Oct 23 |
A comment from Trademaster:
This deck is highly underrated. There is a lot of synergy with Elementsabers and Black Luster soldier. Palace of the Elemental lords fills the grave so that you can banish your light and dark monsters to summon BLS at will and it also adds attack and defense to your somewhat weak Invoked monsters, and that is why beat down is pivotal to this deck since cocytus is at 1800 attack. You can also recycle your incomes card and deck players out if you have no way of getting past their boss monsters. Great deck!
IGN | Set Skill | Date Submitted |
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Dyone | Balance | Oct 23 |
IGN | Set Skill | Date Submitted |
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YTAndal | Draw Sense: Dark | Oct 3 |
A comment from YTAndal:
Summoning Invoked Cocytus is an auto win condition against most of the current Desperado decks. My trap of choice is Dimension Prison which slightly improve the match up against Gravekeepers, Spellbooks, and Fortune Ladies. I use one Lava Golem to remove untargetable enemies that would give this deck trouble. Be careful when fusion summoning with Invocation as it does not banish materials from your hand.
IGN | Set Skill | Date Submitted |
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沙穀栗子 | Draw Sense: Spell/Trap | Oct 7 |
A comment from 沙穀栗子:
This deck syncs ridiculously well with that draw sense skill no one ever thought would be relevant (lol) Quintet Magician is an amazing beater, immune to destruction by card effect, blows up opponent field on summon, and you can pop all that awesome 4.5k ATK/DEF bling-bling onto your field with JUST 2 spell cards. Wait until you have Magicalized Fusion in your hand, then excavate your deck with Grass. If you don’t have the fusion card and are getting into a pinch, Grass anyway because chances are you’ll take some damage and have a good chance to pull MF next turn with Draw Sense. Also, remember there’s always the option of mowing down your opponents with 2-3 Magical Girls + Kiwi’s effect… yes, even the ladies can be feral.
The general idea for monster cards is a good selection of Spellcasters other than Magician Girls to improve the chances of excavating 5 different ones. I would run another Aleister but our homie Mahad cost me all my gems to empty the box… also carrying 1 warrior type for the extra option of Dark Cavalry. Spell/trap wise not very strong back row game but all for being able to pull the right (2) cards with Draw Sense. Needlebug Nest is a Grass alternative.
IGN | Set Skill | Date Submitted |
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Bakuroso | My Monster Cards | Oct 11 |
IGN | Set Skill | Date Submitted |
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Deathdragonv | The Tie that Binds | Oct 18 |
A comment from Deathdragonv:
This is my newest deck to reach KOG. I'm submitting it to you, in hopes that you post it.
Information about the deck:
Monsters
3 x Chocolate magician girl. This card is the linchpin of the monsters. Her ability allows you to set herself up, while gaining draw power. Her ability is not only protective but threatening. She also has wonderful synergy with Paladium Oracle if you draw it from her ability.
2x Paladium Oracle. This card can be summoned instantly when drawn. It gains double Atk against a DARK monster (which are very abundant right now) and let's you Summon a Dark Magician if it is destroyed. I found 3 Bricked so I use 2.
1x Dark Magician. You don't really ever want to see this card. You want to summon it from Deck for Palladium Oracle. If its in hand, it can be discarded for Chocolate Magician girl.
2x Al the Invoker. A very strong card. Brilliant effect, recyclable and not terrible in hand if you have already fused. 3 is too bricky.
1 x Lemon Magician Girl. She's better than Apple in my opinion. Helps make Dark Magician better in hand. Not likely to do much but is good fodder for Chocolate, while still being a different spellcaster name.
2x Berry Magician Girl. Its the decks version of Maiden WEOB. It's a good searcher for Chocolate, or Kiwi. My second favourite card to start with.
2x Kiwi Magician girl. Best Summoned from Berry or Chocolate. Discard effect is better than I thought and comes in handy. She's good on a set up field, not great alone.
Spells
1x Invokation. Not a good card to draw. Ali takes care of getting it to hand. I found with 1, I can recycle happily and not take up deck space. It ruins your opponents Gy and makes use of your own.
1x Magical Fusion. 1 may seem small, but Chocolate adds real draw power to the deck. You will also be able to use it pretty easily a few turns in, because Chocolate sends cards to the grave. I use it about 70% of the duels that I see it.
Traps
3x Rebirth of Parshath. This card is so so so good right now. It counters pretty much anything. Desperado, Yubel, new white Dragons etc etc. I run 3 because I want to see 2. 1 to use and 1 to show for cost. With Chocolate, you see 2 quite a lot. Just be careful, when you use the effect. Don't stop something that doesn't matter, wait for the threat.
1x Wiretap. Another Counter trap for Rebirth. But good on its own. I use this because it stops traps without having to do anything if you need to use it as its own card. Strong.
Extra deck.
2x Parshath. For use with Rebirth. No need to run main deck Parshath and still strong. I use two because if you get your second rebirth off, you will miss not having another.
4 card Invoker engine. For use with Al the Invoker. Your magician girls, help you summon these easier, but it's best to summon them using your opponents cards. All are good, sadly the dark is the worst, but helps with destroying Vendred graveyards and disrupting Darklords.
IGN | Set Skill | Date Submitted |
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TurkishPower | LP Boost α | Oct 19 |
IGN | Set Skill | Date Submitted |
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LaplaceXZ | MInd Scan | Oct 25 |
A comment from LaplaceXZ:
This is my first time reaching KOG despite has been playing for almost 2 years.
I always lost interest to climb when I reached legend.
But this time, I felt like doing it, although it is already very late in the season.
This deck is pretty fun to play and certainly has rooms for improvement.
No specific skill is necessary for this deck, but I'm using mind scans just so that I can plan my play according to what to opponent have.
This deck can beat any deck with the right play and some luck too.
Quintet is certainly the secret weapon for this deck, always summon him when you can guarantee victory that turn.
IGN | Set Skill | Date Submitted |
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Yami Bruno | Beatdown | Oct 2 |
IGN | Set Skill | Date Submitted |
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Artosh 『』 | Beatdown | Oct 5 |
IGN | Set Skill | Date Submitted |
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VegaTheWhite | Beatdown | Oct 7 |
IGN | Set Skill | Date Submitted |
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Frapple | Beatdown | Oct 9 |
A comment from Frapple:
Dropped only 1 game from legend 1 to KOG. Looking back I would likely have replaced the water lineup with 2 flip-flop frogs and one more Aleister since I felt I needed him more often than I had him in hand. My back row used to be 2 Cosmic, 2 Legacy, 1 E-Con and 1 TTH but found the deck can work with TTH's effect and restrictions well and that back row wasn't much of a threat, so I switched it to 1 Cosmic, 3 Legacy, and 2 TTH.
The extra TTH saved a heck of a lot more games than it cost through bricking. Most people run Bacon Saver or A/D changer, but I found myself almost always using Neos Fusion to fuel the missing part of the turn 2 Invocation play, so I just dropped Bacon for an extra water monster.
IGN | Set Skill | Date Submitted |
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xdynamitevx | Beatdown | Oct 11 |
A comment from xdynamitevx:
Lava Golem is a lifesaver when dealing with Gravekeepers, Six Samurai, Silent Swordsman, and other Neos decks.
IGN | Set Skill | Date Submitted |
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ImThien | Beatdown | Oct 15 |
A comment from ImThien:
Basic Invoked Neos. Didn’t really see the need for 3 Keeper of Dragon Magic, 2 will suffice. For trap and spells, it’s optional but I like to keep one Enemy controller for fast 2nd turn wins. Overall decent deck and took an hour from legends 1-KoG.
IGN | Set Skill | Date Submitted |
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冰糖2018 | Beatdown | Oct 6 |
War Is Love | Beatdown | Oct 12 |
Diamond DGZ | Beatdown | Oct 13 |
Trouble | Beatdown | Oct 20 |
hBr-Doto | Beatdown | Oct 20 |
IGN | Set Skill | Date Submitted |
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Overlord | duel, standby! | Oct 1 |
A comment from Overlord:
• This is a stall deck, which does very well against the meta. Darklords are usually an easy match up. Desperado too if you don’t play into their counter traps. Invoke is a little bit difficult but they can always get Lava Golem’d or Floodgated.
IGN | Set Skill | Date Submitted |
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Wamu | Ojama, Go! | Oct 21 |
A comment from Wamu:
[how to use] the idea of this deck is to fill up the opponent's field with monsters that cant be tributed such as Nimble Musasabi or the ojama token from the ojama go skill while having lava golem to burn them and once u have set up the board you can sit back healing you will have to manage life points.
IGN | Set Skill | Date Submitted |
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PauloDybala | It's a Toon World | Oct 18 |
A comment from Paulo Dybala:
Berry and chocolate is surprisingly good for searching tdmg! Tdm will be likely replaced with something else, as I think he is the most lacklustre card in the whole deck
IGN | Set Skill | Date Submitted |
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M&M | Destiny Draw | Oct 24 |
A comment from M&M:
The deck is centered around fast drawing and summoning spellcaster types with different names so you can, in the end, summon Quintet Magician.
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