I made King of Games with my own variant of Statue Control. It deals with the matches which are generally tough for Statue Control (namely Nephtys decks, Red-Eyes, Toon Barrel Drag turbo, etc.) Using Autonomous Action Unit nets you +2 card advantage between getting the monster and Sleight of Hand. Use cards like Autonomous Action Unit, Sergeant Electro, Twin-Barrel Dragon, in order to force Red-Eyes Spirits against Red-Eyes decks. Sometimes you'll have your backrow clogged between 7 Completed and the Autonomous equipped. Be careful. Spicy Chicken matchup is kinda self-explanatory, and Toon Barrel Dragon decks are still VERY tough if they have Toon Kingdom up at the same time. But this deck is marginally better against Toon Barrel Dragon than compared to the original Balance Statue Control. Toughest match-ups would have to be Balance Red-Eyes (Cards of the Red Stone into an Insight is generally gg if they open Champion's Vigilance), and any burn deck with Lava Golem. I only lost twice between Legend 1 and 3. Between 3 and KoG I lost a bit more games, but never deranked back down to Legend 2. Biggest mistake that cost me games would be not using Enemy Controller when they summon the Planet Pathfinder in Toons, and not playing around Ultimate Providence against Red-Eyes.
I sent my Sleight of Hand Control list in earlier, but I thought the deck that got me up to Legend is worth sharing as well. Here's the mini-report.
This deck got me up to Legend. 5 Spells and 5 Traps guarantees 2 monsters alongside Enemy Controller, Super Rush Headlong, Mirror Wall, Magical Arm Shield or Windstorm of Etaqua. There were a lot of Red-Eyes at the time I threw this together, and Magical Arm Shield is devastating against decks like Red Eyes Zombie Dragon, as well as less relevant decks that swarm like Naturia, for instance. Dream Clown alongside Super Rush Headlong is a guaranteed removal, and too lethal of a combo not to play at least 2 clowns.
I used 2 decks this season to reach KoG.
The 1st one is a standard Balance Anti-meta deck which I used from Gold 4 to Platinum 3.
The 2nd one is a 3SD Toon Barrel dragon deck with added Toon Kingdom support. Toon Barrel Dragon has revived the skill Three Star Demotion! and has again made it meta worthy. Along with Toon Kingdom support, I believe, it is one of the strongest decks in the current meta.
I am using a version of my own of Sacred Phoenix of Nephthys, by adding 3 copies of High Tide on Fire Island trap card.
This deck is not about destroying Sacred Phoenix of Nephthys by the field spell effect, but, to special summon Sacred Phoenix of Nephthys and another monster then set the trap High Tide on Fire Island, if your opponent summons a monster, destroy it immediately with the High Tide on Fire Island.
If your opponent is using Toon, then destroy Phoenix and the rest is easy.
For this deck you want to get Red-Eyes Zombie Dragon on the field as fast as you can to enable Kaiba's skill Beatdown. Do this by sending him to the graveyard via Gozuki or Red-Eyes Insight and revive him using Red-Eyes Spirit. Another extremely useful way to get Red-Eyes Zombie Dragon on the field is, while you have a zombie in your graveyard, send a Gozuki from your deck to the graveyard and activate his effect. You can also use this to special summon any zombie in your hand not just Red-Eyes Zombie Dragon. Goblin Zombie is a great way to get a Gozuki in your hand when you don't have one, you can also use it to search out Heavy Knight of the Flame against special summon meta decks. Anti-Magic Arrows is the soul of this deck as when you have it in your hand while also having 2 or 3 monsters on the field, you can almost secure the victory every time.
Summon Dark Paladin as soon as possible to stop all magic cards which is the base for most all other meta decks. Use Balance skill to insure you can fusion summon on turn one. Make sure to keep enough cards in your hands and watch for Mirror Wall.
Have Hammer Shark out to summon Yomi Ship and put pressure on opponents while setting either Enemy Controller or Mirror Wall
Uminotaurus helped a lot against mill decks and frog monarch and sometimes statue depending on the opponents hand.
Tough deck to face against if any where Hazy Flame Sphynx.
Tech cards were Magic Drain, Divine Wrath, Lava Golem for any decks giving me issues.
I started playing from Gold Rank 1 and before reaching to Legend Rank 1: I played Ice Barrier Deck, Toon Kingdom but these deck doesn't work good in Legend Rank and I change to this deck to play. This deck is a slow and a stable deck. The boss monster is Invader of Darkness to negate all quick-spell (Enemy Controller, Super Rush Headlong, ...) if your opponent set these quickplay you don't have to think about it anymore when Invader of Darkness is on the field. If they set a trap like Mirror Wall when Invader of Darkness is summoned there will be a delay so don't attack with your Invader of Darkness yet. Wait for second turn and you summon other monster. Now attack their monster. You have Dark Ruler Hades and the Dark General Freed to protect Invader. If you don't have Mausoleum + Invader just stall and increase your Life Points till you have it with Destiny Draw. You can set Crystal Seer to defend and choose a suitable card for a situation. Destiny Draw skill is especially necessary. You cant play this deck without this skill because it allowed you draw every thing you need. If u have a Dark Ruler Ha Des in your hand you can select Soul Exchange, if they set 2 or 3 traps you can summon Fenghuang. Fenghuang can be set in face down position. I normally used Soul Exchange with Fenghuang. I lost 2 card exchange with 3 or 4 cards from opponent. So he lost in card advantage. This deck strong against Red-Eyes, Clown Control, Burn Decks... but when you play with Phoenix deck be careful. One more thing if you have Aegis of Gaia set and they try to destroy it just activate Aegis of Gaia and you can use Destiny Draw next turn. Mausoleum of the Emperor + Invader of Darkness + Destiny Draw also the best combo.
Monster Gate is great in this deck. Sacrifice a Blue Dragon Summoner and more than likely summon a Blue-Eyes White Dragon or a Kaibaman for the Blue-Eyes White Dragon you add. Also Enemy Controller then Monster Gate is fun. Hunter Dragon is a useful search from Blue Dragon Summoner, as opposed to clogging hand with Blue Eyes. I've been switching through Exploder Dragon and Kidmodo Dragon, the former has more utility, the latter has a lot of good combos (w/ and w/o Monster Gate). Get Blue-Eyes White Dragon on field and keep it there, that's the name of the game. Restart if you can't get a Blue-Eyes White Dragon up basically 100% of the time.
Main goal is getting Il Blud on the field asap to trigger the skill. That, and having as many monster on the field as possible, along with paths to substitute them if they get destroyed. I took advantage of all the defences, the Anti-Magic Arrows allowed me to win duels that could have turn bad if they'd last longer. Some great combo is using Enemy Controller and tribute Gozuki in order to summon one monster from your hand plus clearing the opponent front row; always use Supervise when you have it, because it'll allow you to face the monster destruction by summoning from the graveyard. The weakest side of the deck is the lack of counter for opponent cards, so use smartly your Enemy Controller and the Anti-Magic Arrows, combos are great but you don't wanna waste them.
Here's another Hammer Shark deck. Over 70% win rate over 63 games. Best cards by a lot were Uminotaurus, which won me a couple of clinch games against defense position Kidmodo Dragon and Fish Depth Charge. Bad matchups were mostly Necrofear strategies - nothing else was particularly difficult.
I managed to get to KoG using these two decks here. I swapped them out in intervals based on what I was seeing a lot of the time. They're both pretty standard stuff. The Mystic Depths deck is so vanilla it hurts. I ran a copy of Spiral Spear Strike in the Handless Gaia because I only had one copy of Gateway of Chaos, but I think I'm gonna keep it in and drop a copy of Cards of the Soul instead. It helped me a lot and won more games than I care to mention. I had trouble with the three copies of Dimension Rush, plus a lot of difficulty against Silent Magician decks late last night, so I'm gonna drop a Dimension Rush for an Eliminating the League.
I started this season at Gold Rank 4, and it only took 62 victories to get up to King of Games. I've been using this zombie-based deck with the skill "Balance". I had started using "Restart", but I found that to be too inconsistent, and I switched to "Balance" after I reached Platinum 4. After switching to "Balance", I only lost one duel from there onto King of Games. Clearly, this deck would be improved with "Red Eyes Insight", but I wasn't lucky enough to receive that as a drop reward form previous Super Joey events. Start out by Summoning Gozuki if you have it, and send Red Eyes to the graveyard immediately, even if you don't have a Red Eyes Spirit in your hand. If you use Balance, you should have some magic/trap cards to protect Gozuki for that first turn. Next turn, send a Heavy Knight of the Flame to the graveyard, then sacrifice Gozuki for Red Eyes if you can, and summon another zombie at the same time by removing from play that Heavy Knight of the Flame. Most duels last 4-5 turns, but this deck is able to go much longer if needed.
|Jun 19 - 26||D.D. Tower: Dark Dimension|
|Jun 26 - Jul 6||A new legendary duelist unlock event (Espa Roba?)|
|Late June||Jesse Anderson unlock event (Gate)|
|Early July||Syrus Truesdale event|
|Special Duel Event|
|Mid July||Duel Island Event|
|Superb Tea Event|
|Late July||Legendary Duelist [GX]: Unlock Event|
|Early August||Serious Chazz Event|
|Available card boxes|