What would happen if, whenever your opponent wanted to Summon a monster, they had to take damage equal to half its ATK? It would certainly limit their plays and they eventually wouldn’t be able to do anything at all. If your opponent Summons a Vampire Grace, they will lose 1000 Life Points, if they Summon Blue-Eyes White Dragon, they will lose 1500.
Try and think about one of those explosive Mask Change plays with this restriction. This is exactly what this deck is able to do by combining Dark Cure and Bad Reaction to Simochi, this is a Reverse Burn Deck.
Skill | Endless Trap Hell/ Parasite Infestation /Trap Layer |
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Essential cards | |
Cost | Expensive |
Pack (Box reset) | The Ultimate Rising |
Crusaders Battleground | |
Gaia Genesis |
Note: :To see the past Reverse Burn decklist, please click the link below:
[Skill] description | User |
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Endless Trap Hell Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. | Odion |
Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand. | Odion |
Parasite Infestation After starting hands are dealt, 1 or 2 "Parasite Paracide" cards are added to your opponent's deck face up. | Weevil Underwood |
We only have 4000 Life Points to work with in Duel Links and a lot of the current top tier decks take advantage of this aspect of the game to generate early OTKs, but what happens when one of these decks has to essentially pay an additional cost every time a monster is Summoned?
There is no restriction on Dark Cure’s effect, so it doesn't matter if the opponent is Normal Summoning or Special Summoning a monster and the card does not state that the damage dealt depends on the original ATK of the monster, so, if your opponent summons something whose ATK is affected by a Field Spell or any other effect, the damage will be equal to half the current ATK.
It’s definitely not easy to set up the main combo of the deck and this is its main weakness; Reverse Burn is pretty slow and has to rely on various removal effect in order to stay alive until Dark Cure and Bad Reaction to Simochi are available.
D.D. Assailant provides removal via its effect by banishing any monster that destroys it by battle. This card can get rid of Silent Magician without triggering its floating effect and it has just enough ATK to get over Destiny HERO - Drilldark, Destiny HERO - Decider and Destiny HERO - Celestial, meaning it forces Masked HERO players to Special Summon Masked HERO Anki to get rid of it.
A great Trap Card against Masked HERO and Vampire decks. Widespread Ruin can be activated in response to an attack and destroy the Attack Position monster with the highest ATK on your opponent's side of the field. Even if your opponent has a Mask Change, they will have to Special Summon Masked HERO Anki in Defense Position in order to save it from Widespread Ruin.
You will often find yourself with no monsters on the field, so you will be able to activate this card without having to rely on your opponent having a Masked HERO Anki or Cyberdark Edge.
Drowning Mirror Force is a very efficient form of removal that can be activated in response to a direct attack and shuffle back all Attack Position monsters your opponent controls into their Deck. This Trap Card doesn’t trigger Yubel - Terror Incarnate or Samurai Skull’s floating effects.
I wouldn't exactly call this a competitive deck, it's more a “YouTube” deck: it's fun to play with, but I can also see it winning against some top tier deck.
[Skill] description | User |
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Endless Trap Hell Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. | Odion |
Being able to shuffle back all Trap Cards from the Graveyard into the deck and also add one to your hand is just great: it allows you to recycle Dark Cure and/or Bad Reaction to Simochi, if your opponent managed to get rid of them and it prevents you from decking out before the opponent, if it comes down to it.
[Skill] description | User |
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Trap Layer If your Deck contains 5 or more Trap Cards with different names, you will have improved chances of having a Trap Card in your starting hand. | Odion |
You can guarantee a starting hand with at least one Trap Card, which means there’s a higher chance of starting with either Bad Reaction to Simochi and/or Dark Cure.
[Skill] description | User |
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Parasite Infestation After starting hands are dealt, 1 or 2 "Parasite Paracide" cards are added to your opponent's deck face up. | Weevil Underwood |
With Jade Insect Whistle, you can make your opponent skip a Draw Phase while also dealing 1000 effect damage: it's a great skill with this deck for obvious reasons.
Card | Explanation |
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Lava Golem | Lava Golem does NOT trigger Dark Cure’s effect unfortunately, but it can be helpful and works well in combination with Amazoness Swords Woman, as I'm sure all of you already know. |
Wall of Disruption | Generic form of protection, great for stalling, but not always effective and quite easy to get rid of. |
If Dark Cure and Bad Reaction to Simochi are active on the field, your opponent will certainly not be able to spam Mask Change.
Masked HERO decks do usually run backrow removal and, now that Hey, Trunade! is Semi-Limited, it seems like the most common choices are Cosmic Cyclone and Galaxy Cyclone, against both of which you can’t just your Continuous Trap Cards.
Vampire players have to lower their Life Points in order to activate Vampire Familiar and Vampire Retainer's effects, they usually don't have access to removal until they get Vampire Grace and Vampire Kingdom on the field, so getting rid of your main combo will be very difficult.
Sphere Kuriboh and Drowning Mirror Force are great for stalling while you set up your main combo; by the time Grace and Kingdom are both on the field, a Vampire player is most likely down to 2500 Life Points or less, which makes them even more vulnerable to Dark Cure + Bad Reaction to Simochi.
Dark Cure + Bad Reaction to Simochi is generally very effective against this deck, but, unless protection is available, you are not going to have an easy time against it. Blue-Eyes decks have natural removal in the form of Dragon Spirit of White, so don’t Set your Continuous Trap Cards until you are able to get some value out of them or the main combo is available.
With this many Trap Cards, stalling should not be an issue, the main problem is certainly going to be Spellbook of Fate.
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