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Control - Various

Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Card Trader Expense
Deck Skill
Character Skill
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Balance
Your starting hand will reflect the card balance of your deck. This skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
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 all Trap Cards in your Graveyard into your Deck. This skill can only be used once per Duel.
Guardian Call
Can be used when your Life Points decrease by 1800. Randomly add 1 "Guardian" card from your Deck to your hand. This skill can only be used once per Duel.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Restart
Can be used only once after starting hands are dealt. Reveal and redraw your starting hand. Your first Draw will be skipped if you use this Skill.
Deck Build
3 12 5 0
UR SR R N
Monsters: 10
Spells: 6
Traps: 4
Monster Card
Card Rarity Quantity
Sphere Kuriboh
ATK: 300 DEF: 200

When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard; change the attacking monster to Defense Position. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon.

UR 1
Heavy Knight of the Flame
Heavy Knight of the Flame
Heavy Knight of the Flame
ATK: 1800 DEF: 200

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
● At the start of the Damage Step, if this card attacked a Special Summoned monster: You can banish that monster.

SR 3
Sergeant Electro
ATK: 1600 DEF: 1300

Once per turn: You can target 1 face-down card in your opponent's Spell & Trap Card Zone; while this card is face-up on the field, its target(s) cannot be activated.

SR 3
Guardian Statue
ATK: 800 DEF: 1400

Once per turn, you can flip this card into face-down Defense Position. When this card is Flip Summoned, return 1 monster on your opponent's side of the field to its owner's hand.

R 3
Spell Card
Card Rarity Quantity
Enemy Controller
Enemy Controller
Enemy Controller

Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.

SR 3
Super Rush Headlong

Target 1 face-up monster you control and declare 1 Attribute; if that target battles an opponent's monster with that Attribute this turn, destroy that opponent's monster at the start of the Damage Step.

SR 3
Trap Card
Card Rarity Quantity
Mirror Wall

Each of your opponent's monsters that conducted an attack while this card was face-up on the field has its ATK halved as long as this card remains on the field. During each of your Standby Phases, pay 2000 LP or destroy this card.

UR 2
Curse of Anubis

Change all Effect Monsters on the field to Defense Position. Until the end of this turn, the original DEF of those monsters becomes 0, also their battle positions cannot be changed.

R 1
Windstorm of Etaqua

Change the battle positions of all face-up monsters your opponent controls.

R 1
Draw Simulator
Packs to pull to build this deck
Characters to farm to build this deck
Character
Seto Kaiba
Deck Strengths
  • Easy access to monster removal in the form of Heavy Knight and Guardian Statue. Easily deals with "boss monster" decks like Red-Eyes and Blue-Eyes.
  • Very flexible build, the core of the deck is small and can fit in large amounts of tech to deal with bad matchups.
  • Strong matchups against Weevil, Beatdown, and special summon decks. In general strong against slow decks, as the core is able to constantly apply pressure on the field.
Deck Weaknesses
  • Starts off slow, if the Control deck is unable to establish a field early, it struggles to make a comeback.
  • Control can generally only deal with one monster at time. Decks that can get out multiple monsters quickly (e.g. Red-Eyes or Naturia) can sometimes power through defenses.
  • Unless the build runs Swarm of Locusts or Sergeant Electro, the deck has no inherent ability to deal with spell/trap cards. Wonder Balloons stall and Pumprincess decks are very difficult to deal with.
Deck Summary

The core of the deck relies on a suite of control cards to keep your opponent at bay. Heavy Knight of the Flames and Guardian Statue offer flexible monster removal, while Sergeant Electro locks spells/traps down. Backed up with protection like Super Rush Headlong and Mirror Wall, control decks like to sit on their monsters and slowly grind down their opponent's resources.

Core Cards
Card Explanation
Heavy Knight of the Flame

A new addition, Heavy Knight offers flexible, permanent removal. Once you gemini summon Heavy Knight, it gains the ability to permanently banish any special summoned monster, dealing with threats Red-Eyes, Toons, or even Relinquished without fear. Unfortunately, the effect only works when you're attacking with Heavy Knight, but the slew of defensive cards used should be able to protect Heavy Knight long enough to counter-attack.

Run 3x

The other core of the deck. Statue isn't as strong as Heavy Knight, as it only returns monsters to the hand, but it can nonetheless exert a strong degree of control. Constantly bouncing your opponent's monsters can rob them of momentum and force your opponent to resummon big monsters like Red-Eyes.

Statue has rather weak 800/1400 stats, but that's why there are protection cards included, to stall for Guardian Statue.

Run 3x

Since Clowns naturally don't have many ways to deal with backrow, Electro is included to lock down troublesome backrow. With plenty of protection and field control in the deck, Electro can put pressure on your opponent's spell/traps and act as a beater with a not-insignificant 1600 ATK.

Run 2-3x copies.

Enemy Controller

Enemy Controller is one of the most sought after cards in the game for a good reason. In this deck, the second effect isn't used often, generally E-Con is only used to defend monsters from an attack. Since the monsters have such weak stats, it is essential to run at least 4 to 5 cards that can stop an attack.

Run 3x, can be replaced by Sphere Kuriboh or Security Orb

A new addition in Dawn of Destiny, SRH is a fantastic removal option for Clowns. SRH can be used aggressively to clear threats, or defensively to protect your monsters from mono-attribute decks like Hammer Shark or Naturia. The attribute selection means that it sometimes struggles against Red-Eyes or other decks with mixed attributes, but using SRH on your opponent's attack declaration is almost guaranteed destruction of their monster for free. 

Run 2-3x. 

Replacement/Tech Cards
Card Explanation
Amazoness Sage

This card is a decent replacement/alternative to Electro. Instead of locking down a card every turn, Sage destroys a spell or trap if she attacks and survives. Her weak attack of 1400 makes her effect a bit difficult to pull off, but it offers guaranteed removal for threats like Pumprincess, Balloons, and Umi.

Half Shut

Can be used as an alternative defensive card. Instead of blocking just one attack with Enemy Controller or SRH, Half Shut guarantees your monster will survive any number of attacks. Downsides are that you may take a great deal of battle damage, it only works when you have a monster on the field, and it can't be used aggressively like E-Con can.

Still one of the strongest defensive cards in the game, Mirror Wall can be included in the main deck. It's largely preference, as Mirror Wall can protect your entire field from attack, but is less useful versus Harpies or Relinquished.