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Double Dino Fusion Auto-Duel (Max Level 45)

Deck by F_Hrunting
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.
Draw Sense: Spell/Trap
Can be used each time your Life Points decrease by 1800. In the Draw Phase, instead of doing a normal draw, draw a random Spell/Trap card.
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.
Extra Deck
Draw Simulator
Deck Strengths

You win games fast. Very few SD decks will give you trouble when running this deck as you will you continuously summon 2000+ Beatsticks. 

  • Plus its an auto-duel deck so less work for you to do.
Deck Weaknesses

This deck has no defensive cards whatsoever so do not try to run this in PvP seriously. If your fusion monster gets destroyed and you don't have another fusion spell ready, you will have a very hard time winning.

  • Also the Auto-Duel AI may make a dumb move here or there such as starting turn 1, setting a fusion substitute because its the only playable monster in hand, so I'd suggest not immediately auto-dueling if this may cause you an issue.
Deck Summary

This deck is meant for power grinding your character for EXP or Pegasus/Bakura Event items. It is a budget version of the original Double Dragon Fusion Auto-Duel Deck. This deck can win consistently against up to level 39 and some level 45 Standard Duelists.

This version is easier to build than the original and can be assembled early on. The Dino cards are Rare drops from all levels of Rex Raptor so no heavy grinding will be required. You will still need to level up Yugi, Kaiba, and Joey for the fusion substitutes and a few card trader resets for the Thunder Dragons and extra Polymerizations.

The skills suggested are meant to be able to start with a fusion spell or be able to draw it if you take damage.The preferred skill to use if your character has it is Balance. However due to Jar of Greed being in the deck, there is a chance you will start with that rather than a fusion spell. If it can be helped replace Jar of Greed with another fusion spell or Fusion Sage when possible.

This is a mid term goal deck rather than something you need to quickly obtain (such as Cerberus). This will also be a building block deck to build into Double Dragon Fusion.

  • I would like to mention that the deck is possible to use without a skill, but consistency will drop greatly due to the fact you will have a hard time drawing a fusion spell.
  • If you choose to use Draw Sense: Spell/Trap, do keep in mind that the AI cannot auto trigger the skill, so you must pay attention to your LP to manually trigger it.
Core Cards
Card Explanation

Half of the Double Fusion Deck: Since Thunder Dragon can search itself and thin your deck, he becomes very easy to summon early.

Also this monster is great to shut down vagabond with 1 card hand starts, since you will actually have 2 and just need to draw a fusion spell.

At least 1 copy, 2 preferred. 

Half of the Double Fusion Deck: A respectable 2200 Attack that can get over most turn 1 monsters the AI summons.

At least 2 copies, 3 preferred. 

Crystal Seer can be used to excavate and pick up a key card in your deck.

Goddess and the other fusion substitutes are required as additional generic fusion materials for both Twin-Headed Thunder Dragon and Bracchio-Radius.

They are also the only way to summon more than one Twin-Headed Thunder Dragon.

Replacement/Tech Cards
Card Explanation
Fusion Substitute

While I don't completely recommend it, you can get away with using this version of Polymerization in lower stages if you are missing any Poly proper. Remember, the monsters have to be on the field to fusion summon, so you will likely use this more for Bracchio-Radius than Twin-Headed.

  • Do also remember this card is always treated as Polymerization so it will count to your limit of 3.
Fusion Gate

You can use or add Fusion Gate in-place of any Polymerizations you are missing or to replace Jar of Greed.

Fusion Sage

If you have this card available, use this in place of any draw cards like Jar of Greed to ensure yourself access to Polymerization.

If you don't have Crystal Seer, you can use Dark Mimic LV1/LV3 or Skelangel as a draw replacement.

Decks that Counter this Deck