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Double Dragon Fusion Auto-Duel (Level 57+)

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.
Deck Build
8 11 1 5
UR SR R N
Monsters: 20
Spells: 5
Traps: 0
Monster Card
Card Rarity Quantity
Thunder Dragon
Thunder Dragon
Thunder Dragon
ATK: 1600 DEF: 1500

You can discard this card to add up to 2 "Thunder Dragons" from your Deck to your hand.

SR 3
Blue Dragon Summoner
Blue Dragon Summoner
Blue Dragon Summoner
ATK: 1500 DEF: 600

If this card is sent from the field to the Graveyard: You can add 1 Dragon, Warrior, or Spellcaster-Type Normal Monster from your Deck to your hand.

SR 3
Goddess with the Third Eye
ATK: 1200 DEF: 1000

You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s).

N 1
Mystical Sheep #1
Mystical Sheep #1
Mystical Sheep #1
ATK: 1150 DEF: 900

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s).

R 1
Versago the Destroyer
ATK: 1100 DEF: 900

You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s).

N 1
Red-Eyes B. Dragon
ATK: 2400 DEF: 2000

A ferocious dragon with a deadly attack.

UR 3
Meteor Dragon
ATK: 1800 DEF: 2000

This dragon appeared from the sky and crashed to the earth.

N 3
Spell Card
Card Rarity Quantity
Fusion Gate
Fusion Gate
Fusion Gate

While this card is on the field: Either player can Fusion Summon a Fusion Monster without using "Polymerization", but the Fusion Material Monsters are banished instead of being sent to the Graveyard.

UR 2
Polymerization
Polymerization
Polymerization

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.

SR 3
Extra Deck
Monster Card
Card Rarity Quantity
Meteor B. Dragon
ATK: 3500 DEF: 2000

"Red-Eyes B. Dragon" + "Meteor Dragon"

UR 3
Twin-Headed Thunder Dragon
ATK: 2800 DEF: 2100

"Thunder Dragon" + "Thunder Dragon"

SR 2
Draw Simulator
Deck Strengths

You win games fast. Very few SD decks will give you trouble when running this deck as you will be summoning 2800/3500 ATK Boss Monsters that will overwhelm them.

  • 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 one of the original Auto-Duel EXP farms that can breeze through all level standard duelist decks up to the current Stage 60 cap. 

This is a deck that will come to you over time, as it requires many cards from 2 different booster sets, 3 different character level up rewards, and many card trader cards that the starting player may not have materials and gold for initially.

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.

This is a long term goal deck rather than something you need to quickly obtain (such as Cerberus). But no matter what level you are, when you get a hold of it, the grinding will get much easier to deal with as you reach the End Game.

  • 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.
  • I also would like to note that when I run my Double Dragon Fusion, I prefer running 3:2 Fusion Gate to Poly to improve my chance of multiple fusion summons on the first few turns.
Core Cards
Card Explanation

Half of the Double Dragon Deck: His direct attack alone will give you the "Over 3000 Damage" duel assessment and can get over every boss monster that Standard Duelists up to level 57 have.

At least 2 copies, 3 preferred.

Half of the Double Dragon 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.

Blue Dragon Summoner

BDS can search both fusion materials for Meteor Black Dragon and provides some turn 1 protection.

You can also use him as tribute fodder for Thunder Dragon or Meteor Dragon to trigger his search and give you the "Tribute Summon" Duel Assessment.

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

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

Replacement/Tech Cards
Card Explanation
Fusion Sage

If you don't have Fusion Gate, you can use Fusion Sage to search your polymerizations, although you have less fusion capabilities.

You can use this card if you run Fusion Gates but don't have access to any of the recommended skills. It will search Fusion Gate and set it on top of your deck.

If you don't have Blue Dragon Summoners yet or are missing some, you can use Crystal Seer as a substitute engine to dig for your cards.

If you don't have access to Meteor Black Dragon, you can swap Red-Eyes and meteor Dragon for Gaia the Fierce Knight and Curse of Dragon as Blue Dragon Summoner will also search them.

It is not a fulfilling power house replacement with a 2600 attack but it will be just as easy to search and fusion summon out.