GamePress

Relinquished - Restart

Deck by micah
Deck Overview
Deck Consistency
Pack Expense
Farm Expense

None

None
Card Trader Expense

None

None
Deck Skill
Character 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.
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
12 2 4 2
UR SR R N
Monsters: 12
Spells: 5
Traps: 3
Monster Card
Card Rarity Quantity
Relinquished
ATK: 0 DEF: 0

You can Ritual Summon this card with "Black Illusion Ritual". Once per turn: You can target 1 monster your opponent controls; equip that target to this card. (You can only equip 1 monster at a time to this card with this effect.) This card's ATK and DEF become equal to that equipped monster's. If this card would be destroyed by battle, destroy that equipped monster instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent.

UR 3
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 3
Sonic Bird
ATK: 1400 DEF: 1000

When this card is Normal or Flip Summoned, you can add 1 Ritual Spell Card from your Deck to your hand.

UR 3
Senju of the Thousand Hands
ATK: 1400 DEF: 1000

When this card is Normal or Flip Summoned: You can add 1 Ritual Monster from your Deck to your hand.

UR 3
Spell Card
Card Rarity Quantity
Twister

Pay 500 LP, then target 1 face-up Spell/Trap Card on the field; destroy that target.

SR 1
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 1
Black Illusion Ritual
Black Illusion Ritual
Black Illusion Ritual

This card is used to Ritual Summon "Relinquished". You must also Tribute monsters from your hand or field whose total Levels equal 1 or more.

R 3
Trap Card
Card Rarity Quantity
Interdimensional Matter Transporter

Target 1 face-up monster you control; banish that target until the End Phase.

N 2
Skull Lair
Skull Lair
Skull Lair

Remove from play any number of Monster Cards in your Graveyard to destroy 1 face-up monster on the field whose Level is equal to the number of the cards you removed from play.

R 1
Draw Simulator
Packs to pull to build this deck
Characters to farm to build this deck
Deck Strengths
  • Relinquished is able to turn your opponent's strengths against them, removing any large monsters and giving their power to Relinquished.
  • Optimized Relinquished decks are hyper-consistent, a combined 6x copies of Relinquished and 6x copies of the rtiual spell near guarantee opening with a Relinquished combo (assuming Restart is used). The high amounts of searchers generate lots of card advantage and deck thinning, ensuring that they'll almost always have the cards they need. 
  • Relinquished himself is very hard to deal with without specific counters. At least two monsters are required in order to defeat an equipped Relinquished, often three since the Relinquished player frequently has Interdimensional Matter Transporter or Sphere Kuriboh. Most decks have to include counters like Order to Charge, Possessed Dark Soul, or Skull Lair specifically to get rid of Relinquished. 
  • Relinquished's reflect damage effect makes it difficult to stall, as the moment the Relinquished player has a life point lead, they can absorb a face-down monster and win by continually inflicting reflect damage. 
Deck Weaknesses
  • Common monster card removal such as Order to Charge and Interdimensional Matter Transporter can stop Relinquished in his tracks, eliminating his targets and leaving the Relinquished player vulnerable to attack. 
  • In higher ranks, many players are very cognizant of Relinquished and include specific techs to defeat it. Possessed Dark Soul can steal Relinquished, Order to Charge can destroy Relinquished before it can steal anything, or Skull Lair can destroy it for almost nothing. 
  • Relinquished decks are very linear in their strategy. If it is countered, or you run out of Relinquished, it is nearly impossible to win without the boss monster. 
  • The deck has an extremely low average attack without absorbing monsters. Stall decks like Wonder Balloons are hard to deal with since the deck can't naturally deal high amounts of damage. 
Deck Summary

Relinquished has continued to define the meta since the first Pegasus event released him into the game. Currently, the triple Relinquished core is the best way to answer ANY monster by simply absorbing it with a Relinquished. The six searchers provide consistent access to your boss monster while providing hand advantage that no other deck can utilize quite as well. This is one of the most expensive decks to fully build, and some cards are no longer obtainable.

UPDATE: As of 5/16 all cards for this deck are obtainable. 

UPDATE: Post May 23rd, Relinquished decks are quite hindered by the Switcheroo nerfs. They can no longer run the Thunder Dragon package, nor can they use Switcheroo to shuffle back unneeded Ritual cards. Restart is the next best option to ensure consistency, but it doesn't have the same flexibility and consistency that Switch provided. 

Core Cards
Card Explanation

The boss monster of the deck. Relinquished is a reward from the "Welcome to Toon World" event and currently one of the strongest monsters in the game. His ability to steal monsters, survive a battle, and inflict effect damage makes him incredibly difficult to deal with. A well-protected Relinquished can swing the momentum of a game in seconds and put incredible pressure on your opponent. The cornerstone of the deck and the only source of power plays, so careful play is required to maximize its potential. 

Run as many as possible.

Black Illusion Ritual

The required Ritual spell used to summon Relinquished.

Run an equal number of the spell and Relinquished.

Searches any Ritual Spell when Normal/Flip Summoned. It is extremely important to run searchers in Relinquished, without them the deck loses vast amounts of consistency. More than that, the searchers are themselves ritual fodder and apply pressure just as 1400 attackers. If Relinquished steals your opponent's only monster, a searcher + Relinquished attack is a massive amount of damage. Also worth noting that Sonic Bird's 1400 ATK is boosted under Hunting Ground, which can beat over normal Harpie Ladies and tie with Lady 1. 

Run x3

Searches any Ritual Monster when Normal/Flip Summoned. His fairy typing makes him a beat weak to Yami, but otherwise is very similar in application to Sonic Bird. 

Run x3

One of the reasons Relinquished is so feared, multiple copies of Sphere Kuriboh leave your opponent always questioning if they can successfully defeat your Relinquished in battle. Not only that, but Relinquished can abuse its grave effect to as free ritual fodder. An essential card in Relinquished, no other card can do what Sphere does for this deck.

Run 3x

Replacement/Tech Cards
Card Explanation

No only can this card protect your Relinquished from common threats, but it will also remove your equip card and allow you to re-use your Relinquished effect when he returns to the field. No matter what your opponent has, IDMT guarantees that your Relinquished will survive and can continue putting pressure on your opponent next turn. An incredibly strong card to deal with any counters your opponent may run. 

Run x0-2

Can remove both face-up and face-down Relinquished equip cards as well as popular spells. In tough situations, can be used to check a face-down Spell or Trap on your opponent's side of the field. Of note is that De-Spell cannot deal with Skull Lair, the hardest counter to Relinquished. 

Run x0-2

Used instead of De-Spell almost solely to hit Skull Lair.

Run x0-2

Storm

Storm can be used to clear your Relinquished equip, allowing you to re-use it's effect as well as destroy enemy spells and traps.

Run x0-3

Can combo well with Storm, can destroy your face-up Relinquished equip and allow you to re-use its effect, as well as answer popular Relinquished counter Spells and Traps (i.e. Skull Lair)

Run x0-2

Cards that Counter this Deck
Card Explanation

A very popular and versatile counter, Possessed Dark Soul can very simply steal your Relinquished for free. IDMT counters Dark Soul, but successfully stealing an equipped Relinquished can be brutal. 

Skull Lair

Repeatedly mentioned in the rest of the page, Skull Lair is one of the most powerful anti-Relinquished cards in the game. For the negligible cost of banishing a single monster in the grave, Skull Lair can destroy Relinquished the moment it rears its ugly head. However, Lair requires a monster to be in your grave, sometimes Relinquished decks can win without ever sending more than one or two monsters to your graveyard.

This card can be used to negate the Ritual spell or force the Relinquished player to discard another copy of the ritual spell. A well-timed Magic Drain can slow or completely stop a Relinquished play.

While this card has a higher cost than Magic Drain, it guarantees destroying Relinquished with no possible counter-play on the part of the Relinquished player. Also stops Sphere Kuriboh.