Tea Mill - Duel, standby!

Deck Rating:
Deck by Mournful
Deck Overview
Deck Consistency
Pack Expense
Farm Expense
Card Trader Expense


Deck Skill
Character Skill
Duel, standby!
Gives 1 more card in each player's starting hand.
Deck Build
9 Monsters 3 Spells 8 Traps
Draw Simulator
Packs to pull to build this deck
Deck Strengths
  • Strong defense against pressure from attacks
  • Consistent against beatdown based decks
  • Less reliant on protecting backrow
  • Strong matchup against common meta decks such as Red-Eyes or Toons who mill themselves
  • Jowls + GHQ designed to counter strong beater decks such as Red-Eyes 
  • Decklist can be modified to counter specific matchups
Deck Weaknesses
  • Slow set up
  • No pressure to your opponent's field presence or Life Points
  • No protection against non-attacking field clearing
  • Often gives your opponent free draws
  • Can be difficult to pilot at times
Deck Summary

Tea Mill depletes the cards in your opponent's deck by forcing them to mill and draw, causing a Deck Out Victory. The three primary engines for this are Hiro's Shadow Scout, Warm Worm, and Assault on GHQ, with two additional methods of forcing draws in Duel, standby! and Cup of Ace. The rest of the deck is filled with defensive cards to stall through the early game to the point where you can force an "OTK" by depleting the rest of their deck in one turn.

Most high tier decks tend to run only 20 cards, meaning the milling or forcing a draw of 2-3 cards can be significant. In lower tiers, many decks will run more than 20 cards, even up to 30, meaning that this deck can usually only be run starting low/mid Gold and higher.

Since most of the stall cards are for negating attacks, it fairs well against beatdown decks such as Red-Eyes or Naturia, but poorly against other forms of monster removal such as Relinquished and Soul Exchange. Slow set up and lack of pressure means means that Tea Burn gets a free win, and slow decks are able to set up for free. Despite this, the deck can still perform well enough to reach KoG with a skilled pilot.

Your main goal is to reach the point where you can activate enough cards to bring the remaining number of cards in your opponent's deck to 0 during your turn, so that they are forced to deck out at the start of their next turn. As a rule of thumb, make sure not to activate Cup of Ace or Hiro's Shadow's Scout until you have to to avoid giving your opponent extra tools to work with.

Core Cards
Card Explanation

Warm Worm mills the top 3 cards of your opponent's Deck when destroyed. This can be activated with Assault on GHQ's activation condition, milling 5 cards total to your opponent's Graveyard. Note that tributing Warm Worm with Enemy Controller will not activate its effect.

Try to run 3 copies for consistency.

Hiro's Shadow Scout forces your opponent to draw 3 cards when flipped face up, discarding any Spell cards drawn. This is another reliable way of thinning your opponent's deck, although try to be sparing with your usage since it also gives them extra cards to work with.

Try to run 3 copies for consistency.

Its Flip Effect allows you to stall an entire turn, as you can steal your opponent's strongest monster to halt any further aggression.

Combines with Assault on GHQ to remove the threat entirely while milling at the same time. 

Destroys 1 monster you control to mill 2 cards from your opponent's Deck. This combos well with Warm Worm since it destroys, not tributes, and activates Warm Worm's effect. Try to save a Set copy of both this and Warm Worm to mill 5 cards to finish off your opponent.

Also combos well with Jowls to remove an offensive threat while milling at the same time. 

Run 2-3 copies depending on personal preference.

Cup of Ace

Cup of Ace has a 50% chance for you to draw 2 cards and 50% chance for your opponent to draw 2 cards. This is a win-win scenario: either you get extra stall or mill combo cards, or your opponent's deck is thinned. This comes at the cost of potentially giving your opponent important cards, so try to save it for the latest possible moment to use.

Try to run 3 copies for consistency.

A Feint Plan prevents your face down monsters from being attacked the turn you activate it, meaning you can set Hiro's Shadow Scout or Warm Worm and stall against any number of beaters with this Trap card. You can wait until an attack is declared to activate it, eliminating the need for other stall cards such as Sphere Kuriboh or Enemy Controller for that turn.

Try to run 3 copies for consistency.

Windstorm of Etaqua changes the battle position of all of your opponent's monsters. If used during the Battle Phase when all of your opponent's monsters are in attack position, it can negate their ability to attack for that turn, making it a powerful stall card.

Run the 1 copy you are allowed.

Has powerful mill and stall potential when combined with Warm Worm since you can resurrect it to stall against additional attacks. It also destroys Warm Worm if your opponent does not, allowing you to activate Warm Worm's effect twice

Replacement/Tech Cards
Card Explanation
Enemy Controller

Enemy Controller lets you either switch an opponent's face up monster's battle position or take control of it after tributing 1 monster you control. This is a highly versatile card that can be used both for stalling as well as potentially clearing the field by tributing an activated Hiro's Shadow Scout to steal an opponent's monster then destroying it with Assault on GHQ.

Run 0-2 copies based on personal preference. 

Curse of Anubis switches the battle position of all Effect Monsters to defense and reduces their DEF to 0. This plays a similar role to Windstorm of Etaqua in stalling for time.

Run the 1 copy you are allowed.

Sphere Kuriboh can be discarded from the hand to negate an attacking monster's attack and switch it to defense position. This makes it useful for stalling against attacks and can't be destroyed while Set like Enemy Controller or Security Orb, although it has no added effects.

Run 0-2 copies depending on personal preference.

Detonates all Warm Worms in your hand/deck for an immediate -6 to your opponent's deck. Fairly situational, but explosive if you pull it off.

Cards that Counter this Deck
Card Explanation

You should never run this but it does theoretically hard counter mill decks since you can refill your deck will all the cards in your hand and graveyard.