
Deck Consistency | |
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Pack Expense | |
Farm Expense | |
Card Trader Expense |
Character | Skill |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
Character |
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- Inexpensive; most of the deck consists of farmable and R cards
- Fairly consistent
- High Score
- Flexible; can be adjusted to a player's preference
- Relies on getting Angel O7 out as fast as possible
- Early Dark Master - Zorc and Dark Necrofear summons can lose you the Duel
Overview:
This deck utilizes Angel O7 to negate Yami Bakura's overwhelming monster effects. Spell/Trap cards are used to protect it, while Wattpsychic Fighter and Tour Bus from the Underworld takes care of Yami Bakura's Destiny Board skill.
This deck requires no skill, but you can use either Balance or Restart to minimize our chances of having dead hands or "bricking."
Glossy/Prismatic cards can be used to increase your final score. Refer to the Replacements/Tech Cards section for alternatives and how to improve the deck.
Strategy:
Tribute Summon Angel O7 as soon as possible. Dark Master - Zorc has 2700 ATK while Angel O7 has 2500, so you'll want to protect it with either Ritual Sealing or equip it with Lucky Iron Axe.
You'll want to attack and destroy Yami Bakura's monsters so that he will have less tributes for Dark Master - Zorc. However, Dark Necrofear can be summoned as soon as he has 3 Fiend-types in the Graveyard. Keep this in mind when deciding your next moves.
Avoid doing Battle Damage so you can achieve the "Victory by Effect Damage only" bonus, which is worth 1,000 Duel Assessment points.
Card Choice Explanation:
Divine Grace - Northwemko is our second option that has 2700 ATK and an effect that can shield itself from Dark Master - Zorc's effect. We also get the Ritual Summon and Special Summon bonuses from summoning this card.
The effects of Wattpsychic Fighter and Tour Bus from the Underworld are used to remove Dark Necrofear from the Graveyard to disable Yami Bakura's Destiny Board skill.
Exile of the Wicked destroys all Fiend-types on the field, which can deal with early Dark Necrofear and Dark Master - Zorc summons. Since LV50 Yami Bakura uses The Shallow Grave, we can use it on our Tour Bus from the Underworld to clear up a monster zone we may need.
Ritual Sealing's only purpose is to destroy Dark Master - Zorc.
Lucky Iron Axe is used to boost Angel O7's ATK to avoid being destroyed in battle against Dark Master - Zorc. It also helps get over Dark Necrofear's 2800 DEF, since Angel O7 will be at 3000 ATK.
Final Turn Combo:
By the final turn, you should have Angel O7 and either another Angel O7 or Divine Grace - Northwemko.
1) Normal Summon Gravekeeper's Vassal.
2) Activate Secret Pass to the Treasures and your copies of Union Attack, targeting Gravekeeper's Vassal for both effects.
3) Enter the Battle Phase. Union Attack's effect should activate, bringing Gravekeeper's Vassal's ATK to over 9,999. Attack directly with Gravekeeper's Vassal to win the Duel.
Card | Explanation |
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Our star of the show, an angel sent from above to defeat the Dark Master! When it is Tribute Summoned, it prevents all monster effects from activating. |
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Any battle damage this cards inflicts to your opponent is treated as effect damage instead. Delivers the final blow. Combined with Union Attack, this effect allows us to achieve the "Victory by Effect Damage only" bonus, which equals 1,000 Duel Assessment Points. Only one copy is available and needed. |
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Used to boost Gravekeeper's Vassal's ATK. Run enough copies to raise the ATK over 9,999. |
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Required to allow our Gravekeeper's Vassal to attack directly. |