It’s a special feeling when you take down the likes of Blue-Eyes & Lifeworks with level 2 Beast type monster. Raccoons may be regarded as pests in general society but in Yugo, they’re both cute and powerful.
With fairly non-existent ATK/DEF stats, you’ll rely on controlling the field and shutting your opponent out. Based around flipping monsters on both sides of the field face-down, cards like Ghost rick Night prevent your opponent from doing anything in return.
Any XYZ monsters will lose their materials, but it just works so well as the flip-down effects don’t target. More control based, a pure Natural deck is a great starting point for any newer or more casual players.
Even their boss monsters are cute, such as Natural Dragonfly which can accrue a rather high ATK stat. Returning to the deck when they’re destroyed by your opponent, Adolph monsters are certainly unique.
You can mix frogs with Paleozoic's for an incredible meta deck, at a small price. Freeborn Frog (featured above) comes back every turn, even multiple copies if you resolve their effects at the same time.
Making them prime candidates for tribute or Link summoning, if you want to play around with your own strategies. By themselves, Fluffs are easily the most cute, wholesome archetype in the entire game of Yugo.
However, paired with Edge Imp cards, they do turn into Frightful fusion monsters. Oh, and some other cards to that you probably don’t need, but makes a Red-Eyes player feel good.
Domain Monarchs are a deck that’s quite a few years old now, though certainly benefiting from a few new toys and changes. The last duelist I had to face wielded an actual meta deck, one that would perform well in a national tournament.
If you’re just returning to the game and are interested in the competitive scene, this list will tell you 10 decks you can use to perform in tournaments. Like swapping Infinite Impermanence for Effect Paler can reduce the price by hundreds.
Just be aware, budget options aren’t as competitively viable as non-budget cards. Crusade’s use their link climbing capabilities to easily summon Equifax (pictured), there you can use World Crown to negate an extra deck monster’s effect, or tribute it's using Equifax’s effect.
The release of Savage Strike introduced Sub terror Guru, which is now carrying the entire archetype on its back. Fans love Burning Abyss for how long its stuck around, no matter how much the meta changes.
Milling is a huge focus of this deck, with all Burning Abyss monsters having strong destruction, recycle, disruptive or search effects. Sea’s Light adds exceptional draw power, but it prevents you from activating any other spells/traps for the rest of the duel.
This is fine though, fitting perfectly with Burning Abyss monsters that can special summon themselves if you control no spells/traps. Orbital Hydra lander is another perfect addition, milling more cards and destroying another to boot.
Despite having their main boy Autograph Sorcerer being hit by the ban-hammer, Pendulum Magicians are still going strong. They’re arguably one of, if not the hardest deck on this list to use. Tons of versatility are highlighted with Pendulum Magicians, there’s so many strategies you can take with your starting hand.
Due to this, they’re an exceptionally fun archetype to play and will be meta relevant for many more years! Overall, this particular Trust variant utilizes those 2 archetypes to swarm the field with Link monsters, as well as keep your hand topped up with beat-down cards and hand-traps.
Such a mixture of swarming and beat-down is great, although a high degree of skill is required to destroy/negate the right cards. Adding more hand-traps will prevent your opponent from being able to play Yugo, especially when you combine them with the likes of Evenly Matched.
When the Salamangreat archetype was first released back in the Soul Fusion set, they had no impact on the game whatsoever. The release of the Soul burner structure deck changed everything, introducing a variety of new cards.
Combined with the already released Cybersex support, Salamangreats are now the best competitive archetype in the game. Other support such as Salamangreat Roar are crazy good, being able to negate almost anything with a spell speed of 3 as it’s a counter trap card.
Separating themselves from Monsters and Traps, Spell cards serve a vital function in the Yu-Gi-Oh TCG. Unlike monsters, whose usefulness equate to dice rolls because of traps and rival brethren, and traps, which must be set a turn before they’re useful, Spell cards offer instant satisfaction to the user.
With some Spells, the advantage it gives its caster are obvious; others add more subtle influences to the game, and then some only boost certain archetypes. Whatever your taste of Spell, the following list, set in no particular order, highlights the game’s best cards cast in light blue.
What’s not to love about instantly destroying all your opponent’s monsters, despite their battle positions? Even if your opponent is running the “That tickled, sir, I want some more,” Pendulum mechanic, destroying all their monsters with Thor’s might still open the gateway for some direct life point damage, making this card, if conserved mid to late game, a game under.
The writer swears, if this chick becomes a Duel Spirit or gets her own show, he'll become an instant addict to whatever season of Yu-Gi-Oh! The Spell Strikers are, without a doubt, one of the strongest and unique decks the Yugo TCG has seen in a long time.
Inside the archetype, Hornet Drones can start your plays by going into any of your Sky Strikers, and while it’s used outside the archetype, it becomes a quick way to Link into stronger monsters when used alongside Atari. Hornet Drones maneuvering its way as a vital card in a top tier deck and being a debatable staple in any Link deck earns a solid spot among the best Spell cards.
But seriously, Twin Twisters became the new staple of Spell and Trap destruction not only because of it targeting two cards as opposed to one, but also the cost allows a setup for any Graveyard-reliant deck. When a card replaces previous staples and changes the way players approach the game, you know it’s made it big.
Slapping the face of Spell-Shattering Arrow and Twin-Twisters, Pendulum Call grants immortality the premier turn your Pendulum-Magicians get played, in addition to searching for two of them. This card enabling a free Pendulum summon the turn its activated gives it a greater fear-factor than Obedience Schooled, and there was nothing scarier than beast-monsters able to gang together before rolling-over, playing fetch, and picking up the bones of their enemies as sticks.
The writer will give a Yugo hub topic to the first person who can successfully answer this question with a link. You know what, even if Soul Charge wasn’t banned, this Egyptian symbol for life would still be number UN.
You can still attack, you don’t need life points in the bank, just good, old-fashioned, instant revival. Welcome to the TCG side of the dueling world, my friend, where the Cosmos attack loop you infinitely and your monsters’ immortality effects don’t mean squat before giant Japanese monsters.
This card deals with the latter rather the former, and provides more support for Godzilla’s roommates than Dr. Doom backed by Darth Vader. It’s essentially a Dark Hole that replaces all monsters destroyed with two Kailua, one on each side of the field, but come one.
Judgment Dragon is draining 1000 life points to purge the field, and this guy's loving his front row seat. So many types of draw cards exist in the Yugo TCG, most players would consider it impossible to choose one to stand above the rest, or at least grant each one its own merit for what it does for its respective archetype.
Aborting a Light sworn to the grave fuels Judgment Dragon’s rage, drawing gives one hand advantage, and sending cards from the deck to the grave brings its poster dragon even closer to gracing the field and can even bring a Wolf or Felice to one’s defense. You may be netting 0, but no other draw card subtly influences the game like this one, making it the most powerful draw card you’ll laugh at until a gang of self-righteous dragons blow your field away before mauling you for game.
It’s pretty obvious somebody is fanboying hard over the Dark Magician to make every piece of his equipment a card. The other effect, arguably the more annoying one, allows one to target and banish a card when a Dark Magician is summoned.
Sure, the effect may only be one per turn, but a Dark Magician deck summons its star act more than Pan from Naruto’s Animal Path. Every move you make, every card you draw, every attack you declare must hang tightly on your tongue with shallow breath, for the dueling world has become in the grip of zombie Louis.
They lurk over your Extra Deck with a scythe against your monster’s throat, they sit gloatingly in their haunted mansions and wait for you to rescue one of your fallen brethren from the cold bosom of the Earth, they dance around in the spring and laugh as you attempt to call for reinforcements with a bloody, broken hand, and soon, they’ll sit emotionless, apathetic beside a hellhound, daring you to assemble your army for an assault. There was no escape from their influence, no safe haven from their control until a green, zombie hand said, “Enough is enough.” Adorned in modern papyrus of blue, the Green Hand created a resistance against the zombie Louis by sealing them and their power before they could halt your advances on their dominion.
Beside Rogue Commander Neo Spacial Aqua Dolphin, the war has begun. Until the Duel gods intervene, or the Art of War evolves further to reveal a new despair, the Green Hand will prove the best Spell counter against the Empire of Zombie Louis, and one of the best allies a duelist will need to survive.
After facing this Meta, the writer will be rocking back and forth, whispering, “I see Warm people, all the time.” Once you see the new king of Field Spells, your primal reaction of dread will be enough proof for its spot on this list.
Yeah, it does limit its use with Twin Twister being a thing, which is why I only run one when I need my Worm Zero at 3k for a turn or so. Last thing I should mention on why I find Twin Twister better compared to Regard: Simply put, that card is bloody expensive, and for my deck isn't worth running due to the IRL price tag.
So I found a way cheaper substitute that has the same effect but is seen as a double edge sword: Dark Hole. I personally don't mind if my cards get sent to the graveyard along with my opponents, usually it would mean things went south and playing it would be a life or death situation.
Once again, it can also help my deck since I'll have more units in my graveyard to special summon or banish via other cards effects on the field. As for what you mentioned in your rant, well yeah, this game isn't perfect as it has it shares of power creeps or cards that outclasses others, but I don't let that get to me since I was happy to put together a deck on the fly which I was familiar with.
Not gonna change my deck anytime soon tho for budget reasons, tho the Link monster could be handy from time to time, so I might as well throw those in if I'm to stay relevant. But I'm going to end my conversation right here since I'm also getting off track from the topic at hand.
I mean, we have Spirals that search like they're playing the National Championship for Where's Waldo, the True Draco's that are immune to everything, and don't even get me started on the Odd-Eyes... To me the card wasn't that broken, considering today's meta. I agree Twin Twisters is an amazing card that can serve multiple functions.
Definitely a winner in my book, and Burial from a Different Dimension has a seen a lot of play in Zombies lately. Like what Jeremy spoked in class today, Future Fusion and Swords of Revealing Light are nice honorable mentions, I'm so glad FF is no longer banned, it helps in my Worm deck when I need to call Worm Zero, getting 6 different Worm Reptile monsters as Fusion material is next to impossible if I want to have his skill to have a free draw.
But in my opinion, Twin Twister is hands down the best for me, it's like the Spell version of Offering to the Snake Deity (For Spell/Trap cards only tho). And Burial of the Different Dimension is quite good, helping me to fish back important cards like Worm King or recycling my fodders for Zero or Tentacle.
Ultimate defense: Yeah, Rieger is more annoying than accidentally touching an ungrounded refrigerator and an oven (it... really hurts), but one word describes why they returned it to limited while semi limiting Dark Hole: Pendulums. Even with quicker negates out, Avian is still my favorite card, so I'd hate to give up on him so easily.
Haha, after reading your comment about Avian's declining use, I tried to see if I could salvage him in some deck. I think maybe I found a winner; the trick is it's mostly a Pendulum deck; Avian is the only Mist Valley card in it.
I tend to be a go-with-the-flow type of guy, so when Pendulums came on the scene, I was like, “Well, this is a new mechanic in the game, it's here to stay, so let's see how I can use it to my advantage.” So, yeah, you could say I like Pendulums, especially since INAMI is improving other mechanics alongside them (Synchros, Fusions, Monarchs, Cosmos...lol).
Stargazer and Time gazer along with Pendulum Call worked well... but I gave up on making a good Avian deck. The problem isn't getting Big Bird, mind you, it's getting Mist Valley Thunderbird to the hand.
I used to run a Mist Valley deck, so you can only imagine the lovely shenanigans I got into with that card. Gold Sarcophagus and One Day of Peace come to mind, and of course Swords of Revealing Light.