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  1. D/D/Ds are an aggro combo archtype that utilize monsters of every Extra Deck border to their full effect, creating enormous advantage and summoning multiple monsters each turn from out of nothing. The current popular OCG decklists focus on establishing negation-heavy boards and controlling the game, but D/D/Ds are just as capable of outputting massive amounts of damage on the board to OTK.
  2.  
  3.  
  4. [CENTER][B][COLOR="Lime"]<--I: The D/D-->[/COLOR][/B][/CENTER]
  5. The following D/D monsters will be listed (roughly) in order of usefulness. The first ones will be the most useful and you'll use a higher number of them, and as the list goes on, you'll use fewer and fewer, if any.
  6. Individually, a lot of the cards may not seem like much, but their real value lies in being cogs in large-scale combos and summoning a large variety of monsters from the Extra Deck.
  7. Cards that are marked as OCG-exclusive will be (hopefully) arriving in [I]Structure Deck: Pendulum Domination[/I] on January 26th, 2017. Though we'll primarily be talking about the OCG version of this deck, there will be sections that discuss what TCG players can do with D/D/Ds between the Mega Tins release and the arrival of the Structure Deck.
  8.  
  9. [QUOTE]D/D Savant Kepler
  10. DARK / Fiend
  11. Level 1
  12. 0 ATK / 0 DEF
  13. Scale 10
  14. Pendulum Effect: You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once per turn, during your Standby Phase: Reduce this card's Pendulum Scale by 2 (min. 1), then destroy all monsters you control with a Level greater than or equal to this card's Pendulum Scale, except "D/D" monsters.
  15. Monster Effect: If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Savant Kepler" once per turn.
  16. ● Target 1 other "D/D" card you control; return it to the hand.
  17. ● Add 1 "Dark Contract" card from your Deck to your hand.[/QUOTE]
  18.  
  19. This card forms the backbone of the D/D deck, and it's easy to see why. Kepler is a tutor for our tutor and is usually used to search Dark Contract with the Gate, which in turn searches any D/D monster in our main deck. Because of this, Kepler helps to add a ton of consistency to the deck. In certain scenarios, such as when Gate is already in our hand, Kepler can search Dark Contract with the Swamp King, which can help to extend plays, or other cards like Dark Contract with the Witch.
  20.  
  21. Rarely, Kepler's 10 scale can be useful and will let you do a huge Pendulum summon - however, it will most often be used as a way to search for Contracts and add them to your hand. As a level 1 card, it can often be used as a way to go into Formula Synchron alongwith the deck's main Tuner, D/D Lamia. Otherwise, be careful, as it often ends up staying on the field at the end of a combo and is very vulnerable with a 0/0 body. Kepler is often what we use our Normal Summon on, but it can also be brought out by Swirl Slime or One For One.
  22.  
  23. Always run 3.
  24.  
  25. [QUOTE]D/D Lamia (OCG-exclusive)
  26. DARK / Fiend / Tuner
  27. Level 1
  28. 100 ATK / 1900 DEF
  29. If this card is in your hand or Graveyard: You can send 1 "D/D" or "Dark Contract" card from your hand or face-up from your field to the Graveyard, except "D/D Lamia"; Special Summon this card, but banish it when it leaves the field. You can only use this effect of "D/D Lamia" once per turn.[/QUOTE]
  30.  
  31. One of the most important cards in the deck, nearly all of our combos will depend on reviving Lamia as much as possible and using her to climb a "ladder" of Synchro monsters. As a level 1 Tuner, she is the backbone of basically every Synchro combo in our deck, and can also be brought out by One For One. Her ability to revive herself from the Graveyard is also immensely useful, though you'll usually want to save it for the end of your combos because she gets banished afterward.
  32.  
  33. Always run 3.
  34.  
  35. [QUOTE]D/D Swirl Slime
  36. DARK / Fiend
  37. Level 2
  38. 200 ATK / 200 DEF
  39. If this card is in your hand: You can Fusion Summon 1 "D/D/D" Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Materials, including this card. You can banish this card from your Graveyard; Special Summon 1 "D/D" monster from your hand. You can only use each effect of "D/D Swirl Slime" once per turn.[/QUOTE]
  40.  
  41. Swirl Slime is the main combo enabler in the deck and has two amazing effects. When it's in the hand, it can Fusion Summon Genghis, D'Arc, or Beowulf using itself and another D/D monster in hand as fodder. As soon as it hits the Grave, you can banish it to Special Summon any D/D monster from your hand. Many D/D combos will start by using Swirl Slime and another monster to fuse into Genghis, and then using Swirl Slime's Graveyard effect immediately or later in the combo to trigger the effects of Genghis and Alexander. Swirl Slime can SS any D/D monster from the hand when he's in the grave, including big monsters like Abyss Ragnarok, so he also opens up OTKs.
  42.  
  43. Always run 3.
  44.  
  45. [QUOTE]D/D/D Oblivion King Abyss Ragnarok
  46. DARK/Fiend
  47. Level 8
  48. 2200 ATK / 3000 DEF
  49. Scale 5
  50. Pendulum Effect: If you Special Summon a "D/D" monster(s), except during the Damage Step: You can target 1 "D/D" monster in your Graveyard; any battle damage your opponent takes becomes halved for the rest of this turn, also Special Summon that monster, and if you do, take 1000 damage. You can only use this effect of "D/D/D Oblivion King Abyss Ragnarok" once per turn.
  51. Monster Effect: If this card is Normal or Special Summoned: You can target 1 "D/D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Oblivion King Abyss Ragnarok" once per turn. Once per turn: You can Tribute 1 other "D/D" monster, then target 1 monster your opponent controls; banish it.[/QUOTE]
  52.  
  53. Abyss Ragnarok introduces the self-burn subtheme of the D/D monsters, which is one of the deck's signature mechanics, and introduces the second mechanic, which is forming an enormous chain of Special Summons. Whether in the Pendulum Zone or the Monster Zone, Ragnarok helps to Summon multiple D/D monsters all in one fell swoop, crushing your opponent as quickly as possible. His Pendulum Zone effect is easier to activate, but all damage your opponent takes will be halved. So if you choose to use it, do so knowing that you'll be able to put many bodies on the board, but you may be unable to finish off your opponent. When used with Swirl Slime and another high ATK D/D in hand, along with a clear shot, he's part of a three card OTK.
  54.  
  55. You will oftentimes be able to use both Ragnarok's Pendulum and Monster effects in the same turn, typically through either D/D Savant Thomas or Odd-Eyes Meteorburst Dragon. This allows you to establish massive boards and frequently end with a Rank 8 monster if you haven't won that turn. Ragnarok's second monster effect also allows you to tribute another D/D monster to target and banish any opposing monster. This effect is not only useful for spot removal, but also for making space on your own field by getting rid of otherwise dead combo pieces like Kepler and Copernicus.
  56.  
  57. Always run 3.
  58.  
  59. [QUOTE]D/D Necro Slime
  60. DARK / Fiend
  61. Level 1
  62. 300 ATK / 300 DEF
  63. If this card is in your Graveyard: You can Fusion Summon 1 "D/D/D" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard, including this card. You can only use this effect of "D/D Necro Slime" once per turn.[/QUOTE]
  64.  
  65. The Miracle Fusion of the deck, Necro Slime lets you bust out Genghis, D'arc, or Beowulf from nowhere. Send it to the Graveyard with Swirl Slime, Lamia, Copernicus, Swamp King, or even Twin Twisters, and you'll have a combo piece ready to go. Tons of synergy with Swirl Slime in general.
  66.  
  67. Usually run at 3 in almost all variants, though 2 is acceptable if you're really desperate for main deck space.
  68.  
  69. [QUOTE]D/D Orthos (OCG-exclusive)
  70. DARK / Fiend / Tuner
  71. Level 4
  72. Scale 3
  73. 600 ATK / 1800 DEF
  74. Pendulum Effect: Once per turn: You can target 1 Spell/Trap Card on the field and 1 other "D/D" or "Dark Contract" card you control; destroy them.
  75. Monster Effect: When you take damage: You can Special Summon this card from your hand. After this card is Special Summoned to your field, you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters.[/QUOTE]
  76.  
  77. Used as a searchable and semi-reusable MST for the deck. Very occasionally, you'll actually summon Orthros to the field, though with D/D/D players shifting away from Level 4s in general, he's rarely too useful. Since he's a Tuner, he can go into Siegfried or Omega with Copernicus, a level 4 non-Tuner.
  78.  
  79. Run 0-2. 3 is acceptable if you run a lot of level 4s.
  80.  
  81. [QUOTE]D/D Savant Copernicus (OCG-exclusive)
  82. DARK / Fiend
  83. Level 4
  84. 0 ATK / 0 DEF
  85. Scale 1
  86. Pendulum Effect: You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once, while this card is in your Pendulum Zone, you can negate an activated Spell effect that would inflict damage to you, then destroy this card.
  87. Monster Effect: If this card is Normal or Special Summoned: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard, except "D/D Savant Copernicus". You can only use this effect of "D/D Savant Copernicus" once per turn.[/QUOTE]
  88.  
  89. A Foolish Burial on legs, Copernicus can be used to send cards like Necro Slime or Swirl Slime for their Graveyard effects later in the same turn. However, he's also a toolbox that can send cards like Lamia or Kepler to be revived by Genghis, Alexander, or Abyss Ragnarok. Knowing how to effectively use Copernicus is one of the more unintuitive parts of playing D/D/Ds.
  90.  
  91. At 0/0, he shares the same problem as Kepler in that he's fragile and leaves your field vulnerable. With Rank 4s falling out of favor in modern D/D/Ds, it can be difficult to make use of Copernicus after he hits the field. He can be used as fodder for Abyss Ragnarok's banishing effect, as Fusion material for Swamp King, or as Synchro material for cards like T.G. Hyper Librarian. Copernicus's low scale also occasionally comes in handy, and can be coupled with Kepler's scale of 10 to perform massive Pendulum summons, though these scenarios are extremely rare.
  92.  
  93. Run 0-3. Whether your deck runs Copernicus largely depends on your personal preference and your Extra Deck.
  94.  
  95. [QUOTE]D/D/D Savant Thomas
  96. DARK / Fiend
  97. Level 8
  98. 1800 ATK / 2600 DEF
  99. Scale 6
  100. Pendulum Effect: During your Main Phase: You can add 1 face-up "D/D" Pendulum Monster from your Extra Deck to your hand. You can only use this effect of "D/D Savant Thomas" once per turn.
  101. Monster Effect: You can target 1 "D/D" card in your Pendulum Zone; destroy that card, and if you do, Special Summon 1 Level 8 "D/D/D" monster from your Deck in Defense Position, but for the rest of this turn, its effects (if any) are negated, and any battle damage your opponent takes becomes halved. You can only use this effect of "D/D Savant Thomas" once per turn.[/QUOTE]
  102.  
  103. Grants ridiculously easy Rank 8 access, typically with Abyss Ragnarok. His Pendulum effect is occasionally useful for recovering used Keplers or Abyss Ragnaroks, as well. He's typically summoned from the hand by banishing a Swirl Slime in Grave, though Genghis can occasionally bring him out as well. Level 8, so he enables the use of the Trade-In engine as well. A very strong card on all fronts, though he can cause dead hands.
  104.  
  105. Run 0-3, typically 0 in the regular variant and 2-3 in the level 8 variant that uses the Trade-In engine.
  106.  
  107. [QUOTE]D/D Savant Newton (OCG-exclusive)
  108. DARK / Fiend
  109. Level 7
  110. 0 ATK / 0 DEF
  111. Scale 10
  112. Pendulum Effect: You cannot Pendulum Summon monsters, except "D/D" monsters. This effect cannot be negated. Once, while this card is in your Pendulum Zone, you can negate an activated Trap effect that would inflict damage to you, then destroy this card.
  113. Monster Effect: You can discard this card, then target 1 "D/D" or "Dark Contract" card in your Graveyard, except "D/D Savant Newton"; add it to your hand. You can only use this effect of "D/D Savant Newton" once per turn.[/QUOTE]
  114.  
  115. Very occasionally seen in some variants, Newton is a decent way to recover combo pieces or Contracts, and can be useful in the later game. It doesn't actively advance your game state, and its level of 7 makes it only marginally useful on the field, though it can be used to go into Siegfried or Omega.
  116.  
  117. Run 0-1.
  118.  
  119. [QUOTE]D/D Berfomet
  120. DARK / Fiend
  121. Level 4
  122. 1400 ATK / 1800 DEF
  123. Once per turn: You can target 1 "D/D" monster you control that has a Level, except "D/D Berfomet", and declare a Level from 1 to 8; it becomes that Level until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "D/D" monsters.[/QUOTE]
  124.  
  125. [QUOTE]D/D Night Howl (OCG-exclusive)
  126. DARK / Fiend / Tuner
  127. Level 3
  128. 300 ATK / 600 DEF
  129. When this card is Normal Summoned: You can target 1 "D/D" monster in your Graveyard; you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters, also Special Summon that target, but its ATK and DEF become 0, also you take 1000 damage if it is destroyed.[/QUOTE]
  130.  
  131. [QUOTE]D/D Lilith (OCG-exclusive)
  132. DARK / Fiend
  133. Level 4
  134. 100 ATK / 2100 DEF
  135. If this card is Normal or Special Summoned: You can activate 1 of these effects. You can only use this effect of "D/D Lilith" once per turn.
  136. ● Target 1 "D/D" monster in your Graveyard; add it to your hand.
  137. ● Add 1 face-up "D/D" Pendulum Monster from your Extra Deck to your hand.[/QUOTE]
  138.  
  139. Formerly staples in many D/D/Decklists, Berfomet and Night Howl have steadily fallen out of favor over the last months, largely because they added another level of complexity to the deck without being beneficial enough. One major downside of both cards is that they lock you out of summmoning non-D/D or non-Fiend monsters, respectively, which became a bigger deal as the focus of the deck shifted to powering out cards like Crystal Wing Synchro Dragon. Lilith was an uncommon choice usually run at 1 or 2 in most lists where she was run at all, and has also fallen out of favor.
  140.  
  141. Neither card is typically seen in most current lists, though some players like to run 1 or more Berfomet since its searchable and can occasionally be useful. Night Howling and Lilith are almost never seen anymore.
  142.  
  143. [QUOTE]D/D/D Doom King Armageddon
  144. DARK / Fiend
  145. Level 8
  146. 3000 ATK / 1000 DEF
  147. Scale 4
  148. Pendulum Effect Once per turn: You can target 1 "D/D" monster you control; it gains 800 ATK until the end of this turn (even if this card leaves the field).
  149. Monster Effect Once per turn, if a monster(s) you control is destroyed by battle or by card effect: You can target 1 of those monsters; this card gains ATK equal to that monster's original ATK until the end of this turn. This card cannot attack directly the turn this effect is activated. Cannot be destroyed by Spell/Trap effects that do not target it.[/QUOTE]
  150.  
  151. Armageddon, also known as the CEO, is a beatstick who can crash through Mirror Force, is immune to Raigeki, and who becomes more powerful when D/Ds around him die. He has a decent Pendulum Scale and effect. All of that is good, but not too important. It's his 3k ATK, Level, and D/D/D name that gives him his use. Abyss Ragnarok's monster effect can only summon D/D/D monsters, and Armageddon is the strongest D/D/D monster you have available in the Main Deck, allowing you to easily OTK with a hand of CEO, Ragnarok, and Swirl Slime. As a Level 8 monster, he's also Trade-In fodder, and is usually only seen in the DD8 variant.
  152.  
  153. Run 0-2 in the level 8 variant and 0 otherwise.
  154.  
  155. [QUOTE]D/D/D Rebel King Leonidas
  156. DARK / Fiend
  157. Level 7
  158. 2600 ATK / 1200 DEF
  159. Scale 3
  160. Pendulum Effect: When you take effect damage (except during the Damage Step): You can destroy this card, and if you do, any effect that would inflict damage to a player this turn increases their LP by the same amount, instead.
  161. Monster Effect: When you take effect damage (except during the Damage Step): You can Special Summon this card from your hand, and if you do, gain LP equal to the damage you took. You take no effect damage.[/QUOTE]
  162.  
  163. [QUOTE]D/D/D Dragon King Pendragon
  164. DARK / Fiend
  165. Level 7
  166. 2600 ATK / 2400 DEF
  167. You can Tribute 1 Dragon-Type monster and 1 Fiend-Type monster from your hand and/or your side of the field; Special Summon this card from your hand. Once per turn: You can discard 1 card; this card gains 500 ATK until the end of this turn, then you can destroy 1 Spell/Trap Card on the field.[/QUOTE]
  168.  
  169. Formerly seen in TCG decklists that focused on level 7 spam, both Leonidas and Pendragon are suboptimal and inconsistent options in modern D/D/Ds. As of late, Leonidas has been seen more often in DARK Synchro decks than in D/D/Ds.
  170.  
  171. Run 3 Leonidas and 1-2 Pendragon if you're still playing DD7, for some reason.. Otherwise run 0 of each.
  172.  
  173.  
  174.  
  175. Every other main deck D/D monster is bad and not worth running. Avoid them.
  176.  
  177.  
  178.  
  179. [B][CENTER][COLOR="Lime"]<--II: The Spells/Traps-->[/COLOR][/CENTER][/B]
  180. We'll go over the Spells first, then the Traps. Gate is by far the most useful card in this lineup, and the only other cards that see any widespread use are Swamp King and Witch, both typically at 1.
  181.  
  182. [QUOTE]Dark Contract with the Gate
  183. Continuous Spell Card
  184. During your Main Phase: You can add 1 "D/D" monster from your Deck to your hand. You can only use this effect of "Dark Contract with the Gate" once per turn. Once per turn, during your Standby Phase: Take 1000 damage.[/QUOTE]
  185.  
  186. Searches any D/D monster once every turn at the cost of delayed burn. This delayed burn will become a running theme amongst the D/D cards. The card is obviously powerful, and there's not much to say about it. D/D is a combo deck, and combo decks love consistency. Searchable by Kepler, for even more consistency.
  187.  
  188. Always run 3.
  189.  
  190. [QUOTE]Dark Contract with the Swamp King
  191. Continuous Spell Card
  192. During your Main Phase: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You can only use this effect of "Dark Contract with the Swamp King" once per turn. If Summoning a "D/D" Fusion Monster this way, you can also banish monsters from your Graveyard as Fusion Material. Once per turn, during your Standby Phase: Take 1000 damage.[/QUOTE]
  193.  
  194. Gives easy access to your powerful Fusion D/D/Ds, is searchable, is repeatable, and gives you the extremely powerful option of using D/Ds that are in the Grave as Fusion materials.
  195.  
  196. Run 0-2. Most lists run 1. Run 2 if you want to go into Caesar Ragnarok more often, or if your locals have a lot of Majesty's Fiend usage. Swamp King into a big Fusion monster is one of our few outs to Majesty's.
  197.  
  198. [QUOTE]Forbidden Dark Contract with the Swamp King
  199. Continuous Spell Card
  200. Once per turn: You can Special Summon 1 "D/D/D" monster from your hand in Defense Position, but its effects are negated. Once per turn: You can Fusion Summon 1 Fiend-Type Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials, including a monster Special Summoned by this card with the above effect. Once per turn, during your Standby Phase: Take 2000 damage.[/QUOTE]
  201.  
  202. Inferior in effect to the original Swamp King, the Forbidden version still offers advantages. Putting a D/D/D on the field can set up rank 8 plays, and unlike the original the Forbidden Swamp is not a hard once per turn; if you return it to your hand or play another copy, you can use its effect more than once. Still, it's dead if you don't have a D/D/D in hand to summon, and the 2000 LP tag is a hefty one.
  203.  
  204. Run 1, usually in a Rank 8 focused deck (DD8). Most lists run 0.
  205.  
  206. [QUOTE]Dark Contract with the Yamimakai (OCG-exclusive)
  207. Continuous Spell Card
  208. During your Main Phase: You can activate 1 of these effects. You can only use this effect of "Dark Contract with the Yamimakai" once per turn.
  209. ● Target 1 "D/D" Pendulum Monster in your Graveyard; place it in your Pendulum Zone.
  210. ● Place 1 face-up "D/D" Pendulum Monster in your Extra Deck in your Pendulum Zone.
  211. Once per turn, during your Standby Phase: Take 1000 damage.[/QUOTE]
  212.  
  213. Allows you to reuse Abyss Ragnaroks that have been destroyed while in the Pendulum Zone, such as through Thomas's effect. Also allows your Extra Deck'd Keplers to find new life by turning them into Pendulum Scales. When coupled with Orthros, Kepler's countdown becomes irrelevant, as Orthos can destroy it and Yamimakai can reset it each turn. Useful during the later game, but dead early on.
  214.  
  215. Run 0-1.
  216.  
  217. [QUOTE]Dark Contract with the Witch
  218. Continuous Trap Card
  219. You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Witch" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage.[/QUOTE]
  220.  
  221. A Raigeki Break with some bonus effects, Witch provides offense and defense all wrapped up in one package while filling your Graveyard. This effect is during either player's turn, which means it's a perfect Scale Breaker, and it prevents over half of your D/Ds from being able to be run over in battle against any common monster. As a Dark Contract card, Witch is searchable by Kepler, and is one of your only outs to Vanity's Fiend.
  222.  
  223. Run 0-2. Most players run 1.
  224.  
  225. [QUOTE]Dark Contract with Errors
  226. Continuous Trap Card
  227. Once per turn, if you control a "D/D" monster: You can negate all Trap Card effects on the field (other than this card's) for the rest of this turn (even if this card leaves the field). Once per turn, during your Standby Phase: Take 1000 damage.[/QUOTE]
  228.  
  229. A continual Trap Stun, protecting your monsters from Trap effects during either player's turn. When combined with Vanity's Emptiness, it can completely lock the opponent out of the game while still allowing you to go through your plays uninterrupted. It's also a devastating side deck card against Card of Demise decks.
  230.  
  231. Run 0-1. Consider running it in the side deck.
  232.  
  233. [QUOTE]D/D/D Human Resources
  234. Normal Trap Card
  235. Shuffle 3 cards into the Deck (any combination of "D/D" monsters in your hand, field, or Graveyard and/or "D/D" cards in your Pendulum Zone), then you can add 2 "D/D" monsters from your Deck to your hand.[/QUOTE]
  236.  
  237. Human Resources lets you search any two D/D monsters while recycling your used combo pieces in the Graveyard, meaning that you'll almost always be able to pull off a combo after playing this card. However, it's slow and kind of situational, and we can oftentimes win a long, grindy game even without it. It's a dead card during turn 1 and also can't be searched by Kepler.
  238.  
  239. Run 0-1.
  240.  
  241. [QUOTE]D/D/D Contract Change
  242. Normal Trap Card
  243. When an opponent's monster declares an attack: Activate 1 of these effects;
  244. ● Banish 1 "D/D/D" monster from your Graveyard, and if you do, the attacking monster loses ATK equal to the banished monster's ATK.
  245. ● Add 1 Level 4 or lower "D/D" Pendulum Monster from your Deck to your hand.[/QUOTE]
  246.  
  247. [QUOTE]D/D Rebuild (OCG-exclusive)
  248. Continuous Trap Card
  249. "Dark Contract" cards you control cannot be destroyed by your opponent's card effects. You can banish this card from your Graveyard, then target up to 3 of your banished "D/D" cards, except this card; shuffle them into the Deck.[/QUOTE]
  250.  
  251. [QUOTE]D/D Recruit (OCG-exclusive)
  252. Normal Trap Card
  253. If your opponent controls more monsters than you do: Target any number of "D/D" monsters and/or "Dark Contract" cards in your Graveyard, up to the difference in number of monsters; add them to your hand. You can only activate 1 "D/D Recruit" per turn.[/QUOTE]
  254.  
  255. Avoid these cards. They're situational and outclassed by other options.
  256.  
  257.  
  258.  
  259. [CENTER][B][COLOR="Lime"]<-- III: The Extra Deck-->[/COLOR][/B][/CENTER]
  260. Every aspect of the Extra Deck is what you'll be comboing into, With three different borders and generally generic materals, the plays are very flexible, but also easy to mess up if you don't plan ahead of time. Extra Deck space is [B]extremely[/B] tight in this deck, so we have to be careful about what cards we include.
  261.  
  262. [QUOTE]D/D/D Flame King Genghis
  263. FIRE / Fiend / Fusion
  264. Level 6
  265. 2000 ATK / 1500 DEF
  266. 2 "D/D" monsters
  267. If another "D/D" monster(s) is Special Summoned to your field, while you control this face-up card (except during the Damage Step): You can target 1 "D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Flame King Genghis" once per turn. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 "Dark Contract" card in your Graveyard; add it to your hand.[/QUOTE]
  268.  
  269. Genghis is your main combo enabler in the Extra Deck. While weak in ATK, he provides an explosion of D/Ds when Summoned at the right time. Should he die, he recovers a Dark Contract card for you, allowing you to potentially recover from a complete field wipe. Many of you combos will start by pitching Swirl Slime and another D/D monster for Genghis. He frequently ends up as Synchro fodder during combos, but can also be used to go into Beatrice or rarely Ultimaya Tzolkin.
  270.  
  271. Run 2. If you're playing the TCG variant, running 3 allows a consistent Beatrice + Omega setup (discussed in the Combos section). 3 is rarely seen in some OCG decklists.
  272.  
  273. [QUOTE]D/D/D Oracle King D'Arc
  274. DARK / Fiend / Fusion
  275. Level 7
  276. 2800 ATK / 2000 DEF
  277. 2 "D/D" monsters
  278. Any effect that would inflict damage to you makes you gain that much LP, instead[/QUOTE]
  279.  
  280. Formerly the best card in the D/D/D extra deck, D'Arc is now usually used as a stepping stone on the way to Siegfried. Her ATK is very good, though, and her effect can be useful when you're running low on LP and can't afford to take any more self-burns. She can also singlehandedly win you the game against Burn decks, if you happen to come across one.
  281.  
  282. Run 1. If you're still playing the level 7-focused variant, run 2-3.
  283.  
  284. [QUOTE]D/D/D Dragonbane King Beowulf (OCG-exclusive)
  285. DARK / Fiend / Fusion
  286. Level 8
  287. 3000 ATK / 2500 DEF
  288. 1 D/D/D monster + 1 D/D monster
  289. 1 "D/D/D" monster + 1 "D/D" monster
  290. If a "D/D" monster you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. Once per turn, during your Standby Phase: You can destroy all cards in each player's Spell & Trap Zones.[/QUOTE]
  291.  
  292. A high strength Fusion with a powerful, if delayed S/T destroying effect. Oftentimes brought out with Necro Slime or Swamp King at the end of combos to go into Rank 8s.
  293.  
  294. Run 1.
  295.  
  296. [QUOTE]D/D/D Wave Oblivion King Caesar Ragnarok
  297. DARK / Fiend / Fusion
  298. Level 10
  299. 3200/3000
  300. 2 "D/D/D" monsters
  301. Once per turn, when an attack is declared involving this card: You can target 1 other "D/D" or "Dark Contract" card you control; return it to the hand, and if you do, equip 1 face-up monster your opponent controls to this card, except the battling monster. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect.[/QUOTE]
  302.  
  303. Take note that he needs D/D/D monsters, and not just D/D monsters, so he is ineligible to summon with Swirl Slime. Now, this card is a monster. Enormous attack, lets you bounce your Dark Contracts to avoid burn, equips the opponent's cards, and only gets more powerful over time. His effect doesn't target, so he's an incredibly useful card against Kozmos and Chaos MAX decks, though keep in mind that your opponent will need to have at least one other monster out for you to use his effect.
  304.  
  305. Run 0-1.
  306.  
  307. [QUOTE]D/D/D Gust King Alexander
  308. WIND / Fiend / Synchro
  309. Level 7
  310. 2500 ATK / 2000 DEF
  311. 1 "D/D" Tuner + 1 or more non-Tuner monsters
  312. If another "D/D" monster(s) is Normal or Special Summoned to your field, while you control this face-up card (except during the Damage Step): You can target 1 Level 4 or lower "D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Gust King Alexander" once per turn.[/QUOTE]
  313.  
  314. Combined with Genghis, Alexander creates a double layered effect, easily allowing you to set up incredible fields. His revival trigger is stronger than Genghis's, activating off of Normal AND Special Summons, but his revival targets are weaker, only being able to revive Level 4 or lower D/D monsters. 9 out of 10 times, you will use Alexander to revive Lamia. Synchroing Alexander + Lamia is the primary way that this deck summons Crystal Wing Synchro Dragon.
  315.  
  316. [QUOTE]D/D/D Hexblood King Siegfried (OCG exclusive)
  317. DARK / Fiend / Synchro
  318. Level 8
  319. 2800 ATK / 2200 DEF
  320. 1 Tuner + 1 or more non-Tuner "D/D" monsters
  321. During either player's turn: You can target 1 face-up Spell/Trap Card on the field; negate its effects until the next Standby Phase. You can only use this effect of "D/D/D Hexblood King Siegfried" once per turn. If this card is destroyed by battle or card effect and sent to the Graveyard: Gain 1000 LP for each "Dark Contract" card you control.[/QUOTE]
  322.  
  323. Remarkably powerful S/T negation that can shut down any non-Counter Trap attached to a 2800 body, Siegfried is one half of the deck's most famous combo. Getting him out alongside Crystal Wing Synchro Dragon, known as "CrystalSieg", "SiegWing", or several other names, sets up a field that is very difficult for almost any deck to break. He can be used to shut off floodgates like Vanity's Emptiness on your turn, and can even be used to turn off your Contracts during your opponent's End Phase so you don't get burned during your Standby Phase, before his effect "resets".
  324.  
  325. Run 1.
  326.  
  327. [QUOTE]D/D/D Duo-Dawn King Kali Yuga
  328. DARK / Fiend / Xyz
  329. Rank 8
  330. 3500 ATK / 3000 DEF
  331. 2 Level 8 "D/D" monsters
  332. After this card is Xyz Summoned, for the rest of this turn, other cards and their effects cannot be activated on the field and other cards' effects on the field are negated. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy all Spell and Trap Cards on the field. You can detach 1 Xyz Material from this card, then target 1 "Dark Contract" Spell/Trap Card in your Graveyard; Set that target.[/QUOTE]
  333.  
  334. High ATK, and a quick effect Heavy Storm means that he can stop your opponent's Pendulum plays before they happen, or simply remove pesky backrow. Quick effect S/T destruction is remarkably useful against ABCs, Metalfoes, and in the mirror match. His effect negation is a massive blanket, preventing even cards that weren't face-up or on the field when he landed from being activated. Even if you're forced to wipe out your own backrow with his effect, you can still activate his second effect to set Gate/Swamp King to prepare yourself for the following turn.
  335.  
  336. Run 1.
  337.  
  338. [QUOTE]D/D/D Wave King Caesar
  339. WATER / Fiend / Xyz
  340. Rank 4
  341. 2400 ATK / 1200 DEF
  342. 2 Level 4 Fiend-Type monsters
  343. During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn.[/QUOTE]
  344.  
  345. [QUOTE]D/D/D Marksman King Tell
  346. DARK / Fiend / Xyz
  347. Rank 5
  348. 2300 ATK / 2000 DEF
  349. 2 Level 5 monsters
  350. You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.[/QUOTE]
  351.  
  352. Two former Extra D/D/Deck staples, both Caesar and Tell are rarely seen anymore due to Level 4s in general disappearing from the deck in favor of more streamlined, consistent variants. Caesar is useful for its ability to search for Contracts without needing to rely on Kepler. Tell has a decent Foolish effect that isn't limited to OPT, creating some potential combos if it can be revived a few times.
  353.  
  354. Run 1 of each if you're running Berfomet, otherwise run 0.
  355.  
  356.  
  357. [CENTER][B][COLOR="Lime"]<-- IV: Generic/Tech Cards-->[/COLOR][/B][/CENTER]
  358.  
  359. This section will be separated into Monsters (Main Deck, then Extra Deck), then Spells, then Traps. Cards are again roughly sorted by viability, but this is only really important for the Extra Deck.
  360.  
  361. [QUOTE]Maxx "C"
  362. EARTH / Insect
  363. Level 2
  364. 500 ATK / 200 DEF
  365. During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.[/QUOTE]
  366. [QUOTE]Ghost Ogre & Snow Rabbit
  367. LIGHT / Psychic / Tuner
  368. Level 3
  369. 0 ATK / 1800 DEF
  370. During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: You can send this card from your hand or field to the Graveyard; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.[/QUOTE]
  371. [QUOTE]Effect Veiler
  372. LIGHT / Spellcaster / Tuner
  373. Level 1
  374. 0 ATK / 0 DEF
  375. During your opponent's Main Phase: You can send this card from your hand to the Graveyard, then target 1 face-up Effect Monster your opponent controls; negate that opponent's face-up monster's effects until the end of this turn (this is a Quick Effect)[QUOTE]
  376.  
  377. Good generic cards that you can decide to play based on your budget, your local deck demographics, and your personal preferences.
  378.  
  379. [QUOTE]D.D. Crow
  380. DARK / Winged Beast
  381. Level 1
  382. 100 ATK / 100 DEF
  383. During either player's turn: You can discard this card to the Graveyard to target 1 card in your opponent's Graveyard; banish that target.[/QUOTE]
  384.  
  385. An effective card against most meta decks that many players in the OCG are putting in the main deck. Doubles as Allure fodder.
  386.  
  387.  
  388.  
  389.  
  390. [QUOTE]Crystal Wing Synchro Dragon
  391. Wind/Dragon Level 8
  392. Synchro
  393. 3000/2500
  394. 1 Tuner + 1 or more non-Tuner Synchro Monsters
  395. Once per turn, during either player's turn, when another monster's effect is activated: You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles a Level 5 or higher monster your opponent controls, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.[/QUOTE]
  396.  
  397. An incredible boss monster, Crystal Wing pairs extremely well with Siegfried. Crystal negates monster effects while Siegfried disables spells and traps. Crystal is a staple of turn one plays and at the moment belongs in every D/D extra deck.
  398.  
  399. Always run 1.
  400.  
  401. [QUOTE]Trishula, Dragon of the Ice Barrier
  402. Water / Dragon / Synchro
  403. Level 9
  404. 2700 ATK / 2000 DEF
  405. 1 Tuner + 2 or more non-Tuner monsters
  406. When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and Graveyard. (The card in the hand is chosen at random.)[/QUOTE]
  407.  
  408. We have multiple 2-card combos that can make Trishula. She's incredibly powerful and her non-targeting, non-destruction removal lets us comfortably out Kozmo ships and Chaos MAX.
  409.  
  410. Highly recommended at 1.
  411.  
  412. [QUOTE]PSY-Framelord Omega
  413. LIGHT / Psychic / Synchro
  414. Level 8
  415. 2800 ATK / 2200 DEF
  416. 1 Tuner + 1 or more non-Tuner monsters
  417. Once per turn, during either player's Main Phase: You can banish this card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the Graveyard. If this card is in your Graveyard: You can target 1 other card in either player's Graveyard; shuffle both that card and this card from the Graveyard into the Deck.[/QUOTE]
  418.  
  419. Omega can disrupt the opponent's hand, dodge removal, and most importantly recycle your banished cards, refueling your Graveyard with your powerful Slime plays. One of the only cards in the game that can make use of the face-down banished cards from Pot of Desires, allowing you to use it as a reverse toolbox.
  420.  
  421. Highly recommended at 1.
  422.  
  423. [QUOTE]Formula Synchron
  424. LIGHT / Machine / Synchro / Tuner
  425. Level 2
  426. 200 ATK / 1500 DEF
  427. 1 Tuner + 1 non-Tuner monster
  428. When this card is Synchro Summoned: You can draw 1 card. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon using this card you control (this is a Quick Effect).[/QUOTE]
  429.  
  430. Almost always brought out with Lamia + Kepler. Formula nets you a free draw while also getting rid of Kepler, and can be used with Genghis to go into Siegfried or Omega.
  431.  
  432. Highly recommended at 1.
  433.  
  434. [QUOTE]Number 38: Hope Harbinger Dragon Titanic Galaxy
  435. LIGHT / Dragon / Xyz
  436. Rank 8
  437. 3000 ATK / 2500 DEF
  438. 2 Level 8 monsters
  439. Once per turn, during either player's turn, when a Spell Card or effect is activated on the field: You can negate that effect, and if you do, attach that card to this card as Xyz Material. When an opponent's monster declares an attack: You can detach 1 Xyz Material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.[/QUOTE]
  440.  
  441. Usually the Rank 8 card you'll go into most, with the other option being Kali Yuga. Titanic Galaxy adds yet another level of negation to your play, and we have several four-card combos that end with a field of Crystal Wing + Siegfried + Titanic Galaxy, which is enormously hard to break for just about every single deck.
  442.  
  443. Highly recomended at 1.
  444.  
  445. [QUOTE]Beatrice, Lady of the Eternal
  446. LIGHT / Fairy / Xyz
  447. Rank 6
  448. 2500 ATK / 2800 DEF
  449. 2 Level 6 monsters
  450. You can also Xyz Summon this card by sending 1 "Burning Abyss" monster from your hand to the Graveyard, then using 1 "Dante" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Burning Abyss" monster from your Extra Deck, ignoring its Summoning conditions.[/QUOTE]
  451.  
  452. Beatrice has been growing in popularity over the last few months due to several combos involving her that can be found here: http://roadoftheking.com/dd-beatrice-combo
  453.  
  454. She's used to unbrick hands that would otherwise be bad, oftentimes involving Copernicus. With her, you can frequently end with a field of Beatrice + Omega, which sets up nicely for the next turn. In the TCG, she's vital for sending Tuners like Glow-Up Bulb and Jet Synchron to the Grave from the Deck, since we don't have access to Lamia.
  455.  
  456. Recommended at 1. If you're playing the TCG variant, she's mandatory at 1.
  457.  
  458. [QUOTE]T.G. Hyper Librarian
  459. DARK / Spellcaster / Synchro
  460. Level 5
  461. 2400 ATK / 1800 DEF
  462. 1 Tuner + 1 or more non-Tuner monsters
  463. If a monster is Synchro Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect.[/QUOTE]
  464.  
  465. Usually made with Lamia + Copernicus, Librarian can net you absurd amounts of card advantage, capable of letting you draw 4 cards while also establishing a field with Crystal Wing and Siegfried. Some players opt not to run him to free up space, and will go for different combos not involving Librarian to establish arguably stronger fields.
  466.  
  467. Run 0-1.
  468.  
  469. [QUOTE]Odd-Eyes Meteorburst Dragon
  470. FIRE / Dragon / Synchro
  471. Level 7
  472. 2500 ATK / 2000 DEF
  473. 1 Tuner + 1 or more non-Tuner monsters
  474. When this card is Special Summoned: You can target 1 card in your Pendulum Zone; Special Summon it, also this card cannot attack for the rest of this turn. You can only use this effect of "Odd-Eyes Meteorburst Dragon" once per turn. Monsters in your opponent's possession cannot activate their effects during the Battle Phase.[/QUOTE]
  475.  
  476. A ridiculously good combo extender when coupled with an Abyss Ragnarok in the Pendulum Zone, Meteorburst facilitates Rank 8 access. Its secondary effect locks your opponent out of all monster effects during the Battle Phase, which is devastating against Burning Abyss, Kozmo, and any deck using Utopia the Lightning. As a level 7 Synchro, it can also be used with Lamia to go into Crystal Wing.
  477.  
  478. Run 0-1, and almost always run 1 in the TCG variant.
  479.  
  480. [QUOTE]Coral Dragon
  481. WATER / Dragon / Synchro / Tuner
  482. Level 6
  483. 2400 ATK / 500 DEF
  484. 1 Tuner + 1 or more non-Tuner monsters
  485. Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.[/QUOTE]
  486.  
  487. [QUOTE]Ultimaya Tzolkin
  488. DARK / Dragon / Synchro
  489. Level 12
  490. 0 ATK / 0 DEF
  491. Cannot be Synchro Summoned. Must be Special Summoned (from your Extra Deck) by sending 2 Level 5 or higher monsters you control with the same Level to the Graveyard (1 Tuner and 1 non-Tuner), and cannot be Special Summoned by other ways. Once per turn, when a Spell/Trap Card(s) is Set on your side of the field (except during the Damage Step): You can Special Summon 1 "Power Tool" Synchro Monster or 1 Level 7 or 8 Dragon-Type Synchro Monster from your Extra Deck. Cannot be targeted for attacks or by card effects, while you control another Synchro Monster.[/QUOTE]
  492.  
  493. These two cards are rarely used in the OCG, though there have been a few decklists that have topped with these. However, they're very important in the TCG as we have a much harder time establishing strong fields without access to Lamia. Coral Dragon + Genghis nets us Tzolkin and a free draw, letting us get out Crystal Wing for free. Run 1 of each in the TCG variant until the Structure Deck gets here.
  494.  
  495. [QUOTE]Clear Wing Synchro Dragon[/QUOTE]
  496. [QUOTE]Black Rose Moonlight Dragon[/QUOTE]
  497. [QUOTE]Crystron Phoenixion[/QUOTE]
  498. [QUOTE]Metaphys Horus[/QUOTE]
  499. [QUOTE]Crimson Blader[/QUOTE]
  500. [QUOTE]Scarlight Red Dragon Archfiend[/QUOTE]
  501. [QUOTE]Colossal Fighter[/QUOTE]
  502.  
  503. Other generally good cards that you can run to fill up spaces in your Extra Deck, if you have any.
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