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/dng/ staple list

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  1. This list assumes that the reader is really really new to YGO. Everything on this list is subject to change. Not every card here is a staple, but all of them are worth considering in deck building.
  2.  
  3. XYZ:
  4.  
  5. Rank 1:
  6. Slacker Magician
  7. Sylvan Princessprite (Only if you REALLY want that fucking excavate)
  8.  
  9. Rank 2:
  10. Gachi Gachi
  11. Sky Cavalry Centuria
  12. Treatoad (Ran with Bahamut Shark)
  13.  
  14. Rank 3:
  15. Phantom Knights Break Sword
  16. BA Dante
  17. Leviar the sea dragon
  18. Totem Bird
  19. Granpulse
  20. MX-Saber Invoker (for lv.3 tech + Zodiac Beast shit)
  21.  
  22. Rank 4:
  23. 2 materials:
  24. S39 Utopia The Lightning (Be honest, that shit is summoned with one Number 39, can be used with Utopia One for an extra material)
  25. Castel
  26. Abyss Dweller
  27. Bahamut Shark
  28. Daigusto Emeral
  29. Rafflesia
  30. Zodiac Beast Engine
  31. Number 70 (potential target for 84)
  32.  
  33. 3 Materials - Ouroburos, Delteros
  34.  
  35. Rank 5:
  36. Pledies
  37. Cyber Dragon Nova -> Infinity
  38. Volcasarus -> Gaia
  39. Tiarus (outdated, but may be useful in some retarded case)
  40.  
  41. Rank 6:
  42. Utopia Beyond (has no value past its 0-atl-everything effect, but that shit steals games)
  43. Strike Bounzer
  44. Ptolemy M7
  45. Beatrice
  46. Dragulas (was seen in some decks, not a true staple)
  47. CyDra Infinity
  48.  
  49. Rank 7:
  50. Number 11
  51. MPB Dracosack
  52. Red-Eyes Metal Flare Dragon
  53.  
  54. Rank 8:
  55. Galaxy-Eyes Cipher Dragon (Ran with Galaxy-Eyes Full Armored, Dark Matter, Cipher Blade Dragon; Number 62 is a "maybe" consideration for 4k attack if you really fucking want it)
  56. Lancelot/Number 15 (Ran with Numbers 84 and 77)
  57. Number 38
  58.  
  59. Rank 9:
  60. True King V.F.D.
  61. Enterblathnir
  62.  
  63. Rank 10:
  64. Gustav Max
  65. Number 81
  66. Number 35
  67.  
  68. Rank 11:
  69. Number 84 (SEE RANK 8)
  70.  
  71. Rank 12:
  72. Number 77 (SEE RANK 8)
  73.  
  74. Synchros:
  75.  
  76. Level 2:
  77. Formula Synchron
  78.  
  79. Level 3:
  80. Mist Bird Caulausus
  81. Goyo Defender
  82. Note: Neither of those are true staples, but they enable some silly combos and are worth looking at/taking into consideration if you are making some synchro swarm deck.
  83.  
  84. Level 4:
  85. Arc Light
  86. Photon Pulse Dragon (the go-to lv.4 synchro tuner, has slightly more value than other lv.4 synchs)
  87.  
  88. Level 5:
  89. TG Hyper Librarian
  90. Chambarider
  91. Catastor
  92. Naturia Beast
  93.  
  94. Level 6:
  95. Coral Dragon (Useful in combo decks at 3)
  96. Red Wyvern
  97. Metaphys Horus
  98. Kendama (desperation lv.6, not really a staple)
  99. Stardust Charge Warrior (+1)
  100. Note: All of these cards are still pretty situational.
  101.  
  102. Level 7:
  103. Clear Wing Synchro Dragon
  104. Black Rose Dragon
  105. Twilight Rose Dragon
  106. Yazi
  107. Michael
  108. Odd-Eyes Meteorburst (Probably the worst one out of all of them, but it rips through floater decks)
  109.  
  110. Level 8:
  111. PSY-Frame Omega (Mandatory, complete abombination)
  112. Beelze (Relic of the past, not so great, but has an occasional use)
  113. Void Ogre Dragon (Not the best, but a valuable Tzolkin target)
  114. Crystal Wing (See Omega)
  115. Scarlight/Hot Red Dragon Archfiend
  116. Ignister (for pendulum decks)
  117.  
  118. Level 9:
  119. Mist Wurm (non-targeting removal, not the best, but has its uses)
  120. Red Dragon Archfiend Abyss
  121. Trishula
  122. Dragon Mech
  123.  
  124. Level 10:
  125. Leo
  126.  
  127. Level 11:
  128. Star Eater
  129. Red Dragon Tyrant
  130.  
  131. Level 12:
  132. Quasar
  133. Ultimaya Tzolkin
  134.  
  135. Fusions:
  136. Elder God Norden/Panzer Dragon (both ran with instant fusion, the latter is used for Cyber Dragon Nova -> Infinity)
  137. Gem-Knight Seraphinite (used with Brilliant Fusion engine)
  138.  
  139. Traps:
  140. Solemn Warning
  141. Solemn Notice
  142. Vanity's Emptiness
  143. Chaos Trap Hole (budget Notice/Warning)
  144. Anti-Spell Frag (Sometimes sided, sometimes mained)
  145. Dimensional Barrier
  146. Shadow-Imprisoning/Light-Imprisoning/Mask of Restrict/Imperial Iron Wall (sided)
  147.  
  148. Note: The last four cards vary in their use from format to format, but are good enough to be considered as valuable side deck cards. Do not main those.
  149.  
  150. Spells:
  151. Upstart Goblin (AKA not-a-card, don't fucking run that unless you want a 39 card deck)
  152. Pot of Desires (use at your own risk, don't complain if you mill all 3 of X)
  153. Twin Twister
  154. Raigeki/Dark Hole (see note)
  155. Foolish Burial/FB of Belongings
  156. Reinforcement of the Army/Any generic searcher card
  157. Cosmic Cyclone (sided)
  158. System Down (sided)
  159. Allure of Darkness (don't ever allure without darks in hand, please, just fucking don't)
  160. Terraforming
  161. One for One
  162. Lawnmoving Next Door (see note)
  163.  
  164. Note: Raigeki/Dark Hole are not the best cards to use, but in case your deck needs a field wipe, it's worth adding. Keep in mind that floater/"can't be destroyed" cards will still shit on you.
  165. Note 2: This card enables some very dumb builds. While it's not a staple, this shit enables 60 card decks. Take it into consideration when playing/building decks.
  166.  
  167. Monsters:
  168. Maxx "C"
  169. Effect Veiler
  170. Swift Scarecrow/Battle Fader (not true staples, see note)
  171. Ghost Ogre and Snow Rabbit
  172. Ghost Reaper and Winter Cherries (90% of the time it's sided, but there are occasional builds where people can afford to main it.)
  173. D.D.Crow/Cycle Reader (sided)
  174. Kaiju (mained, see note)
  175.  
  176. Note 1: Fader/Scarecrow can be ran in decks which are weak on the defensive end or dependent on resource conservation. While these aren't cards which are staples, they should not be taken out of consideration when building a deck.
  177.  
  178. Note 2: Kaiju are the best non-targeting removals, as they are not stopped by any negations. They are mandatory in the current format if you don't want to lose the game turn 1. Kaiju engine is usually ran with 3 Kaijus and one copy of Disrupted Kaiju Dream. The ones used for removal are usually Gameciel and Kumonogus. You could run one Jizukiru for your own field. It is also possible to run two "removal" Kaijus and side Disrupted + some field Kaiju.
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