Deck Doctor #28: Skill Drain and Cyberdarks

tyler nolanHey readers, this week we’re going to start off by taking a look at Kumar Dave’s Skill Drain Aggro list:

[ccDeck="Main Deck"]2 Ancient Gear Gadjiltron Dragon:3 Beastking Barbaros:2 Cardcar D:3 Fire King High Avatar Garunix:2 Mythical Water Dragon:1 Dark Hole:2 Geartown:2 Mystical Space Typhoon:1 Necrovalley:2 Onslaught of the Fire Kings:2 Pot of Duality:1 Terraforming:1 The Seal of Orichalchos:3 Trade-In:2 Call of the Haunted:1 Compulsory Evacuation Device:2 Dark Bribe:3 Imperial Iron Wall:2 Needle Ceiling:2 Skill Drain:1 Torrential Tribute[/ccDeck]

This is an interesting list, and it’s similar to a deck we went over right after Tachyon came out earlier this year. Basically, this deck functions as a kind of stun deck, using backrow cards like Skill Drain, and Imperial Iron Wall in conjunction with a quick clock, from Barbaros, Garunix, or Gadjiltron to end the game before the opponent can find an answer to the continuous traps, and release the floodgates.

One thing that immediately stood out to me was the Cardcars, which seem incredibly out of place in a deck like this that wants to end the game asap. The anti-synergy the card has with Skill Drain also worries me a bit, since it isn’t like Skill Drain would typically be, where “if it’s on the field, you’re winning” as when playing against Dragon, their Dragons are still huge!

Next, I want to give the deck a bit more of an emphasis on the Necrovalleys, so I’m going to cut the 2 copies of Call of the Haunted, which seem rather difficult to make live in the first place. This deck doesn’t really have any synergy with Needle Ceiling to make it live, and aside from having Garunix in play, it’s difficult for this deck to reestablish a field if you nuke it. I’m cutting both.

The Seal of Orichalchos doesn’t do anything here aside from being another field spell, and there are better field spells to play that don’t kill all your special summoned monsters upon activation.

I’m not convinced this deck really wants to run Mythical Water Dragon. Your monster count is incredibly low, and rank 8s aren’t particularly powerful. I feel like most of the time you’d rather have your level 8 monster, and another card, rather than just a rank 8. The nice part about Water Dragon is that it gives you more Trade-In food, but past that it seems rather useless. I’m going to cut both of them, I just can’t get over how situational it is.

The cuts in summary: 9
-2 Cardcar D
-2 Call of the Haunted
-2 Needle Ceiling
-1 The Seal of Orichalchos
-2 Mythical Water Dragon

Now, we want to continue playing as low a monster count as possible, so we don’t draw too many monsters, but we also want to have monsters that we can kill them with. [ccProd]Gravekeeper’s Commandant[/ccProd] answers both of these problems perfectly. With Necrovalley on the field, Commandant goes to a respectable 2100 attack, and if you already have a beater, you can just pitch it to grab a stun card. I’m going to add 3 Commandants, and the 2nd copy of Necrovalley.

Onslaught of the Fire Kings seems like the reason to run this deck, and not maxing it seems silly. It’s a 2700 atk Cyber Dragon, who is hard to kill, and Dark Holes the board on your next standby phase. I don’t know why you wouldn’t want to max this card if you’re able to play it.

Our trap count is a bit low, and with so many floodgate traps we don’t really have much in the way of removal. I’m going to add 2 Vanity’s Emptiness to the main. Unlike Iron Wall, or Necrovalley, Emptiness is a floodgate card of sorts that also gets instant value by negating a summon. While easier to destroy, I think Emptiness is a better card that either [ccProd]Bottomless Trap Hole[/ccProd], or Solemn Warning, which would otherwise fill this slot due to its ability to sometimes just end the game if the opponent doesn’t have an answer to it.

Lastly, I’m going to add 2 copies of Mirror Force to round off the list.

Additions in summary:
+3 [ccProd]Gravekeeper’s Commandant[/ccProd] +[ccProd]1 Necrovalley[/ccProd] +1 [ccProd]Onslaught of the Fire Kings[/ccProd] +[ccProd]2 Vanity’s Emptiness[/ccProd] +[ccProd]2 Mirror Force[/ccProd]


Next up, we’re going to take a look at Joe Kell’s Cyberdark deck:
[ccDeck="Main Deck"]2 Cyberdark Edge:2 Cyberdark Horn:2 Cyberdark Keel:3 Cyber Dragon:3 Cyber Dragon Zwei:2 Proto-Cyber Dragon:2 Masked Dragon:2 Twin-Headed Behemoth:2 Exploder Dragon:2 Cyberdark Impact!:2 Overload Fusion:1 Limiter Removal:3 Mystical Space Typhoon:2 Dark Eruption:1 Dark Hole:1 Bottomless Trap Hole:1 Compulsory Evacuation Device:1 Solemn Warning:1 Eradicator Epidemic Virus:2 Dimensional Prison:2 Mirror Force:1 Dark Illusion[/ccDeck]

I’m not sure how much I like this mixture of themes, they don’t seem to have very much in common. The Cyber Dragon cards don’t look like they’re pulling very much weight, and I’m pretty sure we can make much more valuable use of the deck space that they’re currently taking up. Cyberdarks, as a theme though, are probably something a lot of readers aren’t familiar with. All the Cyberdark monsters have an effect that attaches a lv3 or lower dragon from your graveyard to itself, and the monster gains attack equal to that monster. So the deck runs cards like Masked Dragon, which give them a pretty large amount of attack to make the Cyberdarks 2200 atk monsters. Cyberdark Impact! Is one of the best fusion spells ever printed, essentially being a Miracle Fusion that summons Cyberdark Dragon.

I could continue explaining what each card in the deck does, but really if you don’t know what some of these cards do, it’s probably best to just go and read them now. I’ll wait.

Well, we have a lot of cuts to make when we take out the Cyber Dragon stuff. Minus eight Cyber Dragon, and Pseudo-Cyber Dragons. Without the Cyber Dragons to make Overdragon, the Overload Fusions are just worse than Cyberdark Impact.

The engine cuts aside though, I’m not sure how much I like the Eradicator Virus. It doesn’t seem particularly easy to make live, and to activate it you need to tribute your boss monster. I’m going to cut it as well. Dark Eruption seems worse than just running more copies of the Cyberdark monsters, since it doesn’t require a Cyberdark in our graveyard to activate, so I’m going to cut them as well.

Twin-Headed Behemoth is cool in being a 1500 ATK, level 3 dragon for the Cyberdark monsters, but really this deck doesn’t need him. His effect is almost entirely useless.

The cuts in summary: 13
-3 Cyber Dragon
-3 Cyber Dragon Zwei
-2 Proto Cyber Dragon
-1 Eradicator Epidemic Virus
-2 Dark Eruption
-2 Twin-Headed Behemoth

After cutting the Eruptions, the first addition I want to make is the 3rd copy of each of the Cyberdark monsters. This makes the Impacts more easily live, and just in general allows you to draw your Cyberdark monsters more consistently.

The Blue-Eyes White Dragon engine actually has quite a bit of synergy with the Cyberdark theme, not only can you equip White Stone to Cyberdark monsters to claim a search, but you can equip Blue-Eyes himself to Cyberdark Dragon to give him a base 4000 atk! It also allows us a bit of a draw engine from Trade-In.

I’m going to add 2 Blue-Eyes White Dragon, 2 White Stone of Legend, and 2 Trade-In. Speaking of draw engines though, Pot of Duality seems incredible in this deck. There is very little special summoning going on, and this deck really needs to get its cards together early on. I’m going to add the full 3 copies.

With the remaining one slot, I’m going to add the 3rd Cyberdark Impact, since we cut the Overload Fusions earlier.

Additions in summary:
+1 [ccProd]Cyberdark Horn[/ccProd] +1 [ccProd]Cyberdark Keel[/ccProd] +1 [ccProd]Cyberdark Edge[/ccProd] +2 [ccProd]Blue-Eyes White Dragon[/ccProd] +2 [ccProd]The White Stone of Legend[/ccProd] +2 [ccProd]Trade-In[/ccProd] +3 [ccProd]Pot of Duality[/ccProd] +1 [ccProd]Cyberdark Impact![/ccProd]

The next stop in the Circuit Series comes to Worcester, MA on November 16-17! If you have a list you’d like doctored by either Johnny or myself, send us a message at


Until next week, remember to Play Hard or Go Home!