No one probably knows me, I haven’t participated in many YCS events since I just started playing competitively a few months ago, but I have been playing the game for a long time. My first deck was starter deck Yugi and the first pack I bought was LOB. So let us start with the first deck, Billy Brakes rock stun. Here is his build: Monsters: 19
3 Koa’ki Meiru Guardian
3 Koa’ki Meiru Sandman
3 Koa’ki Meiru Wall
3 Block Golem
2 Card Trooper
2 Maxx “C”
2 Fossil Dyna Pachycephalo
1 Neo-Spacian Grandmole
Spells:10
3 Mystical Space Typhoon
2 Soul Taker
2 Pot of Duality
1 Seal of Orichalcos
1 Monster Reborn
1 Dark Hole
Traps: 12
2 Dimensional Prison
2 Solemn Warning
2 Call of the Haunted
2 Bottomless Traphole
2 Torrential Tribute
1 Solemn Judgment
1 Starlight Road
Extra Deck: 15
2 Gem-Knight Pearl
2 Kochi Kochi Dragon
2 Soul of Silver Mountain
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaister
1 Gachi Gachi
1 Fairy King Albverdich
1 Gaia Knight, Force of Earth
1 Naturia Beast
1 Naturia Barkion
1 Scrap Dragon
1 Stardust Dragon
Here is what I have decided to change:
Monsters: This is a stun deck and you want to make sure you do not hurt your back row and are able to get the cards out that you need at the right times
-1 Neo-Spacian Grand Mole -2 Maxx “c” -2 Card Trooper
+1 Fossil Dyna Pachycephalo +2 Koa’ki Meiru Boulder +1 Wind-Up Rabbit
Grand mole- is an amazing card against a xyz or a syncro monster. But the deck already mains decks enough hate against them, so we don’t need a stand-alone monster for it.
Maxx “c”- this is a plus zero most times, once in a while it’s a plus one, I would defiantly keep this in the side deck. On another note, if anyone feels like this deck needs a good hand trap, Swift Scarecrow is a viable option. It is not remotely as good as gorz, but at least it does not kill your block golem.
Card trooper- you only have a <50% chance of milling a monster. If you mill badly you might not draw into the back row support the deck needs.
Fossil dyna-the few times the deck special summons and the amount of plays this card can stop make it good enough to run at 3.
Boulder- searches the right stun card for the right situation making the deck more consistent than randomly milling.
Wind-up rabbit- the best cards in the extra deck are all threes. It only makes sense to have a way to get them out.
Spells:
-2 mystical space typhoons
-2 soul taker
-1 orichalcos
+1 book of moon
+2 attack the moon
+3 creature swap
Mystical space typhoon/ attack the moon- since you do not want to run a heavy storm that hits your constant barrage of back row (you should always have at least one back row in a stun deck) this seemed like a great alternative. It will make more sense when you see the traps.
Soul taker- I figured that you would not need to run these with the creature swaps, I would rather take control of my opponent’s monster than kill it.
Orichalcos- this was essentially the win condition for this deck. To get out 1900 beaters, a Fossil Dyna and buffer. The only problem is you only could run one or risk hitting a dead card. It also prevents you from delving into the extra deck, which is essential in the current Meta.
Book of moon- no explanation needed, it’s the best minus one in the game.
Attack the moon- This on the other hand needs a lot of explanation. You are not running heavy to preserve your own back row, and you need a consistent way to take out back row so you will not need to tribute it
Creature swap- it swaps your boulders so you can destroy them and add a Koa’ki Meiru to your hand. It also swaps your Fossil Dyna, which outside of tributing, attacking into a bigger monster, or dark hole prevents them from special summoning allowing you to plus off of attack the moon and preventing any major threats.
Traps: - 1 starlight -2 call of the haunted – 2 torrential
+1 huge revolution is over +2 compulsory evacuation devices + 2 zero gravity
Starlight/huge revolution- dead block golems are a lot like running a tour guide without a target, it is a really bad idea so I replaced the starlight and took the stardust out of the extra deck.
Call of the haunted- You aren’t running the troopers so it isn’t as effective and with the card troopers you mill your back row which you need.
Torrential- you won’t have enough field presence if you torrential yourself, especially since you need to keep a monster in your hand to use for cost of the Koa’ki Meirus.
Compulsory evacuation device- it gets rid of zenmaines and stardust and there for the most part is not anything they can do about it.
Zero gravity- it’s a combination threat roar and book of moon. It gives you plusses with attack the moon and it makes it so you can run over monsters with low defense like Grapha or Shi En.
Extra- A lot of people called the extra deck silly. I don’t think it is as silly as people think, it keeps block golems alive and it takes into account you can monster reborn a T.G. striker or kagemusha and synchro summon.
That being said here are my changes- -1 Gachi Gachi Gantetsu, Gaia the Force of Earth, Stardust Dragon, Wind-Up Zenmaister, Soul of Silvermountain
+ 1 Giant Soldier of Steel +2 Gagaga Cowboy +1 Utopia and Utopia Ray
The cards I took out have no real purpose in the deck. Zenmaister might have a purpose, since you could side into jars since all the jars are rocks. Otherwise there are better cards.
As for the cards I put in, I do not want to make my golems dead, so they are just options that are earth, the exception of which being utopia and ray, which would be more a desperation play than anything.
Now lets look at the finished product:
Monsters-18
3 Koa’ki Meiru Guardians
3 Koa’ki Meiru Wall
3 Koa’ki Meiru Sandman
3 Block Golem
3 Fossil Dyna Pachycephalo
2 Koaki Meiru Boulders
1 Wind-Up Rabbit
Spells -11
2 Attack the Moon
1 Book of Moon
3 creature swap
1 Dark Hole
1 Monster Reborn
1 Pot of Avarice
2 Pot of Duality
Traps -13
2 Bottomless Trap Hole
2 compulsory Evacuation device
2 Dimensional Prision
2 Solemn Warning
1 Solemn Judgment
2 Zero Gravity
1 The huge revolution is over
Extra Deck -15
1 Naturia Beast
1 Naturia Barkion
2 Fairy King Albverdich
2 Gagaga Cowboy
2 Gem-Knight Pearl
1 Giant Soldier of Steel
1 Soul of Silvermountain
1 Temtempo the Percussion Djinn
1 Scrap Dragon
1 Utopia
1 Utopia Ray
1 Kachi Kochi Dragon
Now for the next deck, hero gishki turbo. Just looking at the deck list I can see this deck, for lack of a better metaphor, opening triple tengu a lot. This is because you are putting two decks that do not normally go together and trying to make it work. This happens a lot with ninjas. They also didn’t put any miracle fusion targets in the extra deck. That being said here is the deck and here are my changes:
Monsters
3 Gishki Soul Ogre
3 Gishki Vision
3 Destiny Hero Plasma
2 Destiny Hero Diamond Dude
2 Trageodia
2 Tour Guide from the Underworld
1 Sangan
1 Gishki Shadow
1 Elemental Hero Stratos
1 Dark Armed Dragon
1 Gorz, the Emissary of Darkness
Spells
3 Destiny Draw
3 Trade-In
3 Miracle Fusion
3 Mystical Space Typhoon
2 Salvage
1 Gishki Aquamirror
1 Reinforcement of the Army
1 Allure of Darkness
1 Dark Hole
1 Heavy Storm
1 Monster Reborn
Extra deck
1 Grenosaurus
1 Melomelody the Brass Djinn
1 Wind-Up Zenmaines
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 30: Acid Golem of Destruction
1 Temtempo Percussion Djinn
1 Maestroke Symphony Djinn
1 Blade Armor Ninja
1 Heroic Champion Excalibur
1 Number 39: Utopia
1 Hieratic Sun Dragon Overlord of Heliopolis
1 Number 11: Big Eye
1 Gaia Dragon, Thunder Charger
1 Black Rose Dragon
Monsters-
-3 soul ogre -3 plasma -2 trageodia -1 dark armed dragon -1 vision
+1 black luster soldier envoy of the beginning +3 veilers +2 shadow +1 gustkraken +1 mind augus +1 tetrogre +3 jurrac guaiba +1 destiny hero doom lord +2 destiny hero malicious.
Soul ogre/plasma- plasma isn’t actually a good card to run in this deck, you are running a card that on its own is dead and requires you to draw or have a destiny draw, trade in, or aquamirror/soul ogre to get any use out of it. Because I removed it, I figured I should also remove soul ogre because it does not have any targets for its tributes besides vision and shadow.
Trageodia- Gishkis minus a lot from the hand, so running this is counterproductive.
Dark armed- not enough graveyard control, even with miracle fusions
Gishki vision- it searches monster, but once you have one it gets recycled to your hand anyways and more shadows help you search the spell that goes back into your deck.
Black luster/veilers- it gives you a tuner, negates effects, is a better hand trap than trageodia and gives you access to black luster soldier.
Shadow- you do not run a lot of targets for ritual summoning besides the ritual monsters themselves and malicious and this guy can be your entire tribute if nothing else, plus this and vision give the deck search power.
Gishki rituals- to replace the soul ogres, one of each for versatility, but you will be going gustkraken more than anything.
Guaiba- It gives access to dinos in the extra deck and gives the deck more versatility.
Doom lord- steal monsters with Leviair and a destiny draw target
Malicious- it’s a tribute it’s a draw target it does your laundry it cleans your clothes it can summon another from the deck it gives you access to rank 6 xyzs. It pretty much does anything.
Spells
-3 trade-ins -1 miracle fusion – 2 mystical space typhoons
+2 lance
Trade-in- No targets anymore
Miracle fusion- too much going on with BLS and salvage to be running this at three.
Mystical space typhoon-it is a straight up replacement for lance because of the guaiba engine I teched in.
Extra Deck
The extra deck most of all needed heroes, and then I added a few Dinosaurs.
-1 Grenosaurus -1 Melomelody the Brass Djinn -1 Hieratic Sun Dragon Overlord of Heliopolis -1 Number 11: Big Eye -1 Gaia Dragon, Thunder Charger -1 blade armor -1 leviathan dragon
+2 Elemental hero absolute zero +1 elemental hero escuridao +1 ally of justice catastor + 1 Evolzar laggia +1 Evolzar dolkka +1 inzektor exabeetle +1 photon strike bounzer
So here is the final layout of the deck-
Monsters –22
1 Black Luster Soldier Envoy of the Beginning
2 Destiny Hero Diamond Dude
1 Destiny Hero Doom Lord
2 Destiny Hero Malicious
3 Effect Veiler
1 Elemental Hero Stratos
3 Gishki Shadow
2 Gishki Vision
1 Gorz the Emissary of Darkness
3 Jurrac Guaiba
1 Sangan
2 Tour Guide From the Underworld
1 Evigishki Gustkraken
1 Evigishki Mind Augus
1 Evigishki Tetrogre
Spells -15
1 Allure of Darkness
1 Dark Hole
3 Destiny Draws
2 Forbidden Lance
1 Gishki Aquamirror
1 Heavy Storm
2 Miracle Fusion
1 Mystical Space Typhoon
1 Reinforcement of the Army
2 Salvage
Extra Deck -15
2 Elemental Hero Absolute Zero
1 Elemental Hero Escuridao
1 Ally of Justice Catastor
1 Evolzar Dolkka
1 Evolzar Laggia
1 Heroic Champion – Excaibur
1 Inzektor Exabeetle
1 Leviair the Sea Dragon
1 Maestroke the Symphony Djinn
1 Number 30: Acid Golem of Destruction
1 Number 39: Utopia
1 Photon Strike Bounzer
1 Temtempo the Percussion Djinn
1 Wind-Up Zenmaines
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