Mitsurugi Fiendsmith Ryzeal
Deck Primer
So, my basic thought about the deck was that by running 3 engines that lead into each other we could have the best of both worlds. Going second we're a Mitsurugi deck that baits things out by being Fiendsmith Ryzeal, going first we're a Fiendsmith Ryzeal deck that gets there from Mitsurugi, in a pinch we can play Fiendsmith Control with 26 non-engine that are consistently good going second. With Zombie Vampire 2 level 8s can get us into Fiendsmith and Ryzeal combos, or we can make a rank 4 with the Mitsu cards, which can be Duodrive if Detonator with an Xyz monster attached is good. Most of your lines can incorporate Moon for full Fiendsmith combo on top. You can mill good cards from your opponents even in partial mirrors.
Updated the deck as I learned combo lines etc. As I learned the Ext lines, I realized Ext is simultaneously one of our best starters and extenders, and like Ice you'll easily go through 2 in a combo. 2 of each Ryzeal starter is absolutely essential, since we want the best possible odds to mill Sword, and we need 2 Ice and Ext to see our best starters and to use both in the course of some of our combos. Cut down to 1 Lacrima pretty fast, having exactly Engraver make a rank 4 when any level 4 normal summon will get you there with Engraver seemed excessive, and Lacrima is the second worst NS in the deck. Lurrie is technically worse, but in most hands Lurrie is literally just a brick, whereas there are NS Lacrima lines that don't suck.
Switched ratio of Saji to Aramasa - You need 3 level 4 Mistu monsters for a lot of the combos, and I want them all to be starters, but while Saji is more important to your combos Aramasa is actually better as a normal summon. Saji is better follow-up, but not by much, and I'd rather my deck put up a board in the first place rather than focusing on follow-up. Searching the Mitsu trap seems like overkill, and it's extremely bricky - The deck runs a lot of extremely soft bricks, cards you sometimes want to see but more often are hoping to add, but the Mitsu trap actually does exactly nothing if you don't get into your Mitsurugi cards, whereas most of our other "bricks" are either good normal summons, good discards to your Ryzeal engine, or good if situational extenders, and the Mitsu trap is just "win more". Additionally, to play the Mitsu trap you have to replace a starter with a more situational follow-up card, which I don't love. Vallon got added to the Extra Deck to help vs backrow, and S:P got cut and put back in. You could run a rank 4 in that slot, but I'm not a huge fan of Dugares (I understand it is good, but my experience is draw 2 discard 1, usually done late in a combo, is not actually all that good in a deck with a lot of Charmies, even if you didn't skip your draw phase). S:P is a useful end piece in explosive hands. It makes Zombie Vampire lines better and it makes Agnumday lines better, and is all around useful pushing into boards going second. 3 Prayers seems necessary, 1 to use turn 1, 1 to use turn 2, 1 to use turn 3, you really will cycle through all three, and it's a weak starter, but you could cut these down to 2, on for your turn, one for your opponents, if you wanted to make space for another non-engine. That would still leave the chance to combo around 90%, but a third for the grind game seems nice, and it is technically a starter and technically an extender.
For non-engine we're heavy on Charmies. That's because the deck has quite a few uses for Charmies even in your combos going first. You side them out when you know you're going first, which should explain why the side deck indexes quite heavily on cards that are good going first. Droll conflicts with Charmies slightly, but is so good in a format where everything is a Mitsu Ryzeal pile and Maliss extenders require searches. It also pairs well with the rest of the non-engine. Then we're running a big pile of hand traps that need to be paired to accomplish anything most of the time - you're actually still hoping to see these when you win the coin toss over Charmies (provided you have a normal summon or a way to get to one). Charmies are just a hedge for losing the coin toss. Better to be built to have a chance going second, than maximizing your win percentage going first. They're like Effect Veiler or ghost girls in this deck, in that they feature in some of the combos, and other combos actively want cards in the hand to send to the GY, so IMO you don't lose a lot going first.
I'm trying Daruma and DDG in the side deck over the Feather Storm plan. DDG should be good against almost anything Lancea isn't, and having 2 traps to set if you see a trap plus Thrust seems important. Likewise, running Solemn Strike doesn't facilitate the Thrust plan, which is important because you have a lot of cards to side out whether you're going first or second. Going first you side out all 8 Charmies for Thrust, both Traps, and Solemn Judgement, except against decks like Maliss that Lancea is good against (Dinosaur, Kashtira decks, etc) wherein you side out Ghost Ogre and 1 Nibiru for Lancea and Artifact Sanctum as well. We're hedged heavily on the side of being able to play going second so this is important. The thing is, you want to side out Cross, Node, Star, Paradise, Crossout, and Called By going second, so we need at least 2 of our going first cards to also be good going second, assuming that backrow hate is always relevant going second, which seems a fairly safe assumption in the meta. Thrust fulfills this double role, you can side in 2 Thrust going second to search Talent or Feather Duster, or even better search a starter such as Pre-Prep, Tract, or Bonfire. Solemn Judgement is prefferred over Strike, even though it's worse at handling monsters, because it handles most power spells, handles topdecked Dominus cards which are good against your Misturugi Prayers, and handles topdecked or held Imperms which are good against Detonator, provided you didn't attach Twins, which usually you're saving for follow-up.
I decided I'd work through combo guides, because I'm pretty proud of this build.
Combo #1: Ice Ryzeal combo
The big advantage of this combo is that you can always put up the Ryzeal end board through Nib. This is also your best one card combo in terms of ceiling, you get everything with this one.
1. NS Ice Ryzeal, SS Ext Ryzeal
2. Ext Ryzeal eff, add Sword
3. Overlay Ext and Ice for King of the Feral Imps
4. King of the Feral Imps eff, add Habakiri
5. Habakiri eff, summon and tribute Saji
6. Saji eff, add Mitsurugi Ritual
7. Mitsurugi Ritual, Tribute Habakiri, summon Murakumo
8. Habakiri triggers, add Misturugi Prayers
9. Activate Prayers, tribute Murakumo, add and summon Aramasa, CL 1 Murakumo, CL2 Aramasa, add Prayers 2, add Habakiri and summon Murakumo
10. Link King of the Feral Imps and Aramasa into Moon
11. Full Fiendsmith Caesar/Paradise combo. Put Caesar in the emz (this is important)
12. Summon Sword, add Ext
13. Summon Ext sending whichever Xyz monster with a GY eff is best in the matchup. Vs some removal effects or negation effects, this is Eclipse Twins, but vs Maliss it's Mereo, and vs backrow it's Vallon
14. Overlay Ext and Sword for Duodrive. Duodrive eff, attach Ice or Ext (doesn't matter which)
15. Duodrive eff, detach 2, add Star Ryzeal and Node Ryzeal
16. Detach final material from Duodrive to summon Star, set Ryzeal Cross
17. Summon Node. Node eff, send Duodrive, summon Ryzeal monster from your GY (probably Ext)
18. Activate Cross. Cross eff, put Ice and Ext back onto the bottom of your deck to draw a card
19. Make 3 mat Detonator, attach Xyz monster for a 4 mat Detonator with a send attached
20. Set Prayers
Board is Murakumo with Prayers set and Habakiri in hand, 4 mat Ryzeal Detonator with Xyz attached and Cross negate, D/D/D Wave High King Caesar put up before you summon Sword Ryzeal, Lacrima and Requiem in GY to send Paradise and get the Desirae send. This combo is good into Nib, and has alternates into Droll, but does lose to a single handtrap on Ice if you don't have follow-up. However, usually you will have follow-up, and if you get the Ice combo off uninterupted it's going to be hard for opponents to play through that board. It's also a layered board that has play into Droplet.
Combo #2: 1 Habakiri combo
This combo dies to Droll, and puts up a significantly weaker end board. Nonetheless, you get a lot of stuff out of it. I'm going to demonstrate multiple lines, the one where you hard open Habakiri, the one where you open Pre-Prep, the one where you open Prayers, the one where you open Aramasa, and the one where you open Saji. All of these are 1 card starters of varying power. The strongest combo is to open Habakiri or Aramasa or Pre-Prep. The Pre-Prep combo is also the most flexible, but is even worse into Droll. The weakest combo is NS Saji or activate Prayers
Habakiri line
1. Habakiri eff, summon and tribute Saji
2. Saji eff, add Ritual
3. Ritual, tribute Habakiri, Summon Murakumo
4. Habakiri eff, add Prayers
5. Prayers, tribute Murakumo, add Aramasa, SS Saji
6. Murakumo eff, add Prayers, summon Murakumo
7. NS Aramasa, add Habakiri
8. Make your level 4s into Duodrive. Duodrive eff, add Sword and Ext. (Optional: add Sword and Cross)
9. Link Murakumo and Duodrive into Moon
10. Full Fiendsmith Caesar/Paradise combo. No need to put Caesar in the EMZ unless you have extenders of some sort
11. SS Sword, add Ice Ryzeal (Optional: If you're doing the Cross line add Ext. You'll be missing Ice, so you lose a material for the Cross.)
12. SS Ext sending Xyz monster
13. SS Ice sending Habakiri
14. Make Detonator, attach Xyz send. There is a rank 4 Xyz monster in your GY for Twins
15. Set Prayers
Endboard is Prayers to revive Murakumo, which is a board wipe and a discard/negate, Caesar with 2 summon negates, Lacrima and Requiem in the GY for Paradise send, and a Detonator with 4 materials and a send. This combo can add Cross, at the cost of one pop, since Ext can't add with Caesar on the field. If Cross is important in the matchup and you were going first game 2 or 3, you may make a 3 mat Detonator with Cross negate instead.
Pre-Preparation of Rites combo
This one is about the same as the last one, except you'll have a Mitsu Mirror so Habakiri can be summond throughout it, making it revivable. This is also a combo that makes use of Zombie Vampire - we're going to assume you only hit a non level 4 hand trap, but obviously this line varies depending on what you hit.
1. Activate Pre-Prep, add Habakiri and Mirror
2. Habakiri eff, SS and tribute Saji
3. Saji eff, add Ritual.
4. Ritual, tribute Habakiri, summon from deck Murakumo
5. Habakiri eff, add Prayers
From here you can do the above line, or pivot into Zombie Vampire, depending on whether you're okay with milling the opponent. If you do the above line you can incorporate Mirror into it, by tributing Murakumo to summon Habakiri and search second Prayers, then tribute Habakiri for one of your copies of Prayers to combo off the exact same way. Alternatively, and possibly better, just hold it in your hand for follow-up.
The Zombie Vampire line is pretty cute. In even a partial mirror there are pretty good odds of milling something that makes your combo bigger, and even hitting a Mulcharmy allows you to pivot into Ryzeal. The downside is you could whiff or help the opponent, so you don't do it blind. Let's say you take the Zombie Vampire line and mostly whiff.
6. Activate Mitsurugi Mirror, Tribute Murakumo, summon Habakiri
7. Murakumo eff, add Aramasa, summon Murakumo
8. Make your 8s into Zombie Vampire. Detach Murakumo and whiff
9. Link Zombie Vampire and your hand trap into Moon. Full Fiendsmith combo into Caesar and Paradise. No reason to use the EMZ unless you have extenders
10. NS Aramasa, add Habakiri
You can stop here if Murakumo is extremely good in the matchup, giving you Caesar, Paradise, Prayers into Murakumo, and options to tribute for Prayers to get even more Mitsu follow-up. Also useful to end here if you're worried about time in the matchup. Or if you want to end on Detonator, you can keep going
11. Activate Prayers, tribute Habakiri, add Aramasa for follow-up (you could consider playing 2 Saji instead of 2 Aramasa. It's a worse starter, but better followup), SS Saji from the GY
12. Make Duodrive, Duodrive eff, add Sword and Ext (Alternatively Sword and Cross)
13. SS Sword Ryzeal, add Ice (add Ext if you added Cross)
14. SS Ext, sending Xyz send.
15. SS Ice, send Duodrive (This is how the combo facilitates Twins. You can send a card from your hand alternatively, but there's not much reason to. Skip this step if you added Cross)
16. Make Detonator, attach Xyz. 4 Mat Detonator. (3 mat with Cross)
If you do this, board is Caesar + Paradise + fully custom Detonator
I'm not going to go through every variation of the Zombie Vampire Combo. Obviously you're hoping to hit at least a level 4 monster, at best Sword Ryzeal, or maybe a light fiend. Any such thing will make the board absolutely stacked, and you can steal your opponents cards in even partial mirrors (though milling Fiendsmith or milling blind is risky and not reccomended).
Prayers combos
Starting with Prayers is pretty weak, but you can get to Zombie Vampire + Prayers with Murakumo in the GY, which is full combo if you believe hard enough and have that skill difference ;)
1. Prayers, add Habakiri
2. Habakiri eff, summon and tribute Saji
3. Saji eff, add Ritual
4. Ritual, tribute Habakiri, SS Murakumo
5. Habakiri eff, add Mirror (note - depending on what else is in your hand and what matchup you're in you may not go the Zombie Vampire line)
6. Mirror, tribute Murakumo, SS Habakiri
7. Murakumo eff, add Prayers, summon Murakumo
8. Make Zombie Vampire and hope to win the slot machine. Worst case Scenario you whiff entirely, but more likely you'll have Prayers + full Fiendsmith combo, and if you hit light fiends or Sword Ryzeal the combo gets even better.
Alternate Prayers line
You can instead, depending on the matchup, pivot into Ryzeal combo from the Mitsurugi cards. This is good if you think milling your opponent is bad news, probably better in a blind matchup, and also probably better into Maliss specifically.
1. Prayers, add Habakiri
2. Habakiri, summon Aramasa, tribute Habakiri (ooh little different for this one)
3. Aramasa CL1, Habakiri CL 2, add Murakumo, add Saji
4. NS Saji, add Ritual
5. Ritual, tribute Habakiri from deck to summon Murakumo. This is your Nib insurance, since Nibbing now makes the opponent discard a card, just to have Murakumo summon back and add Prayers #2. Note that if you skip this step, Ext will get a search for Node, and your Nib insurance becomes summoning Murakumo after Nib. This is worse into Nib, and technically slightly worse into other hand traps, so I do reccomend summoning Murakumo here blind, but if you think your opponent has nothing you can take the gambit and get even more materials under your Detonator.
6. Habakiri eff, add Prayers
7. Make Duodrive. Duodrive eff, add Ext and Sword (You can add Sword and Cross in the right matchups)
8. SS Sword and Ext, sending an Xyz monster, and adding Ice. (If you added Cross, you lose out on a material, but you add Ext with Sword and still have access to a send.)
9. Send Duodrive to the GY to summon Ice. If you added Cross you can't do this, which also means you didn't enable Twins, but just send Mereo if Cross is good (likely both are good in that case). Going in blind I'd go for more interruptions over higher quality interuptions, but depending on the matchup and their non-engine you may do different things.
10. Make Detonator with 4 mats and an Xyz send attached, or 3 mats Xyz attached and Cross
Board is Murakumo + Prayers and whichever flavour of Detonator is most effective in the matchup.
Aramasa combo
Aramasa is a better NS than Saji, because it allows for optimal useage of Prayers.
1. NS Aramasa, add Habakiri
2. Habakiri eff, summon Saji, tribute Saji
3. Saji eff, add Ritual
4. Ritual, tribute Habakiri, SS Murakumo
5. Habakiri eff, add Prayers
6. Prayers, tribute Murakumo, add Aramasa for follow-up, summon Saji from the GY
7. Murakumo eff, add Prayers summon Murakumo
8. Saji and Aramasa make Duodrive. Duodrive eff, add Ext and Sword
9. Link Murakumo and Duodrive into Moon. Full Fiendsmith combo
10. Summon Ext and Sword, send an Xyz and add Ice (Optional: Add Cross and Sword, Sword adds Ext, Ext SS, send Xyz)
11. Summon Ice (You can even pitch the extra Aramasa for it and keep your entire starting hand. Skip this step if you're on Cross path)
12. Make 4 mat Detonator with Xyz send attached (3 mat + Cross + Xyz send)
End board is Caesar, Paradise, fully custom Detonator, and Prayers to revive Murakumo for a discard + board wipe.
Saji combo
Saji is a combo in and of itself, by adding Prayers.
1. NS Saji, add Prayers
2. Prayers, add Habakiri
3. Habakiri eff, summon Aramasa, tribute Habakiri
4. Order chain links however you like (you really need both, so this is contextual on your hand). Habakiri add Ritual, Aramasa add Murakumo
5. Nib insurance, summon Murakumo tributing Habakiri from the deck (Optional: save this step for later in turn to have a bigger turn.)
6. Make Duodrive. Duodrive eff, add Sword and Ext Ryzeal, or Sword and Cross
7. Optional: full Fiendsmith combo with Duodrive and Murakumo. This is good if Caesar is particularly good in the matchup, and is still okay into a held Nib. Alternatively, just leave Murakumo up (better into Nib)
8. Summon Ext and Sword sending an Xyz and searching Ice. If you did Fiendsmith combo, you have Duodrive in the GY for Twins. If you have cross Sword searches Ext.
9. Summon Ice by sending a card from the hand (This combo not only ends on less, but also is technically a 1.5 combo. Alternatively, just make a 3 mat Detonator and hold Ice for follow-up, but with 8 Charmies in the list often being able to make use of them going first is relevant). You can send Duodrive to the GY to SS Ice and enable Twins if you didn't do Fiendsmith combo.
10. Make Detonator
So your end board for this one is either Caesar + fully custom Detonator + Paradise, or Murakumo + fully custom Detonator. As always, there are alternative lines if Cross is particularly good in the matchup. If you have Prayers or found a way to search it in the combo the Murakumo line gets much better.
Engraver + a level 4 combo
Engraver + a level 4 leads to a very different, but still quite good, combo line. Note that most level 4s in the deck are already full combo, meaning you play Fiendsmith line first then lead into your other engines with your NS, we're really talking Mulcharmies, Star, Node. Not that Engraver + Lacrima only works if you play 2, and it's really not worth it.
1. Discard Engraver, add Tract. If you get Drolled you cry. Some people are playing Sanct to make this less devastating, but this combo is not possible with Sanct. Then when you're playing Fiendsmith control, a lot of your starts don't produce enough light fiends for Paradise, which I think is absolutely essential for those hands.
2. Tract for Lurrie, discard Lurrie, SS Lurrie
3. Link Lurrie into Requiem, Requiem eff SS Lacrima, send Engraver 2
4. Here's where we differ from the normal Fiendsmith line. NS level 4, make King of the Feral Imps, detach Lacrima, add Habakiri
5. Habakiri eff, summon Saji, tribute King of the Feral Imps
6. Saji eff, add Ritual
7. Ritual, tribute Habakiri, SS Murakumo from the deck
8. Habakiri eff, add Prayers
9. Prayers, tribute Murakumo, add and SS Aramasa
10. CL1 Murakumo, CL2 Aramasa, add Habakiri, add Prayers and summon Murakumo
11. Make Duodrive. If you started with a Ryzeal, you can attach it no huhu
12. Duodrive, add Sword and Ext. Up until now Engraver has been Nib insurance (Optional: add Cross and Sword)
13. SS Engraver, shuffling Lurrie
14. Duodrive and Engraver make Sequence. Sequence eff, shuffle back everything but Lacrima (important!), make Desirae
15. Desirae + Sequence into Agnumday.
16. Here you have two options. You can Agnumday back Desirae and equip it with Sequence for a very potent on field Omni, or you can link Murakumo and Agnumday into S:P. From there you make Ryzeal plays with your Duodrive searches. You can attach an Xyz monster if it's potent in the matchup, or you can attach Desirae if it's in the GY. If Agnumday is in the GY, Lacrima can summon it back to resummon Desirae, you'll have whichever Detonator is more potent in the matchup, you'll have Murakumo either on the field or in the GY, with Prayers and a Habakiri to tribute if Murakumo is in the GY, and you have S:P if you weren't protecting yourself from a held Dominus.
Ext Ryzeal line
This line locks you out of Caesar, Necroquip, and Requiem, and you need the Ext add to do the combo. However, if you see Engraver or Tract, you can summon Lurrie, make Requiem, summon Lacrima, send Paradise. This gives you an extra level four body, - since the combo already uses up all available zones, we can't convert it to a Detonator material, but what we can do is not activate Prayers (making the combo significantly better into Nib). It also gives us Paradise in the GY, and Fiendsmith follow-up. Note that Tract will only provide Fiendsmith follow-up if you use Lacrima to summon Requiem to summon Lacrima to send Engraver before you use Paradise to send Desirae.
1. SS Ext, sending Xyz (Twins does work)
2. Ext eff, add Sword
3. SS Sword. Sword eff, add Ice. Ice is now Nib insurance.
4. Make King of the Ferals Imps. If you started with Fiendsmith into Lacrima, use the Lacrima as material, since you can't summon Detonator with it. King of the Feral Imps eff, add Habakiri
5. Habakiri eff, SS Saji, tribute King of the Feral Imps
6. Saji eff, add Ritual
7. Ritual, send Habakiri, SS Murakumo
There are 2 ways to play it out from here. Murakumo can be your Nib insurance if you want, and you can summon Ice Ryzeal. If you aren't afraid of Nib, continue down the following path:
8. Active Prayers, tribute Murakumo, add and summon Aramasa. CL1 Murakumo, CL2 Aramasa. Add Habakiri, add Prayers, SS Murakumo (skip this step if you started with Fiendsmith. Best of both worlds!)
10. Overlay for Duodrive in the EMZ, attach Ext
11. Duodrive eff, detach 2 (including Ext), add Ice Ryzeal and Node Ryzeal
12. NS one of your Ice Ryzeal, SS Star Ryzeal, set Cross. Because of this, they might be inclined to Nib you here or before here, but if they do you have Node to put up Detonator.
13. Flip Cross. You're now protected from Nib by Duodrive
14. SS Node, SS Ice (you can pitch the extra Habakiri if the rest of your hand are hand traps)
15. Make a 5 mat Detonator with an Xyz attached. Set Prayers
That makes the Board Duodrive with one Material + Cross, Murakumo with Prayers set, and Detonator with 5 materials including a send. If you did Fiendsmith stuff it's basically illegal to Nib you and you have a Desirae send and Fiendsmith follow-up on top of that.
Sword Ryzeal line
Starting with Sword Ryzeal is weaker than starting with Ice or Ext. This is because the line locks you out of Caesar and links the same way the Ext line does, but also uses your NS early, meaning you don't get full value out of Ice Ryzeal. Because Detonator requires Ryzeal monsters you can't convert an extra Lacrima into a material here either, but it does still add follow-up and a send (this is part of the reason I think Paradise is needed in the list).
1. NS Sword. Add Ext.
2. SS Ext sending Xyz. Add Node (Nib insurance)
3. Overlay for King of the Feral Imps. Detach, add Habakiri
4. Habakiri Eff, summon Saji, tribute King of the Feral Imps
5. Saji eff, add Ritual
6. Ritual, tribute Habakiri, SS Murakumo
7. Habakiri eff, add Prayers
8. Prayers, tribute Murakumo, add and SS Aramasa
9. Murakumo CL1, Aramasa CL2. Add Habakiri, add Prayers and SS Murakumo
10. Overlay into Duodrive, attach
11. Duodrive eff, add Cross and Ice. Activate Cross
12. SS Node. SS Ice (you can discard Habakiri to make this a true 1 card combo).
13. Make a 4 mat Detonator with an Xyz attached
Board is Murakumo + Prayers, Duodrive with a material + Cross, Detonator with 4 materials + Xyz send. If you saw Tract or Engraver and started with them, you could also be Nib proof and have an extra send and more follow-up.
Notably, Infernal Flame Banshee makes SS Ext and NS Sword lines better, but there's no space for it IMO. If I were to run it I'd cut Zombie Vampire, but the sheer value Zombie Vampire hits makes me think it's better. Another alternative is to play Hope Harbinger or Photon Lord, for those hands where you can make a rank 8 and have extenders to back it up. But I feel like having outs to play a slot machine with your worst starters is good for making the deck statistically more explosive.
Engraver + Ext line
3 options for this. The one described in Ext Ryzeal's section above gives you Fiendsmith follow-up and NS Ice. This alternative NS Ext play gives access to both effects of Desirae. Desirae into Agnumday lines are good at breaking boards and OTKing, plus vs power spells Desirae is still really strong. Alternatively, I'll explain how to make Caesar and get Ext's search.
1. Discard Engraver, add Tract.
2. Tract for Lurrie, discard Lurrie, SS Lurrie
3. Link Lurrie into Requiem, Requiem eff SS Lacrima, send Engraver 2
4. NS Ext, Ext eff, add Sword
From here it splits. You can go through Fiendsmith combo as normal from this spot - because you NS Ext you aren't 4 locked and you can make Caesar + Paradise. That means you'll have access to Sword + Ext + Star, make King of the Feral Imps for full Mistu combo, detach from it for Star to get Cross early, Duodrive even gets extra material, you can search Ext + Ice with the Duodrive (in the EMZ) to put up a truly massive Detonator to go with Duo, Cross, Caesar, paradise, Murakumo, Prayers, the whole shebang. You even get a draw and recycle off of Cross.
However, if you're going second or need a negate for power spells, instead you play the line exactly like the Engraver + Level 4 line above, except that you have an extra Sword Ryzeal early. Board is a 4 mat Detonator + Cross + Send, Prayers revive Murakumo, Lacrima SS Agnumday SS Desirae, and you can fire that one off in the draw phase if you attached an Xyz, or after it gets it's own send if you attached it. You also have S:P for Moral support.
Fiendsmith combo
Let's be real - you have about a 93.1% chance to see one of your 1 card starters, but 5 of them are Fiendsmith. That means some percentage of the time you'll be playing Fiendsmith control. Opponents will also disrupt you - being able to turn any two effect monsters into Moon means you'll be pivoting to this when disrupted in a lot of scenarios. Also, I didn't lay out the Fiendsmith combos you bridge into above. I aim to rectify it, with a quick example you can do with any Light Fiend. We're going to assume Moon, but the steps remain virtually identical no matter which of your Fiendsmith cards you start with. If you start with Lacrima or Engraver the line is slightly different but pretty obvious.
1. Summon Moon
2. Link into Requiem. Requiem eff, summon Lacrima
3. Lacrima eff, send Engraver
4. Equip Requiem from the GY to Lacrima. Make Necroquip.
5. SS Engraver shuffling the Light Fiend you started with (Moon, Lurrie, etc)
6. Make D/D/D Wave High King Caesar
End board is Caesar + Lacrima in GY, Lacrima revives Requiem, Requiem SS Lacrima, Lacrima send Paradise, now when they SS Paradise sends Desirae, Desirae shuffles Requiem and sends something. You can alternately skip making Necroquip, summon back Engraver, and make Sequence into Desirae. Generally this is a little worse, but there are situations where Desirae is better than Caesar, particularly when you see Paradise in your hand with no way to send it to the GY, but also into boardbreakers. You can either make Agnumday and Revive it and Equip it with Sequence for the ability to negate 5 cards all at once, or you can play it safer and just equip the Sequence by itself. Notably, if you aren't using all of your negates, negate Desirae itself so that if it gets stolen, it will be negated if your opponent tries to turn it against you. But generally, if you didn't see Engraver + level 4 or Paradise, don't make Desirae, unless you know your opponent is on power spells you need Desirae negates against.
2 Card Combos
Habakiri + Murakumo
The Habakiri + Murakumo combo plays well into Droll in that it puts up a small Mitsu board into it. Note that this line is best into Droll, but you can just do a variation of the ordinary Habakiri line into Nibiru. In this sense, the deck gets better in games 2 and 3.
1. Habakiri eff, summon Saji, tribute Murakumo
2. CL1 Murakumo, CL2 Saji, add Mirror, add Prayers
3. Activate Mirror, tribute Habakiri, SS Murakumo
4. Habakiri eff, add second Prayers
5. Prayers, tribute Murakumo, add and SS Aramasa
6. Aramasa eff add Habakiri
7. Make Duodrive. Duodrive detach 2, add Sword and Ext.
8. Summon Ext and Sword, sending Mereo/Twins/Vallon, add Ice, add Node
9. Ice sends Ext (or whatever Ryzeal maindeck monster you want) to the GY to SS
10. SS Node. Node eff, send Duodrive, revive Ext
11. Make Detonator, attach Xyz. 5 Mat Detonator with Xyz monster attached
12. Set Prayers
So this ends on a 5 Mat Detonator with an Xyz monster attached, Prayers with Habakiri to tribute and Murakumo to revive. If you see Engraver or Tract, you can Fiendsmith combo first, and end with a 4 mat Detonator, Prayers for Murakumo, and Caesar and Paradise online. Pre-Prep + ritual monster enables this line and more, but loses to Droll anyways so there's no reason to do that. This combination also can make Zombie Vampire, however, that line isn't as consistent as the Habakiri line, so unless you have a lot of resources, and maybe Star Ryzeal access to abuse both material, you aren't going to usually do that.
If you see one of your Mitsu normal summons with Habakiri, you can summon 1 and tribute the other for two searches. This is better into Droll and will allow you to play the game, and it doesn't change your combo much. However, you can alternatively use it as a normal summon to extend further, if you aren't afraid of Droll. If you see Mitsu NS + Habakiri + Fiendsmith normal summon, tributing a Mitsu monster is actually spectacular value. If you see Engraver I would hold the Fiendsmith Combo for after setting up Mitsu cards, in case of Droll. If you see Tract, you can risk it, since Fiendsmith combo is more interruptions than Murakumo + Prayers.
The Ryzeal extenders are all really good with each other, but they also lose to Droll. One option when you NS Ice is to summon Sword, add Ext. This is full Mitsurugi Ryzeal combo, but locks you out of Fiendsmith. The advantage is that, into Droll, you make a 4 mat Detonator with an Xyz monster attached. Another option, if you already have Ext or Sword, is to summon Star off of Ice to set up Cross.
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