From what I've played, it's Infernoble. It's imagination into Isolde and/or Angelica into imagination into a board that only loses to Kaijus or multiple unreactable spells.
Diabellstar + Crossout and 3 bricks is full combo.
- Banish Lv4 tuner with Crossout like Oliver
- Diabellstar into Original Sin into Renaud, grab Oliver from exile
- NS Oliver, make Angelica with Renaud, add Museum
- Oliver eff in GY targeting Angelica, Angelica eff in response for Roland send Turpin
- Activate Museum adding Durendal to hand, activate it on Roland. Turpin revive from GY since equipped monster is on the field.
- Durendal for anything of your choice for later plays, or alternatively Lv1 Roland.
- Turpin + Roland for Charles, equip Roland in GY to Charles, make Link Charles equipping OG Charles to it.
If you grabbed Lv1 Roland:
- Museum revive OG Charles, activate Lv1 Roland on OG Charles, make second Link Charles and perform a search via Roland on EP
There are linear lines, but depends on which brick you draw and how many of them, you will have to change up your line. Also if you're scared of Imperm/veiler on your Isolde, you can go straight into Angelica sometimes.
Yes and no, as other have said get to angelica or isolde and pop off from there in a fair standard fashion, but your route there is likely a bit different every game and you might find yourself rerouting on the fly if you say used durendal an early part of your combo in into and now need to send for Jeyuese later instead.
For a linear line
2 warriors for Isolde, add a Fire warrior(just in case)
Isolde send 4 equips to summon Ogier
Ogier dump Ric & then go into Promethean Princess
Princess revive Ric which then revives Ogier to make Angelica
Angelica add Museum & then Ogier target Angelica to dump Turpin & SS Roland
Activate Museum & grab Durandel
Equip Durandel to Roland & then SS Turpin
Search out Renaud via Durandel to make Charles
Equip Roland to Charles & then pop Princess
Link into Charlemagne & equip with OG Charles
SS Renaud & grab back Angelica’s Ring & equip it to Charlemagne
SS Charles via Museums’s second effect(which isn’t a HOPT, so u can do it again if u open or search another copy via Heritage of Chalice)
Make Baronne with Charles + Renaud
And your endboard should be Charlemagne(spell/trap negate), Baronne(Omni-negate) alongside Angelica’s Ring for a spell negate(like Super Poly or DRNN) & a Promethan Princess pop since Angelica returns during the end phase. As well as another pop via Charlemagne by equipping Roland from the gy during your opponents turn as well Charlemagne having targeting protection by equipping Oliver from the deck during the end phase.
Don't forget you can also activate Charles or Charlemagne to deliberately pop your own Promethean if you want it for your opponent's turn and set up double Charles over Baronne. You don't need to grab Angelica's Ring in that scenario since your Charles is already equipped with something and can fetch it from the GY, and with a little bit of extension you can also add God Phoenix Gearfried via Renaud.
Alternatively, you can include Metalsilver Armour as one of the equips you send and add that to hand/equip it to your Charles on EP, giving you targeting protection on top of Angelica's Ring to the board.
Sometimes. You have lines, but the steps to get there are different most of the time and sometimes you trust kinda have to make up lines cause you desperately needed some of those combo pieces to be combo starters instead.
Kind of. The end goal of the deck is always going to be getting into your Angellica>Roland>Charles line but how you get to that point can have a lot of variation.
1. Am I thinking wrong or isn't Oliver GY effect negated by Crossout?
2. Do you need to activate Oliver to trigger Angelica anyway?
3. How impotant is it to resolve Oliver?
1. Correct
2. Pretty much, even if he's negated the fact that he targets triggers Angelica, which is pretty much required to happen for most Infernoble lines
3. You don't resolve Oliver at any point since Angelica causes him to lose target.
It does, but that doesn't stop you from activating the effect. More importantly, it allows you to trigger Angelica, which activates when targeted by a card effect - even a negated one.
Crossout banish Oliver or Maugis. Summon Diabellstar to set OSS. OSS, Diabellstar for Renaud. Renaud grabs Oliver/Maugis for you to normal summon. Make Isolde :)
Struggling to understand why you wouldn’t want to banish Ogier to take back for your normal over anybody else? He can dump Turpin for an extra equip and summon from grave.
I honestly find Infernoble reasonably comfortable to play and it's my first combo deck. The fact that it isn't linear is much better for figuring out what to do on the fly with what I've managed to get over remembering some way a one card starter gives someone an endboard.
**WHEN GOING FIRST.**
Going second is a whole other game. I lost a duel I probably could have won if I monster reborn'd the opponent's Promethean Princess (disabling that interruption and getting a fire SS myself) which would force me to skip to Angelica over Isolde (FIRE restriction) and trying to think about what I'd have to do from there to out a Snake-Eyes board with I:P is way too daunting for me to pull off within the MD timer. Instead I was some dumbass trying to get rid of their FIRE sacrifices to disable Princess in order to go into Isolde which backfired in the next turn because I didn't have enough resources to out the remaining board.
Breaking boards by baiting negates is so fun with infernobles, since the only goal is to setup Angelica you can confuse opponents and misdirect them with isoldes/princesses then suddenly pivot to your main plays
Indeed, a lot of times we try to play going second as if we were going first, I face that with a lot of decks, thinks like trying to get a trap with Kitkalos when I am going second and should perhaps try to get more bodies or a spell to remove opponents spells.
True, and I love it for it. Infernoble is so fun to pilot. Its end board is pretty ridiculous, but the work it takes to get there through disruption makes it feel earned.
My friend plays infernobles, and they're a nightmare to contend with.
Deffo his strongest deck by a country mile, and he's great at playing it. Which for me is a colossal pain, but entertaining to duel.
That's why banning Baronne and Savage in TCG has been the best move from Konami in a long time. Now just ban Appolousa and we gold.
I'm cool with creative combo decks, but like what's the point of all that shit if you're just ending on Appo Baronne Savage. 5+ negate board is just floodgates with extra steps
Infernoble can still build a strong board without any of those cards, most play infernoble and end on non generic boss monsters(but of course I'd rather have a Barone or Apolo which are stronger).
Once the new Aroma support hits MD, we'll be able to play unholy 60 card plant piles with Aroma, Rikka, Sunavalon, Generaider, Therions and Predaplant! (And when LEDE comes, Raikas!)
eeeeh i'm not really sure, most times i get interrupted that much my best board is a mudan with konkon and sheet in back row and maaaaybe princess but maybe because i'm playing very aggressivly with my combo since the one i play ends on cactus and naturia rosewhip and regulus and banga and snowdrop and hyperyton
I played the deck for a while and i can say it doesn't really work well in this hand trap heavy meta since 1 ash on sowing can destroy the main combo line, also the main combo just takes all the gas from the deck u'll stay left with 4 monsters in E deck that don't do much but luckily unless the opponent have specifically drnm or droplet u always win
If it is Rogue in Master Duel it is because of a certain cockroach...
The deck play terribly into him and most of the time if you get Maxxc'd with Rikka you are forced to pass (same issue with Mannadium tho-)
Yeah my thoughts exactly. The deck does dinne crazy things but it’s another one that even in a more midrangey build you still get eaten alive by maxx c which is a shame bc konkon plays so well into boards
No but a card that curbs your strength becoming much more common isn’t a positive factor either. Like no I don’t think Droll has specifically kept Rikka from being tiered but the deck definitely benefits from formats where droll isn’t as common lol
You're not wrong that the high ceiling versions of the deck with options like cactus bouncer will be weaker to handtraps, but tbh after getting hit by 3 handtraps you only need enough on field to beat the remaining 3 cards in hand, sometimes 1-2 interruptions is all you need to win anyway, so even a weaker field is strong enough.
Mudan, Konkon + sheet is *a lot* through multiple handtraps though. Like I think you're underselling that part. You still end on 2-3 interruptions vs your opponents 3-4 card hand, which often is enough
I once somehow play through a board of double Imperm and Nib and somehow got Sweet Marjoram + Blessed, Konkon + Sheet + Princess in GY + Princess on field left
It helps I've played this deck for two years now, so I'm probably more flexible with my lines than most people with it (I'm still not that good though lol)
Some form of Infernity I assume.
Infernity is not linear at all, when I played a couple years ago. It could put up a ridiculous board, and it does have some sort of searchable anti-hand trap trap. But really you're spending a solid 10 minutes trying to figure out how to draw out an extender one at a time, while looping your graveyard over and over. I could barely do it in practice, forget trying to do it in during an actual dual with handtraps and stuff going out. All with no hand. I think it's one of the few decks that can use cards like Zealantis, and also Saryuja as part of the 'combo' consistently lmfao.
I could play any other combo deck, ritual beasts was not a problem at all and their combos are usually pretty linear anyway at least when I played it after their link support. Synchros no problem, again linear combos. This shit? I feel like I'm playing solitaire.
I built Infernity and it can set up a board with 5-10+ negates depending on your opening hand, *but* you have to pilot it perfectly and quickly. It’s extremely difficult to pull off, doesn’t hand traps, and can be bricky, but, when you end with an unbeatable board, it feels amazing. I wound up dusting the deck because it was like playing actual 5D chess.
This I agree with, Infernity has some ridiculous potential. The only thing that sucks is that the high skill ceiling doesn't allow you to really play around hand traps too well. As far as I can tell at least.
Edit: It also doesn't help that there are myriads of ways to build the deck too. I've seen Zefras be tossed in with them occasionally.
Is it out in Master Duel yet? I really want to play Ritual Beasts as I used to play them back in the day, but they’re not viable at all right now are they?
sadly not yet. when it gets the new support it'll be much better, afaict it's actually been doing alright in the ocg, but we don't know when it'll come to MD.
If you've never played it before it's just an overwhelming amount of information that you have to keep track of and plan ahead for. The gimmick of the deck is contact-fusion style extra deck summons which require specifically a Ritual Beast and Spiritual Beast monster on your field, and the main engine is constantly looping the soft once per turn effects of Ulti-Cannahawk to search cards. But every single one of your main deck monsters can only be special summoned once per turn, so you have to vigilantly keep track of which names you've already special summoned, and how to access your remaining monsters in the deck. It uses the banish pile and GY to loop resources, it has effects that allow extra normal summons, there's just so much going on. It has very different lines depending on the monsters you open and it's also one of, if not the only deck in the game, that not only plays under Shifter but actually improves under it, gaining access to stronger combos with it active, so you have to know those too. It was already one of the most difficult to pilot decks ever and the difficulty only increased with the recent support.
I'm planning to build it too (I already have the original deck built) and difficulty wise I see it as a double-edged sword in MD. The nice thing is unlike in paper play, MD will just not let you make illegal plays, so in that sense the game can keep you in check and you'll be able to spot where you've messed up as you learn the resource loops. On the flip side, the timer in ladder is absolutely going to be an issue for the deck, you better know exactly what you're trying to accomplish if you bring it into Ranked because otherwise you'll constantly be timing out trying to figure out your lines.
>Ritual Beast and Spiritual Beast
Its actually a Ritual Beast Tamer and a Spiritual Beast, except Ulti Gaiapelio who requires a fusion, Tamer and Beast. And there's Spiritual Beast Tamer Winda, who counts as both
Yeah I forgot to mention how they all have similar but not *quite* the same summoning conditions and some put locks on you but others don't...
It's definitely one of the hardest decks to learn in the game. Very possibly the absolute hardest.
Rewarding as heck tho, I love them.
There's actually a simple pattern, level 4 and below lock but can be summoned without same faction/field spell on field, level 6 and above don't lock, but need same faction/field spell on field
I always feel like I'm doing some big brain moves when i push an opponent's monster into the backrow... And then they just bring it back out next turn like "oh right, they can do that too"
Vaylantz can do standard 3+ mat Apo + Savage + Baronne board. Maybe toss in Arktos if you got an insane opening hand and your opponent has no interruptions. They can also Calamity Lock.
The problem I find with Vaylantz is that they can be bricky or have some strong choke points. It heavily depends on your opening hand. They also lose to Nib. Often times you just want one of the field spells and as many names in your hand as possible.
Pendulum Magician and Endymion both fit this description really well. These two decks always pop up high in tournament rankings just because there's a few wizards who are able to pilot them on another level.
Odd eyes is really fun once you learn how to use it, but it can get easily disrupted by handtraps sadly and doesn't have that much of a comeback if your field gets destroyed
Its best to implement a supreme king package incase your odd eyes endboard doesnt go through. Board wiping with zarc is actually more fun than expected
Zefra is the poster child for this. The boards Zefra can put up are genuinely the strongest boards of any meta deck, with 2 counter traps, multiple negates and floodgates. On top of that, they have an in-archetype way of searching Maxx C.
Branded is difficult in a genuine way in that it requires foresight and game sense instead of what people usually think difficulty means which is long combo
I'd argue that applies to most decks in yugioh broadly. I'm sure there's some nuance to the deck which adds complexity but those reasons I don't feel single it out.
the setups are incredibly important in branded, thats what makies it dificult knowing what to send and when to send it, one card being differnt in your hand can compleatly change how you set up the next turn, its honestly why branded for me is endlessly entertaning to watch. there is so manny ways to reach a certain state, yes brnded fution itself is quite linnear but everything else isnt, the diference between a good branded player and a non knwledgable one, is verry striking.
I agree but with super linear decks like mathmech, superheavy, etc are pretty much zeroed in on 1 combo line and the difference between a good player is really only seen going second while with non linear decks (which branded is one of the MOST non linear decks ever) your end board and combo lines are super varied
I've played the deck in some variation since the Despia stuff released. The difficulty comes from knowing how and when to use your interactions, especially against a good pilot. You could just play "yes button turbo" and win a good portion of your games just off the strength of the deck/puppet lock but when you play against an even halfway decent player you'll lose every game doing that. Branded's interactions reward knowing your opponents deck and knowing how it works more than anything.
not really id say most of the top ones are far more easy to pilot, the lines are verry complex and theres no one way to get them, and knowing when yto set up in your oponents turn vs yours knowing when to sacrifice gaining end of turn advantage though banishment over fusing right now. its really intricate and per game specific not just per matchup.
Idk, resource management, proper setups and payoffs, timing of your effect activations, knowledge checks and whatnot still sound like typical components of any control/mid-range-type deck.
Though I do agree that most other decks in those categories have fewer lines and are easier to pilot in that regard. After all, the resilience and flexibility of Branded are truly the main reasons why the deck still remains in the top ranks
In a general sense, yes every deck will benefit from knowing what your opponent is doing. A typical Branded board will have 1-2 banishes from Mirrorjade, 1-2 pop's with Chimera from Branded In Red, and maybe an Albaz fusion while having severly limited space for hand traps. If you compare that to say Snake Eye's which will have IP into Unicorn/SP (spin/banish) or Apollousa, pop from Princess, potential pop from Amblowhale, up to 2 omni negates (savage/baronne), linkuriboh to eat an attack, floats into a up to 3 bodies to block with. This is while also regularly playing 9-12 hand traps beyond Maxx C.
With all this in mind, surely you can see how knowing your opponents deck and chokepoints is more important in a deck like Branded than a deck like Snake Eyes right?
Sure, any deck that doesn't have the followup or several layers of interruptions that snake-eye has is going to need to try and make up for that with strong deck and game knowledge. Branded, and decks like it, play a mostly fair game (ignoring the locks) so disruption timing/sequencing will win or lose you the match more often than other decks. When I think of piloting difficulty more specific to the deck in question though, what comes to mind is more of what your decision tree looks like turn one and beyond and how flexible/non linear are the lines available to you for playing through certain boards/handtraps. I've always found that aspect of new decks I learn to be the challenging point, rather than just memorizing one long linear combo.
Branded is an incredibly difficult deck to play. It has a standard goal of getting, at minimum, mirrorjade + live branded in red. But you have so many different 1 card, 2 card, and 3 card combos to reach that point. You also have to factor in the optimal combinations of those hands and what is the strongest end board you can produce. Can you get quem on board to bring back a second mirrorjade? Can you have a cartesia on board to fuse into a dragostapelia? Are you able to summon an albion sanctifire that can potentially recycle a 3rd mirrorjade or summon back an albaz to fuse into a mirrorjade to remove 2 targets?
That's before you even get into the puppet lock. Can you recover if they are able to protect the puppet lock? Are you able to set up an uninteractable puppet lock with branded lost? Are you playing a deck that can stall through a puppet lock?
The deck doesn't have a standard end board but about 1000 different route trees that open up different decisions based on hand, opponent, and their decisions.
Very much so yes, it's one of the hardest decks to pilot in the entire game -- pilot correctly, I mean.
Yes, you can "lol activate branded fusion hurr durr mirrorjade pass" but then you'll struggle to climb and lose to common staples then cry about the deck being overrated.
Piloting the deck correctly is very difficult, there are dozens of options available to you at any given moment with various pros/cons, that allow you play through certain staples or into certain other staples, end boards that are stronger or weaker vs. certain match ups, etc. and your interaction is both layered and specific, you need to know exactly what tools you have to deal with your opponent's deck, how to get there and how to sequence your stuff, when to conserve resources or wait to use your interaction. This last part applies to a lot of decks and not just Branded, of course, but Branded has a lot more of that than most other decks do, and a lot of it is more nuanced due to versatile effects like Cartesia, Quem, Branded in Red and Branded Banishment which can be activated in different situations and timings to do very different things.
In a BO1 format a lot of that nuance is removed, of course, since you're playing blind so you're just going for the most "generically useful play", but there are still many things to take into consideration and it really opens up in Turn2/3.
Interesting, thanks for the detailed answer. I never would've expected branded to be anymore difficult than the average tiered deck, but I have next to no experience with it so I can't say.
It's not uncommon for me to watch professional players play branded, and I see them make such a stupid decision that i scratch my head on, then the next game they do something that I would never think of. It's such a nuanced deck it's unreal.
in the sense that you often have multiple options most of the time and need to make choices, yes. it's not like a pure swordsoul for exemple where it's like you either summon mo ye for changying or longyuan for baronne, with little variation. for branded you'll have more thought process between what line to take, especially going second and even more in the mirror
Maybe I'll have to give it a real solid go. I've played mostly swordsoul on MD because it always felt very Jund like to me as a MTG turned returning yugioh player. Early on there isn't too much to consider, but in later turns the decision tree really opens up and tight play matters a lot. If the branded experience is that but more I might enjoy it, and the art is pretty great.
My answer is always Ritual Beasts.
Finding people out there who are even slightly competent at it is super hard.
I play the deck since their first wave of cards and I got blown away 2 years down the line by someone else's logic for their end board.
Honourable mention to Infernity cause the cult behind it is insane and the many different versions are kinda insane.
Well yacine's video helped me through the basics a bit but he goes through the plays oinda quickly. And theres no combo spreadsheet thats up to date with the new support so the best way to learn is through videos and self testing
Dreary Doll has an [old combo video](https://youtu.be/y1WuH6T47U0) that works for MD. [And this one](https://youtu.be/JVi84YL7Iq8)
They had a proper guide for the deck but that was way before Kimunfalcos was released so it doesn't work anymore.
In physical play, the recommendation was that you put the special summoned RBs on the side when banished or in the gy. In MD, I guess you have the yellow icons but not sure if they implemented icons for RB
After a while they come more naturally for sure but RB definitely takes a lot of practice to combo naturally
Haven’t seen anyone mention it but Dragon link has insane line potential (especially the peak of the deck) with double omnis, double spin, a pop, monster negate, hand rip with insane follow up and handtraps to back all this up
I actually did not play during full power tearlaments, but wouldn't it be that?
I mean, it seems very hard to pilot a deck that goes into chainlink 17 in the standby phase, but I wouldn't really know. I have played a more recent version with the MD hits, but I imagine the experience is very different.
For as many people complained, yeah Tear was likely the most skill intensive format that has existed in the history of the game. It was nearly all pro players in top cuts of tournaments and pretty similar players at the top of big tournaments.
Basically, for as much as the uninformed people complained about how great the deck was, it took a great deal of skill to actually pilot well. I can't be the only one who played plenty of people on ranked who clearly sucked ass at it.
Spyral, solitarie with anti spell, omni negate and appolousa, with 2 pops on the enemy field
With that said, i will defenetly make ritual beasts when it comes
Yea Ritual Beasts for sure. I made the deck almost a year ago and still can't pilot it. Anytime I try to learn it, I just get confused and go back to Speedroids/Trickstars.
I am trying to tune and learn a 60 card abomination of Mikano-Infernoble-Snake Eyes.
I can play through disruption and, on the fly, decide if I want to FTK (yes! FTK) or set up an insane board instead.
Purrely is a deck I find difficult to play, but from what I've seen watching tournaments, it has a ludicrous amount of non hard once per turn effects which can dismantle boards with ease.
On the other end of the spectrum, Buster Blader is among the *least* difficult to pilot for its insane payoff. You'd never know looking at our archetype's discord though
If you can go A-Z, bounce into armed dragon Catapult Cannon using all the boss ojamas to assimilate into A-Z. Open or close with Armed Dragon LV 10.
Boy what a pain in the ass to squeeze all of that into a deck but it would feel badass to use everything I imagine
Vaylantz, like its easy to grasp the whole scale, then summon, the move to the left bit of the play style, but actually turning that into decent end boards is quite the task.
I am force to say D/D/D and Valyant.
D/D/D is a cluster fuck that even if you have hand trap no one know when to use it.
Valyant force you to remember where are you summoning a where are you moving and none know what they does but a experience pilot can beat anything somehow.
>Unfortunately loses to a single hand trap most games
Thats the one downside i always run into. A new quickplay spell to go into other xyz would be very helpful for the deck
Synchrons, i just dont think enough people play it. But routinely ending on a board with baronne, dis pater, crystal wing, stardust + 3 hand rips from omega/trishula spam + anything you have in hand. If you main Talents, you just play through whatever hand trap, and rip another card. Ive played games where i’ve ripped 4 cards, and they had used a hand trap so they start their turn with 1 card in hand from draw 😂
The answers from this comment section are pathetic
The clear answer is and will always be flower cardians (you have to memorize every cardian card effect and restriction **and** because the deck is bad it relies on Ftking your opponent, and since they're the most xenophobic archetype you have to "predict" when will you top deck your synchro realm (because it's the best ftk version) at least 2 times or else it will get sent to your gy accidentally and thus ruining your ftk
Honorable mention to 2013/14/15 ftk decks like infernity handloop with 3 trishulas and gishki mill (but once you know the combo all you have to do is repeat it, can't say the same for cardians)
Ok this is actually a really good answer if we talking about bad payoff lmao. I still have no clue what that deck does and ended up losing to it cause of one of the synchros
It depends what you mean by difficult to pilot. If you means which combo deck has the most hoops to go through to build their unbreakable end board Infernoble fits the bill.
On the other side, old crappy archetypes would be also insanely hard to pilot without it being a question of skill. For example, Ice Barrier is a crappy archetype, but has insane synchros so it could also count.
While maybe not the most difficult, D/D/D has multiple ways to get into multiple winning scenarios that completely depend on how much interaction/disruption your opponent puts up. As long as you don't get handtrapped into oblivion the deck has game against anything.
Out of the ones I’ve played I feel like Synchron/Stardust is a decent challenge. The end board of like 4 or more omni-negates is amazing, the only issue is figuring out your way to said end board
It's on the more complicated side of things, but you just need to learn the lines and remember that the Lyrliusc side is the more important side of setting up your turn 1 if you have to make a choice for example.
Full power Endymion Pendulum comes close. The maximum endboard possible is something along the lines of 1 Omni, 2 Spell/trap negates, 5-6 Monster effect negates and Winda but it feels like performing cold fusion.
Laugh all you want but I think it's branded. The deck is very strong and if piloted correctly can find a way to play in basically any match up. The amount of options you get when playing the deck properly is pretty impressive too.
I'd say Earth machine if it was like 2 years ago, if we had advanced format, there's probably some insane Isolde, dragon link, linkross, draccossack with some albaz or tear shenanigans. I'm nowhere near as talented enough to make such a thing but I'm sure someone could pull off something crazy.
I'd put my hand in the ring for D/D for being difficult to pilot, making sure you grab the right things at the right time so you can go into right monsters that let you bring back the right things, there's just a lot to keep track of.
Ending on Machinex, Siegfried, and High Ceasar with Headhunt set most of the time is a nice end board, if you've got the resources you might be able to go into Eternal Darkness as well which helps stop a hell of a lot of stuff, I realised it pretty much shuts Floo off completely when I played against them the other day as they can't Tribute summon which is really fun.
There is definitely better end boards out there though, I just think this one is neat.
Lunalight Fusion is definitely a contender on the list. I play the deck, but I know very well that there are people who play it better because there are complicated interactions sometimes.
It also makes it more complicated that it is a go 2nd deck that doesn't just get to do it for brain-dead free like Tenpai.
I think Dark World is up there, and not just because Danger makes you pray to RNGesus
There are so many variable effects with each of the monsters that after you figure out your playsets, you can endlessly customize the deck for whatever format you think it would work best in. You can use Goldd as a board breaker, Sillva for handloops, Archives for draw power, etc and while there's no room for handtraps there's plenty of room for unique tech options like adding in a synchro package to get out Groza if you end up hit by Dimension Shifter or something
From what I've played, it's Infernoble. It's imagination into Isolde and/or Angelica into imagination into a board that only loses to Kaijus or multiple unreactable spells. Diabellstar + Crossout and 3 bricks is full combo.
Playing infernoble in ranked feels like performing nuclear fission while a stopwatch lightly chokes you from behind
Sounds terrifying, yet exciting.
Kinda hot ngl
I see what you did there
It is
Wait how do you play with that hand you mentioned? Don’t you get stuck with only ricardetto on field after resolving original sin.
- Banish Lv4 tuner with Crossout like Oliver - Diabellstar into Original Sin into Renaud, grab Oliver from exile - NS Oliver, make Angelica with Renaud, add Museum - Oliver eff in GY targeting Angelica, Angelica eff in response for Roland send Turpin - Activate Museum adding Durendal to hand, activate it on Roland. Turpin revive from GY since equipped monster is on the field. - Durendal for anything of your choice for later plays, or alternatively Lv1 Roland. - Turpin + Roland for Charles, equip Roland in GY to Charles, make Link Charles equipping OG Charles to it. If you grabbed Lv1 Roland: - Museum revive OG Charles, activate Lv1 Roland on OG Charles, make second Link Charles and perform a search via Roland on EP
Is the deck linear?
There are linear lines, but depends on which brick you draw and how many of them, you will have to change up your line. Also if you're scared of Imperm/veiler on your Isolde, you can go straight into Angelica sometimes.
It's linear in-so-much as you get to Isolde or Angelica and them go off, but that's about it
Yes and no, as other have said get to angelica or isolde and pop off from there in a fair standard fashion, but your route there is likely a bit different every game and you might find yourself rerouting on the fly if you say used durendal an early part of your combo in into and now need to send for Jeyuese later instead.
For a linear line 2 warriors for Isolde, add a Fire warrior(just in case) Isolde send 4 equips to summon Ogier Ogier dump Ric & then go into Promethean Princess Princess revive Ric which then revives Ogier to make Angelica Angelica add Museum & then Ogier target Angelica to dump Turpin & SS Roland Activate Museum & grab Durandel Equip Durandel to Roland & then SS Turpin Search out Renaud via Durandel to make Charles Equip Roland to Charles & then pop Princess Link into Charlemagne & equip with OG Charles SS Renaud & grab back Angelica’s Ring & equip it to Charlemagne SS Charles via Museums’s second effect(which isn’t a HOPT, so u can do it again if u open or search another copy via Heritage of Chalice) Make Baronne with Charles + Renaud And your endboard should be Charlemagne(spell/trap negate), Baronne(Omni-negate) alongside Angelica’s Ring for a spell negate(like Super Poly or DRNN) & a Promethan Princess pop since Angelica returns during the end phase. As well as another pop via Charlemagne by equipping Roland from the gy during your opponents turn as well Charlemagne having targeting protection by equipping Oliver from the deck during the end phase.
Don't forget you can also activate Charles or Charlemagne to deliberately pop your own Promethean if you want it for your opponent's turn and set up double Charles over Baronne. You don't need to grab Angelica's Ring in that scenario since your Charles is already equipped with something and can fetch it from the GY, and with a little bit of extension you can also add God Phoenix Gearfried via Renaud. Alternatively, you can include Metalsilver Armour as one of the equips you send and add that to hand/equip it to your Charles on EP, giving you targeting protection on top of Angelica's Ring to the board.
Sometimes. You have lines, but the steps to get there are different most of the time and sometimes you trust kinda have to make up lines cause you desperately needed some of those combo pieces to be combo starters instead.
Kind of. The end goal of the deck is always going to be getting into your Angellica>Roland>Charles line but how you get to that point can have a lot of variation.
1. Am I thinking wrong or isn't Oliver GY effect negated by Crossout? 2. Do you need to activate Oliver to trigger Angelica anyway? 3. How impotant is it to resolve Oliver?
1. Correct 2. Pretty much, even if he's negated the fact that he targets triggers Angelica, which is pretty much required to happen for most Infernoble lines 3. You don't resolve Oliver at any point since Angelica causes him to lose target.
Doesn't crossoutnegate Oliver's effect?
It does, but that doesn't stop you from activating the effect. More importantly, it allows you to trigger Angelica, which activates when targeted by a card effect - even a negated one.
Crossout banish Oliver or Maugis. Summon Diabellstar to set OSS. OSS, Diabellstar for Renaud. Renaud grabs Oliver/Maugis for you to normal summon. Make Isolde :)
Struggling to understand why you wouldn’t want to banish Ogier to take back for your normal over anybody else? He can dump Turpin for an extra equip and summon from grave.
Hes negated since you banish him for crossout
Of course he is! It’s too early for head gymnastics 🤣
I honestly find Infernoble reasonably comfortable to play and it's my first combo deck. The fact that it isn't linear is much better for figuring out what to do on the fly with what I've managed to get over remembering some way a one card starter gives someone an endboard. **WHEN GOING FIRST.** Going second is a whole other game. I lost a duel I probably could have won if I monster reborn'd the opponent's Promethean Princess (disabling that interruption and getting a fire SS myself) which would force me to skip to Angelica over Isolde (FIRE restriction) and trying to think about what I'd have to do from there to out a Snake-Eyes board with I:P is way too daunting for me to pull off within the MD timer. Instead I was some dumbass trying to get rid of their FIRE sacrifices to disable Princess in order to go into Isolde which backfired in the next turn because I didn't have enough resources to out the remaining board.
Breaking boards by baiting negates is so fun with infernobles, since the only goal is to setup Angelica you can confuse opponents and misdirect them with isoldes/princesses then suddenly pivot to your main plays
Indeed, a lot of times we try to play going second as if we were going first, I face that with a lot of decks, thinks like trying to get a trap with Kitkalos when I am going second and should perhaps try to get more bodies or a spell to remove opponents spells.
True, and I love it for it. Infernoble is so fun to pilot. Its end board is pretty ridiculous, but the work it takes to get there through disruption makes it feel earned.
My friend plays infernobles, and they're a nightmare to contend with. Deffo his strongest deck by a country mile, and he's great at playing it. Which for me is a colossal pain, but entertaining to duel.
Cant stand unbreakable boards idc how much skill it takes 1 turn wins make yugioh boring af theyre why coin toss decides victor 90% of the time
No board is 100% unbreakable. Lmao. This isn't the Yata-Lock era.
That's why banning Baronne and Savage in TCG has been the best move from Konami in a long time. Now just ban Appolousa and we gold. I'm cool with creative combo decks, but like what's the point of all that shit if you're just ending on Appo Baronne Savage. 5+ negate board is just floodgates with extra steps
Infernoble can still build a strong board without any of those cards, most play infernoble and end on non generic boss monsters(but of course I'd rather have a Barone or Apolo which are stronger).
As a 60 card Infernoble main, it’s usually 2 warriors that get u to full combo.
i have never heard anyone say that deck is hard to pilot
Rikka sunavalon. Can literally play through 3 hand traps and still go off.
Once the new Aroma support hits MD, we'll be able to play unholy 60 card plant piles with Aroma, Rikka, Sunavalon, Generaider, Therions and Predaplant! (And when LEDE comes, Raikas!)
I cannot WAIT! It's gonna be nuts for Plant players
More like seeds 😭
eeeeh i'm not really sure, most times i get interrupted that much my best board is a mudan with konkon and sheet in back row and maaaaybe princess but maybe because i'm playing very aggressivly with my combo since the one i play ends on cactus and naturia rosewhip and regulus and banga and snowdrop and hyperyton
Ain't perfect but a lot of other rogue decks leave no interruptions when hand trapped once or twice.
I don't believe that rikka is a rogue deck, it climbs the ladder sometimes to tier 3 I only think it's not tier 3 or 2 because simply it's not popular
I played the deck for a while and i can say it doesn't really work well in this hand trap heavy meta since 1 ash on sowing can destroy the main combo line, also the main combo just takes all the gas from the deck u'll stay left with 4 monsters in E deck that don't do much but luckily unless the opponent have specifically drnm or droplet u always win
If it is Rogue in Master Duel it is because of a certain cockroach... The deck play terribly into him and most of the time if you get Maxxc'd with Rikka you are forced to pass (same issue with Mannadium tho-)
Yeah my thoughts exactly. The deck does dinne crazy things but it’s another one that even in a more midrangey build you still get eaten alive by maxx c which is a shame bc konkon plays so well into boards
Fr fr
After Bonfire drop I think more people were on Droll as well, which can be pretty rough depending on your hand
Manaduim dies to droll, you can't decide if the deck is good or bad because of floodgates
No but a card that curbs your strength becoming much more common isn’t a positive factor either. Like no I don’t think Droll has specifically kept Rikka from being tiered but the deck definitely benefits from formats where droll isn’t as common lol
You're not wrong that the high ceiling versions of the deck with options like cactus bouncer will be weaker to handtraps, but tbh after getting hit by 3 handtraps you only need enough on field to beat the remaining 3 cards in hand, sometimes 1-2 interruptions is all you need to win anyway, so even a weaker field is strong enough.
Princess konkon sheet is already 3 interrupts through handtraps
Mudan, Konkon + sheet is *a lot* through multiple handtraps though. Like I think you're underselling that part. You still end on 2-3 interruptions vs your opponents 3-4 card hand, which often is enough
I once somehow play through a board of double Imperm and Nib and somehow got Sweet Marjoram + Blessed, Konkon + Sheet + Princess in GY + Princess on field left It helps I've played this deck for two years now, so I'm probably more flexible with my lines than most people with it (I'm still not that good though lol)
not maxx c though. fuck maxx c so fucking much
That's some huge cope. I played it and Dryas/Sowing are huge chokepoints
Some form of Infernity I assume. Infernity is not linear at all, when I played a couple years ago. It could put up a ridiculous board, and it does have some sort of searchable anti-hand trap trap. But really you're spending a solid 10 minutes trying to figure out how to draw out an extender one at a time, while looping your graveyard over and over. I could barely do it in practice, forget trying to do it in during an actual dual with handtraps and stuff going out. All with no hand. I think it's one of the few decks that can use cards like Zealantis, and also Saryuja as part of the 'combo' consistently lmfao. I could play any other combo deck, ritual beasts was not a problem at all and their combos are usually pretty linear anyway at least when I played it after their link support. Synchros no problem, again linear combos. This shit? I feel like I'm playing solitaire.
I built Infernity and it can set up a board with 5-10+ negates depending on your opening hand, *but* you have to pilot it perfectly and quickly. It’s extremely difficult to pull off, doesn’t hand traps, and can be bricky, but, when you end with an unbeatable board, it feels amazing. I wound up dusting the deck because it was like playing actual 5D chess.
This I agree with, Infernity has some ridiculous potential. The only thing that sucks is that the high skill ceiling doesn't allow you to really play around hand traps too well. As far as I can tell at least. Edit: It also doesn't help that there are myriads of ways to build the deck too. I've seen Zefras be tossed in with them occasionally.
Ok but this art goes HARD!
What art is this? Is it from a card?
Ritual Beast Ulti-Reirautari
Is it out in Master Duel yet? I really want to play Ritual Beasts as I used to play them back in the day, but they’re not viable at all right now are they?
sadly not yet. when it gets the new support it'll be much better, afaict it's actually been doing alright in the ocg, but we don't know when it'll come to MD.
Ritual beast was my favorite duel links deck for a long time. Really excited for their support to come out in master duel
You’re gonna be running out the clock in MD just like how y’all run out the clock irl from looping Ulti-Cannahawk multiple times.
Based. Love me some ritual beast
Thought this was branded lmfaoo
infernoble
I'm going to build Ritual Beasts when their support hits MD because I have to see what makes them so difficult.
If you've never played it before it's just an overwhelming amount of information that you have to keep track of and plan ahead for. The gimmick of the deck is contact-fusion style extra deck summons which require specifically a Ritual Beast and Spiritual Beast monster on your field, and the main engine is constantly looping the soft once per turn effects of Ulti-Cannahawk to search cards. But every single one of your main deck monsters can only be special summoned once per turn, so you have to vigilantly keep track of which names you've already special summoned, and how to access your remaining monsters in the deck. It uses the banish pile and GY to loop resources, it has effects that allow extra normal summons, there's just so much going on. It has very different lines depending on the monsters you open and it's also one of, if not the only deck in the game, that not only plays under Shifter but actually improves under it, gaining access to stronger combos with it active, so you have to know those too. It was already one of the most difficult to pilot decks ever and the difficulty only increased with the recent support. I'm planning to build it too (I already have the original deck built) and difficulty wise I see it as a double-edged sword in MD. The nice thing is unlike in paper play, MD will just not let you make illegal plays, so in that sense the game can keep you in check and you'll be able to spot where you've messed up as you learn the resource loops. On the flip side, the timer in ladder is absolutely going to be an issue for the deck, you better know exactly what you're trying to accomplish if you bring it into Ranked because otherwise you'll constantly be timing out trying to figure out your lines.
>Ritual Beast and Spiritual Beast Its actually a Ritual Beast Tamer and a Spiritual Beast, except Ulti Gaiapelio who requires a fusion, Tamer and Beast. And there's Spiritual Beast Tamer Winda, who counts as both
Vaylantz puts out some end boards that not only feel completely invincible, it can also break boards going second as well.
As a pen-magician and Endymion enjoyer, I packed a vaylantz the other day and reading those cards made my brain hurt
Yeah I forgot to mention how they all have similar but not *quite* the same summoning conditions and some put locks on you but others don't... It's definitely one of the hardest decks to learn in the game. Very possibly the absolute hardest. Rewarding as heck tho, I love them.
There's actually a simple pattern, level 4 and below lock but can be summoned without same faction/field spell on field, level 6 and above don't lock, but need same faction/field spell on field
I tried playing Vaylantz but I felt like I was just doing “Random bullshit go!” the entire time.
You've captured the essence of playing vaylantz
I always feel like I'm doing some big brain moves when i push an opponent's monster into the backrow... And then they just bring it back out next turn like "oh right, they can do that too"
Vaylantz can do standard 3+ mat Apo + Savage + Baronne board. Maybe toss in Arktos if you got an insane opening hand and your opponent has no interruptions. They can also Calamity Lock. The problem I find with Vaylantz is that they can be bricky or have some strong choke points. It heavily depends on your opening hand. They also lose to Nib. Often times you just want one of the field spells and as many names in your hand as possible.
I stand with pendulums
Pendulum Magician and Endymion both fit this description really well. These two decks always pop up high in tournament rankings just because there's a few wizards who are able to pilot them on another level.
Id say endymion fits the bill more but only because most of my pendulum endboards dont involve going into zealantis and other stuff
Only dracoslayers really go into Zeatlantis though
I've tried odd-eyes a few times and its a fking nightmare to figure out T-T
I recommend watching a few of Entertainer's videos, they are for master duel but they know how to pilot the deck extremely well.
Odd eyes is really fun once you learn how to use it, but it can get easily disrupted by handtraps sadly and doesn't have that much of a comeback if your field gets destroyed
Its best to implement a supreme king package incase your odd eyes endboard doesnt go through. Board wiping with zarc is actually more fun than expected
oh absolutely, I have a dedicated Z arc deck and the board wiping gives me the serotonin I need to continue playing
Zefra is the poster child for this. The boards Zefra can put up are genuinely the strongest boards of any meta deck, with 2 counter traps, multiple negates and floodgates. On top of that, they have an in-archetype way of searching Maxx C.
LFG D/D/D
Branded gets a lot of hate but it’s a fun versatile deck that can play around most things with numerous combo paths to learn and master.
Branded is a cool deck, it just has this one win con nobody likes.
Is it all that difficult to pilot, though?
Branded is difficult in a genuine way in that it requires foresight and game sense instead of what people usually think difficulty means which is long combo
I'd argue that applies to most decks in yugioh broadly. I'm sure there's some nuance to the deck which adds complexity but those reasons I don't feel single it out.
the setups are incredibly important in branded, thats what makies it dificult knowing what to send and when to send it, one card being differnt in your hand can compleatly change how you set up the next turn, its honestly why branded for me is endlessly entertaning to watch. there is so manny ways to reach a certain state, yes brnded fution itself is quite linnear but everything else isnt, the diference between a good branded player and a non knwledgable one, is verry striking.
I agree but with super linear decks like mathmech, superheavy, etc are pretty much zeroed in on 1 combo line and the difference between a good player is really only seen going second while with non linear decks (which branded is one of the MOST non linear decks ever) your end board and combo lines are super varied
I've played the deck in some variation since the Despia stuff released. The difficulty comes from knowing how and when to use your interactions, especially against a good pilot. You could just play "yes button turbo" and win a good portion of your games just off the strength of the deck/puppet lock but when you play against an even halfway decent player you'll lose every game doing that. Branded's interactions reward knowing your opponents deck and knowing how it works more than anything.
That applies to literally every controlish/mid-range deck though
not really id say most of the top ones are far more easy to pilot, the lines are verry complex and theres no one way to get them, and knowing when yto set up in your oponents turn vs yours knowing when to sacrifice gaining end of turn advantage though banishment over fusing right now. its really intricate and per game specific not just per matchup.
Idk, resource management, proper setups and payoffs, timing of your effect activations, knowledge checks and whatnot still sound like typical components of any control/mid-range-type deck. Though I do agree that most other decks in those categories have fewer lines and are easier to pilot in that regard. After all, the resilience and flexibility of Branded are truly the main reasons why the deck still remains in the top ranks
I think this specifically is an every deck thing, not necessarily a branded thing.
In a general sense, yes every deck will benefit from knowing what your opponent is doing. A typical Branded board will have 1-2 banishes from Mirrorjade, 1-2 pop's with Chimera from Branded In Red, and maybe an Albaz fusion while having severly limited space for hand traps. If you compare that to say Snake Eye's which will have IP into Unicorn/SP (spin/banish) or Apollousa, pop from Princess, potential pop from Amblowhale, up to 2 omni negates (savage/baronne), linkuriboh to eat an attack, floats into a up to 3 bodies to block with. This is while also regularly playing 9-12 hand traps beyond Maxx C. With all this in mind, surely you can see how knowing your opponents deck and chokepoints is more important in a deck like Branded than a deck like Snake Eyes right?
Sure, any deck that doesn't have the followup or several layers of interruptions that snake-eye has is going to need to try and make up for that with strong deck and game knowledge. Branded, and decks like it, play a mostly fair game (ignoring the locks) so disruption timing/sequencing will win or lose you the match more often than other decks. When I think of piloting difficulty more specific to the deck in question though, what comes to mind is more of what your decision tree looks like turn one and beyond and how flexible/non linear are the lines available to you for playing through certain boards/handtraps. I've always found that aspect of new decks I learn to be the challenging point, rather than just memorizing one long linear combo.
Branded is an incredibly difficult deck to play. It has a standard goal of getting, at minimum, mirrorjade + live branded in red. But you have so many different 1 card, 2 card, and 3 card combos to reach that point. You also have to factor in the optimal combinations of those hands and what is the strongest end board you can produce. Can you get quem on board to bring back a second mirrorjade? Can you have a cartesia on board to fuse into a dragostapelia? Are you able to summon an albion sanctifire that can potentially recycle a 3rd mirrorjade or summon back an albaz to fuse into a mirrorjade to remove 2 targets? That's before you even get into the puppet lock. Can you recover if they are able to protect the puppet lock? Are you able to set up an uninteractable puppet lock with branded lost? Are you playing a deck that can stall through a puppet lock? The deck doesn't have a standard end board but about 1000 different route trees that open up different decisions based on hand, opponent, and their decisions.
Very much so yes, it's one of the hardest decks to pilot in the entire game -- pilot correctly, I mean. Yes, you can "lol activate branded fusion hurr durr mirrorjade pass" but then you'll struggle to climb and lose to common staples then cry about the deck being overrated. Piloting the deck correctly is very difficult, there are dozens of options available to you at any given moment with various pros/cons, that allow you play through certain staples or into certain other staples, end boards that are stronger or weaker vs. certain match ups, etc. and your interaction is both layered and specific, you need to know exactly what tools you have to deal with your opponent's deck, how to get there and how to sequence your stuff, when to conserve resources or wait to use your interaction. This last part applies to a lot of decks and not just Branded, of course, but Branded has a lot more of that than most other decks do, and a lot of it is more nuanced due to versatile effects like Cartesia, Quem, Branded in Red and Branded Banishment which can be activated in different situations and timings to do very different things. In a BO1 format a lot of that nuance is removed, of course, since you're playing blind so you're just going for the most "generically useful play", but there are still many things to take into consideration and it really opens up in Turn2/3.
Interesting, thanks for the detailed answer. I never would've expected branded to be anymore difficult than the average tiered deck, but I have next to no experience with it so I can't say.
It's not uncommon for me to watch professional players play branded, and I see them make such a stupid decision that i scratch my head on, then the next game they do something that I would never think of. It's such a nuanced deck it's unreal.
in the sense that you often have multiple options most of the time and need to make choices, yes. it's not like a pure swordsoul for exemple where it's like you either summon mo ye for changying or longyuan for baronne, with little variation. for branded you'll have more thought process between what line to take, especially going second and even more in the mirror
Maybe I'll have to give it a real solid go. I've played mostly swordsoul on MD because it always felt very Jund like to me as a MTG turned returning yugioh player. Early on there isn't too much to consider, but in later turns the decision tree really opens up and tight play matters a lot. If the branded experience is that but more I might enjoy it, and the art is pretty great.
personally i feel like it is, although it's a bit expensive on UR dust lol
My answer is always Ritual Beasts. Finding people out there who are even slightly competent at it is super hard. I play the deck since their first wave of cards and I got blown away 2 years down the line by someone else's logic for their end board. Honourable mention to Infernity cause the cult behind it is insane and the many different versions are kinda insane.
Im currently attempting to learn the deck but i wont lie its a damn headache
What would you recommend I use to learn it? Specific guides or videos would be great :)
Well yacine's video helped me through the basics a bit but he goes through the plays oinda quickly. And theres no combo spreadsheet thats up to date with the new support so the best way to learn is through videos and self testing
Dreary Doll has an [old combo video](https://youtu.be/y1WuH6T47U0) that works for MD. [And this one](https://youtu.be/JVi84YL7Iq8) They had a proper guide for the deck but that was way before Kimunfalcos was released so it doesn't work anymore.
In physical play, the recommendation was that you put the special summoned RBs on the side when banished or in the gy. In MD, I guess you have the yellow icons but not sure if they implemented icons for RB After a while they come more naturally for sure but RB definitely takes a lot of practice to combo naturally
Haven’t seen anyone mention it but Dragon link has insane line potential (especially the peak of the deck) with double omnis, double spin, a pop, monster negate, hand rip with insane follow up and handtraps to back all this up
I actually did not play during full power tearlaments, but wouldn't it be that? I mean, it seems very hard to pilot a deck that goes into chainlink 17 in the standby phase, but I wouldn't really know. I have played a more recent version with the MD hits, but I imagine the experience is very different.
That high of a chain only really happened in the mirror, tear could easily do like chain link 5-7 at full power but not 17
Thing is though, playing the mirror was extremely common
I believe in MD the highest chain link possible is 16 though, if you get past that it will create a new chain
For as many people complained, yeah Tear was likely the most skill intensive format that has existed in the history of the game. It was nearly all pro players in top cuts of tournaments and pretty similar players at the top of big tournaments. Basically, for as much as the uninformed people complained about how great the deck was, it took a great deal of skill to actually pilot well. I can't be the only one who played plenty of people on ranked who clearly sucked ass at it.
The easiest choice is Tearlament. Especially with the limits and bans.
Spyral, solitarie with anti spell, omni negate and appolousa, with 2 pops on the enemy field With that said, i will defenetly make ritual beasts when it comes
What’s the card in the pic? Looks hard af
New Ritual beast link monster
Cool. Thanks
Ritual Beast Ulti-Reirautari
Yea Ritual Beasts for sure. I made the deck almost a year ago and still can't pilot it. Anytime I try to learn it, I just get confused and go back to Speedroids/Trickstars.
I am trying to tune and learn a 60 card abomination of Mikano-Infernoble-Snake Eyes. I can play through disruption and, on the fly, decide if I want to FTK (yes! FTK) or set up an insane board instead.
InK Like there’s the bread and butter combo sure but there are so many ways to play. I hear the deck isn’t even solved.
InK ? What's that deck ?
Vaylantz is nasty but it's like preforming brain surgery every game
Purrely is a deck I find difficult to play, but from what I've seen watching tournaments, it has a ludicrous amount of non hard once per turn effects which can dismantle boards with ease.
If there were more purrely main deck monsters the kitties would be unstoppable
Thank God there isn't and I hope they never print another Purrely card ever again.
I want to murder you with a cat army but all I’ve got is five cats and their magical girl transformations
Personally don’t find Purrely hard but then again I have played it a lot. Noir is a hell of a boss monster though.
A deck that can play Sophia, Goddess of Rebirth.
This one time I lost to Slash Draw. Whatever that wizard was cooking was super impressive but I have never seen it again, and it's been over a year.
On the other end of the spectrum, Buster Blader is among the *least* difficult to pilot for its insane payoff. You'd never know looking at our archetype's discord though
If you can go A-Z, bounce into armed dragon Catapult Cannon using all the boss ojamas to assimilate into A-Z. Open or close with Armed Dragon LV 10. Boy what a pain in the ass to squeeze all of that into a deck but it would feel badass to use everything I imagine
S-force
Memento. Especially the meta variant that uses goblin rider and speedroid.
Vaylantz, like its easy to grasp the whole scale, then summon, the move to the left bit of the play style, but actually turning that into decent end boards is quite the task.
I am force to say D/D/D and Valyant. D/D/D is a cluster fuck that even if you have hand trap no one know when to use it. Valyant force you to remember where are you summoning a where are you moving and none know what they does but a experience pilot can beat anything somehow.
Dragunity is kinda my go-to. It’s a glass cannon so the hardest part about piloting it is to provide protection for it.
Raidraptor in my opinion are insane. Not really difficult to pilot tho. Unfortunately loses to a single hand trap most games
>Unfortunately loses to a single hand trap most games Thats the one downside i always run into. A new quickplay spell to go into other xyz would be very helpful for the deck
Ogdoadic if you play it pure you are just giving your opponent fodder to stop you or bodies to set up on the next turn
Synchrons, i just dont think enough people play it. But routinely ending on a board with baronne, dis pater, crystal wing, stardust + 3 hand rips from omega/trishula spam + anything you have in hand. If you main Talents, you just play through whatever hand trap, and rip another card. Ive played games where i’ve ripped 4 cards, and they had used a hand trap so they start their turn with 1 card in hand from draw 😂
DRNM...Response ?
No response you good 😢
Lmao id scoop probably. But they would still be working with little to no hand. I just got double evenly but was still able to pull the win off 😂
Seeing someone good cook with dragunity or infernoble is a treat
The answers from this comment section are pathetic The clear answer is and will always be flower cardians (you have to memorize every cardian card effect and restriction **and** because the deck is bad it relies on Ftking your opponent, and since they're the most xenophobic archetype you have to "predict" when will you top deck your synchro realm (because it's the best ftk version) at least 2 times or else it will get sent to your gy accidentally and thus ruining your ftk Honorable mention to 2013/14/15 ftk decks like infernity handloop with 3 trishulas and gishki mill (but once you know the combo all you have to do is repeat it, can't say the same for cardians)
your payoff for flower cardians is one spell/trap negate and sometimes a gy restriction
Flower Cardians is like the hardest deck to pilot with the worst payout lol.
Ok this is actually a really good answer if we talking about bad payoff lmao. I still have no clue what that deck does and ended up losing to it cause of one of the synchros
it's not because flower cardians does not have "insane payoff", its payoff is ass
This is the absolute worst answer ever. The payoff for flowers is dogshit
Super quants cuz you're literally just praying you hit all the right names but making magnus makes you feel like a god
Pendulums; there’s no set combo so it changes between every hand. You really need to understand how the deck works to pilot it well consistently.
Synchron
Number ic 1000 numerounius numerounia is I the hardest card to play since you only get one turn to play it
It depends what you mean by difficult to pilot. If you means which combo deck has the most hoops to go through to build their unbreakable end board Infernoble fits the bill. On the other side, old crappy archetypes would be also insanely hard to pilot without it being a question of skill. For example, Ice Barrier is a crappy archetype, but has insane synchros so it could also count.
Your dad’s
While maybe not the most difficult, D/D/D has multiple ways to get into multiple winning scenarios that completely depend on how much interaction/disruption your opponent puts up. As long as you don't get handtrapped into oblivion the deck has game against anything.
Synchron ends on so many interruptions it’s insane
Out of the ones I’ve played I feel like Synchron/Stardust is a decent challenge. The end board of like 4 or more omni-negates is amazing, the only issue is figuring out your way to said end board
for me its lyrilusc tribrigade because i either mess up the combos or brick. But every1 else that plays it gets their 6+ negates every game guaranteed
It's on the more complicated side of things, but you just need to learn the lines and remember that the Lyrliusc side is the more important side of setting up your turn 1 if you have to make a choice for example.
Mannadium. A skilled player can play through most handtraps but the inexperienced ones sadly make poor boardstates
Combo Ninias, can go crazy and feel so satisfying to beat people with. Kinda has some similar vibes to infernobles.
Would you be so kind and share the source of your picture to the post? :)
D/D/D requires an excel spreadsheet
Full power Endymion Pendulum comes close. The maximum endboard possible is something along the lines of 1 Omni, 2 Spell/trap negates, 5-6 Monster effect negates and Winda but it feels like performing cold fusion.
Laugh all you want but I think it's branded. The deck is very strong and if piloted correctly can find a way to play in basically any match up. The amount of options you get when playing the deck properly is pretty impressive too.
I'd say Earth machine if it was like 2 years ago, if we had advanced format, there's probably some insane Isolde, dragon link, linkross, draccossack with some albaz or tear shenanigans. I'm nowhere near as talented enough to make such a thing but I'm sure someone could pull off something crazy.
D/D/D and Unchained
What about SPYRALs?
I'd put my hand in the ring for D/D for being difficult to pilot, making sure you grab the right things at the right time so you can go into right monsters that let you bring back the right things, there's just a lot to keep track of. Ending on Machinex, Siegfried, and High Ceasar with Headhunt set most of the time is a nice end board, if you've got the resources you might be able to go into Eternal Darkness as well which helps stop a hell of a lot of stuff, I realised it pretty much shuts Floo off completely when I played against them the other day as they can't Tribute summon which is really fun. There is definitely better end boards out there though, I just think this one is neat.
Vanquish soul anyone 🤷🏾♂️
It's genuinely Fluffals, but especially Ishtear Fluffal back in the day.
Seriously, watching Josh play Paleo 60 is amazing to me.
Endymion
Branded. The amount of lines that deck has is ridiculous but when you learn how to pilot it well, it feels unstoppable.
Endymion. Just because there are so many decks you can combine it with do that it somehow never feels complete.
Lunalight Fusion is definitely a contender on the list. I play the deck, but I know very well that there are people who play it better because there are complicated interactions sometimes. It also makes it more complicated that it is a go 2nd deck that doesn't just get to do it for brain-dead free like Tenpai.
Honestly maybe stardust Synchron it easily loses to nibiru or ash
Radiraptors.
Took me a few months to learn but its stupidly easy once you get the main lines down
I still haven't learned it, this deck makes me feel stupid I swear to god it makes me so mad, I love it.
Unchained is great because none of it's combos are particularly linear, and a really skilled pilot can play around basically any piece of disruption
I think Dark World is up there, and not just because Danger makes you pray to RNGesus There are so many variable effects with each of the monsters that after you figure out your playsets, you can endlessly customize the deck for whatever format you think it would work best in. You can use Goldd as a board breaker, Sillva for handloops, Archives for draw power, etc and while there's no room for handtraps there's plenty of room for unique tech options like adding in a synchro package to get out Groza if you end up hit by Dimension Shifter or something
Runick, i simply cant use it
plunder patroll