Forum:Deck Guide/Cyber Style

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CyberdarkEndDragon-MADU-EN-VG-artwork.png

by Gadjiltron

Intro[edit]

Ryo Marufuji/Zane Truesdale was a fan favourite, not just for his looks and attitude, but also the cards he played. The mighty monsters of Cyber Style gave him the means to bring forth his strongest monsters quickly and devastate his opponents within a single turn.

Cyber Style has two components. The first Cyber Dragon family is a group of LIGHT Machine monsters that are focused on Fusion Summoning their aces that have incredible ATK scores, usually enough to wipe out the opponent in a single attack. The archetype was neatly supported over the years, receiving their own Xyz lineup in the Cyber Dragon Revolution Structure Deck that led to a fearsome omni-negate Cyber Dragon Infinity that was abused by Tellarknight Ptolemaeus in its prime. Currently, it's fallen by the wayside courtesy of the game's power creep, but sees rogue use as a blind second OTK Deck.

The Cyberdarks, on the other hand, were the face of Cyberdark Impact and represented Zane's extra edgy makeover. In contrast to the Cyber Dragons, they're DARK Machines that equip Dragons from the Graveyard to increase their ATK. The Cyberdarks are significantly weaker since you had to clumsily mash them with a side of Dragons to make the most of them. Even with a bit of legacy support, they still languished in bargain bins until the Cyber Strike Structure Deck brought them several tools and a hefty payoff that allowed a player to run them as a hybrid with the original Cyber Dragon family, creating big bosses to challenge the opponent going first, or threaten an OTK with the original Cydra Fusions going second.

Cyber Ogres... are a small subset of monsters that were abandoned as quickly as they were introduced, and will not be talked about here.

Cyber Style[edit]

CyberneticRevolution-MADU-EN-VG-artwork.png

Analysis[edit]

Strengths
  • OTK Maker - Do you like giving the opponent the big number business? Then this is the deck for you!
Weaknesses
  • Chimeratech Fortress Dragon - They say that the one thing keeping Cyber Dragons from becoming meta is themselves. This one card from the archetype can make itself using Materials from either side of the field, so even your biggest Towers can be outed with minimal effort in the mirror.

The Basics[edit]

Monsters[edit]

  • Cyber Dragon - The original Cyber Dragon and central focus of the archetype is also well-known for how much it changed the game since its introduction. 2100/1600 for a LV5 would be mediocre if it weren't for the fact that you could Special Summon it the moment the opponent so much as controls a monster while you didn't. It's much more flexible than cards like The Fiend Megacyber, had enough ATK to beat over most Normal Summons, and can serve as easy Tribute fodder in its time. It played so well with Synchro monsters that it got Limited in the early 5D's era for a time! Naturally, run 3.
  • Proto-Cyber Dragon - This smaller version of Cyber Dragon is an 1100 ATK LV3 so you can Normal Summon without Tribute, and it can change its name to match the original. That's about it, and it was meant to be early Fusion substitutes when you were aching to get something to make the Fusion Monster. Now, it's obsolete.
  • Cyber Barrier Dragon/Cyber Laser Dragon - Gimmicky Nomis that require specific Spells and Traps to make. Cyber Barrier Dragon automatically negates the first attack your opponent makes while in Attack Position, but is easily crushed with its paltry 800 ATK and does nothing but chumpblock with its 2800 DEF in Defense Position. Cyber Laser has a somewhat respectable 2400 ATK and can destroy monsters of higher ATK than it, but it's too costly to Summon. Both were gimmicky at the time of release and are no better in the modern day.
  • Cyber Dragon Zwei - Cyber Dragon 2: Electric Boogaloo only passively changes its name while in the GY, but it can still offer that if you reveal a Spell in hand. When attacking, this 1500 ATK monster goes up to 1800 to punch out... most things of its Level. It was an okay substitute in the mid-5D's era, but has now been rendered obsolete.
  • Cyber Dragon Drei - The Cyber Dragons keep reinventing themselves to match pace with the evolving game. Drei offers its name change passively while on the field or in the GY unlike its predecessor, and this time it has the ability to change Levels of all Cyber Dragons you control to 5, opening up Rank 5 plays like the Structure Deck's Xyz Monster. However, as the game moves quickly, old models are obsoleted just as quickly, especially when we have easier ways to set up the Xyz play.
  • Cyber Dragon Vier - Like with 3, it changes its name to the original on field or GY. When you Normal or Special Summon a Cyber Dragon, you can Special Summon this card from your hand. It provides an interesting 500 ATK/DEF boost to your Cyber Dragons if you need to beat over things, but generally you use it in combination with Drei to go into Rank 4 or 5 plays. However, like its counterpart, both are obsoleted unless you're cooking something interesting for the Extra Deck.
  • Armored Cybern - A strange Union monster that equips itself to a Cydra or Cydra Fusion. You can, non-once-per-turn, reduce the monster's ATK by 1000 to destroy a card on the field. You can totally blow up a board if you've overcharged a monster's ATK, but make sure that you still have enough power to push for game. A little outdated, though.
  • Toon Cyber Dragon - Somewhere along the line, Pegasus was inspired by Zane's success and drew his Deck's likeness. Toon Cydra has the same properties as the original Cyber Dragon but doesn't change its name to match. Also it can't attack the turn it's Summoned, but it opens up the use of Toon Table of Contents to search it. However, with the Cydra getting their own search Spell, it's not a popular option.
  • Cyber Dragon Core - A LV2 400/1500 that changes its name on the field or in the GY, but it's got two very powerful effects (of which you can only activate one each turn). On Normal Summon, you get a search of any of the many "Cyber" S/Ts, making this the strongest Normal Summon the archetype has to offer. If it's in the GY, you can banish this card to Special Summon a Cydra monster from your Deck. Its 400 ATK and name-change also gets you two OG Cyber Dragons if used with Machine Duplication! It's the archetype's best Normal Summon. Run 3.
  • Cyber Dragon Herz - LV1 0/0 isn't beating over anything, but if Special Summoned, it can change its Level to 5 for a quick Rank 5 Xyz. If sent to the GY in any way, you can grab a Cydra from Deck or GY (that includes the many other members that change their names in the GY, including other copies of it but not itself). Great discard or fusion fodder. Run 1-2.
  • Cyber Dragon Nachster - An easy extender that can Special Summon itself by discarding another monster, then if you Summon it you get to Special Summon any Machine with 2100 ATK or DEF from the GY. The simplest way is to discard OG Cydra and then revive that very card for two Cydras on the field, but you can also discard Herz to proc its search easily. Run 1-2.
  • Cyber Pharos - Special Summon by Tributing a Machine monster, and you can Fusion Summon with its own effect without needing the Fusion Spell. However, it doesn't change its name like the other Cydras, limiting what you can put out using this card. If a Fusion Monster gets destroyed in battle, you can banish this card to search for a Power Bond. It's a little tricky to use all of its effects proactively, and hard to search within the archetype too. Run up to 1.

Extra Deck Monsters[edit]

  • Cyber Twin Dragon - A simple 2-Cydra Fusion with 2800 ATK and two attacks. Back it up with an ATK-doubling effect and you can easily destroy the opponent in a single Battle Phase.
  • Cyber End Dragon - Needing three Cydras to Fuse, it's a little clumsier but has a more fearsome 4000 ATK and piercing. Backed with ATK-doubling and you can crush the opponent in one fell swoop and no amount of Defense Position can help them escape! But the extra material requirement means that it's less popular as a boss, but instead sees use as a conduit for one of the later bosses.
  • Chimeratech Overdragon - You need 1 Cydra and any number of Machines to make this. The output is a behemoth that has 800 x the total Materials you dumped into it. Often made through Overload Fusion, it used to be an old Future Fusion target to an entire Deck's worth of Machines to create a 5-digit ATK score to pulverize the opponent with. You also get extra attacks on the opponent's monsters for each Material you make with it. It's your Plan C after everything else has failed, since Overdragon wipes the rest of the field if you Summon it.
  • Chimeratech Fortress Dragon - You don't need any Polymerization to make this card. Just send a Cydra and any number of Machines from either side of the field (including the Cydra component!) to Summon this card, and this card gains 1000 ATK for each Material used for its Summon. It outs lots of invincible bosses, especially if you alter their Type with Clockwork Night! But because it's an auto-include to beat any Machine matchup, every Cydra player will be packing this card and the mirror match becomes miserable since the winner easily becomes the one who goes second.
  • Cyber Dragon Nova - The Rank 5 Xyz that was the face of the Structure Deck, Cydra Nova can detach a material to Special Summon a Cydra from GY, with the best target being OG Cydra. It can banish a Cydra from field or hand for a temporary 2100 ATK buff, and if your opponent's card gets rid of it, it can pull out a Cydra Fusion for free. The latter two effects go largely unnoticed because Nova gets used as material for its advanced form almost immediately.
  • Cyber Dragon Infinity - You're not going to get three LV6 LIGHT Machines to make this manually. Cydra Infinity can Rank-Up straight off Nova and has several fearsome effects. Despite the moderate 2100 ATK it gains 200 ATK for each Material it has, and it can gain more by absorbing other Attack Position monsters from either side of the field. If your opponent tries anything, you have a once-per-turn omni-negate at the cost of a Material. If left unanswered, Cydra Infinity can remove threats and negate responses almost indefinitely, and it's so good that Tellarknight Ptolemaeus was used by non-Cydra Decks to go into Nova and then Infinity.
  • Chimeratech Rampage Dragon - A middle ground between Cyber Twin and Overdragon that's easier to use. Rampage requires 2+ Cyber Dragon Monsters as material, and when Summoned it can clear out backrow equal to the Material sued for its Summon. Also it can mill up to two LIGHT Machines to gain that many additional attacks. On its own and unimpeded, that's 6300 damage. Double that and you can crush a blocker and still OTK!
  • Chimeratech Megafleet Dragon - Designed for Master Rule 4, Megafleet is akin to Fortress but only uses Monsters in the Extra Monster Zone as material, gaining 1200 ATK for each material used for its Summon. This restricts it to just 2400 to 3600 ATK, but not being limited to Machines means that you can answer any Link boss, including The Arrival Cyberse @Ignister, or snap open any Extra Link your opponent tries.
  • Cyber Eternity Dragon - Uses a Cydra and two Machine monsters, and it's a more defensive alternative to Cyber End with inverted stats. If you have a Machine Fusion it's untargetable and indestructible, but if your opponent happens to answer it anyway, you still get a Cydra from your Deck/hand/GY. If you got this card in the GY, you can banish it to provide untargetability and indestructibility to your Fusions, which can help push your bosses through potential interruptions. That's not a Quick Effect, though, so you'll have to use this preemptively.
  • Cyber Dragon Sieger - This Link-2 is less of a boss and more of a way to turn your tiny Machines into something serviceable in the lack of a Fusion Spell. It's got an unremarkable ATK-boosting effect that helps your Cydras overcome really big opposition, but the fact neither player takes battle from this monster afterwards whittles down your big battle damage potential. Still a useful card, if begrudgingly so.

Spells/Traps[edit]

  • Cyber Emergency - Grab any Cyber Dragon or a LIGHT Machine that can't be Normal Summoned or Set. This includes Cyber Eltanin, Jizukiru, the Star Destroying Kaiju, or even any of the Drytron monsters. Searchable with Core. Run 3.
  • Cyber Eternal - Special Summon a Cyber Fusion or return it to the Extra Deck. You can even protect your Cyber Fusions from destruction by banishing this card from your GY. Run up to 1.
  • Cyber Network - For 3 turns, you can banish LIGHT Machines from your Deck, and when this card is destroyed, even by its own effect, you get all your banished LIGHT Machines. It's really telegraphed, supports some of the Cydra banish recovery gimmicks, but ill-advised to use.
  • Cyber Repair Plant - If you've got a Cyber Dragon in Grave, either search for a LIGHT Machine, or shuffle a LIGHT Machine into your Deck. If you've got three Cydras, do both. The first part is what you really need, and it's the reason you run Salamangreat Almiraj to put Core in the Graveyard to enable this card. Run 1-2.
  • Cyber Revsystem - Special Summon a Cydra from hand or GY, but it also gains indestructibility. It's an in-archetype Monster Reborn that can also jumpstart things from the hand. Run 1.
  • Cyberload Fusion - Fusion Summon a Cydra by shuffling the Material from your field or banished. It's a little awkward to use but ties into backup bosses after you've banished your material for various other effects. Run 0-2.
  • Cybernetic Fusion Support - At the cost of half your LP, your next Machine Fusion Summon can banish from your hand/field/GY. Does nothing on its own since you need to manually Fusion Summon next. But it sees use in self-loss Decks to lose without conceding. Avoid.
  • Cybernetic Hidden Technology - A reusable Sakuretsu Armor at the cost of Cydras or Cydra Fusions from your field... which is counterproductive since you'd normally want to protect the monsters that you'd be using for this card's costs. Avoid.
  • Cybernetic Overflow - Banish any number of Cydras from your hand/field with different Levels to destroy that many cards on the field. If your opponent destroys this card with an effect, you get a Cyber Spell/Trap from your Deck — usually a Cyberload Fusion to recycle the cards you banished as cost to put out a fearsome boss! Run 1.
  • Cybernetic Revolution - At the cost of a Cydra, you get a Cydra Fusion, but it can't attack directly and you lose it at the end of the turn. Best used on Cyber End to punch through a blocker for maximum damage, but gimmicky otherwise. Run 0-1.
  • Attack Reflector Unit/Photon Generator Unit - Tribute a Cydra for Cyber Barrier, or two for Cyber Laser. Too costly for pitiful midbosses. Avoid.
  • Evolution Burst - If you control a Cydra, you get to destroy a card, but Cydras don't get to attack that turn. Used to have a nice combo with Zwei for a free pop, but like the card it's tied to, it's long been obsoleted.
  • Evolution End Burst - Search for an Overload Fusion to get to Chimeratech Overdragon or Rampage Dragon easily. If you're in a destructive mood, if you Fusion Summon using 6 or more Materials (often Overdragon) you get extra attacks for each Material used, no additional strings attached. You do lose the ability to Special Summon nearly anything else for the rest of the turn. 1-2 is good for searching a vital Fusion Spell.
  • Super Strident Blaze - An equip for a Machine Fusion that locks the opponent from doing anything in the Battle Phase and gets you extra attacks with that monster by banishing Cydras from your GY. But those attacks are only on opposing monsters rather than extra direct attacks. It's unsearchable and generally win-more. Avoid.

Example Deck[edit]

Decklist left intentionally incomplete to showcase the Deck's core. Fill in the empty spaces with cards as you see fit.

Cyberdarks[edit]

CyberdarkRealm-MADU-EN-VG-artwork.png

Analysis[edit]

Strengths
  • Colossal Towers endboss - The modern Cyber/Dark hybrid leads to Cyberdark End Dragon which is enormous and difficult to out, and can punch holes in the opponent if it gets to attacking.
  • Search and facilitates Power Bond - You get an easy way to search this Fusion Spell to make the big OTK machine.
Weaknesses
  • Graveyard dependence - Even a D.D. Crow can screw up your basic play!

The Basics[edit]

Monsters[edit]

  • Cyberdark Edge/Cyberdark Horn/Cyberdark Keel - The original base Cyberdarks are a trio of LV4 800/800 Machines that, on Normal Summon, equip a LV3 or lower Dragon and gain their ATK to reinforce themselves. Edge can attack directly for half damage, Horn has piercing, Keel inflicts a token 300 damage for destroying a monster by battle. If they would be destroyed by battle, you can destroy the equipped card in their place, but they lose the stat buff in exchange. All three are horribly weak and contribute to the archetype's infamy, but you'll have to use them in order to access the modern bosses.
  • Cyberdark Claw/Cyberdark Cannon - Legacy support introduced these two cards as in-house LV3 high-ATK Dragons that easily put themselves in the GY to facilitate the Cyberdark play style. Cannon discards to search for a Cyberdark monster, while Claw discards to search for a Cyberdark S/T. As equips, Cannon lets you mill a monster after battling, while Claw lets you dump an Extra Deck monster after battling.
  • Cyberdark Chimera - At the cost of a S/T discard, you can search a Power Bond, then for the rest of this turn, Power Bond can also use cards in the GY as material. Also, if this card goes to the GY, you can mill a Cyberdark that doesn't share names with other Cyberdarks already in the GY. It's your focal point of the best combo this archetype can muster, and in a hybrid, lets you access the original Cyber Style bosses.
  • Attachment Cybern - A LIGHT LV3 Dragon that can forcibly equip itself from hand or field to a Cyber monster as an equip that boosts its ATK by 600. If sent to the GY while equipped, you get to Special Summon a monster from your GY other than itself. Not as potent as the actual Cyberdarks, but a decent emergency support when you're starved for options.
  • Cyberdark Dragon - Fuse using the Cyberdark Trio, and you get a meager 1000/1000 boss monster. However, you can equip a Dragon from your GY to it to boost its stats by that much, and it gains an additional 100 ATK for each monster in your GY. It's a relic of the past that you'd only make in really tough times.
  • Cyberdarkness Dragon - Fuse using five Cyberdark Effect Monsters. It has double the stats of its predecessor at 2000/2000 and this time you can equip Dragons or Machines to it to give it that monster's ATK. At a cost of an equip on any of your monsters, you get an omni-negate, non-once-per-turn. It's a far better target to make, and is even a stepping stone to the ultimate boss monster this card makes.
  • Cyberdark End Dragon - Fuse using Cyberdark Dragon and Cyber End Dragon, or Tribute a Cyberdark Fusion monster equipped with Cyber End Dragon to pull this big monster out. At a fearsome 5000 ATK and blanket card effect immunity, it'll take a Kaiju to out this traditionally. It can equip cards from either GY to itself to grant itself additional attacks. It's your target going first, and if you get to turn 3 you can lay waste to them!

Spells/Traps[edit]

  • (Cyberdark) Cybernetic Horizon - The focal point of a Cyber/Dark hybrid. You send two Cyber monsters of different Attributes, one from hand and one from Deck, to the GY to search for a Cyber monster and then dump a Cyber monster from your Extra Deck. This is the fastest way to put Cyber End Dragon in your GY for your shenanigans. Can be searched by Core and Claw. Run 2 to avoid bricks.
  • Cyberdark Impact! - Shuffle the Cyberdark trio into your Deck from hand/field/GY for a Cyberdark Dragon. It's a nice way to make the original boss, but you've got better fish to fry.
  • Cyberdark Inferno - Supports your Cyberdarks by making them untargetable and indestructible if they've been equipped with something. You can also bounce an un-equipped Cyberdark for a free Normal Summon to re-equip them with their Normal Summon effects. If your opponent gets rid of this field, you can get a free Fusion spell like Overload Fusion. It's nice, but currently not necessary.
  • Cyberdark Invasion - Reinforce your Cyberdarks by forcibly equipping your Dragons or Machines from your GY to them, or send Equips to the GY to destroy your opponent's cards. It's flexible and searchable. Run up to 1.
  • Cyberdark Realm - Three parts, all very good. On activation, search for a Cyberdark monster that has a different name from what's in your GY. You get a second Normal Summon of a Cyberdark monster per turn, and you get to equip your opponent's cards to them where appropriate. It's everything the Deck needs to get rolling. Run 2 to avoid bricking.

Example Deck[edit]

The Cyber/dark combo goes like this, and you must start with Cyber Dragon Core, a different Cyber/Cyberdark card, and a Spell/Trap in hand.

  1. Normal Summon Cyber Dragon Core. Search Cybernetic Horizon.
  2. Activate Cybernetic Horizon, putting the Cyber Dragon and any of the Cyberdark trio in the GY. Search for Cyberdark Cannon, and send Cyber End Dragon to the GY.
  3. Discard Cannon to search for Claw.
  4. Discard Claw to search for Cyberdark Realm.
  5. Activate Realm, searching for Cyberdark Chimera. Normal Summon Cyberdark Chimera, discarding a Spell/Trap for Power Bond.
  6. Send Core and Chimera to the GY for Chimeratech Fortress Dragon or a Link 2 monster. Trigger Chimera to put the fifth different-named Cyberdark card from your Deck to your GY.
  7. Activate Power Bond to Fusion Summon Cyberdarkness Dragon. Equip it with Cyber End Dragon.
  8. Tribute Cyberdarkness with Cyber End to bring out Cyberdark End Dragon.

You'll notice that you also can make a 2-mat Chimeratech Rampage Dragon with this Power Bond setup to plow through your opponent.

Decklist left intentionally incomplete to showcase the Deck's core. Fill in the empty spaces with cards as you see fit.