Forum:Synchron Quickraw turbo deck help

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In anticipation for Junk Servant and Junk Berserker, I've put together a Synchron/Quickraw Turbo deck. I've never been good at making side decks so I could really use some input as to which cards I should include. Also, which card(s) should I replace for Junk Servant?


I don't own any Solemn Warning or Forbidden Lance, though if they are MUST HAVES then I'll proxy. I'd like to have Mind Control and may change Turbo Synchron for Unknown Synchron when it comes out in Extreme Victory. I'm thinking a good portion of my side deck will most likely be composed of Synchro Monsters?

few minor things

I think u should remove the Cyber Valley for another Doppelwarrior. Doppelwarrior is a faster card and it works great with Junk Synchron. Turbo synchron is a slow card so i think u should remove it too and add Krebons or Psychic commander or both like i do combined with Emergency Teleport. For Junk Servant, remove level eater. Its just my opinion but I hope that it helped u.

my thoughts

I removed the cyber valley for another Doppelwarrior. Turbo synchron is in the deck so I can special summon him with Road Warrior to syncho. That's why more than likely I'll replace him with Unknown Synchron since it can special summon itself from my hand if I end up drawing it. Adding in the psychic monsters/Emergency Teleport would throw off the deck in my opinion since Emergency Teleport is limited to one and would more than likely end up in a dead draw if I drew the other psychic(s) before it. Level Eater is invaluable in this deck. It works perfectly with Quickdraw and now that I have 2 Dopplewarriors that's even more additional chances to special summon it when Level Eater special summons itself from the graveyard.

What you should do

Hi! As you can tell from my name, I am a huge Yusei fan. With that being said, I have a deck surrounded by his theme. If you want to maximize your ability to synchro and draw, you should consider adding in 2x inferno reckless and more de-synchro. The ability to draw 3 cards and then de-synchro to synch again is very powerful, especially if used for brionac, you get plenty of cards to discard with his effect. In addition, if you want more draw power you should throw in 2x debris dragon as they can set upm the same combo with tuninware. Also I don't think you need two formula.... very rarely is it removed imo as it's too low for bottomless, and if they try anything else, synch on their turn. Personally i don't use BRD because destroyer gets the job done without me having to clear my own, and if they have more cards after his effect, i de-synchro and do it all over again. he also makes mst look pointless as he clears more than just one spell/trap, so i would say remove that too. Keep turbo and level eater in, level eater with inferno and quickdraw creates OTKs, so you need at least one in, and unlike glow up bulb and spore, turbo synchro cann be searched by tuning. plus if you are in dire need, use turbo effect to special summon a tuningware, and inferno reckless summon for the other 2!

I personally believe a quickdraw synchro deck is at it's best when you have all options available to you. With that being said, I would suggest running all synchron synchros, such as road, turbo, nitro (works very well with junk gardna,) archer, and drill, as they are invaluable when used in conjuction with the others. there are other very powerful combos with these synchros as well, but only if you are willing to use them. when i find time to, I will post my deck online and you can take a look there at my list and ask me about it. I hope this helps you out!

Yuseiisagod (talkcontribs) 13:52, April 19, 2011 (UTC)Yuseiisagod

great advice

Look forward to seeing your deck. Make sure to post your side and extra decks!

Just letting you know I posted it up dude, so check it out!!!

Yuseiisagod (talkcontribs) 06:43, April 20, 2011 (UTC)

explain the mechanics

Can you explain the mechanics for how you use your side deck against various decks you would most likely come across? Also, you only have 14 monsters shown in your extra deck, not 15.

Okay it's corrected. It was supposed to be 2 stardust. The side deck actually wasn't made to counter all decks, just the one deck I felt that it could not defeat without some added help: anti meta. Using this deck, I've beaten the toughest decks that are top tier, including dragunity, gb, six Sam, and Infernity decks. The one deck I had little chance of winning against was anti meta. I looked at the most important facets of anti meta decks and designed a way to counter most if not all of their problematic cards. What's it is designed to do is the following:

Imperial iron wall - a big weakness of the deck is it heavily relies on the graveyard, and it cannot deal with remove from play effects. Macro cosmos and dimensional fissure destroys the deck theme, but this card prevents that.

Skill drain- though this deck relies on its effects, the anti meta relies on them more. Cards like Breaker and king tiger won't be able to do a thing. If you can ensure you have the stronger monster at all times (which should not be difficult,) then victory will be yours.

Burden of the mighty - no monster attack points in this deck is higher then 1300, so if forced to only normal summon then you may find yourself in trouble. But two of these on the field can ensure that they can be defeated in battle by junk synchron, especially when used with the next card...

Doomcaliber knight- should be used to stop thunder king from stopping your special summons, or breaker from destroying a needed card. When used with burden of the mighty, you can defeat all your opponents monsters they play, until they find a way to remove this card, but not without sacrificing a resource.

Royal decree- with book of moon limited, there aren't many spells that could defeat this deck easily, besides gravekeeper staples and enemy controller, which may cost your opponent a valuable monster. Of course this will negate the other traps you use against them listed above, however most anti meta cards, the real threats, compose entirely of traps. It'll be like losing an arm to take an opponent's head Yuseiisagod (talkcontribs) 17:36, April 20, 2011 (UTC)

damage step

"use turbo effect to special summon a tuningware, and inferno reckless summon for the other 2! "

I wanted to point out that Turbo Synchron's effect to special summon a monster from the hand happens during the damage step, so you would not be able to use Inferno Reckless Summon to special summon additional monsters from whatever monster you special summoned with its effect since Inferno Reckless Summon cannot be activated during the damage step.

Ah yes I always seem to think the damage step is over since the damage has been calculated. Thank you for clarifying that. Yuseiisagod (talkcontribs) 21:46, April 20, 2011 (UTC)

Updated deck


Still haven't settled on my extra deck. I kept the 2 Formulas because I use it for draw power in a tight spot (helps greatly I've found) I found that Debris wasn't working well in my deck since I only have room for 1 Stardust. I kept 1 Cyber Valley because I can remove it and a token for a double draw or use it in a similar way as Swift Scarecrow. I don't have any Scrubbed Raids but I like the re-usability of Scrap-Iron and like being able to send spell/trap cards back to my deck with Transmigration whenever one is sent to the graveyard with Tuning. Took your advice about MST and put in Mind Control. Took out Book since Inferno needs a face up monster (kept coming back and screwing me lol). Two Pots of Avarice are better, in my opinion, to get better use of Road Warrior. I took out BRD for Turbo, agreed that I don't need the extra destruction since I have Destroyer. I still plan to side out Archer for Berserker. I'll probably side out 1 Doppelwarrior for Junk Servant when it comes out.


Also, I find this deck strategy works better as a 2nd turn instead of choosing to go first since I can't attack on the first turn. Agree/Disagree?


Yusei themes deck has three main strategies that makes it work: swarm, draw, and recycle use. Remember if stardust, your only one, Is removed, it makes shooting star pointless. Cyber valley has one draw back, it must exist on the field. If it is destroyed, you won't have an attack negate effect. Plus their is 3 recycle combos with the deck where you can lock attacks to your life, revolving all around drill warrior.

  • keep dropping dandy, and as long as your opponent can pierce you are safe.
  • keep returning swift scarecrow and you won't take any direct attacks until your opponent discarded him somehow.
  • keep reducing drill warrior level with level eater, and use level eater as fodder for scrubbed raid. So long as you keep resummoning drill warrior with his effect, level eater will keep returning and you will keep ending the battle phase.

And if you need extra cards in hand, maxx c can be returned so if your opponent plans a big play, they will risk you drawing more card (and if swift scarecrow is drawn, then you can now block their attempted play.) And don't forget that transmigration can be used as a dd crow if your opponent tries anything. That literally can change a duel.

Though it is best as a second turn deck, as you can set up your plays and possibly OTK immediately, nothing compares to draw power, so I never give up the possibility of setting up before my opponent, or that early draw. Though OTK is probably the most forceful way of winning a duel, nothing beats a first turn set up where your opponent scoop before they even play a card. Yuseiisagod (talkcontribs) 22:16, April 20, 2011 (UTC)

Necrovalley

How have you fared against Gravekeeper decks? I'm asking because you don't have any card removal other than Destroyer and it could be difficult to get him out with your graveyard shut off by Necrovalley.

No I actually have not, and I know how troublesome the deck can be to deal with. However, I still think that MST or any removal card would be pointless, for if they use Royal Tribute off the back then you're in a bad position anyways, regardless if you get rid of Necrovalley. If you negate or destroy one Field spell, it's only a matter of turns, or less, before they pull another. Also, Junk Destroyer would be difficult but not impossible to pull off. It would take Quickdraw, Level eater, Dopplewarrior, and a one star monster to still be able to summon it, though that is only in an ideal hand, and without being hit with Royal Tribute. But from what I have seen with the top GK decks, they use about 15 monsters, and almost as many spells and traps. Again, their most troublesome cards would be their traps, and only two spells to worry about, which are Royal Tribute and Necrovalley. If you can focus on special summons from the hand, then you can beat them in speed and power, as the strongest monster, boosted 500+, is 2100, and unless they get out their Spies quickly, won't be special summoning as often as you. Shut down the traps with Royal Decree, and use Doomcaliber and Junk Synchrons along with Burden of the mighty to overwhelm them. They typically will play one monster and set a whole back row of traps, so prepare a Royal Decree before hand and shock them. This is a deck where you want to take the first turn, and synchro summon any and all high attacks monsters asap, or else you will give them the chance to leave you with nothing. I will try my "reverse meta" strategy against the Gks once I am sure that it can top anti meta. Thus far, I have tested my strategy twice against anti meta and both times I was victorious, forcing my opponent surrender in less than 2 turns on both times.

Yuseiisagod (talkcontribs) 04:02, April 21, 2011 (UTC)


It also came to mind that Turbo Warrior is immune to level 6 and lower monster effects that target. He would be immune to GK Descendent and all you need to summon him is special summon Quickdraw and normal summon a level one monster! I don't have any Doomcalibers (and don't see myself getting any in the foreseeable future).

Yes you are right, which means all you have to do is worry about their traps! This strategy works on monarch decks as well. Doomcaliber is coming out gold rare soon, so he will be easy to get. Another card that might be playable and work well with the deck is dodger dragon, though he may only work with Quickdraw and level eater for this build. A double summon build would help you summon Dodger, then normal summon junk synchron to set up a inferno reckless summon play.

Yuseiisagod (talkcontribs) 12:46, April 21, 2011 (UTC)

2nd Updated

Came in 4th place this weekend! I didn't have Trishula, Dragon of the Ice Barrier or Debris Dragon in my deck. I added them in so I could have a dragon to summon other than Stardust. Miracle Synchro Fusion and Dragon Knight Draco-Equiste weren't in my deck, but got inspired to put it in after Saturday's episode of 5D's. Miracle Synchro Fusion can come literally out of nowhere if my field ever gets devastated! Also, with Mind Control, I can steal my opponent's monster to really deal a hard blow. Scrubbed Raid was AWESOME. So many ticked off duelists lol. I also found it difficult to get Inferno Reckless Summon to work at some points (monsters all face down). I think 2 work better and one Machine Duplication in the event my opponent has zero monsters or they're all face down.

Richmyster84 4:27, April 25, 2011 (UTC)


Awesome dude, congratz! I had Miracle and Dragon Knight in my deck as well at one point, but too many synchro monsters that are just to good that I didn't want to pass up. I've even been using Road Warrior alot more to set up bigger plays with Quickdraw. Idk what you faced at the tournament, but I realized that one deck that would be hard to beat is the Dragunity. They have that field spell, which is like a once per turn foolish and reinforcement at the same time, which I think if they are both limited to one, then having three of the field spell card available is broken. I actually tried to use my "anti reverse" side deck against them, and though it slowed them down greatly, I wsn't able to defeat them due to the monster effects (I drew skill drain way to late in the game.) I still think the side deck can prove to stop them, but I will definitely have to test it more. I'll let you know how it goes, and tell me more of your battles as well if you don't mind.

Yuseiisagod (talkcontribs) 13:45, April 26, 2011 (UTC)


I kept having trouble with Six Samurai. Richmyster84 11:54, April 26, 2011 (UTC)

Yeah I know they are really difficult to defeat, since they have a trap that stops stardust and destroyer, as well as a monster to bounce, and are better swarmers then this deck in terms of attack strength and numbers. What's worse, is most of the users use solemn cards. It's hard to play around them, the best bet is try your best to force them to use all their cards, and then clear them, leaving them with near nothing. Of course they won't make this easy for you to do however. Also shooting star provides perhaps the best defense because unless they are using a solidarity build they won't be able to top his attck, though they can bounce still. The good thing is if you can pull off the bigger combos with tuningware, you should have card advantage.

"Out of the Blue" not good

This card from Extreme Victory, Out of the Blue, is deadly to our deck....

Richmyster84 4/30/2011 1:24 am

Notes

Cyber Valley is quite unnecessary-it's really powerful but I'd suggest a Jar of Greed or something else instead since it takes just as much time (unless you are removing a card from your hand/field as well) if you really want to use that sort of card. However, I don't think that you need it. Instead, use another Doppelwarrior and Effect Veiler. Get a T.G. Hyper Librarian-it makes Doppelwarrior and other such monsters fantastically useful-if you can and replace Junk Warrior with it. Since you are using Quickdraw Synchron, you should probably add a Chevalier de Fleur. The card has saved me millions of times-while it can't negate as well as Stardust Dragon (only on your turn), it has the benefit of negating Spells and Traps of any sort on your turn-your opponent will have to use two cards to get rid of it and you can say goodbye to your Stardust dieing from D-Prisons. Junk Gardna is unecessary-I'd use a Flamvell Uruquizas, Gaia Knight (highly underrated-it is stronger than Stardust and Shi En and freakishly easy to Summon), or Nitro Warrior instead (but it's less likely to be Summoned). Also, Colossal Fighter can save you in so many situations and it's a massive beatstick in this deck. Junk Destroyer is a great card, but for the purposes of versatility, I'd suggest taking one out for Colossal Fighter. Back to monsters: Turbo Synchron is unecessary-a Doppelwarrior would be great. I'd found that Creation Resonator works extremely well in a fast level 8 deck.

Now for Spells. Junk Warrior, Doppelwarrior, and Sangan can all be returned to your hand with Dark Eruption. This is key for the first two. It may be worth testing. You should also probably add in Dark Hole.

For Traps: Decree just isn't that amazing. If you don't draw it (2 out of 40 cards), it will do you no good and it's really easy to get rid of with most top decks (Six Samurai, Dragunities, Miracle Gemini, X-Sabers). As such, I would just replace it with Dimensional Prisons or Limit Reverse.

My deck style is pretty different and works a lot better than it would seem at first glance but there may be a few tips to take from it. And it lacks Tuning and a few other cards I need. Forum:Synchin' Doppel and Warriors. BobaFett2 (talk)

3rd Update



I'm thinking of incorporating a Salvage Warrior into the deck. Richmyster84 5/1/2011 5:43 am

An idea could be another Machine Duplication, and run 2 more Unknown Synchron (note: both suggestions are related)-Resk™ (Talk) 11:29, May 1, 2011 (UTC)


I think the deck is looking awesome... have you considered using Mystic Piper? Yuseiisagod (talkcontribs) 17:38, May 2, 2011 (UTC)

Anyone notice the lack of MST? quickdraw to 2 and junk to 2 so you can put in more fodder to discard- Necro Gardna.

151.188.18.86 (talk) 18:11, May 2, 2011 (UTC)

In response to previous poster: what exactly would mst do ? Against a top tier deck that would most likely have 3 cards set if you are not removing all those cards then likely chance taking out one won't change a thing. A Yusei theme deck chance is always going for the majority, not running one for one cards that will only get you so far. At least in this way, the worse that could happen is a solemn, warning, or bottomless, the latter in which won't stop his destruction effect. Also the deck has more than enough fodder as in tuningware, level eater, etc setting up for big plays, and large draw power. And removing junk and quickdraw would only lessen the power of inferno reckless combos, including removing chances at OTKs.Yuseiisagod (talkcontribs) 22:00, May 2, 2011 (UTC)