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D/D/Doooooon't Say If I Were You- D/D/Ds


~Faytl~

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I'm just gonna say it- DDD is the most fun combo deck to play in all of Yugioh. No other deck gives you the same sense of speed and versatility in the game, and none boast the "cool value" of having every type of summon except Ritual available except Zefra. A deck that can very easily overpower a lot of duelists and recover instantly from devastating comebacks, here is the build I have going for me at the moment:

 

DD Galilie x2 - For evacing Covenants if they get MST'd and the like.

DDD Abyss Ragnarok x3 - Amazing card that gives you a lot of revival pushes to get your comboes all the way through, and it comboes well with Swirlal's banish effect when you're in a pinch, though it's generally used as a Scale just for that amazing Pendulum effect.

DD Cerberus x2 - Reset levels for Caesar, may knock down to 1 as it doesn't see much use.

DD Berformet - A lot of people called this card bad when it came out because it didn't enable Kali Yuga access like they hoped it would. I'm sad it doesn't either, but it's best use is with Night Howling. Not only is Caesar access available off of Night Howling with this, you can make Night Howling Level 1 and Synchro into Stygian Sergeants to push for OTK.

DD Lilith x3 - The ever-important recursion, especially when it comes to recurring Kepler to search more or getting monsters in your hand for Swamp King and Dark Witch fodder.

DD Night Howling x2 - Free revival on summon. And it's a Tuner. I don't think I need to explain this.

DD Swirlal Slime - A great alternative to Swamp King if you don't have it in hand and would prefer to use your Keplers to search other Covenants.

DD Kepler x2 - Searches your Covenants out and is easily reccurable via Lilith despite it's status as a Level 1 Pendulum. Opening play is usually this into Swamp King or Infernal Gate (whichever you don't have already), and fuse for D'Arc.

 

One for One- Summons Kepler and dumps stuff for Night Howling.

Raigeki - Dem boardwipes.

Foolish Burial - Lilith best serves your needs if she's on beck and call in the Graveyard.

MST x2 - Considering switching for Parallel Twisters, as I have a lot of duels where my S/T zone gets SUPER crowded. Otherwise, yeah, generic removal.

Covenant with the Infernal Gate x3 - Searches. Important.

Covenant with the Swamp King x3 - Needed for D'Arc obviously, and has amazing utility with the Graveyard.

Chicken Game x2 - I don't like this card much. It's a bit silly in design, though I don't have the vehement hatred I've seen from other players. I'd be stupid to deny it's synergy in the deck, though. Comboes beautifully with the Covenants. For some reason I keep playing people who let me keep it so they can get draws to keep up with my insane search power (instead of killing it asap like they should). Makes the deck somewhat less reliant on D'Arc than it was before and lets you get those sweet plusses until you have everything you need to wipe them out.

 

Crush Card Virus - You have MANY targets for this, six of which (Kepelrs and Liliths) are on your board constantly.

Blazing Mirror Force - Boardwipe that can end games or combo with D'Arc for massive LP gain? Yes pls.

Ring of Destruction - Same kind of thing as Mirror Force.

Covenant with the Dark Witch - Surprise ATK gain that deters things like Kalut and generic destruction that's easy to maintain.

Covenant with the Mistaken Seal x2 - Constant Trap Stun on your turn that combos with...

Mistake x2 - Counterproductive in the extreme at first glance, but with Seal Mistake this allows you to lock out your opponent searching while you get full deck access. Have to be VERY careful about this combo, as they can pop your Seal Mistake and render you dead in the water, though that matters less in the lategame as most of your resources are available to you in the Graveyard by then.

 

DDD Caesar Ragnarok - Can be devastating to your opponent's field, as it bypasses floaters completely, all for a cost that might as well not be a cost at all.

DDD D'Arc x3 - Your deck's main mistress, allowing absurd lifegain on a very good 28k body.

DDD Temujin x2 - Weakest of the DDDs but easily the one the least difficult to summon outside D'Arc, allows for very powerful swarm with Abyss Ragnarok and...

DDD Alexander x2 - Comboes with Temujin and Abyss Ragnarok for absurd swarm.

Chaos King Archfiend - Another Night Howling viable option, allows for destruction of beaters and probably the best out to Superheavy Samurai (or at the very least the funniest).

DDD Kali Yuga - Have only played this once (the only mons I have that can go into it are the Ragnaroks, so it's easy to guess why), but if you drop this and have enough monsters, you win. It's an OTK enabler that shuts down EVERYTHING. And blows up all backrow. Deck ace right here.

DDD Tell - Almost never use it, a I find Caesar superior in almost every way. But it's a nice option to have when you're in a jam.

DD Caesar - Beautiful Xyz that gives your OTKs a sense of security and gives insane amounts of lifegain with D'Arc.

Castel - Staple removal.

Exciton - Staple removal. 

Big Eye - Steal shiz.

 

Cards I don't run (and why)-

DDD Hell Armageddon- Mediocre Scale and Pendulum effect stop it from being useful there (and Scale isn't even important as you rarely Pendulum Summon anyway), and I don't find it's monster effect all that great either. I'd rather devote resources to Caesar than this.

DDD Kaiser the Conquerer- As I said, I rarely Penduum Summon (I think I've done it once in about thirty duels). And destroying my own S/T is counterproductive.

DDD Dragon King Pendragon - What even is this? It's like it was designed for an entirely different deck.

DDD Rebelios King Leonidas - Since D'Arc came out this has seen less play, and with Chicken Game it's even less needed. If it were Level 8, I might consider it, but it doesn't have enough going for it.

DD Proud Ogre - I don't need to stretch myself thin by trying to reliably Pendulum Summon, and this can't drop Abyss Ragnarok anyway.

DD Proud Chevalier - Worthless.

DD Pandora - See above.

DD Necro Slime - I haven't actually tested this card, but it seems excessive.

DDD Contract Revision - Unneeded.

DDD Resource Management - Your cards are better off in the Graveyard than the deck. Now if this returned COVENANTS, it would be a bit different.

DD Recruit - You'll most often have more cards than your opponent anyway.

Lease Laundering - Gives up a long-term gain for short-term advantage, so it isn't worth it.

 

So that's my take on the DDD deck; If anyone has any suggestions or criticism on it they would like to offer, that'd be great; I always love seeing what other people run in my favorite decks. Hope my deck measures up!

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  • 2 weeks later...

Decent deck, but lacking a third Kepler.

Kepler is one of the best/most important cards in the whole deck.

Also, you can brick by opening with too many D/Ds, but you can never open too many covenants.

Covenants too good :).

I'd also recommend cutting MST for more Valkyries (Dark Witch).

It's one of the best cards in the deck, as it makes your monsters borderline impossible to run over during your turn, and also deals with floodgates of most kinds, making it even more versatile than MST.

MST is a great card, but the deck has a searchable replacement that, unlike MST, basically never clogs.

The Mistaken Seal stun idea is great, and I'll try it out in my own build.

Personally I'd do this:

-2 MST

-1 Berfomet (The card is sadly terrible, and does nothing useful, because of it's multiple restrictions)

-1 Abyss Ragnarok (maybe a little too many? It can cause a little bit of bricking, and you'll rarely use more than two in a game, since it's best use is to go off and make a big field with Temu/Alex, while also reborning a fallen D'Arc in the process)

-1 Ring of Destruction (with three Valkyrie, you don't truly need it)

-1 Crush Card Virus (the old one won games by itself, this one, however, can make your opponent plus so much that you'll make yourself lose! Unless you play OCG, I would side the card)

-1 Mistake (there are better floodgates to maindeck)

+2 Covenant with the Valkyrie

+3 Upstart Goblin (this deck bricks if it doesn't open with enough Covenants)

+1 Vanity's Emptyness (might as well run the most universal floodgate of them all (that's legal))

+1 Kepler

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Decent deck, but lacking a third Kepler.

Kepler is one of the best/most important cards in the whole deck.

Also, you can brick by opening with too many D/Ds, but you can never open too many covenants.

Covenants too good :).

I'd also recommend cutting MST for more Valkyries (Dark Witch).

It's one of the best cards in the deck, as it makes your monsters borderline impossible to run over during your turn, and also deals with floodgates of most kinds, making it even more versatile than MST.

MST is a great card, but the deck has a searchable replacement that, unlike MST, basically never clogs.

The Mistaken Seal stun idea is great, and I'll try it out in my own build.

Personally I'd do this:

-2 MST

-1 Berfomet (The card is sadly terrible, and does nothing useful, because of it's multiple restrictions)

-1 Abyss Ragnarok (maybe a little too many? It can cause a little bit of bricking, and you'll rarely use more than two in a game, since it's best use is to go off and make a big field with Temu/Alex, while also reborning a fallen D'Arc in the process)

-1 Ring of Destruction (with three Valkyrie, you don't truly need it)

-1 Crush Card Virus (the old one won games by itself, this one, however, can make your opponent plus so much that you'll make yourself lose! Unless you play OCG, I would side the card)

-1 Mistake (there are better floodgates to maindeck)

+2 Covenant with the Valkyrie

+3 Upstart Goblin (this deck bricks if it doesn't open with enough Covenants)

+1 Vanity's Emptyness (might as well run the most universal floodgate of them all (that's legal))

+1 Kepler

No reason to run more than 1 Valkyrie, as it is easily searchable and is quite bad to open with, compared to Hellgate or Swamp King. It is a good card, but definitely the weakest of them all.

 

Abyss Ragnorok is fine at 3. Swirlal makes it live in hand.

 

Also, There are not better floodgates than Mistake, aside from Skill Drain, which should definitely be in here.

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I'm just wondering:
Have you ever tested three Valkyrie?

Because I've tested it at many different numbers (although I started with, and was satisfied with three),

And I have to say that  three was the best one.

Valkyrie is flat out absurd this format (more so in OCG, but still), and the card wins games against Qliphorts, Majespecters, Nekroz (empty your hand 24/7, and you have a good chance to win, since they can't run over your monsters), and even Pendulum Magicians (oh, and Valkyrie is the win condition in the mirror match XD, but that doesn't matter too much).

The card is better than any generic backrow, due to it's versatility, and also makes MST obsolete.

I completely agree that it is not on the same tier as Hell/Swamp, but the card is still much better than any ordinary backrow.

As for clogging... you can just discard spare covenants (extra Valkyries/Hellgates/Swamps) if you happen to get more than one of each.

Actually, you're right, Mistake is probably the best one this format, due to it's ability to stop the opponent from searching answers to it (which most of the good decks can).

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I run both.

One wasn't enough.

And I'm not sure about Chicken Race being better than Upstart (because your opponent can plus for free), but since it's a new addition to the deck (used to run reckless greed), I might change my chicken/upstart ratio.

Here's the cool thing about Chicken Race: It's not symmetrical.

 

You play it and draw, you're at +0.

Now your opponent either pops it, so you just cycled a card and they gained nothing.

Or they draw from it, thus keeping it alive to give you even more pluses.

Or they draw and kill it with another card, so they're +0 as well.

 

Basically it's really hard for your opponent to actually gain CA above you through Chicken Race. It's pretty cool.

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Yeah, I guess I'll add a third one.

Not sure what to take out though.

Might ditch a Rag/Leo/Howling, but I don't feel like cutting upstarts, as they've saved my ass so many times.

EDIT: Cut allure. And just realized that upstart and race have amazing synergy with eachother, since upstart makes the opponent have an even harder time dealing damage.

Also cut ODOP for a terraforming.

 

EDIT: Results were conclusive and Chicken Race is indeed amazing.

Changed my decklist.

Also testing D/D Stun

http://i.imgur.com/fmwEw6R.png

Here's the list I'll use, suggestions are welcome.

 

Moar EDIT: You should try running Dark Highlander, as it shuts down Synchro decks, and really helps against Yang Zing, the mirror match, and various kinds of Quasar Turbo (which are quite deadly with the TCG banlist's triple Instant/Noden).

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Sorry in advance for the double post, but after all these edits, I felt like it'd be better to make a new one.

 

The D/D Stun deck was ok, but I found myself bricking noticeably more often (without the Maxx Cs, which I took out since the deck became disruptive).

I think I'll stick to what I have, because those Cs really saved me sometimes.

Draw power is super important in this deck, and the brick rate is almost on the Spellbook level without appropriate draw power.

Also cut Valkyrie to 2, as I eventually realized (partly thanks to you) that Valkyrie was ok at 3, but also unneeded in so many copies (added allure back in).

I think I'll stick to 2 now.

Also going to cut Leonidas to 1, as race makes him even less necessary (going to add ODOP another Cerberus, because I want to see him more often, seeing as he makes the deck's standard combo noticeably better.).

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