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[YGO] Divine Punishment

Cirrus

dreaming a transient dream.
  • 1,577
    Posts
    16
    Years
    Inspired by the crazy stuff released in Lost Sanctuary.

    Monsters - 20
    3 Archlord Kristya
    3 Hecatrice
    3 Master Hyperion
    3 The Agent of Mystery - Earth
    3 The Agent of Wonder - Jupiter
    3 Zeradias, Herald of Heaven
    2 Honest

    It's a slimmer lineup now, and very, very good (or so I feel). Hecatrice and Zeradias can be run in 3s because one is a beater (of Cyber Dragon proportions) and the other serves as LIGHT-attribute Fairy fodder while both fetch key combo pieces of the deck. Agent of Mystery and Master Hyperion combo extremely well, and Earth is ridiculous, acting as a free Synchro Summon (as you don't lose hand advantage or whatever), or at least a fetch of Hyperion or Jupiter (also awesome). And... this deck isn't afraid of Bottomless Trap Hole! That's such an amazing thing... I often drop my Kristya into a full backrow and I have it get BTH'd, but I Normal Summon Jupiter and get Kristya back anyways.

    Spells - 12

    3 The Sanctuary in the Sky
    3 Treasure of Heaven
    2 Pot of Duality
    2 Valhalla, Hall of the Fallen
    1 Dark Hole
    1 Monster Reborn

    Master Hyperion is a boss; Fairies are actually good at drawing cards now, so we're exploiting that.

    Traps - 8
    3 Divine Punishment
    2 Solemn Warning
    1 Solemn Judgment
    1 Mirror Force
    1 Torrential Tribute

    Warning is "God says no monsters". Punishment negates random Spells and Traps that try to stop me from setting up. Solemn Judgment is "God says no", so it obviously is good. Mirror and Torrential need no explanation. Punishment is an extremely flexible card (the Infernity Barrier of this deck) allowing me to muscle past multiple-backrow setups if I set a first turn Punishment and fetch with Zeradias on the next turn (or both Zeradias and Hecatrice even) - I would not advise doing much the first turn monster-wise, simply because not very much is a good first-turn set and you would just want one of your Counter Traps to back you up before you start beating face.

    Extra Deck - 15

    1 Chimeratech Fortress Dragon
    1 Ally of Justice Catastor
    1 Ally of Justice Decisive Armor
    1 Avenging Knight Parshath
    1 Ancient Sacred Wyvern
    1 Black Rose Dragon
    1 Brionac, Dragon of the Ice Barrier
    1 Colossal Fighter
    1 Flamvell Uruquizas
    1 Goyo Guardian
    1 Red Dragon Archfiend
    1 Scrap Dragon
    1 Stardust Dragon
    1 Thought Ruler Archfiend
    1 Trishula, Dragon of the Ice Barrier

    Y'know, because The Agent of Mystery - Earth is a level 2 Tuner. Most often the only things that will be Synch'd for are Goyo, Brio, and very occasionally Uruquizas and Decisive Armor, but it doesn't hurt having a full Extra Deck, ne?

    Tentative tournament deck.

    Things I need advice for:
    2 Dimensional Alchemist (what to take out? do I even need it because I only have 20 monsters?)
    What am I missing?

    Revised on Dec. 04, 2010.
     
    Last edited:
    The deck seems to be streamlined after I cut the Athenas and the Bottomless Trap Holes for draw cards. The draw cards, Treasure of Heaven and Pot of Duality, are both very flexible... and though one of my friends is of the opinion that one should play 3 PoD and 2 ToH, another friend of mine thinks that my configuration of 2 PoD and 3 ToH is more correct.

    After all, ToH turns into Jupiter fodder, while PoD is just slower. : p

    Master Hyperion is Dark Armed Dragon on rocket boosters.
     
    It looks pretty fine to me. After all, does this deck really need protection BTH? Most deck work without it, just is helpful, and removes unwanted set-backs. Could even be good competetive-wise, but I've never seen any deck like this used competetively, so I can't really say. How did it do?
     
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