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Final thoughts on Watch Dogs: Legion

I've played a lot of Watch Dogs: Legion the past few weeks (my final playtime clocked in at around 63 hours), and I'd like to share some of my final thoughts on the game while the thoughts are still fresh. Would love to hear yours as well.
If you prefer watching to reading, this video dives into the game in closer detail with gameplay footage examples.
Here are some of my thoughts (Spoiler Warning):
• The tutorial does a great job walking you through a lot of the core gameplay mechanics and gives you a nice opportunity to mess around with your controls and graphic settings. It's a really well-designed tutorial. Not to mention the phenomenal benchmark on the menu screen which I hope becomes a common practice in all triple-A games moving forward (recently bought AC Valhalla and it's in there, too, so it looks like Ubisoft is all-in with that feature, which is terrific).
I read in an interview with one of the lead developers where he said that they had specific intent to give the players a slew of non-lethal options, and I really do appreciate that. Because in a game where the idea is to essentially fight for the people, it would feel really weird to be gunning around the streets of London with an AK and a grenade launcher (though you can totally do that if that's how you want to play). I mean, I understand the lines are a little blurred when you have your spiderbot climbing up someone's leg, up their torso, then swaddling their face with all 8 of its metal legs and shocking every nerve in their body, but hey, the game says its non-lethal so at least I can sustain my disbelief for that reason. The only issue is that the non-lethal guns in the tech tree all feel WAY too weak. In fact, I was worried whenever I was about to do a main-story mission that the game was going to throw too many enemies at me to be able to handle effectively with the electric weapons, so I steered toward using characters with real guns only so I had some sort of self-defense, which I think hinders the game's design because that cuts out a large chunk of potential characters.
• The fact you cannot walk and listen to audio logs or podcasts is not only terrible for the player but a terrible disservice to the creative team who put a lot of work and effort into that material. I wanted to listen to them but could not justify sitting on the menu screen for minutes upon minutes on end -- even in real life I'm doing something while I listen to podcasts. The material I did listen to, though, was pretty well done. It's a real shame there wasn't better implementation for audio logs.
• I strongly believe how much you liked the people on your team heavily influenced how much you like the game overall. I made it a point to not recruit anybody I did not like and to even remove people who I didn't want on my team anymore, which included Mark, the guy I started with. The cast of characters I put together were people I cared about. People I would hate to see die. Playing on iron man mode, there was no more emotional moment in the game for me, including at the end of the game with Bagley, than when my recruit, Edmond, died in a super unexpected, unanticipated fashion. I played almost exclusively as Edmund the first 10 hours of the game since I got bonus ETO for every person he recruited, and I went HARD with recruiting at the start. So when he died in that super anti-cinematic, super unexpected, super sudden way… and I realized he was just gone -- the guy who I pretty much considered to be the main protagonist of my game… I don't know there's something about the fact that nobody knew the connection I had to that character more than me. Not the game, not the developers, not anyone. He was just some random NPC I grew to feel connected with and like that he was gone. That's a type of moment is unique to Watch Dogs: Legion and the way it's designed (though I have heard strategy games, like XCOM, have a lot of similarities in this regard).
• One big knock against the "play-as-anyone-you-meet" system in Watch Dogs Legion is that as your team grows, you realize that all the ops are pretty interchangeable. There are the few ops that standout like the spy, the drone expert, the beekeeper, the protest rallier… but they're too few and still too homogenous for my liking. In the midst of all of that you're going to have ops that feel pretty samey. Maybe one has shorter hack cooldowns. Maybe one has a car. Maybe one has a g36 or a really good shock rifle like the MPX. But there's still not enough differentiation at that point, especially considering how much voice acting gets reused in the game. The background bios are cool but almost assuredly procedurally generated, so there's no personal touch to those either. I just wish they had more distinct ops like the beekeeper or the anarchist. More distinct ops with standout unique abilities would've given each op on your team a more dissimilar, specific personality, even with everything else staying the way it is. Also would've added more gameplay variety, though I am pretty happy with the gameplay in its current state.
• The fact you can recruit anyone and everyone in the world is a neat thing to say in a marketing ad, but when you actually play the game and realize at what cost that scale comes with -- that being the loss of sense of touch to the characters you play as apart from your own "head cannon" you create for the character, like I had with Edmond, and not to mention the procedurally generated missions the game decides to put you through because the game wants you to do some sort of work to earn the reward of getting that member to join your team… then that's when you might start to skip the conversations, fast travel to the other side of the map where the character's recruitment mission is, and not feel any sense of impact or meaning behind the actions you're performing to help the potential recruit out. And that sucks. But the first 10 to 15 hours where each of those recruitment missions feel unique and tailored before you really realize what's going on under the hood -- those 10 to 15 hours are incredible. And to be fair, this game doesn't serve itself to be played for 60-plus hours. You can, and I did, but the best experience for this game to me without a doubt is a 15 to 35-hour experience. In that time span you get out just when you start to see the make-up fade but while the make-ups on, I think Watch Dogs: Legion is a great experience.
• Watch Dogs: Legion is one of the best looking games I have ever played. Is this in large part because of its technical capabilities compared to other games and because it's the first game I've played since I upgraded my PC? Yes. But nevertheless, playing this game with raytracing on is just eye candy. I'm not an expert on all the GPU technicalities, but if Watch Dogs: Legion is any indication of the next generation of gaming, I think this next generation of games are going to be a significant step visually. I never knew how much reflections mattered until I played this game. Thankfully, it's pretty rainy in London so the puddles were plenty, and boy did those puddles do a good job showing off just how much the new GPUs are capable of. I know better-looking puddles is a meme, and I was in the same camp… until I actually played a game with great looking puddles lol. I also remember flying a cargo drone around one of the big towers in the game, just completely in awe. If you get a new card or one of the new consoles and you want to see what your hardware is capable of -- Watch Dogs: Legion will not disappoint you. I used to think high framerate trumped all, and I still think that's the case in competitive multiplayer games, but for immersive single-player experiences, I'm not so sure anymore. Was it unpleasant to have the frames drop when turning on a busy street intersection? Yes, it was. But holy sh*t those reflections though.
• Aside from the graphics, the art and style of how Ubisoft designed near-future London is very impressive. My jaw dropped the first time I walked through Piccadilly Circus. And I was in awe when I came upon Chinatown and saw that AR dragon. The ferris wheel… Big Ben, the bridges, the river views. I loved flying above the city on top of a cargo drone, gawking at how beautiful nighttime London was. I loved walking down random London streets watching the cars zip to and from, and watching the parcel drones above my head fly towards their destinations to deliver the packages they were holding. Playing with a soccer ball at the local park while the radio played next to me -- all while I enjoyed the beautiful outdoors of the city. Of course, not everything is bright in jovial since London is in a surveillance state, so you see the protest rallies and the overly aggressive officers and the homeless people. It's an interesting clash of tones. But rarely is real-life either always happy or always depressing -- though I guess that depends on your own personal views of life. To me, both exist in the real world, and both can exist in the game -- so from that aspect I'm not shooting down the clashing tones the game has incorporated in it. Apparently, people from London have said that the game does a great job representing London and its boroughs, and that doesn't surprise me. Say what you will about Ubisoft, but they do a phenomenal job recreating real-life places with their own fictitious twists for you to immerse yourself in. I loved setting my car to auto-drive and watching the city breathe.
• Let's talk about the gameplay. So let me start off by saying that I think Ubisoft gets some unfair slack. Generally, I think the minute-to-minute action in Ubisoft games is at the very least enjoyable. The issue is that the mission design and other design elements take that enjoyable gameplay loop and copy-paste it over and over with little divergent characteristics from one gameplay sequence to another. I had an absolute blast with the main gameplay loop in Watch Dogs: Legion. It may not come off in its presentation but, depending on how you play the game, Watch Dogs: Legion's gameplay is an outstanding stealth game. It really rewards your creativity and intelligence as a player. Before infiltrating an area, you're often given an objective and it's up to you to piece together how you're going to accomplish it. This isn't anything new in Ubisoft games. In Assassin's Creed, it's the objective of assassinating a target. In Far Cry, it's killing all the enemies in an outpost. And in Watch Dogs: Legion, it's hacking some piece of software, destroying a vehicle, downloading some secure data, etc. But playing Watch Dogs: Legion made me realize why I enjoy Ubisoft games so much, despite the obvious repetition. It's because it rewards you for your ingenuity. It gives you an objective and constraints and says "figure it out." Watch Dogs: Legion in particular, however, fosters emergent gameplay better than the other two, where each element of the gameplay is relatively simple on its own, but can come together in really cool, complex ways that you yourself are head engineering as the hacker. I don't want to oversell it -- you do press Q and the enemy immediately looks at their phone for 10 seconds, but let me walk you through some of what I'm talking about.
The way you are hopping through the different cameras to survey the area… then hacking a shock drone to get within download range of the key you might need later. Then using that shock drone to zap one of the red control panels to unlock a door. Then using the AR cloak to get by a really busy part of the restricted area. Setting traps and blowing gas tanks to not only take out an enemy, but draw attention away from where you're heading. Coming up behind an enemy and choking them to sleep, drop-kicking them and even Stone Cold Stunning them. Or even just going the traditional route of putting a silencer on your pistol and taking enemies out silentily, one by one, then cloaking their body afterwards. Each time there's a mission to accomplish and you have to piece together a permutation of events using the weapons and electronics at your disposable to get the job done (and in a non-lethal way, if you're playing like that). I'll say it again because it's probably the main reason I enjoyed Watch Dogs: Legion as much as I did: I love how much Watch Dogs: Legion rewards you as the player for your creativity and your intelligence. Is the open mission design structure present in Watch Dogs: Legion anything new or anything we haven't seen before in other games? Absolutely not. In fact, it's probably a core design philosophy in Ubisoft games. But I don't think it works as good in those Ubisoft games as it works here in Watch Dogs: Legion. The way its executed in this near future setting where intelligence and information are crucial in your attack as you hop onto the cams and hack into the drones to scout ahead, planning your next move in real time. It's pretty tactical and can get very tense and exciting, especially if you're playing as a character you like and permadeath is on. One slip up and it's over. In a lot of ways and particularly in that respect, Watch Dogs: Legion reminds me most of Ubisoft's multiplayer shooter, Rainbow: Six Siege -- which is kind of weird to say.
The issue is that the gameplay doesn't hold up that ingenuity once you hit around the 20 hour mark. You start going to the same areas and seeing the same paths to completion. The challenge is lost and the novelty is worn. And that sucks. That's why when I recommend this game to other people I'm going to tell them -- hey, Watch Dogs: Legion is a really fun game but don't overstay your welcome with it. Because the game gets less and less pretty the longer you play it… but boy are those first 15 hours beautiful.
• The borough missions are a nice change of pace. It's a pretty gamey system -- accomplish three tasks in a borough and then you unlock a final mission that, once you beat, liberates that mission's respective sector of the map -- but the fact it's a gamey system is okay with me. I like the variety that the different borough missions bring. From scaling Big Ben with a spiderbot, to racing through the streets with a car in Tower Hamlets and with a high-speed modified drone in Islington & Hackney, to navigating a parcel drone through a 3D maze in Southwark. But fuck that mission where you have to defend the Millennium Wheel with that CT drone, oh my gosh.
• Melee combat was simple-but-crisp. The punching sound effect had a nice pop, and the slow-motion dodges added a cool cinematic effect. It's not Batman, but that's okay. Melee combat is the core of that game and it's a complementary gameplay system here. The fighting arena missions where the hand-to-hand combat is the central focus are a bit too long and not all that fun… but damn did they do a good job with the presentation in those missions. The gunplay isn't DOOM or Battlefield, but Watch Dogs: Legion also isn't a first-person shooter and I think gunplay is a lot harder to accomplish in a third-person shooter. So for a third-person shooter, I found the gunplay serviceable, except for the horrendous bullet damage dropoff on some guns and the bit-too-weak electric guns. I found all six of the gadgets to be very enjoyable to use. The electro-fist is frickin sick, the missile drone is badass, especially if you're playing as a drone expert and time the cooldowns in tandem with your drone dive bomb. And the electro-shock trap is a good general grenade option. You get to choose what I consider one of the two strongest gadgets from the outset in either the spiderbot or the AR cloak.
• With everything else there is to unlock in the tech store I'm sure a lot of players were content with using only the spiderbot or the AR cloak and ignoring the rest of the gadgets, which is another game design flaw. I didn't have too much of a problem with the weapons, the upgrades, and the hack unlocks in the tech store, but I also wasn't particularly excited to go out and grind for tech points. If I really enjoy the core gameplay in a game -- and I really enjoyed the core gameplay in Watch Dogs: Legion -- then usually I'll enjoy putting the time in to grind for unlockables. I spent an hour here or there riding a cargo drone around town and picking up tech points just to take a break from the action, but I truly had no desire to grind for any of those tech abilities. Sure the tech abilities helped but it's not like I needed any of them to progress through the game or had a burning desire to unlock any of them. They made the game easier, in some cases a lot easier -- which is arguably a good thing to a lot of players -- but for a system that's supposed to be the main source of the player's grind, I did not find the system captivating and I would have been all for grinding for those tech points if I found the unlocks to be more exciting. In Far Cry 2, a game designed by the same exact lead game designer as Watch Dogs: Legion, Clint Hocking, I grinded for those gems because I wanted the badass one-hit-kill sniper or the silenced MP5 or the stealth suit. Here, the grind is running around the city spamming your hack button to profile each individual and see if they have any abilities worth recruiting over. And that's not fun at all.
• Not only does the story have serious flaws, but so does the storytelling. Pressing Q and watching an AR reconstruction as Bagley and my character babble on for two minutes does not connect with me in any way. It's boring. It's void of life. The DedSec agent you track down, Angel -- you never see him apart from the AR reconstruction where he might as well be a Superhot NPC at that point. The only time you see him is when he's dead. Sure it sucks this former DedSec op is dead, but I don't know him and I don't have any connection to him, so that's going to limit how much I care. Why not have done something with Dalton -- a character you play as at the very start and have some connection with instead of killing him off and focusing on some random DedSec op named Angel? What a lost opportunity.
• I have to mention the final borough mission for Nine Elms where you go explore a dark, underground Power Plant. Personally, I loved how dark and atmospheric that mission was, and I will not forget that sick feeling I had when I walked into the hidden prison and found humans being caged in pitch black by Albion. It was easily one of the most stunning moments in all of the game and definitely a very emotional one. Fantastic stuff. But you can't interact with them. You can't talk to them. They might as well be chickens in a chicken coop. All you can do is kill the Albion security guard watching over them and then hack into his computer. Then fireworks start flying above the city and people are jumping and celebrating? Then you magically spawn outside again. What the fuck? Where are the people I just saved? Let me talk with one of them. Let them tell me "Thank you for saving my life" and let me say to them "Don't worry about it DedSec's job. Helping the people of London." But no. Instead, I teleport to the quest giver, and we both trade smiles and laughs. If that doesn't highlight the tonality issue in this game, then I don't know what will.
• From the get-go, Skye Larsen fascinated me. A being only present through a hologram, creator of my friend AI in the game, Bagley, and CEO of a neural mapping tech company with the potential to change the world -- seemingly for the better.
You hack into her house and meet her house AI, then power on the elevator that takes you to the basement which for some reason turns out to be The Hunter's Dream from Bloodborne but many, many years later? I just went with it. Proceeded into the house. And the events in the house were pretty much the only times I was fully engaged with the AR reconstruction and highly anticipating what was going to happen next in the mission. Both Skye and Sinead, her mother, were voiced incredibly well and the fact you're in their house, or what appears to be their house, standing between the same four walls those two were standing in… watching the AR reconstruction play out what had happened on her mother's deathbed as the sheets of blood still lay there wrinkled on the floor and while Skye's workbenches are still there set up adjacent to the bedstead. Realizing that spiderbots and descendants of Skye's dog… Then you enter her secret lab in the basement where you find that amazing table with the holographic map of London on it. Next to that, you see chambers holding people in them and you're left to guess what sick, twisted acts she's been up to. Then finally, you end Sinead's misery. It's a very well done segment of the game and I felt a tremendous amount of emotion playing through it. Some of Ubisoft's best storytelling to date.
Unfortunately, a lot of this quest is ruined for me because of its ending. Whether you kill Skye or not, the same thing happens. Nowt shows up at the safe house and proceeds to give you access to 404 side missions, even if you don't side with her. And either way Skye eventually dies, either by you killing her or Broca Tech shutting down her AI. So why is this decision in the game!? To make it feel like we, the player's, action's matter -- even though in reality they don't? I'm tempted to call it deceptive. Are you guys cool with this? This is something I'm really curious about your guys' take on.
I also think there's too little gray area in that decision to make it a tough choice. Which is fine -- there doesn't need to be gray area. It could be a Mass Effect thing where you're playing as a good guy or bad guy… except for the fact that no matter how you want to play, DedSec will always be referred to as the good guys in the game and so playing as the bad guy creates narrative dissonance. Does anyone really think siding with Skye is a reasonably humane choice? Sure, the technology could be used for the good of humanity, but with Skye as the CEO, it's obvious from going through her house that that's not the case and humanity is almost assuredly better off without Project Daybreak if Skye's history is any indication of the future. The decision to kill or side with Skye is just a weird inclusion by Ubisoft, to me.
• Let's discuss the epilogue with Bagley and Bradley. It was so messed up to see what Skye did to her own brother. It obviously made me hate Skye Larsen even more. It was awful what she did to her mom and her dog, but I knew who the third person was. He wasn't just another house member of Skye used to push the narrative forward. He was a friend I made over the course of the last 60-plus hours.
It did feel a bit rushed. It was a quick 3 or 4 minutes in and out of the hospital, and then things go back to normal. But it was the epilogue so I can't fault it for that too much. The photograph mission leading up to it wasn't bad, per se, but I think it should've given more of a hint for each picture. Part of me respects Ubisoft for not putting in objective markers and forcing you to really know the landscape of the world for the bonus material, but not all of the pictures were pictures of noticeable landmarks like the ferris wheel, and that made it really difficult.
So yes, the epilogue was good. And yes, it made me hate Skye Larsen even more. But let me propose something to you. Imagine if the Bagley epilogue quest, or some similar variation of it, was placed after you went through Skye Larsen's house but before you go off to kill her. Imagine how much more connected you would have felt with Bagley through the rest of that game. Imagine how much more you would have despised Skye Larsen and how much more satisfying it would have been to kill her. Your emotional amplitude would have been even higher than it already was from seeing her mom and dog turn into AI. Killing Skye is already a great moment, but if you had seen what she did to your AI friend before you went off to kill her, then killing Skye would have been incredibly emotional, incredibly affecting, and incredibly climactic. And instead of feeling much closer to Bagley right before you're about to say goodbye to the game, you feel closer to him all throughout the rest of the game and right up until the end. Which brings me to the ending. Now continuing on with that hypothetical scenario I've laid out (first Skye's house, then epilogue mission (or a variation), then kill Skye), imagine if when you pull the plug on Bagley at the end… he actually stayed dead and didn't come back to life 30 seconds later. How much better would the story have become just from those changes? Killing Bagley at the end of the game was heartbreaking. Like I said earlier, he was my favorite NPC in the game. If I would have played the epilogue prior to killing him, I'm guessing I would have borderline cried. That would have made the scene even more impactful than it already was. But the reason I really, really dislike the ending of the game is not because of anything it does in the ending -- it's because of what it does after what it does in the ending. Any emotion of sadness and loss I felt when I pressed E and finally said goodbye to Bagley completely disappeared when he popped back up on the safehouse screen moments later. It felt cheap. Extremely cheap. Let the character die. Let the game end. Put that epilogue earlier in the story. But no. This is purely reckless speculation and I hope… dear God I hope I'm being overly cynical here, but I feel like that's not possible because Ubisoft wants you to still be in the world after you finish the game to do the missions you missed so you can still have the opportunity to put money into the game's store, because your chances of putting money into the game's store if the game were to end after you pulled the plug on Bagley and returned to the title screen are close to zero. Is that why Bagley had to stay alive? I don't know. Either way, to me the ending of the game is tragic, but not in the way it was supposed to be tragic. It sucks. I feel robbed of my emotion.
• Nigel Cass falls into the issue I see way too often with antagonists in works of fiction, and something we see earlier with Mary Kelley -- he's too evil. To the point of absurdity. And he didn't have to be portrayed that way. His backstory is that his father was killed by gang members which put him on the path of revenge by taking the law into his own hands. An interesting backstory that unfortunately does not get developed at all and it could've really helped his characterization if it was delved into more. As it stands, he just comes off as another one-dimensional Saturday morning cartoon villain, which is a shame because, again, he had the potential to be a really interesting antagonist like Skye. At least his boss fight was somewhat enjoyable. Though, the game does rely on the network bypass puzzles a few times too many for my liking, along with the AR reconstructions and area defense missions. Also, I was hoping Nigel was a bit more of a juggernaut. You take him down in one clip.
• And finally, let's talk about Zero Day and Sabine Brandt. So Zero Day starts off the game with a big bang. Literally. But then pretty much goes without mention until the end of the game. They're brought up in the game every now and again, but I think I forgot about them for most of the playthrough until the very end when the big reveal happens. It's a reveal that I probably should have seen coming but didn't. You never see Sabine in person until after the reveal. She was the only one who stayed alive after the Zero Day attack. There are hints here and there in the main story. And she doesn't even show up at the team party… that's when it was clear.
Sabine's premise for why she's doing what she's doing does, at the very least, stop and make you think for a moment. Society is completely messed up right now because of harsh surveillance by Albion through the government, homelessness is widespread, and technology has become tyrannical. She wants to restart society from the ground up. Yes, she has to commit mass murder but to her the ends justify the means. And who are you to judge her for killing when you yourself have killed plenty in your playthrough? I really liked Sabine's ending. I just wish they had more Zero Day appearances throughout the game. Let me hear more of Zero Day talking about their philosophy of rebuilding London from the ground up and less of them talking with Mary Kelley about purchasing explosives just to move the story forward. Keep me interested in Zero Day instead of having me forget about them until the end. Keep me curious.
So those are my thoughts! Overall, I had a good time with the game. However, it definitely had some issues that I felt needed airing. And just to be clear, I did not try to slight the game just for the sake of criticizing it. These are my honest thoughts after reflecting on the time I spent with the game. Please do share your own thoughts!
submitted by sharingmyxp to Games

Competitive Budget Deck Masterpost (October 2020)

All I know what to do anymore is summon Elpy, it's been so long. I don't know what yugioh is anymore. The other day, I summoned my monsters to set up Guardragon arrows. In goat format. Everything has become dragon to me. There are no other types, no other monsters besides for Fibrax. I have seen God, and I have seen the devil, but they are one and the same. I stared into the abyss and screamed, and it screamed back: "carrier target savage"
This post will give recommendations for decks that can generally do well while generally remaining in the $50 to $150 price range.
  • Estimated pricing includes a sample completed main deck and some or all of an extra deck, but no side.
  • Pricing is based mainly on singles and you can easily save a lot of money by buying cores for most of these lists all at once.
  • Decks were chosen usually based on having some degree of success in recent TCG formats. Thus, many of the frequently recommended budget decks like Deskbots and Graydle Kaiju will not be on here.
    • As we have had virtually no IRL events in the last few months, these deck choices and rankings are heavily based on online tournaments such as Konami's Remote Duel Invitationals, LCS, and other assorted online events.
    • Remember that these events are pretty small and high in variance. Don't immediately condemn a deck as being sub-par because it hasn't shown up in online events - there are around 20 decks on this post and not all of them are going to be able to compete with Dragon Link and Dogmatika.
    • Performance on DuelingBook's ranked ladder also slightly factors in to the placement of these decks, with data taken from Ygoscope.
  • Many decklists will include some middle-range power cards that might drive the price point up, such as Ash Blossom and Borrelsword Dragon. These can be cut for players on an extreme budget. For instance, a set of Ash is $30 currently, but Ash is included in many of these lists as a generic staple that players might already own.
  • Conversely, decklists are oftentimes easily upgraded by adding power cards such as Forbidden Droplet and Triple Tactics Talent.
Not all decklists are perfect and this post is not an F. Unless there is a particularly offensive deckbuilding error that you want to point out, please don't use this thread to nitpick at the sample decklists provided. Decklists were built prioritizing simplicity and effectiveness on a budget. At the same time, if you want to try one of these decks, don't treat them as if they're perfect, either - you should experiment and play cards that feel comfortable and/or optimal to you.
Do feel free to leave suggestions for budget players, whether it's a budget tech choice for one of the decks on this list or whether it's a different deck that you think can compete in the coming months.
[Last updated: 18 October, 2020]
Previous version: June 2020 Post
TODO: Update placements for Zoodiac, Monarch, and Prank lists because the NA market is a dumpster fire, add Virtual World

S Tier

The best bang for your buck. Decks in this category have the capacity to top premier events, though they're almost always supplemented with expensive power cards.

Dragon Link

Price: $100-150+ (depending on Extra Deck) Imgur | DuelingBook
  • Dragon Link is a Link-centric combo deck that has dominated competitive play since the September banlist. Though it's optimally played with Crystron Halqifibrax and Linkross, the deck is still very strong without these power cards, and is deadly even on a budget.
  • The provided budget version of this deck actually has a ton of extra deck flexibility due to not needing to play Synchro/Link cards related to the Halq/Kross package, meaning that you can play Knightmares, anti-Dogmatika cards, etc.
  • This deck has seen a great deal of variation online, playing a variety of different engines and tech cards. A few of these include Vylon Cube + Smoke Grenade, the Rose Dragons, several different Dragonmaid cards, and even an FTK variant involving Earthbound Immortal Aslla piscu. However, few of these are viable for budget players, especially if you do not own a copy of Halqifibrax.
  • Optimally, this deck plays Dragunity Divine Lance + Dragunity Phalanx, as part of a combo involving Linkross to help establish a negate very early on and make this deck much more resilient. While we can cut this package since we don't play Halq/Kross, it also means that the budget version of this deck is more fragile by comparison.
  • As the strongest deck in the meta, Dragon Link is also the deck that everyone prepares for, so you should expect opposing decks to play tech cards designed specifically to beat this deck. Additionally, this deck is extremely likely to be hit on the next banlist, though there's no way to know for sure.


Price: $100+ Imgur | DuelingBook
  • Dinosaurs are an aggressive deck with consistent access to Evolzar Laggia/Dolkka and Ultimate Conductor Tyranno, a formidable boss monster with incredible OTK power and disruption.
  • Dinos are one of the only decks that can claim a major win at an official Konami event during the pandemic (with Dragon Link being another), as TeamSamuraiX1 won the first NA Remote Duel Invitational with the deck. It's also seen consistently strong performance in online events for the past several months, able to compete with extremely strong combo decks such as Adamancipator last format and Dragon Link.
    • Sam, like many other players this format, ran Pot of Extravagance, and played strong going-second cards like Dark Ruler No More and Mystic Mine. As the Extrav version doesn't rely much on the extra deck, it's capable of going second into decks that establish the Buster lock, such as Dragon Link. Ultimate Conductor Tyranno then makes it extremely easy to clear the opposing board.
    • Mystic Mine is particularly deadly in this deck as you can use it to force disrupts before killing them with Conductor. In the event Mine sticks to the board, you can then make an extremely powerful push with Oviraptor on a later turn and sometimes kill them outright with Conductor. Or just deck them out if they don't have a way to get rid of Mine.
  • The deck can also be played as a Synchro combo deck, making use of Crystron Halqifibrax + Linkross like many other combo decks this format. These cards aren't played in the sample list due to the high price of Fibrax, as well as other cards required in synchro Dino combos such as Jurrac Aeolo and Garden Rose Maiden.
    • The combo variant was piloted to notable success by Jack Verma at LCS 3, where he finished top 8 playing a Fibrax-centered list running cards like Cockadoodledoo.
  • Budget Dino must deal with the lack of Animadorned Archosaur, as well as the lack of essential combo cards like Halqifibrax and power cards played in other versions like Pot of Extravagance and Forbidden Droplet.
  • The provided list plays the Simorgh combo, bringing out the WIND barrier statue on turn 1 to steal games. Though a full extra deck is provided, very few cards are actually needed, as the deck typically plays Extravagance anyway.

A Tier

Strong decks, but limited either by a lack of access to powerful staples or by the natural ceiling of the deck. You could still top a regional with one of these decks on a good day.

Subterror (Numeron)

Price: $100+ Imgur | DuelingBook
  • Subterrors are a control deck with a focus on flipping monsters face-down and generating constant advantage with Subterror Guru.
  • Numeron cards aim to make Number S0: Utopic ZEXAL going first or simply OTK going second. S0 is an extremely powerful card that can prevent the opponent from playing the game entirely if it resolves.
  • Subterror tends to want to resolve Subterror Guru as often as possible, and you can still do so after Numeron Calling restricts your ability to summon. You can simply set Guru and then flip it face-up with The Hidden City, so both parts of the deck can work in tandem.
    • Red-Eyes Fusion + Red-Eyes Dark Dragoon are frequently played in other Subterror decks for the same reason (however, Dragoon is not budget-friendly).
  • Though Numeron cards were hyped up before their release, they have seen little success in competitive play. S0 is a card that's better in theory than it is in practice, and Numeron variants have in general shown that they're not nearly as scary as some of the other decks out there. Subterror's notable event top this format, a top 16 finish at LCS 6, did not involve any Numeron cards and used Dragoon instead.
  • Pure Guru control without Numeron cards or Dragoon is also a viable option. Subterror can be extremely oppressive if it's allowed to establish its resource loop, particularly when backed up with There Can Be Only One. An example budget list is provided in the previous budget post, linked at the top of this post.


Price: $50+ Imgur | DuelingBook
  • Link-based midrange deck with a lot of recursion and a special in-archetype technique, where 1 Link Monster is used as the entire Link material to summon another copy of that monster, granting bonus effects
  • The deck is somewhat halfway between control and combo, establishing respectable boards turn 1 with a fairly compact engine, allowing many handtraps to be played. Their real strength comes in turn 3 and beyond, where their arsenal of free summons from the GY, coupled with their stellar resource recycling, easily overwhelm the opponent.
  • The majority of the deck is dirt cheap and is mostly able to be built with commons from SOFU+SAST supplementing 3 copies of Structure Deck: Soulburner.
  • Accesscode Talker is a huge part of this deck's success online, able to steal games easily with the help of Update Jammer. Accesscode is not at all affordable on a budget, so the sample list plays Zeroboros instead. Owning one copy of Accesscode is an enormous improvement to this deck's strength.
  • Salamangreat has found little competitive success in bigger online tournaments this format, but still regularly performs well in smaller events, remote duel locals, and the like. It's also a fairly safe choice, as it's somewhat unlikely we see further Salamangreat hits on the next banlist.


Price: $50+ Imgur | DuelingBook
  • Combo Ritual deck that searches basically everything in its deck, accruing a ridiculous amount of advantage
  • Famously piloted to a 2nd place finish at LCS 5 by Lundrity, making it father than all of the Adamancipator players (the other deck from last format that abused Block Dragon). You can watch his deck profile here. Though the Block Dragon ban was a huge blow to this deck, it's still quite strong without it and can turn to Magician of Black Chaos MAX along with Megalith Bethor as its primary forms of disruption. None of the Megalith cards are expensive whatsoever, making this deck ludicrously cheap for how powerful it is.
  • The competitive version of this deck generally plays Fibrax combos, with 1 copy of Adamancipator Researcher teched into the main deck to get tuner access off of Gallant Granite. This opens up additional options, allowing you to go into cards like Hot Red Dragon King Calamity, but requires HalqKross and Researcher - which combined, cost more than the entire provided decklist.
  • High skill floor and weakness to Droll & Lock Bird could be a deterrent for some players.


Price: $100+ Imgur | DuelingBook
  • Formerly an incredibly dominant deck, current Zoodiac has established a small niche for itself in the current meta despite having only 1 Drident. Part of this is due to Infinitrack Fortress Megaclops, which can be easily brought out through several one- and two-card combos. Megaclops can be immensely troublesome for many decks to out, and is extremely effective at closing games.
  • Plays a compact engine combined with around 20 slots dedicated to handtraps, traps, and draw power. Makes extremely effective use of the recently unlimited Pot of Avarice, as you can simply stack Xyz monsters, link them off for Gravity Controller, and easily fulfill the activation requirement for Avarice. Recent variants sometimes incorporate the Dogmatika cards as well, though the price of cards like Nadir Servant makes this option impossible on a budget.
  • The deck hasn't seen a ton of success in this format, but neither have most other decks. One reason it's high up on the post is in anticipation of Negalogia AA-Zeus, an extremely powerful card in Phantom Rage that has propelled this deck to tier 1 status in the OCG. Note that OCG has a generally slower metagame than us, and that OCG Zoo also has Utopic Future Dragon.
  • Zoo's price has gone up lately due to hype around the deck, notably with Chakanine being around $15 each in NA right now. Some people are speculating a Chakanine reprint in Maximum Gold, which would make this deck a lot cheaper. At the moment, the sample list only plays 2 Chak for budget reasons - ideally, you'd run 3.

B Tier

Like the above category, but generally weaker, less consistent, and/or impacted harder by a lack of access to a certain card(s).


Price: $100+ Imgur | DuelingBook
  • Control + backrow deck with incredible recursion and the ability to come back from almost no resources
  • Altergeist has seen sparse success ever since FLOD, and are a respectable budget contender. They've have had a fairly modest showing online, notably getting top 32 at the third online Luxury Championship Series.
  • Budget players are most hurt by a lack of Pot of Extravagance, Infinite Impermanence, Evenly Matched, and Linkross. The first three of these cards have reprints, but none are quite cheap enough yet to be easily accessible on a budget.
  • Be on the lookout for whenever Altergeist Pookuery gets imported to the TCG, as the ability to make Hexstia on turn 1 and then trigger its search effect with Linkross is insane for the deck's consistency.
  • The extra deck is extremely flexible (as Altergeist are typically played with Extravagance, anyway) and several options are simply tech cards, such as Elder Entity N'tss.
  • Main deck trap choices are also extremely flexible. Torrential is quite powerful against Dragon Link, but this could easily be swapped out for many other cards depending on your budget, available card pool, and locals demographics.
  • Some players have opted to include Dogmatika cards in this deck, which is viable even on a modest budget. It's possible to simply play Dogmatika Punishment as a powerful trap capable of utilizing your extra deck, and even a single copy of Ecclesia (around $20 each right now) goes a long way for improving the power of this package.

Sky Striker

Price: $100-150+ Imgur | DuelingBook
  • Spell-heavy control deck that usually maintains only one monster on the field at a time, in the extra monster zone.
  • Striker isn't affected too badly by many of the commonly played handtraps like Nibiru and go-second tech cards like Dark Ruler No More. It no longer accrues infinite resources through resolving Engage multiple times, but instead is easily able to kill you with an Accesscode Talker push after whittling down your LP and resources for a turn or two. The standard combo involves laddering from Halqifibrax -> Selene -> Accesscode and then dismantling your opponent's board before swinging for game.
  • You may have noticed a problem: if you're on a budget, you can't use Accesscode. This is a pretty big blow to the deck's overall strength. The provided sample list uses the Utopia Double package instead to steal games, a combo that some players are still using in their Sky Striker decks. For example, Zoé Weber played Double in the second EU Remote Duel Invitational, just a few days before this post was written.
  • Focusing on going second and resolving Mystic Mine as much as possible is also still a viable way to play this deck (and is more affordable with the Mine reprint), but you may struggle against decks that play Smoke Grenade of the Thief, like Infernoble and sometimes Dragon Link.
  • Yet another way to play this deck involves (surprise) Red-Eyes Dark Dragoon and multiple copies of Red-Eyes Fusion. Instead of using cards like Widow Anchor and Afterburners to muscle through disruption and stick a Mystic Mine on the field, you use them to get to your Dragoon and either win the game immediately or put yourself in a position where your opponent can't play through the Dragoon disrupt.
  • Roze is the most expensive card in this list, and 2 is generally considered standard. If your budget is tight, you can definitely cut her down to 1.


Price: $100+ (higher w/ Dogmatika package) Imgur | DuelingBook
  • Control deck with an extremely power Link 1 monster, Traptrix Sera, that pumps out constant advantage.
  • Commonly played as an Extravagance deck, but also makes solid use of its Extra Deck. In particular, Parallel eXceed is really nice for this deck, letting it end on multiple Rank 4s turn 1.
  • The sample list takes an interesting approach and incorporates a very small Dogmatika engine. Though the full Dogma engine is very expensive (with Nadir Servant clocking in at around $70 per copy right now), Dogmatika Punishment itself is very cheap, and is one of the best generic traps in the game right now. The addition of just 1 copy of Ecclesia (around $20) provides a substantial power boost to this mini-engine, as dumping one copy of Titaniklad with Punishment and grabbing an Ecclesia for next turn is extremely powerful.
  • If you can't get Ecclesia, you could simply play just Punishment as a generic trap, but this would still require 1-2 copies of N'tss (around $5-6 each). Another option is to play pure Traptrix, incorporating more power traps/handtraps, and quite frequently the Utopia Double package as well.
  • Like every other backrow deck on this post, you have a great deal of flexibility regarding which trap cards you play. This applies particularly to the Trap Hole options, as cards like Bottomless and Time-Space Trap Hole are also both viable. In the sample list, Floodgate is played at 3 due to being extremely powerful, and Traptrix Trap Hole Nightmare was thrown in as it can negate cards like Verte Anaconda.

Burning Abyss

Price: $100+ Imgur | DuelingBook
  • Versatile control-based Graveyard toolbox deck that has been swinging in and out of meta relevance since its release way back in 2014.
  • Was one of the biggest beneficiaries of the September banlist, with Graff and Cir coming back to 2, Tour Guide coming to 3, and Rusty Bardiche being unbanned.
  • Generally played as a combo deck from 2018-2019, incorporating a multitude of options. This was considered the "standard" version of BA until Dinh-Kha Bui won a 130-player online German tournament in April with a much slower trap-heavy list.
    • The strategy is quite simple - set up Beatrice on turn 1 with backrow set, try to search a Tour Guide for turn 3, and push to win the game. The discard traps have good synergy with Farfa and Scarm in hand, and Fiend Griefing is powerful GY disruption that also dumps any BA, Rhino Warrior, Back Jack, or even Token Collector to stop Linkross combo decks.
  • The trap lineup can be customized to deal with different decks; cards like Torrential Tribute are strong vs. Dragons, while Ice Dragon's Prison is extremely powerful in several different matchups (but might be a little pricey for some).
  • This deck was frequently mixed with Phantom Knight cards back in 2016 (often called PK Fire), and the unbanning of Rusty Bardiche opens that up as a viable option once again. However, this variant is not shown due to cards like Fog Blade and Bardiche itself being a few bucks. PK Fire is also not substantially stronger compared to the regular trap variant.
  • Yet another possibility is a Synchro wombo combo deck involving (drumroll)... Halqifibrax, Linkross, and Dragoon. This is not covered here for obvious reasons.
  • The Mega-Tin reprint of I:P Masquerena is really nice, as a standard opening results in Masquerena + Beatrice off of Tour Guide alone. Players on a tight budget might not be able to pursue this option, as Masquerena and Knightmare Unicorn are both hovering at $10-13.


Price: $100+ Imgur | DuelingBook
  • Combo deck with several one and two card OTKs that can rip apart established boards. Plus, everything is based on dessert puns.
  • Madolche got some fantastic support in recent years that dramatically boosted the power of this deck. Petingcessoeur in SAST and Salon/Promenade in ETCO are all amazingly good support cards.
  • Saw varied levels of success in online tournaments over the last two formats, with some occasional breakout performances like Ryan Yu winning the Luxury BLM charity event with this list (pre-ETCO), as well as Dinh-Kha Bui getting top 4 at an HTS tournament with Madolche, winning a Madolche mirror in top 8 to get there.
  • Has a weird niche as a viable going second deck that can break the Buster lock with the help of Puddingcess. Typically, you will also require a powerful going-second card like Dark Ruler No More.
  • Reprints of key Madolche cards such as Anjelly in BLAR and Magileine in DUOV have made this deck reasonably affordable again after many of its cards spiked earlier this year. There are still some strange aftereffects, such as Hootcake still being around $12 in NA. The deck is very commonly played with Extravagance, which is not included on this budget list, but even Extrav has also gotten substantially cheaper.
  • The sample list runs Dimension Shifter, which is devastating against Dragon Link, Infernoble, Dinosaur, and Eldlich. While it makes your own combos awkward, you might consider the trade-off to be worth it. Shifter is, of course, easily substituted for another, more conventional handtrap.

C Tier

Decks in this category have the capability to be just as good as the ones above at times, but often tend to suffer from multiple problems including consistency and power.


Price: $80+ Imgur | DuelingBook
  • Aggressive Warrior-based combo deck that takes advantage of the Gouki monsters all searching other Gouki cards upon leaving the field. With the unbanning of Rusty Bardiche and the release of some solid generic Warrior support in ROTD, Gouki has seen a small resurgence online.
  • The general goal is to resolve Isolde and then summon Apollousa to protect you from handtraps, before using Gouki Rematch to then go into the Codebreakers. Codebreaker Virus Swordsman, Virus Berserker, and Zero Day can effectively vomit out 6 Link rating worth of monsters off of just the two Goukis revived with Rematch. Competitive versions of this deck usually play Verte Anaconda + Dragoon, Linkross, and sometimes even a small Synchro package to go into the Infernoble synchros. A great resource for current Gouki combos is this combo video from SirEmanon - note that it utilizes Dragoon.
  • Most of the warrior stuff is surprisingly cheap, but the reason Gouki is on this post instead of Infernoble is due to a heavy reliance on Halq + Linkross in competitive Infernoble strategies. The provided list plays a few Infernoble cards, but more as generic warrior extenders - Durendal is great for searching Fire Flint Lady as well as Oliver, which help to put extra bodies on board.
  • Budget players may find that a lack of Verte + Dragoon leads to the end boards being quite underwhelming, and less resilient in the face of disruption. A weakness to Droll & Lock Bird also doesn't help.


Price: $75-100 Imgur | DuelingBook
  • Floaty destruction-based archetype that generates advantage when its cards are destroyed, enabling its gimmick of using your opponent's monsters to Link Summon.
  • Can be built to go first or to go second, although the sample list prefers to go first since you probably want cards like Dark Ruler No More, Lightning Storm, and Evenly Matched for going second.
  • Mega-Tin reprints of Abomination's Prison as well as their Link 2 have helped make this deck a great deal more affordable. I:P Masquerena being more affordable is also a nice boost, though it's by no means essential in this deck.
  • Fairly modest online performance, doing alright at smaller events and more recently finishing top 8 at the second YuGiJoe online series as well as occasional Luxury events.
  • This deck's best weapon is its opponents being unprepared for it. Playing improperly into Dark Spirits or Unchained floats can very quickly be fatal. It also matches up decently into some Dogmatika variants, which rely on destruction-based removal from Dogmatika Punishment and Elder Entity N'tss.

Plunder Patroll

Price: $100+ Imgur | DuelingBook
  • Pirate archetype with ridiculous recursion and a unique tag-out and equip mechanic based on Attributes being used in the game
  • The pirates become equips for one of (currently) three Patrollships, extra deck monsters that can all discard Plunder Patroll cards in hand to fuel powerful effects. The ships become stronger when manned (equipped with) a Plunder card, with bonuses such as ignition effects becoming quick effects, or being able to replace the discarded card with a new one from the deck.
  • In terms of performance, Plunder has been doing decently at smaller tournaments (particularly PPG weeklies) but has failed to replicate those results in larger online tournaments such as LCS.
  • Toadally Awesome + Bahamut Shark is another option for players who are able to afford Toad, which is currently sitting at around $20 on TCGPlayer. This has been mixed in some builds with cards like Tenyi Spirit - Shthana.

Pendulum Magician

Price: 100+ (varies) Imgur | DuelingBook
  • Pendulum deck centered around Level 4 Spellcaster monsters that recently got a new breath of life with Double Iris Magician being unbanned.
  • Magicians are featured here instead of Endymion as they're newer and haven't been on this post for a while. Both of them have similar online results (which is to say, practically none) and Endymion has a greater weakness to Droll. For an example Endymion list, consider something like this.
  • The example list is a Magician-heavy list featuring Tuning Magician, abusing it in conjunction with cards like Selene and Halqifibrax to spam monsters to the board before your Pendulum Summon. Though I'm not sure who created this build, Trif Gaming has been a big proponent of it online, utilizing Linkross as well as several Synchros designed to draw cards.
    • A more budget-friendly version of this list cuts Fibrax and Tuning Magician entirely, and adds in other solid Pend cards like Endymions. The list shown runs a few moderately expensive cards like Fibrax, Apollousa, and a playset of the new Odd-Eyes Revolution Dragon, but Pend easily accommodates a smaller budget. Plenty of budget Pendulum resources exist online, so those versions aren't covered here.
  • Tornado Dragon is utilized to great effect in this deck, oftentimes popping Double Iris on your own turn 1 and then popping Artifact Scythe on turn 2 to lock your opponent out of the extra deck. Incorporating the Dagda + Scythe engine gives this deck some much-needed resilience against board breakers like Dark Ruler No More, a classic weakness of build-a-board Pendulum.
  • Plenty of other viable options exist for Pend, including incorporating Guardragons, a Phantom Knight engine, playing Dracoslayer cards, adding a heavier focus on Odd-Eyes, etc.
  • Pretty much every Pend variant suffers against Droll right now, including Magician, Endymion, and others. There's not really a way to play around this due to the nature of Pendulum as a deck, so just don't worry about it :)


Price: $75+ Imgur | DuelingBook
  • Classic Fusion-based archetype from 2014, debuting in Duelist Alliance. Somewhat of a midrange combo deck that can slow the game down with El Shaddoll Winda or be very aggressive with El Shaddoll Construct
  • Winda is a troublesome floodgate that many decks struggle to out, especially combo decks. Shaddoll cards are currently played in several Dogmatika variants due to the sheer power of Winda and the utility of Shaddoll Schism, released in ROTD.
  • In the OCG, Dogmatika Shaddoll without any other engines is one of the top meta contenders, commonly playing even cards like Gale Dogra to use Apkallone and get to Schism as soon as possible.
  • Since the Dogmatika package is extremely expensive, the included decklist is more of a pure Shaddoll list. Schism is still an absolutely fantastic power boost for this deck, regardless of what version. Also possible is the inclusion of just a few copies of Dogmatika Punishment and maybe 1 Ecclesia (around $20), around with some utility extra deck cards.
  • The deck's biggest problem has always been its inability to consistently resolve a fusion spell on turn 1. Pure Shaddoll are somewhat prone to bricking on all monsters or all spell/traps, and not being able to afford the Dogma cards is also a blow to consistency.
  • Another hybrid build that existed before Dogmatika cards debuted was Invoked Shaddoll, which is still a powerful variant currently (though Dogma cards are always splashed in as well). Meltdown protects Schism, making it an extremely powerful combo that can out cards like Dragoon. However, Invocation is still $20 each, despite its multiple reprints.


Decks here will usually be decks that recently started seeing success (usually online) or upcoming decks that might become viable budget decks, oftentimes due to new support or even new reprints. Some might also be decks that could potentially be on the main body of the post, but need a little more time to prove themselves. These decks are also going to be covered in less detail.

Buster Blader

Price: Varies Imgur | DuelingBook
  • Control deck that abuses the interaction between Buster Dragon and the Buster Blader fusion monster to set up a very annoying lock similar to what Bagooska does. Prologue sending Memories and then Memories's GY effect will accomplish this lock if you have any Dragon in the GY, meaning that Buster Whelp sets it up by itself.
  • Has seen a surprising amount of online success, particularly in high-rated DB. Part of this is due to the prevalence of Dragon Link, which the BB Fusion is strong against on its own.
  • Buster Blader cards are typically played as an engine, almost always mixed with a heavy Red-Eyes Dark Dragoon package and frequently also mixed with Dogmatika or Eldlich cards. None of these options are budget-friendly, so the price is simply listed as "variable". The sample list takes the deck in a playable direction, using a small Rokket engine to supplement the Buster Blader cards and to help get Dragons in GY for Memories. However, generally, I would not recommend trying to play this deck without Dragoon.


Price: $150 Imgur | DuelingBook
  • Floaty combo/control deck with 4 maindeck Prank-Kids that all float into any other Prank-Kid when used for a Link or Fusion summon
  • Phantom Rage comes with Prank-Kids Meow-Meow, a Link 1 Prank-Kid monster that makes this deck incredibly consistent and turns any single Prank monster into full combo. This deck has been popping up a bit in the OCG, so it's worth keeping an eye on.


Price: $50+ Imgur | DuelingBook
  • Aggressive Fusion combo deck capable of making ridiculous boards going first and easily OTKing going second. Previously known as just an OTK deck, its ROTD support have made its going-first options quite terrifying, and this deck has picked up some steam online
  • Frightfur Whale being level 9 enables easy access to Calamities, which can singlehandedly win games. This deck's other possible win conditions include Apollousa / Toad / Dagda+Scythe / Dingirsu+Winda / Punching you for 12000 damage
  • Almost every Fluffal card besides Kraken is dirt cheap. Only the generic main/extra deck cards really cost anything substantial.


Price: $50+ Imgur | DuelingBook
  • Classic Tribute-based deck that was one of the best decks in early/mid 2016, and recently was brought back to full power after Pantheism came back to 3.
  • Monarch has some new toys to play with as well, including Seleglare the Luminous Lunar Dragon, Magicians' Souls, and the entire pool of Link monsters.
  • Notably pulled off a 2nd place finish at the EU Remote Duel Invitational last weekend, piloted by Lithium2300. You can watch his deck profile here.
  • Though Extra Deck Monarch is very strong, the Domain build is absolutely dirt cheap and doesn't require an extra deck. Monarchs in general have been performing quite poorly on DuelingBook and in online tournaments, but you're still able to easily steal games with cards like Domain and Vanity's Fiend, and the deck is perfectly fine for smaller events (as we saw from Lithium's performance).

Honorable Mentions

  • Orcust, Mermail Atlantean, Magical Musketeers, PaleoFrog, Crusadia Guardragon, ABC, D/D, Generaider - Decks that are fairly decent but have been left off of the post to make room for other decks that have seen more recent success or have fewer budget resources online.
  • Dragonmaid, Infernoid, Cyber Dragon, Invoked variants, HERO etc - Decks that are pretty good but are sorta in limbo due to some expensive individual cards, such as Kitchen Dragonmaid, Verte Anaconda/Cyber Dragon Nachster, Invocation, etc.
  • Cubics, Phantasm, Chain Burn, Evilswarm, Yosenju, Dinomist, and much, much more - Unfortunately, there is not enough room to cover every single decent, super-cheap deck.
I hope to keep this post updated for the foreseeable future. Feel free to leave any comments or suggestions. Sorry this one took a little longer than usual to publish, I've been busy IRL and the format also needed some time to settle.
submitted by JebusMcAzn to yugioh

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