My Best Yugioh The Duelists of the Roses Decks *REVISED*

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I created all decks (except the Exodia One) to be under the 757 deck cost. Not only am I able to play against every character in the game, I get a good challenge too. It’s amazing how limits can make you stronger. Still, I wish the game had a free duel option where you could duel anyone regardless of deck cost, where you could rack up XP but get no graveyard slot cards.

Power Plant Deck:
Queen of Autumn Leaves
730

3x Laughing Flower
2x Nekogal #1
2x Arlownay
2x Gorgon Egg
3x Green Phantom King
3x Dark Plant
3x Magician of Faith

3x Forest
3x Tremendous Fire
3x Rain of Mercy

3x Vile Germs
2x Electro-Whip
2x Cyber Shield

3x Mesmeric Control
3x Tears of the Mermaid

 The basic strategy is play lots of Queen of Autumn Leaves and power up with all my equip cards, Green Phantom King, Rain of Mercy, and Forest. Yet each low level monster I use has a purpose outside of fusion material. Nekogal #1 and Arlownay (with an equip) can be strong monsters in crush terrain. Gorgon Egg, being a fiend, can fuse with a plant monster to make Rose Specter of Dunn, because you can’t only make Queen of Autumn Leaves all the time and it has a little more raw strength. Dark Plant can make crush terrain when it is destroyed, killing your opponent’s strong monster.

I also use a burn tech-in to avoid getting frustrated when facing against Grandpa and Pegasus, opponents who gain a huge advantage protected within a citadel, and it easily helps you defeat any opponent. I used to run one copy of Earthshaker, which was fine but I discovered a better option. Mesmeric Control and Tear of the Mermaid decrease the power of your opponent’s monster, letting you attack them with your powered up monster for massive damage.

I have created a Queen of Autumn Leaves and a Rose Specter of Dunn with more than 4500 ATK every so often, which is no mean feat for a deck with such a low deck cost.

Pumpkin Patch Deck:
Pumpking the King of Ghosts
733

3x Dragon Zombie
3x Shadow Ghoul
3x Armored Zombie
3x Mammoth Graveyard
3x Fiend’s Hand

2x Rainbow Flower
2x Griggle
3x Dark Plant
3x Magician of Faith

3x Yami
3x Tremendous Fire

3x Violet Crystal

3x Mesmeric Control
3x Tears of the Mermaid

This deck follows a similar principle to the Power Plant Deck, fusing low level monsters and using power ups, making titan monsters with such low means. But I must play a little more slowly to set up one or two Pumpkings around the center of the board, then I can bring out zombie attackers that get powered up each turn. Yami and Violet Crystal make things a bit easier by giving my zombies an ATK boost.

Each low level monster has a purpose outside of fusion fodder. Dragon Zombie and Armored Zombie have high ATK for weak monsters. Mammoth Graveyard fuses with a zombie monster to create the powerful Great Mammoth of Goldfine. Fiend’s Hand and Dark Plant destroy the monsters that kill them. Even the lowly Griggle and Rainbow Flower work decently in crush terrain, especially when you fuse them with Fiend’s Hand. Magician of Faith can also fuse with Fiend’s Hand to make Magicial Ghost, a strong monster for crush terrain.

Shadow Ghoul is the most useful high level monster, able to sneak in labyrinth terrain. Mesmeric Control and Tears of the Mermaid serve the same aggressive purpose as the Power Plant Deck; a strong offense is the best defense after all, while Tremendous Fire serves the save burn tech-in.

Graveyard Revenge Deck:
Swordstalker
740

3x Swordstalker
2x Wicked Dragon with the Ersatz Head
2x Petit Dragon
3x Curtain of the Dark Ones
3x Time Wizard
3x Ancient Jar
3x Magician of Faith
3x Kuriboh
3x Dancing Elf
3x Dark Plant
3x Swordsman from a Foreign Land

3x Tremendous Fire
3x Ookazi

3x Shadow Spell

This deck is somewhat different. It focuses on using your monsters as fodder for Swordstalker, which gains ATK from monsters in your graveyard. You can make the best fodder by fusing your lowly monsters – some of the lowest in the entire game – many times to make powerful fusions, the strongest being Thousand Dragon with 2400 ATK, Mystical Sand with 2100 ATK, Stone Dragon with 2000 ATK, Rose Specter of Dunn with 2000 ATK, and Dark Elf with 2000 ATK.

All these monsters can curb stomp most of the forces your opponent brings against you, especially in wasteland terrain, which many maps have. Plus, the more fusions you make, the more extra monsters you add to the graveyard. I often make 4 combo fusions, and even 5 combo fusions at times, letting me add a max of 10 monsters (after the final fusion monster gets killed off in battle).

In addition, I can make lower level fusions that are still strong in crush terrain, the best being Bean Soldier with 1400 ATK, Celtic Guardian with 1400 ATK, Minomushi Warrior with 1300 ATK, and Dragoness the Wicked Knight with 1200 ATK.

But my weak monsters have other uses. Dark Plant and Swordsman from a Foreign Land avenge their deaths against the monsters that kills them; Kuriboh takes no battle damage, letting you use him to poke around your opponent’s field a bit; Magician of Faith aids with the burn tech-in, as always.

Shadow Spell is a little stronger than my usual traps, but I need a more powerful dose since my monsters don’t get any benefits from equip spells.

Low Burn Deck:
Tactical Warrior
741

3x Magician of Faith

3x Graverobber
3x Tremendous Fire
3x Ookasi
3x Final Flame
3x Red Medicine
3x Magic Neutralizing Force Field
3x Dimensionhole
3x Paralyzing Potion
3x Cursebreaker
1x Dark-Piercing Light

3x Mesmeric Control
3x Tears of the Mermaid
3x Infinite Dismissal

This deck is more a curiosity than a serious deck. The whole deck is made of burn spells and the cards that let me use them more than once. Everything else is partly fodder for me to discard as I speed through the deck to find my burn spells, yet they all have a use of their own, because I really don’t like putting useless cards like Fake Traps and ritual spells.

Red Medicine lets me heal a bit. Paralyzing Potion and my traps buy me some time by spellbinding the opponent’s monsters. Cursebreaker and Magic Neutralizing Force Field takes away any power up my opponent uses. Dimensionhole lets my deck master flee to a safer place.

Burn Exodia Deck:
Exodia the Forbidden One
1938

1x Left Arm of the Forbidden One
1x Left Leg of the Forbidden One
1x Right Arm of the Forbidden One
1x Right Leg of the Forbidden One
3x Fiend Reflection #2
3x Magician of Faith

3x Tremendous Fire
3x Mimicat
3x Graverobber
3x Monster Reborn
3x Solomon’s Lawbook
3x Time Seal
3x Earthshaker
3x Dian Keto the Cure Master

3x Riryoku

3x Magic Jammer

You can only get Riryoku with Gameshark, but you can make a version of this deck without cheats by using Ookasi instead. You will just have to do a lot of grinding. Regardless, this deck always works for two goals at once: to set up Exodia pieces and to burn your opponent, and I discard lots of cards in the process. Solomon’s Lawbook and Fiend Reflection #2 serve both purposes very well, both giving me another turn to draw cards.

Naturally, Mimicat, Graverobber, and Monster Reborn let me revive Exodia pieces and burn spells many times. Each leftover card has another purpose: Time Seal and Earthshaker interrupt my opponent’s marching army. Magic Jammer cancels out any spell my opponent can use to counter my burn tactics. Dian Keto heals me of any damage.

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