Deck Recipe can look a little wacky at first glance, so I'm gonna break down the Deck in a few sections. (I wanted to make the sections collapsible, but couldn't, sorry. Just scroll fast if you don't care abt the writeup)
- Combo Outline
- Starters (The Agent of Creation - Venus & Diviner of the Herald)
- Consistency Cards (One Day of Peace to Small World)
- Extenders (Performage Hat Tricker to Tri-Wight)
- Closers (Barrier Statue of the Heavens, Archlord Kristya, Majesty Hyperion)
- Handtraps & Countermeasures (Ash Blossom & Joyous Spring to Called by the Grave)
- Celestial Transformation
- Garnets (Mystical Shine Ball to Sanctuary in the Sky)
- Extra Deck
- Side Deck
The main purpose of this deck is to pump out 2
Mekk-Knight Crusadia Avramax that have used I:P Masquerena as material.
1 - Combo Outline
- Summon a bunch of Shine Balls
- Summon Links
- Resummon Shine Balls
- Repeat until done
2 - Combo Starters
3 - Consistency Cards
- Upstart Goblin & One Day of Peace
- Draw a card, pray it's something you need
- Small World
- Can be used to find your combo starters using a few different chains:
- Ash → EV → Diviner
- EV → Ash → CV
- Performage Hat Tricker → EV → Diviner
- This is not an exhaustive list, but they are some of the ones that will pop up often & won't burn up key cards.
- If found after starting your combo, this can be used to find some of your ending cards
4 - Combo Extenders
- Performage Hat Tricker (Hat)
- Extra material after you've started your combo
- Not a once per turn, so you can use this as long as it's in hand
- The Agent of Destruction - Venus (DV)
- Pulls your Shines from grave
- Do NOT summon by its own effect, it can only use 1 effect each turn, so summoning it by itself won't let you summon Shines w/ it.
- The Agent of Life - Neptune (Neptune)
- Can be used to special summon back your CV from grave, or pull your DV from hand to field
- Primary target for Majesty Hyperion's (MH) effect to summon itself, as Neptune being banished adds Sanctuary in the Sky to your hand.
- Pot of Avarice
- Prime targets to shuffle back are Shines, then Links, then Handtraps, then CV
- The Sacred Water of the Sky
- Pulls Neptune to hand, or if you already have/used Neptune, MH.
- Tri-Wight
- Special summons your Shines while you have all 3 in the grave.
- Can turn 4 link materials into 7
5 - Combo Finishers
This section covers main deck finishers only
6 - Handtraps & Countermeasures
7 - Celestial Transformation
Very versatile card in this deck. Can be used to recover at start if your Diviner or CV get negated, but you would need all 3 in hand. Can summon CV or DV as an extender. If you have this on board & Barrier Statue or Kristya in your hand during your opponent's turn, you can summon them out to lock out special summons. Only a one-of as its use in early combo phases is situational, and your other big extenders aren't extremely dependent on having things in hand.
8 - Garnets
- Mystical Shine Ball
- Not the end of the world if you have this in hand, but takes up a draw
- Trias Hierarchia & Buten
- Can be in hand if you have Diviner as well, but can be sent from deck, so it's better to not have them take up a draw
- The Sanctuary in the Sky
- Pulled with Neptune, enhances effects for Parshath, Hyperion, & Sacred Water
9 - Extra Deck
- Master Flare Hyperion
- If not used as material for links mid-combo, can be left on board to banish your opponent's board.
- Mekk-Knight Crusadia Avramax
- What you're working towards with this deck
- Extreme offensive presence, with good defense when it's been summoned with I:P Masquerena
- With Masquerena used as material, non-target non-destruction removal is the only way to take this off board
- This monster's effects are not hard once per turns, so its attack gain & effect on being sent to grave can be activated with both copies
- With another Avramax on board, your opponent is locked out of attacking, protecting your other monsters in the battle phase.
- Saryuja Skull Dread
- Should ideally be made using 4 materials as much as possible
- With 4 materials, you can extend your combo, and you get a filtered draw for what you need to keep going
- Apollousa, Bow of the Goddess
- Extra layer of protection for Avramax and stunning out your opponent
- Celestial Knightlord Parshath
- Requires a bit of finesse to utilize well, as it should be used late in your combo
- Can add floodgates to hand while Sanctuary is active, and special summon them when another fairy leaves the field
- Knightmares
- Generally good link 2's, help to punch a hole on your opponent's board
- Can co-link with Avramax for some board security
- Guard of the Agents - Moon
- Link 2 used to remove something from your opponent's board, then as Avramax fuel
- Can tribute self or get used as material, then resummon with Neptune's effect to get an extra material for your link 4's
- I:P Masquerena
- Both of these are to be used as Avramax materials
- Can be pulled back with Pot to supplement Apollousa
- Link Spider & Imduk the World Chalice Dragon
- Used to replace Shines so that there's differently named monsters on board for link plays.
10 - Side Deck
It's 1 AM & I've written so much already, these are the cards I wanted to have, if you have something else, just do whatever feels right