Agent Avramax Lock
Deck Primer
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)
The main purpose of this deck is to pump out 2 Mekk-Knight Crusadia Avramax that have used I:P Masquerena as material.
This section covers main deck finishers only
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.
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
- 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
- The Agent of Creation - Venus (CV)
- Normal Summon, then activate effect 3 times to pull all your Mystical Shine Balls (Shines) from your deck
- Can get stopped by Effect Veiler (EV), but you can continue playing if your opponent responds to this with Ash Blossom & Joyous Spring (Ash).
- Diviner of the Herald (Diviner)
- Normal Summon, use effect to send Trias Hierarchia from deck to grave, tribute Diviner with Trias to summon Trias, activate Diviner's effect when tributed to summon Buten from hand or Deck. Synchro for 10 w/ Buten & Trias to summon Master Flare Hyperion (MFH). Use MFH to send CV from deck to grave, then use MFH to summon your Shines
- If summoned via Saryuja Skull Dread's (SSD) effect, you can use MFH to pitch The Agent of Destruction - Venus (DV) to grave as a combo extension
- Ash & EV can both beat this, if attempting to start with this, pray that you have Crossout Designator in hand
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
- Can be used to find your combo starters using a few different chains:
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
- Barrier Statue of the Heavens/ Archlord Kristya
- Floodgates for the deck, both can be summoned via Celestial Knightlord Parshath (CKP)
- If you summon Barrier Statue after you have Avramax materials on board, you can summon this, then pull out Avramax
- Majesty Hyperion
- Can banish out your opponent's grave, or clean up your grave to work down to 4 fairies for Archlord Krisya
6 - Handtraps & Countermeasures
- Ash Blossom & Joyous Spring (Ash)
- You know her, you hate her
- Effect Veiler (EV)
- Covers monster based removal, or stunning out combos
- Instant Fusion
- Used to pull Millennium-Eyes Restrict which can prevent Ash or EV from bricking out your combo
- Crossout Designator
- Pick between Ash & EV & pray you guess right
- Called by the Grave
- Blocks out a handtrap while in hand
- If going 2nd, or don't need on turn 1, can be used to stop a grave effect of choice
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
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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