Suship is a casual-tier, R4NK XYZ deck that is cheap and fun to play, with many lines of play with a decent opening hand.
Essentially the aim is to go second and break the opponent's board with the many powerful blowout cards such as Raigeki and Harpie's Feather Duster, following up with a Suship board providing either a swift OTK or a close OTK with either a Zeus or negate+steal.
Main Deck Card Choices
- 3 of each Suship - 3 of all the Suship monsters allows max consistency.
- 3 Rescue Rabbit and 3 Unexpected Dai - act functionally as 6 extra copies of Rice Suship for bonus consistency, or for extending combos allowing multiple xyz plays.
- 3 Effect Veiler - bare minimum handtrap I used as a cheap version of Infinite Impermanence; feel free to replace with whatever handtrap you feel works best.
- 3 Alpha - breaks tough boards going second by skirting around protection effects. Also good at soaking up a negate so you can make Suship plays.
- 3 Parallel EXeed - very good card to use for extending further with XYZ plays or as link fodder. You usually summon this off of a spare Rice Suship linked into a Link Spider.
- 3 Suship Field Spell, 1 Suship Trap - I feel this ratio works nicely as you will hit the field spell a lot when drawing allowing extended plays, and the trap card is searchable afterwards for recycling and setting up for a turn 4. The duels usually don't last long enough for more than 1 of the trap to resolve and so I don't feel another is necessary.
- 2 Desires, 1 Upstart - 2 Desires so you see it but don't draw it enough to banish everything: banishing any number of Rice Suship is devastating as there is no in-engine way to recur them. Upstart for 39 card deck consistency, the extra LP should not be a problem with the damage you can output.
- 1 Monster reborn - it's useful sometimes, whether it's used for stealing a dragoon or recycling a Suship.
- Blowouts: 3 Dark Ruler, HFD, Raigeki [Optionally you can run 3 Dark Hole if you don't mind cutting Veiler, or even adding 3 Lightning Storm over Alpha or the field spell] - break boards, win games.
Extra Deck Card Choices
- 2 of each Suship XYZ - these will never be summoned more than twice.
- 2 Zeus - broken card, clears the field of anything you can't out, turns a dead Suship XYZ after the battle phase into a powerful interruption. Unlikely more than 2 will come up.
- Number F0 - Utopic Future and Number F0 - Utopic Future Dragon - mostly used as a turn 1 play if you are made to go first as a way to set up an interruption with protection. Negates and steals a monster with no downsides up to 3 times (OPT). Can be used instead of Zeus as an option in Main Phase 2 if you don't want to wipe your field.
- Link Spider - Rice Suship --> Link Spider --> 2 Parallel EXceed
- I:P Masquerena and Knightmare Unicorn - standard 3 card interruption engine if you have nothing else; simply end on I:P and a monster then you can quick effect bounce to interrupt an opponent's play, which can sometimes end their turn.
- Infinitrack Fortress Megaclops - many decks just cannot out this card and its powerful, annoying effect. A 3rd option to end a board on after dealing damage.
- Underworld Goddess of the Closed World - very nice removal card that Suship can easily make with their strong swarming game. It can sometimes win games on its own, but it is very situational so feel free to replace with an Apollousa or something.
For the side deck, consider kaijus as they can out anything your Suships or spells can't. Floodgates like Anti-Spell Fragrance, Imperial Order, etc work nicely too as the deck isn't too reliant on spells past its own turn. Floodgates are especially nice to replace the destruction staples/Dark Ruler if your opponent makes you go first. Overall though it is best to prepare your own sidedeck tailored to your own need with the deck and your local meta.
As for lines of play, the basic plays are very simple and can be figured out in a few test hands. The goal of the deck is to make the Suship XYZ monsters with Rice Suship and the respective topping Suship as materials for maximum advantage. Ending on the Rank 5 Suship, the Icefish XYZ Suship, and Zeus would be an optimal end board for example. There are some small pieces of knowledge that are harder to work out which I will list below:
- Urchin Suship can shuffle Spells and Traps to summon itself, which can be used to get it out and put a dead field spell back in the deck.
- Try not to end your board with the Roe Suship XYZ (the red one) as it has no useful effects on your opponents turn, while the Icefish XYZ offers destruction protection and an attack buff.
- Multiple Icefish XYZ' buff effects stack , which can provide your field with a much larger OTK potential.
- Urchin Suship can target itself.
- Pot of Desires is very risky in this deck - don't use it unless you really need the extra cards as you risk making your deck unplayable.
- Likewise, Dark Ruler No More, while helping you establish a board, stops you from dealing damage and actually winning, which Suships need to do as fast as possible before they get crushed by a higher tier deck. So while it is nice to negate a field, try to use it as a last resort in this deck. Alpha can bait out negates at a much lower cost.
Thank you for reading and I hope you will enjoy the unique and fun style of gameplay Suship offers!