Hi, Grayewick the Fusionist here, back not with a Fusion deck but instead cosplaying as Number 96 from Yu-Gi-Oh! ZEXAL. Anyway, here I am presenting you one of the most cheesy beatdown deck in existence, Dark Mist turbo.
Why play this deck?
Well, the main goal of this deck is to bring out either Number 96: Dark Mist or Number C96: Dark Storm, and I'd say it's pretty fun, and you got access to one of the strongest Rank-Up-Magic spells in the game which surprisingly is just a R rarity, Rank-Up-Magic Numeron Force, which is a Dark Ruler No More or more precisely Kali Yuga except just for any face-up cards, especially in a format where Metalfoes will be everywhere.
The Main Deck:
• The kitchen utensils (Knife, Fork, & Spoon) - Number 96's archetypal monsters, the Malicevorous. Have three of them in grip and you have a guaranteed Dark Mist. Have three of them and a Rank-Up-Magic and you have a guaranteed Dark Storm.
• The Live Twins (Ki-sikil & Lil-la) - Either of them is a guaranteed two Level 2 bodies on board. Have either of them and a Caligo Claw Crow in hand and you have a guaranteed Dark Mist.
• Caligo Claw Crow - A free body, provided that you have at least 1 DARK monster, but can only Special Summon itself once per turn this way.
• Crimson Resonator - Your crustiest Normal Summon. It's a Level 2 DARK Tuner, so I guess it works with Caligo Claw Crow. Gives you room to play Synchros, however much it matters.
• Giant Germ - Your floater. The worst thing you could do in a turn is to set this card and pass.
• The Rank-Up Spells (x3 Numeron Force & x2 Limited Barian's Force) - They're Rank-Up spells, the only one that we have access to that are generic, in fact. Limited Barian's Force is just your bare bones Rank-Up spell while Numeron Force, as for the reasons I have stated previously, is the best going second against an established board.
• Forbidden Chalice- Good against monsters with problematic effects.
• Dark Illusion - Greatest protection that we have access to, since most of our boss monsters are all DARK, and it's a Counter Trap, and we need to play as many protection as we can get since our boss monsters are pretty frail outside combat.
The Extra Deck:
Xyz monsters
• Number 96 (Dark Mist & Dark Storm) - Our main boss monsters. Although very fragile against card effects, I haven't seen anything in the N/R format that can trump this card in combat. Dark Storm is a bit sturdier, since it has an added protection of battle protection.
• Number 65 (Djinn Buster & King Overfiend) - Our second boss monsters. Djinn Buster has a quick play monster effect negation that also burns your opponent, while King Overfiend is a one-sided Skill Drain. That itself should speak volumes to this card's power in an extremely limited format like this.
• Number 43: Manipulator of Souls - If all else fails, and we need to stall, we could always summon this card that is indestructible by battle or card effects, provided that we equip a "Number" card to it by its effect, in which we will most likely do since all Xyz monsters that we have are "Number" monsters.
Synchro monsters
• Old Entity Hastorr - A generic 2300 ATK Level 4 WIND Synchro monster that's is a Fiendish Chain when sent to the GY as a monster, and a permanent Snatch Steal when removed while equipped to a monster.
• Underworld Fighter Balmung - A generic 2100 ATK Level 4 DARK Synchro monster that replaces itself upon getting destroyed by a card effect.
• Crystron Quandax - A generic Level 4 Synchro Tuner monster, whose purpose is only to Synchro climb with Iron Chain Dragon into Stardust Chronicle Spark Dragon in which if it wasn't obvious enough, clearly cope, but since we don't have anything else better to do anyway, why not?
• Iron Chain Dragon - A decent generic 2500 ATK Level 6 Synchro monster that mills the top 3 cards of your opponent's deck upon dealing battle damage.
• Stardust Chronicle Spark Dragon - Summon this if you want/can, but don't focus on it. It's just here because of big number and because you could make it when the situation allows you.
Honorable mentions
• Cherry Inmato - A Level 2 DARK Plant Tuner that floats upon getting destroyed by battle.
• Krebons - A Level 2 DARK Psychic Tuner that can just sit on the field and avoid battle destruction by paying 800 LP to negate an attack directed towards it.
• T.G. Metal Skeleton - A Level 2 DARK Zombie monster just here because it can Special Summon itself after a monster (in your possession, most likely) is destroyed by battle or an opponent's card effect.
• Blackwing - Gust the Backblast - A Level 2 DARK Winged Beast monster that can Special Summon itself if you control no other cards.
• Dark Rose Fairy - A Level 2 DARK Fairy monster that can Special Summon itself from your hand if a Tuner monster(s) is Special Summoned, and can recycle itself by sending a card from your hand to the GY.
• Doppelwarrior - A Level 2 DARK Warrior monster that can Special Summon itself from your hand if a monster(s) is Special Summoned from your GY.
• Spear Cretin - A Level 2 DARK Fiend monster that can set up an annoying battle phase loop where having access to at least 2 of these and 1 of them being in the GY is full "combo". After getting flipped, use its effect to Special Summon another Spear Cretin from your GY in face-down Defense Position. Its effect is not once per turn.
Final thoughts
I don't expect this to be a "top tier" deck, since it's not really the most versatile deck available for the N/R format, but I can see a potential with this deck alongside possibly having access to more control tools instead, and considering the other tools at its disposal. I'm definitely going to be testing more of this throughout the event, since there's a lot of other good extenders and/or starters that are rarity locked, like Ret-time Reviver Emit-ter. Overall, it is a one trick pony deck that aims to abuse a very powerful Rank-Up spell and punish your opponent for unnecessarily overextending. If you have any questions or thoughts, feel free to express them down in the comments and I'll respond to them as soon as I possibly can.
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