The new Mysterune deck has some interesting strategies. Where attacking your opponent to reduce their life points to 0 is made out of the question by almost all of the cards in the new and upcoming archetype, the interesting field spell that allows you to draw 3 multiple times in one turn (and not just on your turn) still seems more than alluring.
The deck focuses around banishing the top card(s) of your opponent's deck by activating a series of quick-play spell cards with considerably powerful effects including searching any Mysterune card; negating an opponent's monster's effects; discarding a random card from the opponent's hand when they add a card from their deck to their hand, and destroying a monster or spell/trap. Additionally, these effects all include an effect to banish a number of cards (ranging from 1-4) from the top of the opponent's deck. Each of these quick-play spell cards also has the option to instead summon a Mysterune monster from the extra deck to the extra monster zone. More on this later.
To facilitate the continued activation of these quick-play spell cards, their field spell, Spring of the Mysterune, allows you to activate Mysterune quick-play spell cards from your hand during your opponent's turn. Furthermore, the field spell has a soft once-per-turn effect if you activate a Mysterune quick-play spell card that targets 3 Mysterune quick-play spell cards, puts them on the bottom of the deck, then lets you draw 3 cards. This is most useful during your opponent's turn as you can draw more quick-play spell cards to use in that same turn and disrupt your opponent even further.
As for the monsters you can summon, Geri, Fangs of the Mysterune allows you to add any non-quick-play Mysterune spell card from your GY to your hand, which can enable multiple activations of the draw effect of Spring of the Mysterune in one turn. Muninn, Wings of theMysterune, the other monster you can summon, allows you to search any Mysterune continuous spell card from your deck to your hand by discarding one card – however, there is only one card that meets these conditions. Deceit of the Mysterune, the card in question, will banish a card from the top of an opponent's deck each time any quick-play spell card is activated, even if it doesn't resolve (but not if the activation is negated).
Other engines to facilitate the strategy are the Magicians' Souls engine, which can provide turn-after-turn advantage off of used spell cards such as Spring of the Mysterune after using its draw effect or duplicate copies of quick-play spell cards to send back to the deck for more draws. Magicians' Souls can also be used to summon Linkuriboh for battle protection or Relinquished Anima for monster removal (including your own Linkuriboh to clear the extra monster zone for a Mysterune monster) via equipping as a spell that can then be used with another copy of Magicians' Souls to draw more cards. Lastly, since both Magicians' Souls and Geri, Fangs of the Mysterune are DARK monsters, they can be used to summon Beat Cop from the Underworld, which can then tribute itself to clear the extra monster zone for another Mysterune monster – with the added bonus of protecting another card on the field.
To utilise your normal summon, Royal Magical Library and Planet Pathfinder also bolster the strategy by providing card advantage and consistency respectively all while enabling the summon of rank 4 XYZ monsters such as Daigusto Emeral with Geri, Fangs of the Mysterune to clear the extra monster zone for more summons, recycle used Mysterune monsters, and provide card advantage. Soul Absorption might seem like a gimmicky, 'win more' card, however, in this strategy you rely on drawing cards you can use immediately or during your opponent's turn, which doesn't always happen. If you have a single copy of Soul Absorption on your side of the field, you can gain over 10,000 LP in a single turn, ensuring that if you run out of 'juice' you know that you are very unlikely to run out of LP for at least a couple of turns.
Other tech options include:
Instant fusion – This allows you to summon any of your Mysteune monsters to a normal monster zone virtually for free. If you summon Geri, Fangs of the Mysterune, the monster will not be destroyed in the end phase due to its on-field effect.
UpstartGoblin– In this deck, consistency is everything. Besides, you don't care about your opponent's LP.
One Day of Peace– This kind of ticks 3 boxes in one go: You have more consistency, you are guaranteed another turn (everything in this deck), and your opponent is one card closer to decking out. If you're lucky, you can use this card to trigger Mysterune of Dispel and discard a random card from your opponent's hand.
Card Destruction– As mentioned before, sometimes you run out of 'juice' and don't have any more cards you could play. This card can come in handy when you're in a tight spot and of course, it furthers your journey to decking out your opponent.
This strategy does suffer from consistency issues of course. Even if you are playing 10 copies of Spring of the Mysterune (3x the field spell, 3x Point of the Mysterune, 3x Planet Pathfinder, and 1x Terraforming), you will not always have access to it, in which case you very quickly run out of things you can do and become a sitting duck. The fact that all of the quick-play spell cards in the strategy are hard once-per-turn effects regardless of which effect you choose (their monster summoning effect or their deck banishing effect) means that drawing multiple copies of some cards (or of cards you have already used that turn) could result in dead cards, giving your opponent the opportunity to shut down your strategy.
Once you get your engine going, however, not much can really stop you. You can go a few turns and then run out of things to do, but when you pass to your opponent, they can have two-thirds of their deck banished that often include crucial cards for their strategy, preventing them from breaking your 'board'. Sometimes I forget to check how many cards are left in my opponent's deck and I realise that I've accidentally won while trying to set up for the next turn. You will consistently draw into whatever other tech cards & engines you add to this strategy since the Mysterune quick-play spells cards are always sent to the bottom of the deck; I feel that there are a few ways to take advantage of this – I even tried splashing the Invoked engine in with this deck but I am not good at that strategy so I couldn't make it work.
I hope that Konami releases more support for this new archetype in the future as it has huge potential – maybe a Mysterune quick-play spell version of D.D. Crow. I also hope that you enjoy testing out this deck and experimenting with different styles of play.
This post was made on 25/02/2022, some TCG card names may be outdated.
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