So, I saw this archetype and i fucking love it. It has a really cool goth aesthethic and i'm very m e n t a l l y i l l rn (more so than normal) so im fucking vibin with this archetype. Anyway here's a deck guide because I like these. This will prob be really obselete soon when more cards get revealed but whatever it's fucking cool. Tips appreciated because idk what i'm d- GOD DAMMIT EPSTIEN, I FUCKING TOLD YOU TH ERULES. YOU STAY IN THE GOD DAMN BASEMENT WHEN GUESTS ARE OVER
3x Tragedy- Tragedy is a great card, as it's basically a ROTA for the archetype once it's sent to the grave. This is an archetype designed with ditching cards to the grave in mind, as you can easily pitch it for a fusion, Super Poly cost, etc, meaning it's ROTA effect will go off easily and get your plays starting. ONce in the grave, it can be banished to recur a archetypal S/T back to the board, which is really nice for recovering lost cards on turn 2 to continue plays or manipulating the board state. You can only use one of these effects and once per turn, but it's still powerful. (all of the level 4 or lower Despian's have this hard once per turn, one effect per turn restriction so im only goingt o mention it here for the sake of simplictiy)
3x Comedy- Looking like me after a serious dip in my mental health, Comedy is a pretty solid card for the deck for protection. It discards itself when a archetypal card you control is targeted for an effect, avoiding various meta cards like Drident. If Comedy is in the grave, it can tribute a fusion to summon itself. It can get fusions in the grave for effects and get bodies on the board, which is nice, but this effect is a bit situational.
3x Albert- God, why did they fucking name it Albert? That sounds so stupid. Anyway, Albert is a solid card, as on summon, it fetches an archetypal S/T. This is really nice, as the archetype uses a lot of S/T and can use the S/T to field swarm and fuse. And, if a face up fusion leaves the field because of the opponent, Albert can special summon himself and Imperm an opponent's monster. Albert's all around really solid as a searcher and control card, aside from the shitty name.
2x Name I can't spell- With a name I can't spell, this monster is really cool but not a staple 3 of, due to it's high level. I play it at 2 since it's a high level, to avoid bricking. Since the deck can search and special a lot, it can still get this monster out easily with it at 2. Anyway, onto the effect: If a monster from the extra is summoned, it can Imperm a monstrer on the board. This effect is amazing for interrupting combos midway through. Additionally, this has a special summoning condition, as if it's sent to the grave or banished for a fusion, you can bring it back. Generally, solid main deck boss monster that can be a bit bricky. The only main flaws is that it's a bit bricky due to a high level and it has a hard once per turn on the Imperm effect.
3x Fallen of Albaz- My baby boy. I included a Albaz engine, because A) lore B) naming shit with some of the cards C) it can easily fuse into some of the Despia monsters with it's effect. It's effect is basically just a super poly on summon, so as long as you have the field set up, you can use it to go into the Despia fusions and clear the opponent's board. Additonally, he can be used for Stigmata of white.
3x Stigmata of White- Stigmata of White is a fusion spell for Albaz, allowing you to use materials from hand, field, and grave, which is amazing and helps a ton with getting multiple fusion bodies on the board. Additionally, if it was discareded for my baby boy, it can be reset to the board, which is amazing.
3x Theatre- Oh god, no. Not the fucking ABYSS ACTOR FLASHBACKS, AAAAAAAAAAAAAAAAAAAAAAAAAA-
Jeffery Epstien here. I'll be taking over while Amy is having a breakdown. Now what the hell is a yu gi oh card?
The field spell is the main archetypal fusion card, oddly enough. It allows you to fuse any level 8 or higher fusion, not an archetypal one, making this technically generic. This is great and means this archetype has engine potential. Anyway, it uses materials from hand and field, which is pretty standard. Additionally, if a non-fusion Fairy leaves the board because of the opponent, you can special summon a Fusion from your grave, making it hard for the opponent to clear your board. All around amazing card.
3x Curtain Rise- Curtain Rise is a E-tele for the archetype, allowing you to discard one to special summon a Despia from deck. while yes, this does also add a Despia to hand, you're never going to be searching, just summoning, to be honest. Anyway, the discard cost is surprisingly good in this deck, as it triggers Tragedy, a strong card you want in the grave. Additionally, if a fusion would be destroyed by a card effect, you can banish Curtain Rise from the grave instead. This is also an amazing effect, making it incredibly hard to kill your boss monsters, as a lot of current strong monsters like Big Tiddy Cow rely on popping.
3x Super Poly- Amy decided to include the Super Poly package in this deck, to take full advantage of the generic summoning conditions of the Albaz fusions and the Despian fusions. This helps a lot with wiping boards going second and controlling the board going first. Additionally, it's discard cost triggers Tragedy, and this alongside cards like Albaz and other fusion cards helps to get tons of bodies on board incredibly fast.
2x Poly- Poly is just here in order to generically fuse into the fusions, in cases where your hand may be more bricky or less useful. Poly can also be searched off of Fusion Recycling Plant, which is quite nice.
2x Fusion Recycling Plant- Plant is a pretty nice searcher, as it adds either Poly if you have a clogged up hand, or maybe Super (I am unsure of the rulings of that). Additionally, during the end phase, Recycling Plant can bounce back a used up fusion material from grave to hand, setting up turn 2 plays. Neither of these effects are hard once per turns either.
1x Terraforming- Terraforming has two targets, as if you already have Theatre, you can search Plant, and visa versa. Generally, terra is a versatile and useful card for the deck. It's also Ash bait.
1x One for One- One for One is a solid card for getting bodies on board, as Comedy and Tragedy are both level 1's. Due to this, you can use One for One to help swarm the field for plays. Additionally, One for One discards, meaning it can trigger Tragedy.
3x Judgement- Judgement is a solid card for the deck, as if you control a level 8 or higher fusion (which you should since the archetype centers around them), you can pop the opponent's board of monsters weaker than them. Use this when they're weak, or use this in tandem with Qua, and you have a Raigeki on the opponent's turn for no cost. Fucking solid. It also has the same recursion effect as White.
The solemns- I'll just group them together for simplicity. Since this is control focused, I tossed in 3 Strike and 2 Judgement to halt the opponent's plays. LP doesn't matter very much and these are solid cards. If you can find the space, I reccomend playing Trap Trick to search them out.
3x Proscsenium- The main boss monster, Proscenium is a big boy with 3200 attack. It also has generic fusion materials, only requiring a Despia and a light and a dark. This makes it a great Super Poly target, as Lights and Darks are the two most common attributes in the game. It's main effect is that, during the MP, it can either banish or steal a extra deck monster from the opponent's graveyard. This is absolutely amazing, as it can interrupt plays, and if you manage to out a powerful boss monster, you can steal it for yourself. Additionally, whenever Prosc destroys a monster by battle, it inflicts damage to the opponent equal to whichever stat of the destroyed montser is higher. This guy is an absolute fucking monster, in both art and effect, and I love him. I like how they didn't resort to just giving it a negate to make it good.
3x Qua- First off, Qua also has great materials, as they're generic. Qua only requires a Despia and a light or Dark, the most common attributes in the game, making it an amazing super poly target. Anyway, Qua allows you to change the attack of all face up monsters, except for level 8 or higher fusions (AKA itself), to 0. This allows you to wipe boards using Judgement, and help you beat over problem monsters. Additionally, since this is a quick effect, it can be a surprisingly good interruption against problem decks like Drytron, which use the attack of the Drytrons for a ritual summon. Additionally, if it leaves the field because of the opponent, it allows you to special summon a Despia or Fallen of Albaz from deck, which is also amazing, and sets up turn 2 plays if your opponent manages to break your board.
2x Brigrand- Brigrand is a great Albaz target, as your opponent will most likely have many higher leveled bodies on board, depending on the match up. You can easily summon Brigrand to wipe their board using Fallen of Albaz. Additionally, only Brigrand can be targeted for effects and it can't be destroyed by battle, making it a strong wall to protect your other monsters.
1x Albion- Albion is also generic, only requiring Albaz and a Light monster. Light is the second most popular attribute in the game, so. Anyway, on summon, albion lets you fusion summon a level 8 or lower fusion, by banishing fusion materials from your graveyard, hand, or field. This effect is amazing, and lets you get multiple bodies on board easily just off of on 1 Albaz.
1x Golden Lord- Super Poly go brrrr. Same goes for the rest of the fusions from here on out
Playing the deck is pretty easy. Going first, you normal Albert, search, fuse into huge fuckin monsters, and set a ton of backrow. Then you just beat the shit out of the opponent and move on with your day. I feel this deck has a ton of potential and is generally pretty powerful as a control deck. Have fun.