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[RespectYGO] Which “K9” Strategy Should You Explore This Format?
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[RespectYGO] Which “K9” Strategy Should You Explore This Format?
Which “K9” Strategy Should You Explore This Format? Justice Hunters just dropped in the Asian English (AE) format, bringing the K9s—a squad of meta-warping police monsters ready to patrol the field. This deep dive will show you which K9 strategies are making waves, why each hybrid works, and how you can join the badge-wearing pack right now. Introduction The K9 archetype is one of three new themes introduced in Deck Build Pack: Justice Hunters, alongside Dracotail and Yummy. Released for the Asian English format on August 16, 2025, the set offers duelists everything needed to build competitively with the new archetypes straight from booster packs. K9 stands out for its police-dog motif and hard-hitting gameplay centered on Rank 5 XYZ summons—often on both players' turns. Core K9 cards such as K9-17 Izuna, K9-66a Jokul, K9-66b Lantern, and K9-ØØ Lupis, as well as a suite of powerful Rank 5 XYZ monsters (notably K9-17 "Ripper", K9-ØØ "Hound", and K9-X "Werewolf" for higher ranks), form the backbone of the strategy. The deck’s most fundamental trait is that nearly all main deck monsters are Level 5, granting access to a robust Rank 5 XYZ toolbox. The archetype’s spells and trap—like "A Case for K9," K9-LC Release Restraint, K9-X Forced Release, and K9 EW Special Release Experiment—provide searching, recursion, and avenues for surprise disruption at speed. They offer the essential glue and extension that keeps the deck’s engine running in grindy matchups and multi-turn scenarios. Each of these cards is designed to operate both alone and in multi-card combos, giving K9 flexibility as either a full archetype build or as an engine splashed into various competitive decks. 🔗 View all “K9” cards here.   Strategy Breakdown With the K9 engine so notably splashable and robust, it’s no surprise that deck builders in the AE format have rapidly experimented with a variety of hybrids and pure builds. Below, we break down the leading ways to deploy K9s—evaluating each strategy’s strengths, matchups, and tech compatibility in the new meta. 1. Vanquish Soul K9 – The Top Contender Vanquish Soul K9 is the consensus ‘must-try’ for anyone looking to take full advantage of K9’s disruption capabilities in high-stakes tournaments. This hybrid owes its power not only to raw synergy—both archetypes boast easy access to Level 5 monsters and predictable graveyard shenanigans—but also to a load-bearing card: Vanquish Soul Hollie Sue, whose interactions with the K9 engine allow for optimal board setups and extension into devastating end board interruptions. Sample Deck Build: 2. K9 Crystron – Consistent, Resilient, and Flexible K9 Crystron is an engine hybrid that leverages both archetypes’ affinity for Level 5 monsters, resulting in a midrange combo deck focused on grindgame resilience, recursion, and an impressive ability to recover from disruption. Crystron was previously considered a “mid-tier” archetype in the AE scene, but the Justice Hunters release has vaulted K9 Crystron to near the top of the meta pile. Sample Deck Build: 3. K9 Cyber Dragon – Power, Lockdown, and Machine Synergy K9 Cyber Dragon takes two of the game’s best-known Level 5 engines and forges an aggressive build focused on Rank 5 spam, OTK potential, and machine-flooding for omninegates and board breaks. Tournament builds and high-ladder decklists now routinely feature K9s splashed into the Cyber Dragon shell, especially given the synergy with Cyber Dragon Infinity, Chimeratech lines, and new K9 spells/traps for recursion and removal. Sample Deck Build: 4. K9 Artmage – Utility, Adaptation, and Creative Lines K9 Artmage isn’t as ubiquitous as the above hybrids, but it’s swiftly gaining traction for duelists who crave adaptive utility, creative combo potential, and a distinctive deckbuilding challenge. This pairing merges the versatile “Artmage” package (noted for resource cycling, field adaptability, and pseudo-searchers) with K9’s explosive extension and hard removal power. Sample Deck Build: 5. K9 Pure – For the Archetype Aficionados Pure builds max out on all four of the main deck K9s (3x Izuna, Jokul, Lantern, and Lupis), alongside a full set of "A Case for K9," consistency spells like Chaotic Elements and Called by the Grave, and staple hand traps (Ash, Veiler, Droll). Pure K9’s greatest asset is streamlined combo lines, where you almost always “see engine” in every hand. Sample Deck Build Where to get your K9 singles/deck core? The fastest way to jump into K9 right now is via the K9 Core set available at TCG-Corner. As of this writing, the K9 Core set includes 3x all of the main and Extra Deck K9 monsters, plus spell/traps for a complete engine, and is distributed in Asian English for legal tournament.   Summary Justice Hunters was built to shake up the AE scene—and the deck’s early results at major events are proof that K9 is a force to be reckoned with. If you’ve ever dreamed of patrolling the game state, locking down combos, and letting your “police dog” instincts take over—now’s your chance. Ready to get started? The K9 core set is available now at TCG-corner and you can also check the available singles in Deck Build Pack: Justice Hunters, letting you grab everything you need to build and upgrade right out of the box. This has been ArcKnight of RespectYGO. Happy Dueling.
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[RespectYGO] Why Choosing “Yummy” is the Sweetest Competitive Call This Asian English Format
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[RespectYGO] Why Choosing “Yummy” is the Sweetest Competitive Call This Asian English Format
Why Choosing “Yummy” is the Sweetest Competitive Call This Asian English Format Sweet, small, and deceptively savage — the Yummy archetype has arrived to prove that cute can absolutely crush. With lightning-fast swarms, cheeky disruption, and combo lines that snowball out of nowhere, this deck hits like a sugar rush your opponent can’t shake. Ready to turn a candy-coated theme into a meta-level win machine? Introduction Fresh from Deck Build Pack: Justice Hunters (Asian English), Yummy is a Light Beast strategy that thrives on Level 1 swarming, Link-1 climbing, and Level 2 Synchro plays that flip the tempo in an instant. Don’t let the artwork fool you — this deck is a legit contender in the current format, capable of overwhelming boards before your opponent can breathe. If you’re the kind of duelist who lives for: Flexible combo routes that adapt mid-game OTK potential that punishes a single misplay Resource loops that keep your pressure maxed for turns on end …then Yummy isn’t just a deck choice — it’s your next competitive weapon.   Archetype Card Highlights Let’s discuss the new “Yummy” cards: Cupsy Yummy An extender and the best in-archetype starter. It searches the entire archetype when summoned which is crucial in your combo lines. Run 3 copies. Cooky Yummy Another extender and card removal. It also helps in potentially lowering your opponent monster’s ATK. Run 2-3 copies. Lollipo Yummy Yet another extender and a way for you to manipulate the opponent’s graveyard resources. Run 1-3 copies depending if it’s post DBJH or post DOOD format. Yummy Snatchy The lone link 1 monster of Yummy that searches your powerful Yummy field spells. This link 1 help facilitates your Synchro summons on yours or opponent’s turn. Run 3 copies. Cupsy Yummy Way All Yummy synchro can treat a Link 1 monster as a level 1 tuner to facilitate their synchro summon. This Synchro monster helps dig your Yummy monsters from your deck as well as revive up to two Yummy monsters from your GY as a reaction to any of your opponent’s card or effects! Run 1-2 copies as it basically recycles itself back to your Extra Deck.   Lollipo Yummy Way Like Cupsy Yummy way, it also has the same summoning perk and a way to revive Yummy monsters. When synchro summoned, it lets you special summon two Yummy monsters from your GY to allow you to extend your plays to bring our powerful generic synchro such as Herald of Arc Light and Martial Metal Marcher. Run 1 copy. Cooky Yummy Way It’s the main defensive synchro play of Yummy. Run 1-2 copies.   Yummyusment Mignon This field spell helps with synchro summons as it provides another Yummy body once per turn for as long as you control a link 1 monster. It also provides a great 500 ATK boost for every LIGHT Beast monster on the field which preps you for a potential OTK. Run 1 copy. Yummyusment Acroquey This field spell provides another way to remove an opponent’s card as well as a well as a way to bring a new Yummy monster from your Deck when a face-up monster (s) you control is remove from the field. Both field spells of Yummy can place themselve (s) in the bottom of your deck by placing 2 Yummy monsters in your GY or banishment to the bottom of your deck as well in any order. Run 1 copy. Yummy Surprise An extender, a removal, and a recursor – all in one! This is one of your main searches for Cupsy Yummy to provide additional interruption to your end board or a way to make a comeback in case your end board fails. Run 1-3 copies.   Yummy Redemption The lone trap card of the theme. This provides another way to interrupt by switching your Yummy monster with one of your opponent’s monster on the field. However, Yummy Surprise already covers the interruption part while doubling as an extender though this might still be a good tech choice. Run 0-1 copy.   Honorable “Yummy” cards Below are some of the cards that you might want to include to power-up your Yummy deck: Obedience Schooled – Special Summons 3 of your Yummy monsters from your Deck at cost of being locked to Beast monsters. Piri Reis Map – A generic searcher for Cupsy Yummy by paying half of your LP. Herald of Arc Light – A generic level 4 synchro that negates any card or effects and provide a floodgate banishing for hand or deck. Martial Metal Marcher – One of your gateway to bring out Herald of Arc Light or higher level synchro monsters. 🍭 View all Asian English single cards here.   Sample Decklist Here’s a sample Yummy decklist for Asian English.   What’s Next for “Yummy”? The sugar rush isn’t even close to over — DOOM OF DIMENSIONS is set to bring two brand-new Yummy cards that crank up both consistency and disruption.  Translation? The ceiling gets higher, and the grind game gets nastier.   If you want to be ahead of the curve: Lock in your Yummy core now — prices always spike before a confirmed boost. Test flex slots early so you know your 40 before the meta adjusts. You can secure Yummy right now on TCG-corner, and with the Yummy Deck Core already available, you’ll have everything you need to start cooking up wins from the very first shuffle. This has been ArcKnight of RespectYGO. Happy Dueling 🎯
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[RespectYGO] Asian English Products Explained: What Should You Buy?
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[RespectYGO] Asian English Products Explained: What Should You Buy?
Asian English Products Explained: What Should You Buy? If you’ve ever browsed Asian English products on the website and wondered, “What’s the difference between all these boxes?”—you’re not alone. The Asian English (AE) format offers a unique blend of OCG-style printing with TCG-friendly card pools, but the product types can be confusing. Whether you're a new duelist or a seasoned collector, this guide breaks down the AE product lineup and helps you decide what’s worth picking up. 📦 Types of Asian English Products & Why You Should Buy Them 1. Main Booster Pac What it is: The flagship set introducing new archetypes, support for older decks, and meta-relevant staples. Why buy: Great for competitive players and collectors. Includes 120 cards—40 more than its OCG counterpart—thanks to AE-exclusive reprints.   2. Creation Pack What it is: A curated set of imports from OCG/TCG, printed in AE for the first time. Why buy: Perfect for AE players looking to build decks with previously unavailable cards. Often complements the next main booster release.   3. Deck Build Pack What it is: A themed set introducing three new archetypes, often playable straight out of the box. Why buy: Ideal for players who want to jump into a fresh strategy without hunting for staples—most reprints are included.   4. Duel Ignition / Tactical Try Deck What it is: Budget-friendly preconstructed decks with multiple copies of key cards. Why buy: Best for beginners or anyone needing staple cards fast. Ready to play right after purchase. Very affordable!   5. Structure Deck What it is: Preconstructed decks that shine when bought in multiples (usually 2–3). Includes a Power-Up Pack with upgraded rarities. Why buy: Great for building a solid deck foundation with boosted foils and synergy out of the box.   6. Special Packs (Selection Pack, Rarity Collection, Essential Selection 01) What it is: Premium boxes with flashy rarities and high-value reprints. Why buy: Ideal for collectors and competitive players looking for blinged-out staples or support for existing decks. 🔗 Want to see what’s currently available? Check out the latest AE products and updates at TCG-Corner—your go-to hub for Asian English releases, deck ideas, and more. Summary Asian English products offer a rich variety of options—from budget decks to premium reprint sets—all printed with the crisp quality of OCG stock. Whether you're building a deck, hunting for staples, or just want to experience Yu-Gi-Oh! in a unique format, AE has something for you. This has been ArcKnight of RespectYGO. Happy Dueling!
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[RespectYGO] Let’s Explore the “Doom-Z” Archetype from DOOM OF DIMENSIONS!
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[RespectYGO] Let’s Explore the “Doom-Z” Archetype from DOOM OF DIMENSIONS!
Let’s Explore the “Doom-Z” Archetype from DOOM OF DIMENSIONS! The latest expansion, DOOM OF DIMENSIONS, introduces the Doom-Z archetype—a game-changer for duelists seeking to dominate the field with strategic precision and overwhelming power. What makes this deck worth building? Let's find out! Introducing the Doom-Z Cards Each Doom-Z card brings unique strengths to the table, making them essential components of a winning strategy. Let’s discuss each of them below: Doom-Z Zero – Drastia DOOD-JP008 Doom-Z Zero – DrastiaLevel 8 DARK Dragon Effect MonsterATK 2400DEF 1500You can only use the (1)st and (2)nd effect of this card’s name each once per turn.(1) You can target 1 “Doom-Z” card you control; destroy it, and if you do, Special Summon this card from your hand, then you can equip 1 Equip Spell from your Deck to it.(2) While this card is equipped with an Equip Card (Quick Effect): You can Special Summon 1 WIND Machine Xyz Monster from your Extra Deck with a Rank equal to this card’s Level (this is treated as an Xyz Summon), and if you do, attach this card and all cards equipped to it to that monster. ===  A Level 8 DARK Dragon that can equip spells directly from the deck and summon WIND Machine Xyz monsters for explosive plays. Its ability to set up powerful combos makes it a cornerstone for aggressive strategies.   Doom-Z Five – Amalthe DOOD-JP009 Doom-Z Five – AmaltheDARK Dragon / EffectLV4 1600/1200You can only use the 1st and 2nd effect of this card’s name each once per turn.(1) If this card is Normal or Special Summoned, or destroyed by card effect: You can add 1 “Doom-Z” monster from your Deck to your hand, except “Doom-Z Five – Amalthe”.(2) While this card is equipped with an Equip Card (Quick Effect): You can Special Summon 1 WIND Machine Xyz Monster from your Extra Deck with a Rank equal to this card’s Level (this is treated as an Xyz Summon), and if you do, attach this card and all cards equipped to it to that monster. === A DARK Dragon that searches for Doom-Z monsters and facilitates Xyz Summons with its equip effects. Its consistency and versatility make it a must-have for any Doom-Z deck.   Doom-Z Seven – Elara DOOD-JP010 Doom-Z Seven – ElaraLevel 4 DARK Dragon Effect MonsterATK 1400DEF 1200You can only use the (1)st and (2)nd effect of this card’s name each once per turn.(1) If this card is Normal or Special Summoned, or destroyed by card effect: You can Set 1 “Doom-Z” Spell/Trap from your Deck.(2) While this card is equipped with an Equip Card (Quick Effect): You can Special Summon 1 WIND Machine Xyz Monster from your Extra Deck with a Rank equal to this card’s Level (this is treated as an Xyz Summon), and if you do, attach this card and all cards equipped to it to that monster. === A DARK Dragon that sets Doom-Z Spells/Traps from the deck and enables Xyz Summons with its equip effects. Its utility in setting up your board makes it an invaluable support card. Power Patron Machine Doom-Z DOOD-JP011 Power Patron Machine Doom-ZWIND Machine / EffectLV1 300/200You can only use the 2nd and 3rd effect of this card’s name each once per turn.(1) You cannot Special Summon from the Extra Deck, except Xyz Monsters.(2) You can target 1 other Effect Monster you control; Special Summon from your Extra Deck, 1 “Doom-Z” Xyz Monster or “Jupiter the Power Patron of Destruction” with a Rank equal to the Level of that monster you control, by using it as material (this is treated as an Xyz Summon), and if you do, equip this card you control to it.(3) If this card is destroyed: You can add 1 “Doom-Z” card from your Deck to your hand. === A WIND Machine that specializes in Xyz Summons and equips itself to monsters for added utility. Its ability to streamline Xyz plays makes it a key enabler for the archetype.   Jupiter the Power Patron of Destruction    DOOD-JP044  Jupiter the Power Patron of DestructionRank 10 WIND Machine Xyz Effect MonsterATK 3500DEF 2500Materials: 3 Level 10 monstersOnce per turn, you can also Xyz Summon “Jupiter the Power Patron of Destruction” by using a monster you control equipped with 3 or more Equip Cards (transfer its materials to this card).(1) If this card is Xyz Summoned: You can equip any number of appropriate Equip Spells from your GY to it.(2) Gains 3000 ATK while it has an Xyz Monster as material.(3) Once per turn: You can detach 1 material from this card; Special Summon 1 “Doom-Z” monster from your GY, then you can destroy 1 card on the field.  === A Rank 10 WIND Machine Xyz monster with immense power, capable of equipping multiple spells and summoning Doom-Z monsters. Its sheer strength and board presence can turn the tide of any duel.   Doom-Z End – Drastrius Rank 8 WIND Machine Xyz Effect MonsterATK 2700DEF 1500Materials: 3 Level 8 monstersYou can only use the (1)st and (3)rd effect of this card’s name each once per turn.(1) if this card is Xyz Summoned: You can equip 1 other face-up monster on the field to it.(2) The first time this card would be destroyed by battle or card effect each turn, it is not destroyed.(3) When your opponent activates a monster effect on the field or in the GY (Quick Effect): You can detach 1 material from this card; negate that effect, then you can equip 1 face-up monster your opponent controls to this card. === A Rank 8 WIND Machine Xyz monster that negates opponent effects and equips monsters for control. Its disruption capabilities make it a formidable defensive option.   Doom-Z Break Diaktoros DOOD-JP046 Doom-Z Break Diactorus Rank 4 WIND Machine Xyz Effect MonsterATK 2400DEF 0Materials: 2 Level 4 monstersYou can only use the (1)st and (2)nd effect of this card’s name each once per turn.(1) If this card is Special Summoned: You can destroy 1 “Doom-Z” card in your hand or face-up field, then you can destroy 1 monster on the field.(2) If this card is destroyed by battle or card effect while it has a “Doom-Z” monster or “Medius the Pure” as material: You can add to your hand, or send to the GY, 1 Equip Spell from your Deck. === A Rank 4 WIND Machine Xyz monster that destroys cards and retrieves Equip Spells for strategic advantage. Its ability to generate value while clearing threats makes it a versatile choice.   Doom-Z Raider DOOD-JP057 Doom-Z RaiderContinuous Spell CardYou can only use 1 of the (1)st and (2)nd effect of this card’s name per turn, only once that turn.(1) During your Main Phase: You can destroy 1 other “Doom-Z” card in your hand or face-up field, then add to your hand, or Special Summon, 1 “Doom-Z” monster from your Deck, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Xyz Monsters.(2) If this card is destroyed by card effect: You can target 1 face-up monster on the field; destroy it. === A Continuous Spell that adds or summons Doom-Z monsters while restricting Extra Deck summons to Xyz monsters. Its role in maintaining tempo and consistency is crucial for the archetype.   Doom-Z Command “D.O.O.M.D.U.R.G” DOOD-JP058 Doom-Z Command “D.O.O.M.D.U.R.G”Equip Spell Card(1) Once per turn, during the Standby Phase: Inflict 500 damage to the equipped monster’s controller.(2) A “Doom-Z” monster equipped with this card, or a WIND Machine Xyz Monster that has it as material, gains these effects.● Your opponent cannot target this card with card effects.● Once per turn (Quick Effect): You can destroy 1 other face-up card you control, also, until the end of this turn, this card gains ATK equal to its own Level/Rank x 100, it can attack directly, also if it battles, destroy it at the end of a Damage Step. === An Equip Spell that boosts attack, enables direct attacks, and provides protection from targeting effects. Its offensive and defensive utility makes it a staple for your Doom-Z deck.   Doom-Z Destruction DOOD-JP074 Doom-Z DestructionNormal Trap CardYou can only use the (1)st and (2)nd effect of this card’s name each once per turn.(1) Target 1 “Doom-Z” Xyz Monster you control; equip this card to it as an Equip Card with this effect.● Your opponent cannot add cards from the Deck to the hand, except by drawing them.(2) If this card is destroyed by card effect: You can target 1 face-up monster on the field; equip 1 “Doom-Z” monster from your Deck to it. === A Normal Trap that equips to Doom-Z Xyz monsters, preventing opponent searches and equipping Doom-Z monsters from the deck. Its ability to disrupt opponents while enhancing your own plays is invaluable.   Medius the Pure One of your best starters from DUELIST ADVANCE booster pack as it can fetch the new Power Patron Machine Doom-Z and is an honorary Doom-Z card in my opinion. Adding this card will increase your deck’s consistency and grind as it could also revive itself from the Gy at a cost of shuffling 1 monster from your hand or face-up on the field into the Deck.   Final Thoughts The Doom-Z archetype is a standout addition to the game, offering a unique blend of strategy, power, and versatility. Its innovative mechanics and ability to adapt to various playstyles make it a must-have for duelists aiming to elevate their game.  Take a closer look at this archetype and see how it can transform your deck-building strategies. With its potential to disrupt opponents and create dynamic plays, Doom-Z is more than just a deck—it's a game-changer. If you’re interested in building Doom-Z, be sure to check our website, TCG-corner. This has been ArcKnight of RespectYGO. Happy Dueling!
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[RespectYGO] Here’s what changed for “Lunalight” in DUELIST ADVANCE| New Card Discussion
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[RespectYGO] Here’s what changed for “Lunalight” in DUELIST ADVANCE| New Card Discussion
Here’s what changed for “Lunalight” in DUELIST ADVANCE| New Card Discussion Lunalight just got a serious upgrade in Duelist Advance, and it’s not just hype — it’s legit. With new cards that boost consistency, add disruption, and bring boss monsters that actually stick, this archetype is finally ready to shine again. Here’s what we think about the new Lunalight cards — and why they matter. What changed in “Lunalight”? The new support in Duelist Advance definitely flipped the script. The new support is clean, consistent, and fun to pilot. You’ve got better starters, real disruption, boss monsters that demand respect, and plays that don’t fold to a single negate. It’s aggressive without being reckless, flashy without falling apart — and yes, it still OTKs if you want it to. Whether you’re a returning fan or just looking for something fresh that hits hard, this new Lunalight lineup brings serious heat. New Card Discussion Let’s discuss the new cards from DUELIST ADVANCE. Lunalight Silver Hound Summons a Lunalight from deck when sent to the GY, but locks you into Lunalight Extra Deck monsters. Its Quick Effect lets you banish itself and a Fusion to negate a Spell/Trap — finally, some real disruption. Lunalight Gold Leo Your new go-to starter. Searches any Lunalight monster and discards a card on summon — perfect for triggering graveyard effects. It also recovers a Lunalight when one hits the GY, keeping your plays alive longer. Lunalight Perfume Dancer Mid-game utility. Searches Luna Light Perfume, bounces a Lunalight to summon another, and weakens opponent monsters from the GY. Great for looping and board control. Lunalight Liger Dancer The new boss. Unaffected by non-Lunalight effects, double attacks, and a Quick Effect that wipes all Special Summoned monsters by sending a Lunalight from Extra Deck to GY. It’s a win condition with teeth. Lunalight Masquerade Continuous Spell that sets up graveyard plays and fusion consistency. Sends a Lunalight from deck to GY, recycles Polymerization, and lets you banish monsters from GY as fusion materials. It’s subtle but powerful. Reasons Lunalight Is a Strong Pick Right Now 1. It’s way more consistent now thanks to new support like Gold Leo and Masquerade, Lunalight doesn’t need risky side engines to get going. You get smoother combos and cleaner openings without weird bricks. 2. It finally has disruption Silver Hound brings something the deck always missed — real interaction. That spell/trap negate mid-combo? It catches people off guard and gives you some breathing room. 3. The grind game is real. Before, a single negate could end your turn. Now, with Perfume Dancer and Marten loops, you’ve got ways to rebuild, recycle, and keep swinging even after setbacks. 4. It’s already making top cuts Lunalight has quietly placed in recent OCG tournaments. It’s not Tier 1, but clearly strong enough to go the distance in the right hands. That says a lot about how far it’s come. 5. It’s flashy and flexible You still get the double attacks and dramatic plays Lunalight is known for. But now there’s structure and sequencing underneath the style — it’s fun to play and tough to shut down. Where to get the other “Lunalight” cards? Asian English gave us Creation Pack 08 which included the classic Lunalight cards you need to include in your new and improved Lunalight deck. Check this link to find out more. Summary Lunalight’s new support from Duelist Advance isn’t just a nostalgic boost — it’s a strategic upgrade. With stronger starters, real disruption, and better recovery tools, the deck now plays with confidence and flexibility. It’s already making top cuts in both OCG and TCG events, proving it’s more than just a flashy rogue pick. Lunalight offers a rewarding playstyle that blends explosive combos with real staying power — a solid choice for duelists looking to stand out. And for those waiting on the Asian English release, the timing lines up perfectly. Duelist Advance officially drops this Saturday, July 19, 2025, at TCG-corner. This has been ArcKnight. Happy Dueling! 🌙  
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One Piece Card Game: Diving Deep into Premium Booster PRB02 (Japanese Version)
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One Piece Card Game: Diving Deep into Premium Booster PRB02 (Japanese Version)
One Piece Card Game: Diving Deep into Premium Booster PRB02 (Japanese Version) Ahoy, fellow pirates and card game enthusiasts! The highly anticipated Premium Booster -ONE PIECE CARD THE BEST Vol.2- [PRB-02] is setting sail, and it's packed with treasures for every One Piece Card Game player. As a Japanese version release, PRB-02 promises to shake up the meta and delight collectors with its unique offerings. Let's hoist the sails and explore what makes this booster set a must-have! Prb02 Preorder Now  ## What's Inside the Treasure Chest? A Look at PRB02's Contents Released on July 26, 2025, the Premium Booster PRB-02 is designed to be a powerhouse for both new and veteran players. Each pack, contains 10 cards, with a total of 179 unique card types plus an additional 30 types of special DON!! Cards. What's more, every single pack guarantees an SR (Super Rare) or higher rarity card, making each opening an exciting adventure! The set's rarity breakdown is as follows: *   **Common:** 46 types*   **Uncommon:** 29 types*   **Promotion Card:** 15 types*   **Rare:** 41 types*   **Super Rare:** 34 types*   **Secret Rare:** 8 types*   **Special Card:** 6 types*   **DON!! Card:** 30 types PRB-02 isn't just about new cards; it's a celebration of fan-favorite cards from previous sets, many of which return with stunning new alternate arts and updated effects. This means you can strengthen your existing decks with powerful reprints or discover new strategies with the fresh additions. The set also introduces new cards, some of which also come with alternate art parallel versions, adding to the collectibility. One of the most exciting features is the inclusion of all 30 types of character-themed DON!! Cards. These aren't just ordinary DON!! Cards; they come with parallel and even Super Parallel versions, offering a unique way to personalize your gameplay. Additionally, foil-stamped "Event Parallel Cards" and luxurious design SP cards are part of the lineup, promising visually striking additions to your collection. But the biggest buzz surrounds the debut of Sanji as a Manga card. This marks a significant milestone, as Sanji becomes the latest Straw Hat Crew member to receive a highly coveted Manga version, joining Zoro, Nami, and Usopp. ## Card Value and Collectibility: What to Look For For collectors and competitive players alike, understanding card value is crucial. In the One Piece Card Game, a card's value is often determined by its rarity, playability in the current meta, and the aesthetic appeal of its artwork, especially for parallel and alternate art versions. PRB-02 is no exception, with several cards already commanding high prices in the Japanese market. Here's a look at some of the top-valued cards from PRB-02, based on current estimated sales and purchase prices in Japan: *   **1st Place: Sanji [SR] Manga [op06_119]**    *   Sales Price: ~90,000 JPY est.    *   This card is the undisputed king of PRB-02, largely due to it being Sanji's first Super Parallel (manga art) card. Its high value reflects both its rarity and the immense popularity of the character. This card is a true collector's gem. *   **2nd Place: Gomu Gomu no Giant [R] Parallel [PRB02-001]**    *   Sales Price: ~13,000 JPY est.    *   Purchase Price: ~8,000 JPY est.    *   This parallel rare card showcases a dynamic scene and is highly sought after, likely due to its strong in-game effect and visually appealing art. *   **3rd Place: Shanks [SP] [op06_007]**    *   Sales Price: ~11,000 JPY est.    *   Purchase Price: ~6,200 JPY est.    *   Shanks remains a fan favorite, and this Special (SP) card with its luxurious design is a testament to his enduring popularity and powerful presence in the game. Other highly valued cards include various Special (SP) cards like Monkey D. Luffy [SP] [eb02_061], Charlotte Pudding [SP] [op06_047], Trafalgar Law [SP] [op10_119], and Carrot [SP] [op08_023]. Even some of the character-themed DON!! Cards in their Super Parallel versions are fetching significant prices, proving that even these essential game pieces can become valuable collector's items. ## Manga Cards Revealed: Sanji Takes the Spotlight As mentioned, the biggest reveal in PRB-02 is the inclusion of Sanji as a Super Parallel card. These manga art cards are highly coveted by collectors due to their direct connection to the original manga artwork. Sanji's inclusion completes the initial Straw Hat Crew members (Zoro, Nami, Usopp, Sanji) in this highly sought-after rarity, making it a significant set for fans of the series. ## Reprint Must-Haves: Strengthening Your Deck with Familiar Faces PRB-02 isn't just about new cards; it's also a fantastic opportunity to acquire powerful reprints from previous sets. These reprints are crucial for players looking to strengthen their existing decks or build new ones without having to chase older, harder-to-find cards. Some of these reprinted cards even come with brand-new parallel illustrations, adding a fresh visual appeal. The set includes reprints from various popular sets, such as "ROMANCE DAWN" and "Royal Lineage," as well as cards from the "Straw Hat Crew" and "Yellow Charlotte Katakuri" archetypes. While the full list of reprints is extensive, players should keep an eye out for cards that have proven their worth in competitive play or are essential for popular deck strategies. These reprints make powerful cards more accessible, allowing a wider range of players to experience the full depth of the One Piece Card Game meta. ## New Card Usefulness: What's Hot and What's Not? Beyond the exciting reprints, PRB-02 introduces 18 brand-new cards, some with alternate art versions. The usefulness of these new cards will ultimately be determined by their impact on the competitive meta. While a full meta-analysis requires time and extensive playtesting, we can infer some initial thoughts based on their rarity and market value. The high market value of cards like the Sanji Super Parallel and Gomu Gomu no Giant Parallel suggests that these cards are either incredibly powerful in-game or highly desirable for collectors. Often, a high collector's value can also indicate a card's potential for future meta relevance, as players and collectors alike recognize their inherent strength or unique effects. Players should pay close attention to the effects of these new cards and how they interact with existing archetypes. Cards that offer strong removal, efficient resource generation, or powerful finishers are always valuable additions. Conversely, cards with niche effects or high costs that don't provide significant immediate impact might see less play. The guaranteed SR or higher card in each pack means there's a good chance of pulling a valuable new card that could become a staple in your deck. As the PRB-02 set officially releases and players begin to experiment, the true utility of these new cards will become clearer. Keep an eye on community discussions and tournament results to see which new cards rise to the top and become essential for competitive play. A Must-Have for Every One Piece Card Game Fan Premium Booster -ONE PIECE CARD THE BEST Vol.2- [PRB-02] is shaping up to be an exciting release for the One Piece Card Game. With its blend of powerful reprints, stunning alternate art cards, and highly anticipated new additions like the Sanji Super Parallel, this set offers something for everyone. Whether you're a seasoned veteran looking to optimize your deck or a new player eager to dive into the world of One Piece Card Game, PRB-02 is a treasure chest worth opening. Get ready to set sail and enhance your collection and gameplay experience! Prb02 Preorder Now 
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Grand Archive Masterclass: Decoding the Meta - Your Path to Top-Tier Dominance
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Grand Archive Masterclass: Decoding the Meta - Your Path to Top-Tier Dominance
Grand Archive Masterclass: Decoding the Meta - Your Path to Top-Tier Dominance Introduction: Beyond the Basics - Welcome to the Grand Archive Elite! Alright, champions, gather 'round! You've played a few games, maybe even snagged a win or two. But if you're truly ready to ascend the ranks and leave your opponents in awe, it's time to dive deep into the Grand Archive meta. This isn't just about knowing your cards; it's about understanding the pulse of the competitive scene, anticipating every strategic twist, and executing your plays with the finesse of a seasoned pro. Consider this your VIP pass to the Grand Archive Masterclass, where we'll dissect the current meta, reveal the secrets of the top-tier decks, and equip you with the knowledge to outmaneuver, outplay, and utterly dominate. We're not just playing cards here; we're crafting legacies. The Meta Unveiled: What's Ruling the Roost and Why The Grand Archive meta is a living, breathing entity, constantly shifting with each new set release and every hard-fought tournament. If you're not paying attention, you're already a step behind. Recent major events, like the illustrious NA Nationals, have provided us with crystal-clear data on which archetypes are consistently making it to the top tables. While Grand Archive boasts a beautiful diversity of strategies, certain decks have proven themselves to be exceptionally potent, thanks to their unparalleled consistency, explosive potential, or their uncanny ability to counter the prevailing field. The Titans of the Table: Decks That Define the Season Based on the cold, hard data from recent tournament reports, particularly the NA Nationals, a few archetypes have consistently flexed their muscles, proving their undeniable strength. These aren't just good decks; they're the ones you must understand if you want to compete at the highest level. •Fractals: Ah, Fractals. The very name strikes fear into the hearts of many, and for good reason. This archetype, with its intricate combo lines and ability to generate absurd amounts of value, remains a dominant force. It's like a finely tuned engine; when it purrs, it purrs loudly. While the mirror match can sometimes feel like a coin flip (who drew better, right?), a well-piloted Fractals deck generally enjoys favorable matchups against a wide array of popular decks. Players wielding Fractals focus on maximizing their combo potential, leveraging powerful card interactions to bury their opponents under an avalanche of advantage. Think of it as a strategic puzzle, where every piece fits perfectly to create an unstoppable force. Key cards that often define this archetype include Fractal of Refreshment (ReC-IDY • EN—021, P25 • EN—051), Explosive Fractal (ALC • EN—101), Fractal of Mana (AMB • EN—043), and Fractal of Insight (FTC • EN—033, AMB • EN—042, ReC-IDY • EN—013). These cards are the gears that make the Fractal engine hum, providing everything from resource generation to explosive damage. •Wind Luxem: Now, this one's for the true connoisseurs, the players who appreciate precision and intricate dance. Wind Luxem is a more rogue, yet highly effective, archetype that demands near-perfect execution. Wind Luxem decks are renowned for their intricate plays and their uncanny ability to navigate the most complex board states. They can pose a significant threat across various matchups, though they might find themselves in a bit of a pickle against aggressive Fire decks if not piloted with absolute precision. The secret to Wind Luxem’s success lies in meticulous resource management and perfectly timed interactions with your opponent’s game plan. It’s a dance of calculated risks and rewarding payoffs. While specific builds vary, core cards often seen in Wind Luxem Zander builds include Spirit of Wind, Zander, Prepared Scout, Zander, Always Watching, Zander, Binding Steel , Assassin's Ripper, Healing Orb, Grand Crusader's Ring, Poisoned Dagger, Sword of Seeking, Tithe Proclamation, Windwalker Boots, Luxem's Map, Cunning Broker, Dungeon Guide, Woodland Squirrels, Arcane Protector, Arrow Trap, Beseech the Winds, Bushwhack Bandit, Displace, Dream Fairy, Extortion Scheme, Fairy Whispers, Favorable Winds Gleaming Cut, Lightweaver's Assault, Luxem Sight, and Uncover the Plot. These cards collectively enable the deck's unique tempo and control strategies. •Fire Aggro (e.g., Fire Lorraine with Clarent, Reimagined): Sometimes, the best offense is, well, more offense. As expected, aggressive Fire decks remain a formidable contender. Their ability to apply relentless early pressure and close out games in a blink makes them a consistent threat. These decks are all about establishing a dominant board presence and leveraging direct damage to reduce your opponent’s life total at a blistering pace. It’s a straightforward, no-nonsense approach that consistently delivers results. For a classic Fire Aggro Lorraine build, you'll often see cards like Lorraine, Wandering Warrior (DOA-001), Lorraine, Blademaster (DOA-002), Drawn Blade (DOA-003), Fire Resonance Bauble (DOA-004), Grand Crusader's Ring (DOA-005), Orb of Regret (DOA-006), Smoke Bombs (DOA-007), Sword of Adversity (DOA-008), Sword of Seeking (DOA-009), Viridian Protective Trinket (DOA-010), Wind Resonance Bauble (DOA-011), Resolute Stand (DOA-012), Scavenging Raccoon (DOA-013), Arthur, Young Heir (DOA-014), Blazing Throw (DOA-015), Clumsy Apprentice (DOA-016), Creative Shock (DOA-017), Cremation Ritual (DOA-018), Fiery Momentum (DOA-019), Flame Sweep (DOA-020), Flame-Rune Swordsman (DOA-021), Hasty Messenger (DOA-022), Home by Fire (DOA-023), Rending Flames (DOA-024), Strapping Conscript (DOA-025), Tempered Steel (DOA-026), Yaruck, Smoldering Spire (DOA-027), and Varuckan Acolyte (DOA-028). These cards are the backbone of a fast, aggressive strategy, designed to overwhelm opponents before they can set up their defenses. •Shenju Decks (Seiryuu and Genbu): Keep your eyes peeled for these rising stars. Archetypes centered around champions like Seiryuu and Genbu are rapidly emerging as dark horses, showing an increasing presence and delivering strong performances in recent events. Shenju decks often feature unique synergies and powerful late-game potential, making them a force to be reckoned with as the meta continues its relentless evolution. They’re the quiet storm, building power before unleashing a devastating tempest. The Unseen Edge: Why These Decks Consistently Excel So, what’s the magic formula? Why do these particular decks consistently rise to the top? It’s not just about having a few powerful cards; it’s about a harmonious blend of factors that create a truly competitive machine. •Consistency: The Bedrock of Victory: In Grand Archive, consistency isn’t just a nice-to-have; it’s a necessity. These top-tier decks boast an incredibly high degree of reliability, allowing them to execute their core game plan turn after turn. This is often achieved through ingenious card draw engines, precise tutoring effects that fetch exactly what’s needed, and robust resource generation that keeps the gears turning smoothly. You’re not hoping for the right cards; you’re finding them. •Adaptability: The Chameleon of the Meta: While every great deck has a clear game plan, the truly elite ones possess the flexibility to adapt on the fly. They’re not rigid; they can pivot. This adaptability often comes from versatile cards that serve multiple purposes, allowing you to react to your opponent’s strategy, or, more commonly, through powerful and well-thought-out sideboarding options. Being able to subtly shift your deck’s focus between games is a hallmark of a master player. •Powerful Synergies: The Symphony of Cards: This is where the artistry of deck building truly shines. The cards within these archetypes don’t just exist in isolation; they work in concert, creating powerful synergies that are far greater than the sum of their individual parts. This leads to explosive turns, devastating combos, and threats that leave your opponent scrambling for answers. It’s a beautiful dance of card interactions, culminating in overwhelming pressure. •Strong Matchup Spreads: Covering All Bases: A deck can have the flashiest combo in the world, but if it crumbles against half the meta, it’s not a champion. Top-tier decks typically boast favorable, or at least even, matchups against a significant portion of the competitive field. They minimize their inherent weaknesses, ensuring they have a fighting chance against almost anything thrown their way. This broad applicability is crucial for navigating the diverse landscape of a major tournament. Conclusion: Your Journey to Grand Archive Mastery Begins Now The Grand Archive competitive landscape is a vibrant, ever-evolving challenge. While new strategies and cards will undoubtedly emerge with each passing season, a deep understanding of the strengths and playstyles of the current top-tier decks is absolutely essential for any player aspiring to climb the ranks. By meticulously studying these archetypes, practicing their intricate dance, and internalizing their core principles, you can significantly elevate your game and set your sights on victory in future tournaments. The path to Grand Archive mastery is a continuous journey of learning, adapting, and, most importantly, having a blast while doing it. Now go forth, champion, and make your mark!
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[RespectYGO] Explore the Divine Synergy of “Artmage” | Archetype Starter Guide
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[RespectYGO] Explore the Divine Synergy of “Artmage” | Archetype Starter Guide
Explore the Divine Synergy of “Artmage” | Archetype Starter Guide Looking for a Fusion deck that rewards smart play and scales into the grind game? Artmage from Duelist’s Advance might be exactly what you’ve been waiting for. It blends magical lore with competitive mechanics, offering a flexible strategy that’s both rewarding and refreshing in today’s format. To understand what makes this deck tick, we need to start with its setting, characters, and the divine power behind it. The Theme: Magic, Lore, and Power Artmage (called Artmegia in the OCG) is set in a magical academy powered by the divine being Nerva. The story follows Medius the Pure, a student chosen to inherit Nerva’s power and become Artmage Diactorus, the archetype’s boss Fusion monster. The whole archetype feels like a mix of Sky Striker and Dogmatika, but with a more combo-oriented backbone and a magical school aesthetic that’s easy to fall in love with.   Core Cards: What You’re Working With Let’s review the cards from DUELIST ADVANCE! Medius the Pure Your main starter. When summoned, he searches a “Power Patron” monster. From the GY, he can shuffle an Artmage monster from hand or field to your Deck to Special Summon himself, but he banishes himself when he leaves the field. He’s your engine starter and extender rolled into one.   Artmage Power Patron Your walking Fusion Spell. It lets you Fusion Summon during either Main Phase and searches an Artmage Spell/Trap when sent to the GY (as long as there’s no duplicate in your GY). It locks you into Fusion Summons while on the field, but the flexibility it gives is worth it.   Artmage Finmel Level 7 Warrior. If you control another Artmage card, you can Special Summon her from your hand and draw 1 card. During either Main Phase, if you control 3 or more different Monster Types, she negates all your opponent’s face-up monster effects and halves their ATK. She also protects your Level 6 or lower Artmage monsters from being targeted by effects. Artmage Graflare Level 5 Dragon. If you control another Artmage card, he Special Summons himself from the hand. He also has a Quick Effect to destroy a Spell/Trap your opponent controls.   Artmage Litera Level 3 Spellcaster. If you control another Artmage card, she Special Summons herself and lets you add an Artmage card from your GY to your hand. During your opponent’s Main Phase, she can Special Summon an Artmage monster from your hand or GY, then bounce herself back to your hand. Artmage Diactorus The main fusion monster of the archetype. Diactorus is your go-to boss monster that can help negate threats on the field for as long as your have 3 or more different monster types on the field. It also floats to 1 Medius the Pure when destroyed.   Nerva the Power Patron of Creation The archetype’s boss monster that requires 3 Artmage monsters to Fusion summon or by simply tributing any 3 monsters with different types. With the help of an activating Artmage monster effects, you can wipe your opponent’s entire board.   Artmage Academic Arcane Arts Acropolis The Field Spell. It boosts consistency and grants protection. You’ll want to see this early.   Artmage Varnish -Alteration- Your field spell or Artmage card searcher in one. It also has a handy effect that negates an opponent’s attack.   Artmage Masterwork -Succession- A Quick-Play Fusion Spell that gives you reactive plays and combo flexibility. It also lets your recycle 3 Artmage cards helping you in the grind games. Artmage Vandalism -Assault- This spell card searches your “Medius the Pure” when activated making it a good search for Artmage Graflare. It can help turning your monster into Artmage so it can be used as a Fusion material and acts as a protection to your field spell.   Theorealize This Spell card mainly supports Medius the Pure by sending it from your Deck to the GY as a cost to look at your opponent’s top Deck. The main issue is that Artmage wants to see more Spell/Trap to feed Acropolis’ search effect so you may not have the monster to offer so Medius can revive. It is still a decent starter nonetheless.   Artmage Pact -Awakening- It’s another consistency piece when you are halted by hand traps on your turn or a disruption tool. It can also help fulfill the 3 different type monster requirement of most of your Artmage’s additional effects. New Support from Doom of Dimensions Three new cards just revealed in Doom of Dimensions give Artmage even more tools to work with: Theorealize Overdrive Quick-Play Spell You can only use the (1)st and (2)nd effect of this card’s name each once per turn. (1) Target 1 “Medius the Pure” in your GY or banishment; Special Summon it. (2) During your Main Phase: You can banish this card from your GY, then target 1 face-up monster you control and declare a Level from 1 to 10; its Level becomes the declared Level until the end of this turn. === A decent late-game extender for Medius. The level-changing effect doesn’t do much in pure Artmage, but it could matter in hybrid builds.   Artmage Movement -Lineage- Normal Spell Card You can only use the (1)st and (2)nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters. (1) If your opponent controls more monsters than you do: Special Summon 1 “Artmage” monster from your Deck in Defense Position, with a different name from the cards you control. (2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Trap from your GY or banishment to your hand. === The first effect is solid for going second, but only works best going second. The second effect is more reliable—recycling Traps like Pact -Awakening- or Turmoil gives you more staying power.   Artmage Peripeteia -Turmoil- Normal Trap Card You can only use the (1)st and (2)nd effect of this card’s name each once per turn. You cannot Special Summon from the Extra Deck the turn you activate either of this card’s effects, except Fusion Monsters. (1) Target 1 monster in your opponent’s GY; return 1 “Artmage” monster you control to the hand/Extra Deck, and if you do, Special Summon the targeted monster to your field, but its effects are negated. (2) If this card is sent to the GY to activate the effect of “Artmage Academic Arcane Arts Acropolis”: You can add 1 “Artmage” Spell from your GY or banishment to your hand. === Easily the best of the three. It disrupts your opponent’s graveyard and helps you hit the 3-monster-type requirement for your boss monsters. The second effect gives you free Spell recursion, which is huge in grind games.   Strengths and Weaknesses What It Does Well: Fusion Summons during either turn Strong recursion and resource loops Built-in backrow and monster effect disruption Gorgeous art and a cohesive theme What to Watch Out For: Medius getting hit by Ash Blossom or Droll can hurt Needs setup—going second without extenders can be rough Fusion lock from Artmage Power Patron and other Spell/Traps limits splashability with other engines   Sample Decklist (OCG) Final Thoughts Artmage is one of those decks that rewards smart play without being overly punishing. It’s not autopilot, but it’s not a brick-fest either. You’ve got combo lines, disruption, recursion, and a theme that actually feels cohesive. If you’re a returning player looking for something new, or a competitive duelist scouting the next rogue sleeper, this deck is worth your time. It’s not just a Fusion deck—it’s a flexible, flavorful strategy that can hold its own. 🗓️ Artmage officially drops in the Asian English release of Duelist’s Advance on Saturday, July 19, 2025. This has been ArcKnight of RespectYGO. Happy Dueling!  
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[RespectYGO] Top 10 Decks You Should Watch Out For - Post July 2025 AE Banlist
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[RespectYGO] Top 10 Decks You Should Watch Out For - Post July 2025 AE Banlist
Top 10 Decks You Should Watch Out For - Post July 2025 AE Banlist And just like that, another format is upon us. The July 2025 Forbidden and Limited List for Asian English is here—and it’s shaking things up in a big way. While Ryzeal took a hard hit with the limits to Ext Ryzeal and Sword Ryzeal, one of the biggest shocks was the sudden fall of Abyss Dweller, going from unlimited straight to forbidden. With DUELIST ADVANCE just around the corner, let’s explore the decks that are about to define this new AE format—and maybe even help you climb that next local or regional ladder. July 2025 Asian English List Here’s a quick snapshot of the July 1, 2025 AE list:   「NEWLY FORBIDDEN」 Abyss Dweller (3 ⇒ 0) Kaiser Colosseum (1 ⇒ 0) Summon Limit (1 ⇒ 0) 「NEWLY LIMITED」 Dimension Shifter (3 ⇒ 1) Ext Ryzeal (3 ⇒ 1) Sword Ryzeal (3⇒ 1) Bonfire (2 ⇒ 1) 「SEMI-LIMITED」 Fiendsmith Engraver (3 ⇒ 2) PSY-Framegear Gamma (3 ⇒ 2) Fiendsmith’s Tract (3 ⇒ 2) Gold Sarcophagus (3 ⇒ 2) Top AE Decks to Try This Format 1. Maliss Untamed. Unhinged. Unstoppable? With just a tiny slap on the wrist to Gold Sarcophagus, Maliss remains at full throttle. Apollousa still reigns in AE, and the engine runs scary smooth. Expect to see Maliss dominate unless players come prepared—with Artifact Lancea and Chaos Hunter locked and loaded. View all “Maliss” cards here.   2. Atlantean Mermail With Abyss Dweller gone, this water army is flowing freely again. From OTK options to brutal “hand-rip” setups thanks to Moulinglacia, Mermail may just make waves again. Don’t be surprised if it floods your local meta. View all “Atlantean” cards here. View all “Mermail” cards here.   3. Blue-Eyes An iconic pick—and a personal favorite. The Primite build has real staying power even in a Maxx “C”-infested world. Set it up right, and Blue-Eyes can still drop a board that screams, “Try breaking this!” View all “Blue-Eyes” cards here.   4. Crystron Crystron Halqifibrax is alive and well here in AE, and Crystron makes the most of it. With flexible Synchro lines and combo routes into Cyber Dragon Infinity, it’s a thinking man’s toolbox deck that rewards precision and grind game mastery. View all “Crystron” cards here.   5. Yubel Once trampled by Ryzeal’s Detonator and Dweller, Yubel’s time to shine might just be now. The Fiendsmith variant is poised for a comeback, and its layered strategy and board disruption make it a thrilling underdog pick. View all “Yubel” cards here.   6. Vanquish Soul Incoming consistency bump via DUELIST ADVANCE, and then a potential turbo-mode with Justice Hunters in August (hello K9 engine). If you're looking to invest early into a sleeper deck with lots of room to grow, VS might be it. View all “Vanquish Soul” cards here.   7. White Forest Azamina A solid all-rounder. Good end boards, solid recovery, and steady consistency. While not flashy, it’s the kind of deck that rewards smart play and punishes sloppy opponents. Plus, it's still relatively off-meta, giving it the element of surprise. View all “White Forest” cards here 8. Rescue-Ace Despite some Fiendsmith tuning via semi-limits to Engraver and Tract, Rescue-Ace hasn’t lost its fire. With all its core cards intact and explosive first-turn setups, it’s still one of the strongest go-first decks out there. View the “Rescue-Ace Tactical Try Deck” here 9. Sky Striker Still flying high. With fresh boosts coming in DUELIST ADVANCE, Striker gains that extra spark in both consistency and aggression. OG pilots will love the support, and curious newcomers may find a new waifu in Raye. View all the “Sky Striker” cards here.   10. Ryzeal It’s down—but not out. Seventh Tachyon is still unlimited, and the new Onomat support could breathe fresh life into the archetype. For spice? Mix in the Shark Engine with Surfacing Big Jaws and Drake Shark, or tech in Small World for consistency patches. View all “Ryzeal” cards here. Final Thoughts Sure, this list feels like déjà vu for some—closely mirroring certain OCG trends. But there’s still plenty of room to carve out a unique path. Some decks remain untouched, and that’s an opportunity. At the end of the day, nothing beats jamming with a deck you know inside-out and love piloting. Got your favorite picked out yet? Share them in the comments! This has been ArcKnight of RespectYGO. Happy Dueling!
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