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Guide to Skill Drain Decks[IN THE WORKS]


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[align=center]X-L is proud to present...

 

 

 

In inspiration of the so far confirmed Banlist...

 

 

 

And other YCMers in the TCG section: Guide to Skill Drain Decks. Currently, I only have made 1 current Deck for this guide, but when time is available, I will make more of them. If anybody has suggestions for a Deck Type or cards I could add to one, I would appreciate that.

 

SkillDrainGLD1-EN-C-LE.png

 

Skill Drain is the key card. It negates all face-up Effect Monsters effects. A Skill Drain Deck will be adapted to Skill Drain, which Skill Drain could negate a monsters negative effect. Skill Drain may also leave your opponent at a disadvantage, while you have an advantage of your own. This makes Skill Drain lethal in many ways.

 

Decks so far:

[spoiler=Skill Town]

[spoiler=The Concept of Skill Town]

Skill Town uses the Skill Drain in combination with Geartown. The important reason why is that Geartown can help bring out Ancient Gear Gadjiltron Dragon. AGGD is more important than Geartown, for he is Level 8, and a Machine-Type. Which means Trade In and adding speed to the Deck along side Beast King Barbaros. And with many Machine and Beast-Warrior targets, Beast Machine King Barbaros Ur can be run, who is also a Trade In target. When together, the Deck get out fast AGGD's and BKB, too. If they go to the Grave, BMKBUr can kick in, and along with Skill Drain can almost garantee a win.

 

[spoiler=MONSTERS]

Beast King Barbaros

********

Beast-Warrior

EARTH

ATK/3000

DEF/1200

Lore; You can Normal Summon or Set this card without Tributing. If you do, its original ATK becomes 1900. You can Tribute 3 monsters to Tribute Summon this card. When you do, destroy all cards your opponent controls.

 

With Skill Drain Out, you can Summon him without the decrease. So he becomes an instant 3000 ATK beatstick. Even without Skill Drain, 1900 is nothing to to laugh about, unless he's on your side. Level 8 means Trade In, and being Beast-Warrior helps his bigger counterpart. And at rare times, if you Tribute him with 3 monsters, your opponents field becomes cleared and you can get atleast 3000 points of damage that turn. Awesome. He is a common staple of Skill Drain Decks.

 

Beast Machine King Barbaros Ür

********

Beast-Warrior

EARTH

ATK/3800

DEF/1200

Lore; You can Special Summon this card from your hand by removing from play 1 Machine-Type monster and 1 Beast-Warrior-Type monster from your hand, your side of the field, or your Graveyard. When this card battles, Battle Damage to your opponent becomes 0.

 

This guy is incredibly easy to Summon, for you can remove targets from the same place from practically anywhere. He is Level 8, Trade In, and his type is a target for himself. Without Skill Drain, he only poses as monster removal. With it, yoo can feel power from this card. Just one of him and he can take your opponent down. And he beats most monsters, except things like 5headed Dragon/BEUD which only Hopeless can do. But even then they would have to have certain cards/monster removal to do so.

 

Ancient Gear Gadjiltron Dragon

********

Machine

EARTH

ATK/3000

DEF/2000

Lore; If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. If you Tribute Summon this card by Tributing any of the following monster(s), this card gets the appropriate effect: ● "Green Gadget": When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. ● "Red Gadget": When this card inflicts Battle Damage to your opponent's Life Points, inflict 400 points of damage to your opponent's Life Points. ● "Yellow Gadget": When this card destroys an opponent's monster in battle, inflict 600 points of damage to your opponent's Life Points.

 

He is here because he is easy to Summon, Trade In-able, BMKBur target, and and easy beatstick that when even Skill Drain is not out, his effect to bypass a Mirror Force helps. Good.

 

Fusilier Dragon, the Dual-Mode Beast

*******

Machine

DARK

ATK/2800

DEF/2000

Lore; You can Normal Summon or Set this card without Tributing. If you do, its original ATK and DEF are halved.

 

With Skill Drain, he becomes an east beatstick. If you Set him, either way, EEV and DDV can work with him.

 

Thunder King Rai-Oh

****

Thunder

LIGHT

ATK/1900

DEF/800

Lore; Neither player can add cards from their Deck to their hand except by drawing them. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponent monsters, and destroy it.

 

After recent tests, Gigantes will be replaced by this guy. Though he does not say "Tribute" but "Send" instead, his effect still activates even while Skill Drain is up. While it is not, you can negate things that your opponent might try to add to their hand with Black Whirlwind, Charge of the LB, Sangan, Stratos, or Proving Grounds. This card negates the Summons of Synchros, DAD, and JD. He's a pain of his own if Skill Drain is not out, but could be double the pain if he is.

 

Rose, Warrior of Revenge

****

Warrior

FIRE

ATK/1600

DEF/600

Lore; When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent.

 

a Tuner that is Level 4. With it and Gigantes, Synchro Summoning is easy. And with Summoner Monk...

 

Summoner Monk

****

Spellcaster

DARK

ATK/800

DEF/1600

Lore; This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.

 

With it, you could easily get a Rose, or another monster, but in Roses case, you could Synchro into Stardust/RDA, which they are not affected by Skill Drain/have their negative effects negated. This card is not needed, it's only for Rose or other Level 4's. And he is going to be limited, so you can only use 1 or none.

 

Morphing Jar

**

Rock

EARTH

ATK/700

DEF/600

Lore; FLIP: Both players discard their hands. Then both players draw 5 cards.

 

Helps draw into Skill Drain and puts BMKBur targets in the Grave. Simple.

 

Exiled Force

****

Warrior

EARTH

ATK/1000

DEF/1000

Lore; You can Tribute this card to destroy 1 monster on the field.

 

His effect works with Skill Drain, and he is searchable by Monk.

 

A Cat of Ill Omen

**

Beast

DARK

ATK/500

DEF/300

Lore; FLIP: Select 1 Trap Card from your Deck and place it on top of your Deck. If "Necrovalley" is active on the field, you can add the selected card to your hand instead.

 

Helps search Skill Drain. Searches faster with Necrovalley, but we don't run that here. It's here because it can help if your not getting it fast enough.

 

Vice Dragon

*****

Dragon

DARK

ATK/2000

DEF/2400

Lore; If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If you do, its original ATK and DEF are halved.

 

He is literally a Cyber Dragon that became a real Dragon, is DARK, and work with Skill Drain! If you Summon him through his easy way with Skill Drain, his ATK will not behalved. And I have just mentioned quite a few DARK monsters here, so if you want to try Allure of Darkness go right ahead.

 

Indomitabl Fighter Lei Lei

****

Beast-Warrior

EARTH

ATK/2300

DEF/0

Lore; If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.

 

A target for BMKBur, Gigantes, and Summoner Monk or can help Synch with Rose. With Skill Drain out, it becomes a hefty beater and its negative effects are hurtful when Skill Drain is not out. It's an option.

 

Gene-Warped Warwolf

****

Beast-Warrior

EARTH

ATK/2000

DEF/100

Normal Monster

 

Like Lei Lei, he is a Beast-Warrior and Earth. He has a less ATK however and can be useful when Skill Drain is not out. IMO, I would prefer this guy over Lei Lei, but that's me.)

 

Cyber Dragon

*****

Machine

LIGHT

ATK/2100

DEF/1600

Lore; If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand.

 

Cyber Dragon is a better choice than Vice, though Vice is Allurable, CCV is going to be banned, which leaves him in the dust. Cyber, however may be of use for his ATK stays the same, and he is LIGHT, which I will explain why later.

 

 

There are many more monsters, but they are either not as important or just side material.

 

[spoiler=SPELLS]

Trade In

Normal

Lore; Discard 1 Level 8 monster. Draw 2 cards.

 

Bingo! This is our main draw engine. With it, this Deck has an easy way of searching for Skill Drain and other cards. It also helps put BMKBur targets in the Grave.

 

Gear Town

Field

Lore; Both players can Tribute Summon "Ancient Gear" monsters with 1 less Tribute than required. When this card is destroyed and sent to the Graveyard, you can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.

 

This is the card that really helps. It can easily get AGGD out and into battle or into the Grave. Helps mill the Deck for a quick way to get card, and unneeded AGGD's in your hand. It also can scare an opponent who might want to get rid of your Skill Drain but not your Gear Town.

 

Terraforming

Normal

Lore; add 1 Field Spell Card from your Deck to your hand.

 

Helps get Gear Town and helps get it out of your Deck for faster success.

 

Allure of Darkness

Normal

Lore; Draw 2 cards. Then remove 1 DARK from your hand. If you cannot remove a Dark monster from your hand, discard you entire hand.

 

Well, it's another draw engine that might only be used because you built Skill Town with more DARK monsters. That may speed things up yes, but trying that can get a little messy with the build.

 

Foolish Burial

Normal

Lore; Send 1 monster from your Deck, to the Graveyard.

 

This card helps put BMKBur targets in the Grave and mill the Deck for extra speed.

 

Forbidden Chalice

Quick-Play

Lore; One face-up monster on the field gains 400 ATK, but its effect is negated until the End Phase.

 

Now this card is very much like Skill Drain, except it's only for 1 card for 1 turn only. And it gets an ATK bonus of 400.

 

Megamorph

Equip

Lore; While your Life Points are lower than your opponent's, the original ATK of the equipped monster is doubled. While your Life Points are higher, the original ATK of the equipped monster is halved.

 

By equipping this and using Chalice on BMKBur he becomes an 8000 ATK for 1 turn. Enough for an OTK, but not very effective for you would still need the targets for BMKBur and a clear or safe field to Attack your opponent reliably with. Not needed, but an option.

 

 

Other cards like Heavy Storm were not explained due to the fact that they are easy staples and don't need to be explained.

 

[spoiler=TRAPS]

Skill Drain

Continuous

Lore; Pay 1000 Life Points. As long as this card remains on the field, all Effect Monsters effects are negated.

 

The big card, the card this Deck is focussed on, and without it is almost demolished. With its effect to negate monster effects, it shoots down GB's, Blackwings, Synchros, Lightsworns, and many other important cards. It does not however take out cards that Tribute themselves or activate of the field, such as Honest, Kalut, Necro Gardna, and Lonefire Blossom. However, we have other cards to deal with them.

 

Dark Bribe

Normal

Lore; Negate the activation and effect of an opponents Spell or Trap Card and destroy it. You r opponent draws 1 card.

 

This is to help with the Spell and Trap cards that can do something while your opponents monsters are useless to Skill Drain. It also helps so that your opponent can't do anything funny to your monsters.

 

Magical Hats

Normal

Lore; Activate only during your opponent's Battle Phase. Select 2 non-Monster Cards from your Deck and 1 monster you control. Shuffle those 3 cards and Set them on the field in face-down Defense Position. The 2 cards selected from your Deck are treated as monsters (ATK 0/DEF 0) and are destroyed at the end of the Battle Phase.

 

This helps with Gear Town while also milling some of your Deck or maybe help protect your monsters or use Morphing Jars effect again.

 

Reckless Greed

Normal

Lore; Draw 2 crds. Then skip your next 2 Draw Phases.

 

Another Draw engine if needed. Though, its drawback is big, it is good to use in 3 and at once.

 

 

Many other Traps that don't need an explanation are not listed.

 

[spoiler=MAIN FOCUS]

My theory on Skill Town is that its suppose to speed through for Skill Drain and mill BMKBur targets into the Grave and then begin taking the field by storm. While the Spells help get more recruit along the way and help destroy problems and Traps help speed/negate other threats. In a sample Skill Town, it would look like:

MONSTERS: 19

x3 BKB

x3 BMKBur

x3 AGGD

x3 Fusilier

x2 Gigantes

x2 Rose

x1 Monk

x1 Morphing Jar

x1 Exiled Force

 

SPELLS: 13

x3 Trade In

x3 gearTown

x1 Terraforming

x1 Heavy Storm

x1 MST

x2 Chalice

x1 Lightning Vortex

x1 Foolish Burial

 

TRAPS: 8

x3 Skill Drain

x3 Dark Bribe

x1 Call of the Haunted

x1 Magical Hats

 

Well, thats all I got to say for Skill Town for now.

 

 

Any ideas are welcomed and I'm not saying this will be meta, but I think it might be a contender.

 

[spoiler=Skilless Village]

[spoiler=Concept of Skilless Village]Instead or Geartown, we have Secret Village of the Spellcasters. You not only negate your opponents card effects, but their Spells as well, while you have a Spellcaster-Type Beatstick out to make your opponent go crazy. This can lock down many Decks that are used, and it's quite potent.

 

[spoiler=MONSTERS]

Breaker, the Magical Warrior

****

Spellcaster

DARK

ATK/1600

DEF/1000

Lore; When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). This card gains 300 ATK for each Spell Counter on it. You can remove 1 Spell Counter from this card to destroy 1 Spell or Trap Card on the field.

 

Very good since it will be unlimited in September. It has good ATK (with the boost) and can destroy a S/T, maybe before you pull something off. He is also Allurable.

 

Skilled Dark Magician

****

Spellcaster

DARK

ATK/1900

DEF/1700

Lore; Each time a Spell Card is activated, place 1 Spell Counter on this card (max. 3). You can Tribute this card with 3 Spell Counters on it to Special Summon 1 "Dark Magician" from your hand, Deck, or Graveyard.

 

His effect is not very useful, but he is a beatstick and Allurable

 

Gemini Elf

****

Spellcaster

EARTH

ATK/1900

DEF/900

Normal Monster

 

Another generic Beatstick.

 

Summoner Monk

****

Spellcaster

DARK

ATK/800

DEF/1600

Lore; This card cannot be Tributed. When this card is Normal or Flip Summoned, it is changed to Defense Position. Once per turn, you can discard 1 Spell Card to Special Summon 1 Level 4 monster from your Deck. It cannot attack this turn.

 

Since I've listed many Level4's, he can be used effectively before you do something with Skill Drain. He is also Dark, and a Spellcaster himself.

 

Rose, Warrior of Revenge

****

Warrior

FIRE

ATK/1600

DEF/600

Lore; When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent.

 

Now why am I listing her? Well, we have many Level 4's here, and a Summoner Monk. Since she is a Tuner, we can effectively use this card for a Synchro Summon of cards like Stardust. Not needed, really. But sideable.

 

Kycoo the Ghost Destroyer

****

Spellcaster

DARK

ATK/1800

DEF/700

Lore; When this card inflicts Battle Damage to your opponent, you can remove from play up to 2 Monster Cards from their Graveyard. Your opponent cannot remove from play any cards in either Graveyard.

 

Another Beatstick, and while Skill Drain is away he removes your opponents monsters from play. And another Allure target, who can also keep monsters you need in your Grave.

 

Dark Elf

****

Spellcaster

DARK

ATK/2000

DEF/800

Lore; You must pay 1000 Life Points in order to have this card attack.

 

Another, guess what? Beatstick. This one has the highest ATK, but with the cost of 1000 LP. But with Skill Drain she's a beast. She is also allurable.

 

 

Right now, not many other monsters (besides staples) are most likely not listed. If you have ideas, give them plz.

 

 

 

[spoiler=SPELLS]

Secret Village of the Spellcasters

Field

Lore; If you control a Spellcaster-Type monster and your opponent does not, your opponent cannot activate Spell Cards. If you control no Spellcaster-Type monsters, you cannot activate Spell Cards.

 

The card to help the lock down. With atleast a Spellcaster out and this can devastate your opponent, for they cannot activate Spells, like Heavy Storm, Fissure, Allure, etc. The bad side is that if they have one, it's disabled, and if you control not a single one, you can't activate Spells. But most likely, you will have the advantage with this card.

 

Terraforming

Normal

Lore; Add 1 Field Spell Card from your Deck, to your hand.

 

Searches out Village. Easy.

 

Allure of Darkness

Normal

Lore; Draw 2 cards. Then remove 1 DARK monster in your hand. If you cannot remove a DARK monster from your hand, discard your entire hand.

 

The great draw engine for this Deck. Since many of the listed monsters are DARK here, it should be used.

 

Shrink

Quickplay

Lore; Select 1 face-up monster. The original ATK of that monster is halved until the End Phase.

 

Village does not run many (or none) high Leveled monsters. It does have low Leveled high ATK monsters, but even then they are not enough to deal with some of your opponents monsters. However, this card helps counter that, making an opponents monster beatable.

 

Magical Dimension

Quickplay

Lore; Activate only while you control a Spellcaster-Type monster. Tribute 1 monster and Special Summon 1 Spellcaster-Type monster from your hand. Then, you can destroy 1 monster on the field.

 

It has its uses. Tribute 1 of yours and then Summon a new Spellcaster from your hand. While also getting to destroy your opponents monster (If they don't have 1, you have to destroy one of yours, but then you wouldn't have used this card anyways.)

 

[spoiler=TRAPS]

Skill Drain

Continuous

Lore; Pay 1000 Life Points to activate. Negate all face-up Effect Monsters effects.

 

Of course we know why this card is used. It helps create a lock, negates your opponents monster effect. Its uses are obvious.

 

Royal Oppression

Continuous

Lore; Pay 800 Life Points to negate a Special Summon of a monster and the effect of a card that Special Summons a monster and destroy it. Both you and your opponent can use this effect as long as this card remains face-up on the field.

 

This Deck does not SS often, so that is the main reason why we use it, and the fact that many Decks thrive on SSing a monster.

 

Magicians Circle

Normal

Lore; Activate only when a Spellcaster-Type monster declares an attack. Each player Special Summons 1 Spellcaster-Type monster with 2000 or less ATK from their Deck in face-up Attack Position.

 

Most of your monsters can be used with this card, helping you to swarm. The only problem is that your opponent also can get a Spellcaster out, which stops Village. However, Breaker is the only real common Spellcaster used outside a non-Spellcaster Deck(and Summoner Monk). But the Spellcaster you Summon will most likely destroy that one.

 

Reckless Greed

Normal

Lore; Draw 2 cards. Then skip your next 2 Draw Phase.

 

I'm only suggesting this card because there is not alot of Draw Powah going on here. You don't have to use it, but if you find that your going to slow, use it.

 

[spoiler=MAIN FOCUS]

Lock down the opponent and beat the crap out of them. Just having one huge ATK Level 4lower Spellcaster, Village, and Skill Drain in your hand can create an immediate kinda lock. A build would look like:

MONSTERS: 15

x3 Breaker

x3 Skilled Dark Magician

x3 Kycoo

x1 Summoner Monk

x2 Dark Elf

x3 Gemini Elf

 

SPELLS: 14

x3 Shrink

x3 Village

x1 Terraforming

x1 MST

x1 Heavy Storm

x2 Allure

x1 Giant Trunade

x1 Fissure

x1 Magical Dimension

 

TRAPS: 11

x3 Skill Drain

x2 Royal Oppression

x2 Magicians Circle

x1 Call of the Haunted

x3 Reckless Greed

 

This build is suppose to be fast, quick to get Village and Skill Drain so you can put your opponent under pressure and, well, beat the crap out of them.

 

 

 

So enjoy. :)[/align]

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Hurray for Guide-making! *bro-fists*

If every member made a Deck Guide to the Deck they're specialized in, we'd have a YCM libarary. And that is happening as I type!

Personally, I see guides as an interesting read, and it gives me more info on how to stop other Decks. (Stall FTW)

+rep

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The reason why you can't splash Gadjiltron Dragon and Geartown into Skill Drain is because you have no reliable method of destroying Geartown, and no way of clearing your opponent's field except for Barbaros, but you need 3 Tributes, and with the dead draws you'll get here, you won't have nearly the field presence required.

 

So yeah.

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I don't see any reason to run Vice over CyDra. In fact, its just plain stupid to do that. CyDra is a target to be removed from Beast Machine King Barbaros Ür. The only reason I can see that you ran Vice is that it benefits from Skill Drain. That's just stupid.

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Polaris: I have done tests on the Deck (went against Lightsworns) and it has won 70% of the time. Geartown can be destroyed if I Set a new Field Spell (another Geartown), and for the almost all the test duels, I used this combo or used MST/Heavy. And when I ever use Gigantes, it comes in the wrong times, so he needs replacing. You also rarely ever use his 2nd effect. This Deck is more of go quick and overwhelm the opponent before he does something to big. And that's exactly what it does.

 

Luxord: I never said you had too. If YOU could make your own and add more DARK's to it, add Allure. Also, I forgot CyDra?!

 

Jericho: Vice was a last minute thing. I was thinking of Allure at the time, and forgot CyDra. It's an Allure target. But since CCV is going to be banned, I shall add CyDra.

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Polaris: I have done tests on the Deck (went against Lightsworns) and it has won 70% of the time. Geartown can be destroyed if I Set a new Field Spell (another Geartown)' date=' and for the almost all the test duels, I used this combo or used MST/Heavy. And when I ever use Gigantes, it comes in the wrong times, so he needs replacing. You also rarely ever use his 2nd effect. This Deck is more of go quick and overwhelm the opponent before he does something to big. And that's exactly what it does.

 

Luxord: I never said you had too. If YOU could make your own and add more DARK's to it, add Allure. Also, I forgot CyDra?!

 

Jericho: Vice was a last minute thing. I was thinking of Allure at the time, and forgot CyDra. It's an Allure target. But since CCV is going to be banned, I shall add CyDra.

[/quote']

 

Actually i don't think if a new field spell is played Geartown will count as being 'Destroyed'

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Right' date=' but this is just this guys deck, only with a load of other extras.

[/quote']

 

Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.

There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L.

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Right' date=' but this is just this guys deck, only with a load of other extras.

[/quote']

 

Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.

There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L.

 

IDK, since I would want most of the Decks here do well and not something that is just for lulz. But would you say they are GOOD/FUN enough to cut it?

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Right' date=' but this is just this guys deck, only with a load of other extras.

[/quote']

 

Should probably make a guide just about Skill Drain, and this being one of the types you can play...I think I'll edit.

There's also that (kinda-meh) Skillwings variation on BWs. I could help on that X-L.

 

IDK, since I would want most of the Decks here do well and not something that is just for lulz. But would you say they are GOOD/FUN enough to cut it?

1 word. meh.

I waz just sayin' that their is a vari for skill but yeah it's pretty dull. No explosions or cool stuff.

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