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Boss Duel - Yami Bakura Occult Deck


Delibirb

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Still loving making Boss Duel cards, is a new kind of way of thinking about card design, trying to make a challenge but not broken beyond disbelief. This is Bakura's deck from Battle City, as that's probably his most popular one. Featuring Dark Necrofear and Dark Sanctuary, I took some liberties on card filler as many of his cards would be useless in a Boss Duel.

 

[spoiler='Starting Hand']

[spoiler='Dark Necrofear (Monster A)']XV6LSNz.jpg
Once per turn, during your Battle Phase: You can target 1 opponent's monster; take control of it until the end of the Battle Phase. When this card leaves the field, activate "Bakura/Spell A" from your hand or Deck.
-I Summon "Dark Necrofear"!-[/spoiler]

 

[spoiler='Dark Sanctuary (Spell A)']t0ojD2s.jpg
Once per turn, this card cannot be destroyed by an opponent's card effect. Cannot be activated, except by the effect of "Bakura/Monster A". When this card is activated, activate "Bakura/Spell B" from your hand or Deck. If you control "Bakura/Monster A", destroy this card. You can place Spell/Trap Cards in Monster Card Zones as if they were Spell/Trap Card Zones.
-I activate "Dark Sanctuary"!-[/spoiler]

 

[spoiler='The Dark Door']etHQu9R.jpg
Only one monster can battle per turn.
-I activate "The Dark Door"!-[/spoiler]

 

[spoiler='Dark Spirit of the Silent']8Q2tvmS.jpg
When an opponent's monster declares an attack; negate that attack, then target 1 other monster that opponent controls, and if you do, that monster attacks instead.
-I activate "Dark Spirit of the Silent"!-[/spoiler]

 

[spoiler='Multiple Destruction']YUg93B7.jpg
All opponent players discard their hands, then draw 5 cards, and if they do, inflict 500 damage to each player for each card sent to their respective Graveyard.
-I activate "Multiple Destruction"!-[/spoiler]

[/spoiler]

 

[spoiler='Deck from Top to Bottom']
[spoiler='Destiny Board (Trap B)']9x4R4s5.jpg
During each opponent's End Phase, place 1 Final Counter on this card. If this card has 4 Final Counters while you control "Bakura/Spell A", remove all Final Counters from this card, and if you do, 1 opponent player's LP becomes 0.
-I activate "Destiny Board"!-

 

Hidden Effect:

If this card would be destroyed, you can Set it instead. This card can be activated during an opponent's turn it is Set.

[/spoiler]

 

[spoiler='Ectoplasmer (Spell C)']6McmPw6.jpg
Once during each player's End Phase, the turn player can Tribute 1 face-up monster on their side of the field. 1 opponent takes damage equal to half the original ATK of the Tributed monster.
-I activate "Ectoplasmer"!-[/spoiler]
[spoiler='Ghost of Dark Sanctuary']CaErbF9.jpg
If you do not control "Bakura/Spell A", destroy this card. At the start of each opponent's Main Phase 1: Roll a six-sided die and treat that opponent's Monster Card Zones as numbers 1-5, counting from your right; if the monster in the resulting Monster Card Zone attacks; negate the attack, and if you do, inflict damage to that opponent equal to half the ATK of that monster. If the result is a 6, or there is no monster in that Monster Card Zone, re-roll the die.
-I activate "Ghost of Dark Santuary"!-[/spoiler]
[/spoiler]

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After some testing this is probably one of my favorites to duel against and thus one of my favorite bosses. The destiny board puts you on a timer to figure out how to deal with the battle phase lock, but with some clever work like Yami did you can succeed.

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This is by no means too strong for a boss deck, darkness and don thousand are on an equal scale with this deck, don thousand can even end one player on his second turn, thought he is unbelievable vulnerable to mirror force, he can lose because of one attack into mirror force, darkness however has a 4k def hand trap on turn one, can burn one player for up to 6k damage during their first turn, while banishing cards and turning anything into a beatstick, while stealing the player's strongest main deck monsters.
Once destiny board hits the field it takes 4 more turns for the boss to end ONE player with it, when I mentioned it I actually meant all players would lose after that times passed, however a boss is supposed to put an immense pressure on the challengers, after all he is up against up to 3 times more turns.
Destiny Board ends ONE player after the challengers already had 5,10 or 15 turns (all added together, 5 turns as the boss draws this during his second turn), if you cannot destroy backrow at that point you deserve to lose, not to mention the challenger choice to topdeck (actually I do not like the ability to flip it right after it being destroyed, the field spell should have a hidden effect instead as in the anime destinyboard was only meant to force yugi to rush and allow bakura to abuse the spirit of the sanctuary, thus the sanctuary should have a hidden effect instead.
Destiny Board should not be able to finish a challenger this quickly (maybe change it to your own end phase or standby phase) and not to reset it once it gets destroyed, it should really not have that effect, as it returns anyways in a boss deck.

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This is by no means too strong for a boss deck, darkness and don thousand are on an equal scale with this deck, don thousand can even end one player on his second turn, thought he is unbelievable vulnerable to mirror force, he can lose because of one attack into mirror force, darkness however has a 4k def hand trap on turn one, can burn one player for up to 6k damage during their first turn, while banishing cards and turning anything into a beatstick, while stealing the player's strongest main deck monsters.
Once destiny board hits the field it takes 4 more turns for the boss to end ONE player with it, when I mentioned it I actually meant all players would lose after that times passed, however a boss is supposed to put an immense pressure on the challengers, after all he is up against up to 3 times more turns.
Destiny Board ends ONE player after the challengers already had 5,10 or 15 turns (all added together, 5 turns as the boss draws this during his second turn), if you cannot destroy backrow at that point you deserve to lose, not to mention the challenger choice to topdeck (actually I do not like the ability to flip it right after it being destroyed, the field spell should have a hidden effect instead as in the anime destinyboard was only meant to force yugi to rush and allow bakura to abuse the spirit of the sanctuary, thus the sanctuary should have a hidden effect instead.
Destiny Board should not be able to finish a challenger this quickly (maybe change it to your own end phase or standby phase) and not to reset it once it gets destroyed, it should really not have that effect, as it returns anyways in a boss deck.

Thank you for you thoughts but as there isn't really anything to hide in Dark Sanctuary I took some creative liberty with Destiny Board. I like the way it is, because while it does work quicker in a 3v1, it can only end the duel fir one player unless it gets destroyed again afterward. As it has no way to reset it's counters besides it's protection. As you say, it's meant only to put pressure on the players as the Ghost of Dark Sanctuary picks them off.
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