It's been awhile since the sheer might of Magnum-Shield'd Lead Yoke has terrorized people at locals. Picking up what used to be my favorite deck (I mean who doesn't like HajimeNoIppo.dek?) after being tired of this terribly limited meta consisting of the same three decks, I wondered how I could possibly make this deck any faster, explosive, and fun.
I settled on the same engine that many rogue decks turned to, the Brilliant Engine, mostly because of the relatively easily used combos, and the synergy with an Xyz focused build. After flopping around with it a bit, I turn to you guys to help me take this deck to the next level.
MONSTERS (21)
- 3x Battlin' Boxer Glassjaw
A mandatory 3-of in Boxers thanks to his recovery effect. Not only is he a 2000 Beater (that can't be used defensively thanks to his self-destruction clause upon being targeted for an attack), but since his monster recovery activates on Detach from Lead Yoke, it's immensely useful, especially since Battlin' Boxers struggle to maintain a constant supply of resources. He's also not OPT.
- 3x Battlin' Boxer Headgeared
Another mandatory 3-of thanks to his dumping effect. Now with ROTA at 1, using Headgeared as a pseudo-tutor is extremely vital to the deck's early game set-up, especially using Seraphnite's extra Normal Summon to combo with Switchitter turn one to alleviate usage of Sparrer. His OPT battle protection isn't all that great, since he's only got 1000 ATK, but it does come up occasionally to enable him to be used as an Xyz Material.
- 2x Battlin' Boxer Shadow
Facilitates field swarming for the cost of an Xyz Material. He does trigger Lead Yoke's Attack Increase, which is neat. He is Hard OPT, which makes having more than one in hand really sucky, which is why he's run at 2.
- 2x Battlin' Boxer Sparrer
Incredibly useful for turn 1 set-ups, since you don't get a Battle Phase if you go first anyways. Aside from that, mostly used to extend an already overwhelming board, or for MP2 plays, since missing a Battle Phase is pretty nuts this meta.
- 3x Battlin' Boxer Switchitter
A not-so-mandatory 3-of. Special Summons a Boxer from the Graveyard on Normal Summon, but limits you to only Battlin' Boxer Special Summons for that turn. That clause sucks a bit, since it means no Seraphnite plays Turn 1 with it, but mid-game can recover a board on his own.
- 2x Battlin' Boxer Veil
OTK Protection. Upon taking Battle Damage, you can regain the lost Life Points, then Special Summon him. If your opponent is only beating with one monster, he lasts till the next turn for Xyz plays. A pretty neat card, in all honesty.
- 2x Gem-Knight Garnet
Brilliant Fusion Engine Part 1. A 1900 ATK Beater and Normal Monster, which comes into play when using Daigusto Emeral to further extend your boards. Ran at two because sometimes you have to Brilliant Fusion twice.
- 2x Maxx "C"
Draw Power for a deck that already struggles to maintain resources. Can help a brick hand and draw into Brilliant Fusion. A staple that finds its place in almost every deck.
- 2x Performage Trick Clown
Brilliant Fusion Engine Part 2. Some builds I saw on Youtube ran Overlay Sentinel over this, but I honestly think the recurring material is much more useful. Detach from Emeral with a Garnet in grave for a second Emeral, or any Xyz for that matter.
SPELLS (14)
- 2x Battlin' Boxing Spirits
Special Summon in exchange for a mill. Honestly a useful card that also makes a turn 1 Lead Yoke with Headgeared. Sometimes you mill a Brilliant Fusion, which sucks, and sometimes you mill a Trick Clown, which is pretty neato.
- 3x Brilliant Fusion
Third portion of the Brilliant Fusion Engine. Special Summon Seraphnite by using cards in your deck (namely Garnet and Trick Clown). You want to draw into this card as soon as possible, which is why it's ran at 3. You can discard dead copies (usually the third one) with Twin Twisters.
2x Dark Hole
1x Raigeki
Reset the board, or clear the way for your Box-Squad to punch a hole in your opponent's life points. Dark Hole doesn't hurt us as bad thanks to Lead Yoke, so generally it helps if your opponent sits on something like Majesty's Fiend, Vanity's Emptiness, or Domain Lock.
- 1x Reinforcement of the Army
Now at one, hurting a good portion of rogue decks out there. Tutors for whatever you may need, Boxers-wise.
- 2x Twin Twisters
Destroys floodgates, scales, problem cards, or clears backrow for that end-game push. Also provides a use for that dead Brilliant Fusion or Garnet in hand.
- 1x Upstart Goblin
You want to draw into Brilliant Fusion as soon as possible. And when you have a 5800 ATK Lead Yoke that's protected by another Lead Yoke, does it really matter if they have another 1000 Life Points?
- 1x Magnum Shield
Makes that turn one Lead Yoke into a 4200 ATK monster that beats over Dark Destroyer, Domain-empowered Monarchs, or Ultimate Falcon. Also works on like, half the extra deck (turns Excalibur into a permanent 4K beater, Gagaga Samurai turns into a 3500 ATK double hitter, etc)
- 1x Instant Fusion
You love this card, I love this card, we all love this card. Makes Norden for some more fun shenanigans recovering materials.
TRAPS (5)
- 1x Jar of Avarice
A mid-game or Late-Game recovery that also provides a draw. Really important if all your Switchitters are gone, or if you don't have the materials for Brilliant Fusion.
- 3x Jolt Counter
Your archetype-native Battle Counter Trap. Prevents scary things like Drowning Mirror Force, Dante triggers, but NOT Kozmo or Beatrice floats, since Jolt Counter re-destroys them, which kind of sucks. However, it does negate the other Graveyard effects of the Main-deck BA monsters, which is neat. Remember that it only activates during the battle phase.
- 1x Solemn Warning
A Staple. Prevents that Monarch from coming out and completing Domain Lock, stops Beatrice from coming out, etc.
EXTRA (15)
- 1x Abyss Dweller
No floats, Graveyard effects, etc! Although it won't buff itself since there aren't any Water monsters in the deck, the detach alone is useful enough.
- 3x Battlin' Boxer Lead Yoke
A 2-mat, 2200 Beatstick that can prevent destruction twice and bumps itself up to 3800? Count me in. Typically rushed turn one, this guy puts a lot of pressure on the field and acts as both Offense and Defense. Ran at three because the more the merrier.
- 1x Castel, the Skyblaster Musketeer
Staple Removal. A little more flexible than #101 in that it doesn't care what position the target is in, but since he bounces it, it does risk your opponent just putting it back down.
- 2x Daigusto Emeral
Favoritecard. Detach to shuffle 3 monsters back into the deck, OR detach to SS a Normal Monster from the Grave. I mostly use the second effect to extend my board and put a good amount of damage up on the board after a Brilliant Fusion (since Garnet will be in the grave, and Trick Clown SS's himself), and run 2 because Emeral often sets up 2 mats for a second Xyz and having 2 means I can do it twice after a potential second B.Fusion.
- 1x Gagaga Samurai
Attacks twice for 1900. You may be wondering why Gagaga over Blade Armor Ninja (who has 300 more attack), but honestly the battle redirection to protect Seraphnite, and the fact that he doesn't require Warrior Materials (meaning he can be made after the Emeral shenanigans above) means that I can often game with him, especially with Magnum Shield.
- 2x Gem-Knight Seraphinite
Final Brilliant Fusion Engine Part. Gives you an extra Normal Summon each turn, but is often a 0 ATK card just sort of sitting there. I like having him/her/it? up because Battlin' Boxers have very few explosive plays, and having the extra Normal really really helps. Also sets up the grave for Emeral.
- 1x Elder Entity Norden
2ndFavoriteCard. SS's a monster from the grave, making Instant Fusion a 1-card Xyz. This also re-triggers Glassjaw's effect (thank god he's not OPT).
- 1x Heroic Champion - Excalibur
Traditionally an out to Towers, and now an out to Ultimate Falcon, this guy bops himself up to 4K ATK until your next turn. He can be used to game people sometimes, which is always fun.
- 1x Number 101: Silent Honor ARK
Non-Destroying removal. Although it requires the target to be Special Summoned AND in Attack mode, it attaches that target to itself as an Xyz Material, which is neat. Also prevents it's own destruction by detaching, which can buy some time from OTKs.
- 1x Number 105: Battlin' Boxer Star Cestus
Sadly doesn't negate effects in grave, so Floats still go through. That really sucks. It also can't out S39, which also sucks. If I owned S39, I might've made room by cutting this for him and Utopia, but for now this will have to do. This neat guy does stop Catastor though, which is pretty great.
- 1x Number 79: Battlin' Boxer Nova Kaiser
Attaches Boxers from the grave or hand to himself, buffing his ATK by 100 for each material on him, then re-SS's Boxers upon death equal to the number of materials on him. For some quirky fun you can run a copy of Limited Barian's Force and have a 6-mat Giant Red Hand sitting around if you want to be a huge doucher.
Hopefully you guys can help me buff up this deck to perform at least relatively well against the current meta. I understand asking for great results is unfair, especially since this deck is from like, 2013, but hey, I can dream, right?
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