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[R/F] Ritual Burning Abyss - A Long-Lasting Minty Fresh Taste for Mixed Locals
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TsundereVanila is a redditor or a female in R/F
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Hi all, been awhile since I last touched Yugioh.

I've been playing Burning Abyss since their reprint in PGL3, since they (Dante) became oh-so wonderfully affordable for a broke College kid like me. Although I wasn't able to hop onto the PKFire hype train until now (god bless Battles of the Legend), I didn't want to play BA the same way everyone else did. So I went through the list of BA cards, and found Malacoda a while back.

Using Cagna to dump Good & Evil for searches has been a tech ever since the card existed. It was considered a brick when drawn into, because seldom anyone actually played Malacoda. However, with his quick-effect Discard to trigger BA effects, and his relatively healthy 2700 ATK (alongside a built in Attack reduction), I feel that he's particularly worth trying out, especially since Rituals have been relatively untouched for Link format. Also because it'd be a shame for Burning Abyss to fall out of style now, after such a long time of remaining at least somewhat viable.

Monsters [24]

Name Quantity Reason
Malacoda, Netherlord of the Burning Abyss 3 The (sort of) Star of the deck. His quick-effect Discard that can be used during the damage step means that a Farfa or Alich in hand becomes very significant disruption. Farfa can neutralize two threats before the Battle Phase, and Alich can negate on-summon effects, if Malacoda is chained to the Summon. 2700 Attack is nothing to scoff at, either.
Graff, Malebranche of the Burning Abyss 1 Sadly limited to one. Special Summons any not-Malacoda Burning Abyss from the deck on pitch. Pitching him with Malacoda means a defense Position Scarm for your opponent to get over, or a Farfa to prevent your opponent from OTKing as easily.
Cir, Malebranche of the Burning Abyss 1 Also sadly limited to one. Special Summons any Burning Abyss monster (Including Malacoda, if he was already properly summoned) from the Graveyard, being that vital Grave recovery BA really need.
Scarm, Malebranche of the Burning Abyss 3 Your primary searcher. Using him as material for Malacoda means you'll be able to search out the Farfa/Alich you need during the end phase. Also searches out Djinn and Tour Guide.
Farfa, Malebranche of the Burning Abyss 3 Your (temporary) spot removal. Banishing a monster until the End Phase flexes a lot of utility, from removing Xyz Materials from Zoodiac Monsters to clearing the way for the OTK. Ran at 3 to fuel Malacoda's discard ammo.
Alich, Malebranche of the Burning Abyss 2 Your Pseudo-Effect Veiler. Negates effects until the End of the Turn, which when coupled with Malacoda, becomes significant disruption. Considering bumping up to 3, given the deckthinning this deck does.
Calcab, Malebranche of the Burning Abyss 2 Your Pseudo-MST. Bounces a Spell or Trap on the field back to the hand, which can bounce backrow, Diagram to remove the 1-time Battle Immunity, among other things.
Rubic, Malebranche of the Burning Abyss 1 Obligatory Virgil access. Also doesn't do anything when pitched to grave, which kind of sucks, but Virgil opens up many possibilities. 2100 Defense stops the Wulf and Minerva vs the Lightsworn matchup.
Barbar, Malebranche of the Burning Abyss 1 Run at 1, because you never want to see him early in the Graveyard. Although he makes for pinch Ritual fodder or Xyz Material, so he isn't exactly a "brick" either. Banishes spent Cagnas, Rubics, and duplicate Scarms and Farfas for up to 900 damage.
Cagna, Malebranche of the Burning Abyss 1 Pitches Good & Evil, which can search Malacoda, Good & Evil, or really anything BA. I wouldn't run more than 1 since pitching more than 1 G&E tends to result in all 3 copies being milled (and turning Pre-Prep into a dead card).
Fiendish Rhino Warrior 3 The BA version of Shaddoll Squamata. Provides immunity from Effect Destruction for all Fiend-types, extending itself to Malacoda as well. Although you'll seldom see him on the field for long, he does come in handy as a pseudo-Foolish Burial.
Tour Guide From the Underworld 1 Special Summon almost everything! Negate their effects so that BA doesn't nuke themselves! Doesn't negate their effects in the grave so BA still proc off! The staple in all BA decks, this one now can summon Djinn for reusable Ritual fodder. Do not summon Rubic; her effect bans that monster from Synchros.
Djinn Demolisher of Rituals 1 A long time ago (or now, if you're OCG) this would be a Releaser. Makes Malacoda untargetable, protecting him from the popping effects of Drident, ABC Dragon Buster, Felis, Master Peace (not that it really matters, though) among other things. Also reusable by banishing itself from the Grave, which is handy because he is Level 3 and almost everything else is Level 3. Malacoda is 6. Math.
Ghost Ogre and Snow Rabbit 1 Destroys Field Spells, Brilliant Fusions, Pendulumgraphs, Barrages, and is now quite cheap. Also Level 3, for pinch Ritual fodder.
Maxx "C" 1 Limited, but not forgotten. Draws a lot against Zoo, doesn't draw that much against True Kings.

Spells and Traps [16]

Name Quantity Reason
Good & Evil In The Burning Abyss 3 The Ritual Card for Malacoda, it also has an auxiliary Search effect, which is useful when it's milled, dumped via Cagna, or just used up. Run 3 because milling all of these really sucks.
Pre-Preparation of Rites 3 Searches Good & Evil and Malacoda, and makes milling Malacoda, or using a duplicate one as Ritual or Discard Fodder not as bad, since it can recover him from the grave. A wonderful card for Ritual decks that don't have generic Ritual Spells.
Allure of Darkness 3 Delicious Draw Power. You can banish literally everything but Fiendish Rhino Warrior for it, and it makes cycling through your deck for the Pre-Prep you need easy. Just...don't gamble with it and use it with no Dark monsters in hand...
Foolish Burial 1 On-demand pitching of every monster. You can deckthin by pitching Fiendish Rhino Warrior, which in turn will pitch whatever you really needed.
Dark Eruption 1 With Cir at 1, recovering BAs from the grave is slightly more difficult since you won't be so vitally clinging to Dante as much. It's also nice in a pinch for Ritual Fodder, too, and can re-use Tour Guide. It works on all the BAs you use, too.
Mask Change II 1 Because Lightsworns suddenly took over my Locals, and I hate Fairy Tail - Snow. It's also just a pain in the ass in general to deal with Dark Law.
Raigeki 1 Flexible Board clearing, threat removal, and it doesn't hurt your own board.
Twin Twisters 1 It's like MST, but double. The drawback of discarding a card isn't too bad, discarding a BA. Also gives you the power to trigger BA effects on your opponent's turn. Contemplating replacing it with Galaxy Cyclone, but I don't want to lose the quick-play quality.
The Traveler And The Burning Abyss 1 An interesting card that makes your second turn a lot scarier. Turns Dante into a much scarier board, and if you used a Malacoda on the field as Xyz Material for Beatrice or Ritual Fodder for another Malacoda, well, guess who's back.
Lost Wind 1 A very nice backrow that doesn't mind being milled. Zoodiac HATES this card.

Extra Deck

Name Quantity Reason
Dante, Traveler of the Burning Abyss 3 Deckthins, Mills your BAs, and recovers on destruction. Also a 2500 Wall and beater. Dante does it all, all while avoiding the banlist. Somehow.
Beatrice, Lady of the Eternal 1 Limited due to how strong she is, essentially she's a better Malacoda. She's unrecoverable once she's gone, sadly, and she pops BA monsters when they're summoned since she isn't one herself. Quick effect pitch, and you can make her with Malacodas and Virgil. Floats into Fusion Dante, Big Daddy of the Burning Abyss on death.
Number F0: Utopic Future 1 Turns two Dantes into a major pain the ass. Indestructible by battle, immune to Effect destruction twice, and steals monsters you would otherwise have issues beating over or destroying by battle. Loses the Xyz Materials attached to the Xyz Monsters it uses, however, but that triggers your BA effects anyway.
The Phantom Knights of Break Sword 1 God bless Battles of Legend. Detach 1 to pop something on both sides of the field simultaneously. You can pop Dante to recover things, or pop itself to remove threats. Flexible and easily accessible card.
Downerd Magician 1 Turns spent Dantes into 2300 Piercing beaters. Nice to have, and each time I've removed it I've found myself needing it again.
Number 47: Nightmare Shark 1 Game ender. Attacks directly for 2000, which combined with Barbar's burn and the (hopefully) accumulative damage you've been pumping out, should end the game, if your opponent doesn't have a response to it.
Mechquipped Angineer 1 The cute, robo-angel comes in handy to protect your important monsters from Drident and Master Peace! It however, lacks stats that make it particularly healthy on it's own if you use it's effect on something else. A Djinn'd Malacoda with Angineer's effect makes it invincible.
Super Quantal Mech Beast Grampulse 1 The Bane of Backrow everywhere. Pinch S/T removal, if you don't have Calcab or TwTw ready.
Number 20: Giga Brilliant 1 Makes Digital Bug Corebage
Digital Bug Corebage 1 Spins away Defense Position walls or threats, and recovers Giga Brilliant from the grave as a material each time your Dante changes back to Defense Position. It's also a cheap common, although it deserves a nice super. Keep up the good work, robo-moth.
Dante, Pilgrim of the Burning Abyss 1 The Beatrice-Insurance Plan. Big Daddy Dante can't be targeted by your opponent's stuff, and he's a healthy 2800 Beater too. Ironically, you can use him as material for Beatrice, but not without running Terminus (which you shouldn't).
Masked HERO Dark Law 1 The Hero nobody wanted, but deserved. The mainstay of particular Rogue decks everywhere, Dark Law has become essentially the new Bujin Yamato; All you do is make him then protect him. Although you can't really do much protecting (outside of Angineer) for him, he does prove to be a major nuisance for Lightsworn, and other decks that really need draws and searches. Also can be Xyz Material for Beatrice, in a pinch.
Virgil, Rock Star of the Burning Abyss 1 Adds a lot of flexibility and utility, and clears the way for OTKs. Not much to say about him. You can pop him with Break Sword for a free draw, though.

The biggest problems for me with the deck right now is running over big beaters. Superconductor Tyranno, Master Peace, and even staple extra deck cards like Psy-frame Omega become a major hassle, as most of them have ways to evade Farfa and Malacoda's Attack reduction, and their Attack is too high for Malacoda to beat down without it. I could also definitely use some help with the Extra, much of it (*cough*, Angineer, Downerd) is a bit outdated or suboptimal. For the most part, my locals is an interesting mix of meta and rogue, and although my budget isn't very wide (Ash is, sadly, out of the question), I am willing to spend a little to make Ritual Burning Abyss babies a little more...plausible. I've contemplated running IKS and Radians, but it's difficult for BA to beat over them without discarding for Malacoda or using Fusion Dante, and it pains me to have to use Virgil on them. Gameciel can't be used for Allure, but I suppose is worth the risk.

Thanks for reading!

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