Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Phantasm Spiral Dragon deck
By ImABotKiller
A guide for a deck made mostly out of normal and rare cards (you can upgrade it with SR and UR tho).
   
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Playing style
The archetype has 3 Equip Spell Cards that specifically summon and attach themselves to Phantasm Spiral Dragon. You only run 1 copy of them, because they can be activated only once per turn.

Pacifis, the Phantasm City is by far the most important card in the archetype's play style, because you need it to search other cards and activate Phantasm Spiral traps from your hand. You have to have 3 copies in your deck and if you can't afford Terraforming, Metaverse or Demise of the land you have to use Forgotten Temple of the Deep so that "Umi" is always on the field.

Another card you that you need to run 3 copies of is Sea Stealth Attack, because it protects all other face-up Spell and Trap cards. It also allows the Spiral Dragon Token to destroy monsters with more attack.
The essentials
The following cards are the bare minimum required to make a Spiral Dragon deck. The deck in this variation is not very strong because we need to activate Pacifis, the Phantasm City or Forgotten Temple of the Deep so we can activate Phantasm Spiral traps from the hand. We also need to have Phantasm Spiral Dragon on the field so we can activate Champion's Vigilance (That is a cheaper version of Solemn Strike).

Ancient Rules
Champion's Vigilance
Megalosmasher X
Gem-Knight Pearl
Torrential Tribute
Pacifis, the Phantasm City
7 Color Fish
Phantasm Spiral Battle
Phantasm Spiral Power
Sea Stealth Attack
First-Aid Squad
Forgotten Temple of the Deep
Phantasm Spiral Dragon
Phantasm Spiral Crash
Phantasm Spiral Grip
Phantasm Spiral Wave

Sample deck:
R upgrades
Below are some cards that can improve the deck significantly. That does not mean that you should use them all. I also don't list the most generic cards that can be part of any deck for example:
  • Solemn Judgment,
  • Raigeki,
  • etc.


White Elephant's Gift
Send 1 face-up non-Effect Monster you control to the GY; draw 2 cards.

Tokens don't count so activate only when needed.








Kairyu-Shin of the Reef
Send 1 face-up "Umi" you control to the GY; you cannot Special Summon monsters until the end of your next turn, except WATER monsters, also Special Summon up to 2 WATER Normal Monsters, and/or monsters that specifically list "Umi" in their text, with different names from your hand or Deck in Defense Position, then, if your opponent controls a monster, you can Special Summon any number of Level 6 or lower WATER Normal Monsters from your hand or Deck. You can only activate 1 "Kairyu-Shin of the Reef" per turn.




Cataclysmic Circumpolar Chilblainia
If a face-up WATER monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand, then you can send 1 random card from your opponent's hand to the GY. You can only use this effect of "Cataclysmic Circumpolar Chilblainia" once per turn.







Planet Pathfinder
You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


(I recommend you put Salamangreat Almiraj in your extra deck if you use this card)
SR upgrades

Fish Sonar
Add 1 Level 7 or lower monster that is a WATER Normal Monster or specifically lists "Umi" in its text from your Deck to your hand, then, if "Umi" is face-up on the field, you can Special Summon 1 WATER Normal Monster from your Deck. You can only activate 1 "Fish Sonar" per turn.







Fury of Kairyu-Shin
Add 1 "Torrential Tribute" from your Deck to your hand. If a WATER monster(s) you control would be destroyed by card effect, you can banish this card from your GY instead. You can only use each effect of "Fury of Kairyu-Shin" once per turn.







Ice Barrier
When an attack is declared involving your opponent's monster: Change that opponent's monster's ATK to 0, negate its effects, also it cannot change its battle position. You can banish this card from your GY; send 1 Level 5 or higher WATER monster from your Deck to the GY, then, you can add 1 WATER monster from your GY to your hand, also, until the end of your next turn after this effect resolves, you cannot Special Summon monsters, except WATER monsters. You can only use this effect of "Ice Barrier" once per turn.





Unexpected Dai
If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck.

Better to run more monsters, because most players have hand traps.







Demise of the Land
When your opponent Special Summons a monster(s): Activate 1 Field Spell Card directly from your Deck.









Heat Wave

At the start of your Main Phase 1: Neither player can Normal or Special Summon Effect Monsters, until your next Draw Phase.


Stun most decks with one simple trick.





Skill Drain
Activate this card by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).

Get 3 copies and replace/reduce the amount of Ancient Rules, First-Aid Squad, Forgotten Temple of the Deep and Torrential Tribute. Remember that Sea Stealth Attack protects this face-up card as well :)





Soul Drain
Activate by paying 1000 Life Points. Monsters that are banished, as well as monsters in the Graveyard, cannot activate their effects (that start a Chain).

Generally as useful then Skill Drain, but running both can increase the chance of bricking.






Armory Call
Add 1 Equip Spell from your Deck to your hand, then you can equip it to 1 appropriate monster you control. You can only activate 1 "Armory Call" per turn.

Useful for baiting your opponent to attack your monster and then using moon mirror shield.






Painful Decision
Send 1 Level 4 or lower Normal Monster from your Deck to the GY, and if you do, add 1 monster with the same name from your Deck to your hand. You can only activate 1 "Painful Decision" per turn.








Piercing the Darkness
If you Normal or Special Summon a non-Token Normal Monster(s) (except during the Damage Step): You can draw 1 card. When an attack is declared involving an opponent's monster and a monster you control that is a Level 5 or higher Normal Monster, or was Ritual Summoned using a Normal Monster, or was Fusion, Synchro, or Xyz Summoned using a Normal Monster as material: You can make that monster you control gain ATK equal to that opponent's monster's ATK, until the end of this turn. You can only use each effect of "Piercing the Darkness" once per turn.
Useful for the +1 draw and to destroy monsters with more attack than Phantasm Spiral Dragon.
UR upgrades

Terraforming
Add 1 Field Spell from your Deck to your hand.










Metaverse
Take 1 Field Spell from your Deck, and either activate it or add it to your hand.










Trade-In
Discard 1 Level 8 monster; draw 2 cards.










Fossil Dig
Add 1 Level 6 or lower Dinosaur monster from your Deck to your hand.

(Only good if you use Megalosmasher X)
Variation: Tenyi
Tenyi is an archetype of Wyrm monsters (just like Phantasm Spiral Dragon) with various Attributes whose effects Special Summon themselves from the hand if the player controls no Effect Monsters of their own.


Fists of the Unrivaled Tenyi
When a Spell/Trap Card, or monster effect, is activated while you control a face-up non-Effect Monster: Negate the activation. If this Set card you control is destroyed by your opponent's card effect: You can Special Summon 1 non-Effect Monster from your Extra Deck.

Fists of the Unrivaled Tenyi is a direct upgrade from Champion's Vigilance. You probably want to run a strong non-effect monster in your extra deck for the scenario that your opponent destroys your back row for example Blue-Eyes Ultimate Dragon.


Vessel for the Dragon Cycle
Send 1 Wyrm monster from your Deck to the GY, then, if you control a face-up non-Effect Monster, you can add from your Deck to your hand 1 "Tenyi" monster with a different name from the monster sent to the GY. You can only activate 1 "Vessel for the Dragon Cycle" per turn.

Allows you to move a Tenyi effect monster into the GY or dump Phantasm Spiral Dragon to the GY.




Waterfall of Dragon Souls
Activate 1 of these effects;
● Add 1 Wyrm monster from your Deck to your hand.
● Send any number of Wyrm monsters from your hand and/or face-up from your field to the GY; draw cards equal to the number of monsters you sent to the GY +1.

improves consistency.



Now for the monsters. All Tenyi Spirit monsters have the effect "If you control no Effect Monsters: You can Special Summon this card from your hand". There are quite a few and i'm going to be brief and not explain the GY effect. An important part of this deck is to replace Megalosmasher X with Mystery Shell Dragon.

Tenyi Spirit - Shthana
Tenyi Spirit - Nahata
Tenyi Spirit - Mapura
Tenyi Spirit - Adhara
Tenyi Spirit - Vishuda
Mystery Shell Dragon

Extra Deck:
Monk of the Tenyi
Berserker of the Tenyi
Blue-Eyes Ultimate Dragon
Gem-Knight Pearl
Link Spider
Shaman of the Tenyi
Draco Masters of the Tenyi

One combo is also to use Unmasked Dragon to summon Mare Mare then use its effect to summon a link 4 monster, but I don't recommend it because Unmasked Dragon has to be destroyed by battle.

Sample deck:

Variation: Paleozoic
Paleozoic is an archetype of mostly Level 2 WATER Aqua Normal Pseudo-Trap Monsters with 1200 ATK and 0 DEF. You want to run mostly trap card in this deck so you can special summon the trap cards back to the field as monsters. Because Paleozoic "monsters" are unaffected by monster effect you want to use only Phantasm spiral wave so they don't get destroyed as fast.

You want to build your deck out of the following traps
Paleozoic Canadia
Paleozoic Olenoides
Paleozoic Hallucigenia
Paleozoic Marrella
Paleozoic Leanchoilia
Tiki Curse
Paleozoic Pikaia
Paleozoic Dinomischus
Lost wind

The most important card is Tiki Curse, because it allows your other trap cards in the monster zone to destroy opponents monsters after damage calculation.

In your extra deck you want to run generic water 2 xyz monsters for example Cat Shark. This deck has also access to the strongest XYZ monster Toadally Awesome, but because it's an UR I don't recommend it.

Sample deck
Variation: Pendulum
This variation buffs the deck with strong Normal Pendulum monsters with Pendulum effect that boost your Normal monsters on the field.

Lancephorhynchus
Dragon Horn Hunter
Dragoons of Draconia
Foucault's Cannon
Sea Dragoons of Draconia
Sky Dragoons of Draconia

If the above 6 Pendulum monsters are not enough you can add Igknight pendulum monsters.
Igknight Cavalier
Igknight Crusader
Igknight Gallant
Igknight Squire
Igknight Margrave
Igknight Paladin
Igknight Templar
Igknight Veteran

While you could use only use the Phantasm Spiral cards for support I suggest you consider the following cards to reduce the chance of bricking or use some of the cards in the upgrade section.


Heart of the Underdog
During your Draw Phase, when you draw a Normal Monster(s): You can reveal it; draw 1 more card.









Pot of Riches
Shuffle 3 Pendulum Monsters into the Deck, from your GY and/or face-up from your Extra Deck, then draw 2 cards. You can only activate 1 "Pot of Riches" per turn. You cannot Special Summon the turn you activate this card, except by Pendulum Summon.







Igknight Reload
Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1. For the rest of this turn after this card resolves, you cannot draw cards by card effects. You can only activate 1 "Igknight Reload" per turn.







Soul Pendulum
You can target 2 cards in your Pendulum Zones; change each target's Pendulum Scale by 1 (min. 1). You can only use this effect of "Soul Pendulum" once per turn. Each time your Pendulum Monster(s) is Pendulum Summoned, place 1 counter on this card. Pendulum Monsters on the field gain 300 ATK for each counter on this card. You can remove 3 counters from this card; during your Main Phase this turn, you can conduct 1 Pendulum Summon of a monster(s) in addition to your Pendulum Summon. (You can only gain this effect once per turn.)


Sample deck
What variation is the best?
You are probably thinking what variation is "the best". Well it depends on the match up and how much SR and UR gems you have to spare. The vanilla deck with skill drain and heat wave is the most consistent in my experience.
Is it a viable deck for competitve?
Short answer: no.

Medium answer: Kinda, you can easy get to plat V with it and grind all the daily missions in 1-2 duels. The deck is not viable because it doesn't have enough omni-negates.
2 Comments
ImABotKiller  [author] 15 Jun, 2022 @ 12:29pm 
I agree. But like I said in the last section the 3 cards need to get added to really pack a punch. Pot of extravagance is kinda for desperate people... But it sure does help you draw.. As for Champion's Vigilance. It is listed in the guide.
Karsten 14 Jun, 2022 @ 7:36pm 
I also run Dogmatika Punishment since this deck does not rely on extra deck monsters, slap some big monsters in and call it a day. For consistency, you will also need extra drawing power like pot of extravagance. As part of the stalling tactic, Champion's Vigilance can also be used(but is useless without the token or the dragon itself). Infinite Impermanence can also be considered, since you can buy it in a special bundle.