5. Cute but Frightening
Cute but Frightening Boss Monster and Key Cards
You fetch a cute teddy bear from the claw machine, and it drops at the prize chute. With a soft thump, it presents itself with a cute bow, but as you pick it up, you notice the sharp metal claws protruding from its claws.
The Frightfur archetype is cheap to create, yet it packs a punch with its Fusion Monsters. This deck blends both The Edge Imp and The Fluffal Archetypes to bring out Frightfur Monsters from fusing cards in either the Graveyard (GY) or the Field. The Archetypes in the deck can bring out Fluffal and Edge Imps from the GY or the Hand to keep an ample supply of materials to go into your Boss Monsters. The low crafting cost of this deck and its high power makes it quite easy to like.
Cute but Frightening Pros:
- Plenty of interaction with the GY which makes it easier to bounce back from problematic situations.
- The Deck can easily bait out some hand traps like Ash Blossom.
- Has multiple searchers, so having one search negated will not hurt as much.
- The Boss Monster Frightfur Sabre-Tooth has a can’t be destroyed effect that can easily be triggered, making this really hard to remove.
- Frightfur Sabre-Tooth can also resurrect one Frightfur from the GY
- The deck can return Frightfur Cards from the GY to trigger different effects
- The player can easily refuse a destroyed Frightfur Monster
- Has a way to fetch out Polymerization from the deck, ensuring consistency in their plays.
- Has plenty of Draws on the Deck that allow the deck to have high consistency and fewer chances of bricking.
Cute but Frightening Cons:
- Has little outs from floodgates like There Can Only Be One.
- This deck will have a hard time defeating Stun Decks that rely on effects like these.
- Cards that banish Monsters in the GY can really hurt the deck, as it relies heavily on the GY
- Quite confusing to pilot and may take some time getting used to.
- Lacks Hand Traps and interactions with enemy Hand Traps
- Has Fusion Monsters that require fusing over three monsters occasionally using a Fusion Monster as a material.
Card list
Monsters -.20
- 2x Edge Imp Sabres
- 3x Edge Imp Chain
- 2x Edge Imp Scythe
- 3x Fluffal Dog
- 2x Fluffal Bear
- 2x Fluffal Penguin
- 2x Fluffal Wings
- 1x Fluffal Sheep
- 1x Fluffal Owl
- 1x Fluffal Dolphin
- 1x Fluffal Cat
Spells - 18
- 3x Frightfur Patchwork
- 2x Frightfur Fusion
- 2x Frightfur Repair
- 3x Toy Vendor
- 2x Twin Twisters
- 3x Polymerization
- 2x Pot of Desires
- 1x Monster Reborn
Traps - 2
- 2x Mirror Force
Extra Deck - 6
- 2x Frightfur Tiger
- 1x Frightfur Wolf
- 1x Frightfur Sabre-Tooth
- 2x Frightfur Cruel Whale
4. Those Chosen by the World Chalice
Those Chosen by the World Chalice Boss Monster and Key Cards
You want a budget deck without the hassle of crafting most of the cards? Well, time to delve deep into SOLO Mode and get all those gems as most of this budget deck can be gained from the aforementioned mode.
The World Chalice archetype focuses on special summoning or normal summoning Normal World Chalice Monsters to create strong Link Monsters from the Extra Deck. This deck is truly one of the F2P decks out there in Master Duel as most of its parts are from SOLO Mode and from the Link Summon oriented Starter Deck. This deck also can field different Boss Monsters with varying sets of protection for them, making it truly versatile.
Those Chosen by the World Chalice Pros:
- Most of The World Chalice cards can be obtained in SOLO Mode for free.
- This deck only utilizes Link Summoning as its gimmick making it quite easy to pilot.
- Has several Boss Monsters that can be used in different situations
- Accesscode Talker: Can Banish Cards and not be negated because of its spell speed 4 ability.
- Decode Talker: Can Negate an activation of a card by tributing the monster card it is pointing to.
- Ningirsu The World Chalice Warrior: Can draw cards based on the number of World Chalice monsters it is pointing to.
- Unchained Abomination: Can be used to wipe out specific cards from the field since it can destroy cards whenever a monster you control is destroyed by a card effect and sent to the GY.
- Has an easy to use Negate as of World Chalice Guardragon that can discard itself to negate an effect targeting your Link Monster.
- This also has a GY effect on Special Summon, a Normal Monster, to a spot a Link monster is pointing to. Great for creating and extending combos.
- Has a fetch card that can be easily placed back into the hand, which is great for consistency and provides fewer chances for bricking.
- Has access to a couple of hand traps and negates making it easier to play against your opponents
- World Legacy - “World Chalice” is a very good threat to have in the field as it can easily remove an extra deck monster.
Those Chosen by the World Chalice Cons:
- SOLO Mode might take some time as it is a single player mode in Master Duel
- And will require a competent deck to play against some of the SOLO Mode Stages.
- Because of its high number of GY effects, this deck can be countered by cards that banish like:
- Called to the Grave
- Dimensional Fissure
- Can be countered by hand-traps often.
Card list
Monsters - 25
- 1x Beckoned by the World Chalice
- 2x Chosen by the World Chalice
- 2x Crowned by the World Chalice
- 1x Guardragon Justicia
- 1x Trias Hierarchia
- 3x World Legacy - "World Armor"
- 3x World Legacy - "World Chalice"
- 3x Draconnet
- 2x Diviner of the Herald
- 3x Lee the World Chalice Fairy
- 1x Jet Synchron
- 3x World Chalice Guardragon
Spells - 13
- 1x Monster Reborn
- 1x Lightning Storm
- 3x Unexpected Dai
- 3x World Legacy Succession
- 3x World Legacy's Heart
- 2x Forbidden Chalice
Traps - 2
- 2x Bottomless Trap Hole
Extra Deck - 15
- 1x Unchained Abomination
- 2x Ningirsu the World Chalice Warrior
- 1x Accesscode Talker
- 1x Decode Talker
- 2x Auram the World Chalice Blademaster
- 1x Rasterliger
- 1x Ib the World Chalice Priestess
- 1x Crystron Halqifibrax
- 1x Link Spider
- 3x Imduk the World Chalice Dragon
- 1x Underworld Goddess of the Closed World
3. The Truest of all Draco
The Truest of all Draco Boss Monster and Key Cards
Harken back to the old times, where the mountains are craggy, and civilizations are tiny. Pay tribute to the True Dracos.
The True Dracos are an all around Budget deck that uses the ability to tribute summon themselves with continuous spell/trap cards. They can also react to the opponent’s plays by bringing out True Draco or True King cards from the deck and either placing it into the field or adding it to the hand. Because they can tribute summon, we have access to different things that can’t be usually played. This makes a very Budget Friendly deck that can carry a player through greater heights.
The Truest of all Draco Pros:
- The True Dracos rely on Tribute Summoning effects therefore, they will not be hurt by effects that limit, punish, or restrict Special Summoning like.
- Vanity’s Emptiness
- Summon Limit
- Nibiru the Primal Being
- The True Draco archetype focuses on reacting to your opponent’s plays by bringing Continuous Spell/Trap cards from the deck and into the field and using their abilities to react to your opponent.
- This deck runs Floodgates like Dimensional Fissure, Imperial Order, and Skill Drain, which will also affect the cards on your field.
- But unlike most decks, they can easily tribute these Floodgates when you want to turn it off, making it effortlessly one-sided.
- Summon Limit is another Floodgate that affects both players, but because you can at most only Tribute Summon 2 Monsters in a turn.
- Some decks can’t actively deal with the floodgates when they are faced-up and being used, making it an easy win.
- DImensional Fissure can counter hand traps like Ash-Blossom and Maxx “C”.
- Maxx “C” poses no threat to this deck as you do not special summon monsters from the Extra Deck.
- The deck runs The Monarchs Erupt to negate all of your opponent’s monster effects when a Tribute Summoned Monster is in the field, basically protecting most of your cards.
The Truest of all Draco Cons:
- Has no Extra Deck, because of The Monarch’s Erupts condition, which makes it have less versatility on enemy plays.
- Has no Hand Traps which makes negating or interrupting your opponent’s plays quite hard and will be reliant on which Continuous Spell/Trap Card you have on the field.
- May require proper set-up and some practice to pilot this deck properly.
- All the True Draco Effects can be mistimed because of their activation condition, and should be used first in a chain before other effects.
- One True Draco Effect can only be played per Opponent Activation, which limits their utility and counterplay.
- Has no way to banish cards on the field outside of Dimensional Fissure, which makes removing hard to destroy Boss Monsters quite taxing and resource intensive.
- A well timed Lightning Storm can properly break your formation if the player did not draw and use Imperial Order.
- Has no way of increasing their Monster’s attack over 2800 which means Monsters with ATK over that will have no problem beating it.
- True Draco Apocalypse can help with that by making all enemy monsters half their ATK and DEF at the cost of Tributing a True Draco or True King card on the field. This also requires True Draco Apocalypse to be face up on the field.
Card list
Monsters - 10
- 3x Majesty Maiden, the True Dracocaster
- 3x Ignis Heat, the True Dracowarrior
- 3x Dinomight Knight, the True Dracofighter
Spells - 16
- 1x Terraforming
- 3x Card of Demise
- 3x Pot of Duality
- 1x Lightning Storm
- 1x Dragonic Diagram
- 2x Dimensional Fissure
- 2x True Draco Heritage
- 3x Disciples of the True Dracophoenix
Traps - 14
- 1x Solemn Judgment
- 1x Imperial Order
- 3x Skill Drain
- 2x Summon Limit
- 2x The Monarchs Erupt
- 3x True King's Return
- 3x True Draco Apocalypse
Extra Deck - 0
Since we use The Monarchs Erupt we should not have cards in the Extra Deck to use that card.
2. It's Just a Prank!
It's Just a Prank! Boss Monster and Key Cards
Are you tired of your opponent’s turn taking too much time? Instead of waiting, why don’t we play during their turn? We can do that with the Prank-Kids.
This budget deck goes all-in with the Prank-Kids and runs only cards from that archetype. The Prank-Kids archetype focuses on Special Summoning Prank-Kids Monsters from the Extra Deck to activate a slew of effects that can wipe either your opponent’s Monsters or Spell/Trap Cards on the field, whilst refunding a portion of their costs back to the field. This deck also has ways to bait our Ash-Blossom and Maxx “C” due to their versatility in being played on both turns. With the proper set-up and board presence, you can get over any tough situation you can find yourself in.
It's Just a Prank! Pros:
- The Deck has easy access to its Fusion Spell, named Prank-Kids Pandemonium, and can be fetched from both the deck and the GY.
- Prank-Kids Dodo-Doodle-Doo can fetch Prank-Kids Pandemonium from the deck, and it can tribute itself to return two Prank-Kids cards with different names from the GY.
- Prank-Kids Bow-Wow-Bark can return two Prank-Kids Cards with different names from the GY and can provide effect destruction protection for the Player’s Prank-Kids cards.
- The Deck has multiple ways of resurrecting Prank-Kids Monsters or returning Prank-Kids Monsters back to the hand, making it very easy to loop around their effects in a whole turn.
- Prank-Kids Rocket Ride can Special Summon two Prank-Kids monsters from the GY
- Prank-Kids Weather Washer can Special Summon two Prank-Kids Monsters from the GY during your opponent’s and they cannot be destroyed by battle making them good defenders during your opponent’s battle phase.
- This deck can fusion summon cards during your opponent’s turn to summon out their boss monster Prank-Kids Battle Butler during your opponent’s turn for utility.
- Prank-Kids Battle Butler can wipe out your opponent’s monsters when it is Fusion Summoned by Tributing itself.
- Prank-Kids Battle Butler can return a Prank-Kids card back to the hand from the GY.
- The Prank-Kids archetype can also return cards from the GY directly back to their associated decks, allowing the player to reuse Extra Deck Monsters in the GY.
- Has a way to negate a tribute cost by activating Prank-Kids Meow-Meow-Mu’s GY effect, allowing the player to keep their Boss Monsters.
- The Prank-Kids Monsters have special effects when they are used as materials for either Link Summon or Fusion Summon. These effects can only be used once per turn.
- Prank-Kids Fansies: Send one Prank-Kids card from the Deck to the GY and Special Summon one Prank-Kids Monster to the field from the hand or deck.
- Prank-Kids Dropsies: Gain 1000 LP and Special Summon one Prank-Kids Monster to the field from the hand or deck.
- Prank-Kids Lampsies: Inflict 500 damage to your opponent’s LP and Special Summon one Prank-Kids Monster on the field from the hand or deck.
- Prank-Kids Rocksies: Banish one card from the hand to draw one card and Special Summon one Prank-Kids Monster to the field from the hand or deck.
It's Just a Prank! Cons:
- The deck is full of combos and is quite unintuitive in its plays, making it quite hard to pilot.
- This deck lacks negates to interact with the opponent’s plays outside of their access to their one-sided Monster wipe or Spell/Trap card destruction
- Banish effects will hurt this deck a lot since it relies on your GY to act as a resource.
- These cards include:
- Called to the Grave
- Dimension Fissure
- Macro Cosmos
- These cards include:
- Stun Decks that limit out Special Summoning or Summoning can really hurt the deck as it has little to no way of interacting with that.
- Floodgates can prevent most of your plays as this deck has little moving room against those types of cards
- These Cards Include:
- Imperial Order
- Skill Drain
- These Cards Include:
Card list
Monsters - 13
- 3x Prank-Kids Dropsies x3
- 3x Prank-Kids Fansies x3
- 3x Prank-Kids Lampsies x3
- 3x Prank-Kids Rocksies x3
- 1x Ash Blossom & Joyous Spring
Spells - 20
- 3x Prank-Kids Pandemonium
- 3x Prank-Kids Place
- 2x Prank-Kids Pranks
- 2x Polymerization
- 1x Instant Fusion
- 2x Called by the Grave
- 1x Lightning Storm
- 3x Reload
- 1x Terraforming
- 1x Harpie's Feather Duster
- 1x Twin Twisters
Traps - 7
- 2x Prank-Kids Plan
- 1x Solemn Judgement
- 2x Bottomless Trap Hole
- 2x Lost Wind
Extra Deck - 15
- 2x Prank-Kids Battle Butler
- 2x Prank-Kids Bow-Wow-Bark
- 3x Prank-Kids Dodo-Doodle-Doo
- 2x Prank-Kids Meow-Meow-Mu
- 1x Prank-Kids Rip-Roarin-Roaster
- 3x Prank-Kids Rocket Ride
- 1x Prank-Kids Weather Washer
- 1x Toadally Awesome
1. The Marching Crusade
The Marching Crusade Boss Monster and Key Cards
Think World Legacy, but years into the future. If you like the lore and the feel of the World Legacy cards, then you will like this budget deck.
The Crusadia archetype focuses on Link Summoning Crusadia Cards from the Extra Deck and reinforcing those cards with other strategically placed Crusadia Monsters in the field. The Gimmick of the Crusadia cards focuses on Special Summoning Crusadia Monsters from the hand and placing them on the arrows pointed by their own Link Monsters to activate battle effects and protection.This Budget deck also runs a portion of the Sky Stiker Engine to bring out a link summon to help increase the combo and consistency.
The Marching Crusade Pros:
- Has an intuitive set of combos and plays, this makes it easier for the player to pilot.
- The Deck has ways to protect their Boss Monsters in various forms even during your opponent’s turn
- Crusadia Power: A quick-play spell that can prevent one of the player’s Crusadia monster from card effects other than its own for a turn.
- Crusadia Testament: A quick-play spell that makes all of your Crusadia Monsters and Effects spell speed 4 for a turn.
- Crusadia Equimax: A link 3 monster that can do a targeted negate by tributing a Crusadia or World Legacy Monster that it is currently pointing to.
- Crusadia Arborea: An effect monster that can banish itself from the field or the GY when a Crusadia Card is destroyed.
- Has the Sky Striker Engine to help facilitate link playst better with more consistency.
- Has other cards outside of the Crusadia archetype that can also facilitate some plays in an effort to generate advantage.
- The Kaiju Cards allow the player to tribute to your opponent’s boss monster and allow the player to also special summon one Kaiju into their field.
- Parallel eXceed can special summon itself from the hand when a Link Summon occurred and bring an extra copy out of the deck to the field.
- Mekk-Knight Crusadia Avramax is the boss monster of this deck and it can force all battles to attack this card. It also can gain the ATK of a Monster attacking it once per turn allowing it to beat over some difficult to destroy Boss Monsters.
- Also has one of the strongest removals in the game tied to its own destruction trigger.
- This deck is quite consistent in terms of opening hand and will always have some plays.
The Marching Crusade Cons:
- Has no hand traps to disrupt or negate your opponent’s plays.
- All their negates are tied to a Quick Play Spell Card, which might be easily destroyed.
- Has little trap card presence, so the deck might brick against Decks that run Imperial Order
- Wil, l have a hard time dealing with decks that can prevent special summoning or limit their summons.
- This deck is quite susceptible to negates like Ash-Blossom and the like, making the deck quite hard to maneuver over these types of cards.
Card list
Monsters - 23
- 2x Battle Fader
- 3x Crusadia Arboria
- 3x Crusadia Draco
- 2x Crusadia Leonis
- 3x Crusadia Maximus
- 3x Crusadia Reclusia
- 2x Gamaciel, the Sea Turtle Kaiju
- 2x Jizukiru, the Star Destroying Kaiju
- 3x Parallel eXceed
Spells - 16
- 1x Crusadia Revival
- 1x Reinforcement of the Army
- 2x Crusadia Power
- 2x Crusadia Testament
- 1x Sky Striker Mecha - Hornet Drones
- 1x Terraforming
- 2x Forbidden Chalice
- 2x Mystical Space Typhoon
- 1x Raigeki
- 3x Magical Mallet
Traps - 1
- 1x Solemn Judgement
Extra Deck - 15
- 2x Crusadia Regulex
- 3x Crusadia Magius
- 2x Crusadia Equimax
- 1x Sky Striker Ace - Kagari
- 1x Mekk-Knight Crusadia Avramax
- 1x Decode Talker
- 1x Crusadia Spatha
- 1x Sky Striker Ace - Zeke
- 1x Sky Striker Ace - Hayate
- 1x Gagaga Cowboy
- 1x Gravity Controller