Unchained Gameplay Guide

Unchained Gameplay Guide

The article will be very detailed and long about Unchained.




Lore & Archetype Overview

Unleash your fury, Chaos Unchained!!!


Once upon a time, there was a Sorcerer who lived in a village that was constantly threatened by danger. Although the villagers had access to and use magic, it was not enough to keep their village safe from evil. And so, the Sorcerer decided to go on a journey to increase their abilities and make them strong enough to protect everyone. After their journey ended, they returned to the village as beings who had mastered the Taoist Art. They had achieved immortality and true power. With this power, the Sorcerer used their souls to summon their Shikigami. Together, they destroyed everything that threatened the village. No one could stand against them, and they destroyed everything that dared to harm humans.

When the dust settled, the villagers were overjoyed, but alas, that only lasted for a moment before the villagers were filled with fear and anxiety. Soon, everyone realized that this power could very well be used against them if the Sorcerer wanted to do so. And so, they hatched a plot to eliminate the Sorcerer once and for all. After all, if there was no threat, what reason would there be for them to stay? They led the Sorcerer into a dark abyss, masking their intentions with joy and praise. It was at this moment that he let his guard down that the people sealed him away forever. The villagers hoped that the Sorcerer would be locked in a cage until the end of his days, but as life is not a dream, that of course did not happen.

Countless years passed, and soon the Mage's soul was tainted with evil, as it was fueled by their resentment towards the world and all who lived in it. With nothing but his own mind to keep him company, the Mage had only one thought at the time.

Kill. All. Humans. Without. Sparing. Anyone.

Gradually, power began to leak from their seals, and the masters of magic created two copies of their original form, one embodying Anguish, and one embodying Hatred and Rage, to give the Sorcerer a chance to escape. Despite their efforts to escape, the seals still affected these entities. They were not yet completely free, with their eyes and limbs still bound. Their minds were still childlike, innocent in nature but 100% evil. The two continued and unlocked the various seals that bound the Sorcerer, and with each seal destroyed, their own seal would be destroyed as well.

In need of more power, they attempted to summon the Sorcerer's Shikigami. However, it seemed that the Shikigami had transformed into an evil Beast, reflecting the now twisted soul of its master filled with animalistic thoughts. And so, the Shikigami's form reflected this. The Shikigami also seemed to have been trapped in the seal, as it was also bound after its appearance, leaving the Shikigami's form as nothing more than a void.

To solve the problem, each Twin would merge their forms with the Shikigami to give it physical form. With this power, they could break every seal until only one remained. Unfortunately, the final seal presented a challenge. Together, the Twins would give all their power to the Shikigami, transforming it into a giant monster imbued with the Sorcerer's Soul of Sorrow and Wrath. With every step this... Abomination took , it would turn everything around it into rubble.

And so it began its journey to the final seal. And if this seal were broken, then the world would truly know what...

Destruction.


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Unchained is a control deck that revolves around destroying your own cards and using enemy monsters to summon powerful Link cards. However, thanks to the uniqueness of the archetype, it can play a very proactive and aggressive style aimed at OTKing your opponent. And this style is very suitable for Duel Link when the format only has 4000 base points. This deck can also gain a lot of advantages in long and difficult games because it can restore a ton of cards. Destroy "Destroy" is a common form of card removal that almost every deck has, and that makes us feel helpless when facing Unchained because they even WANT TO Destroy. So when facing them, you should choose decks that have the ability to Banish and Return a lot.



Core leaves

Due to the nature of Archetypes, it would make more sense for me to talk about Spells/Traps before talking about Monsters.

First things first: All Unchained Spell/Trap cards have a secondary effect that allows you to Special Summon an Unchained monster from your Deck if they are destroyed WHILE SET . This is a VERY important effect to remember, it's what makes your deck special. Spell/Traps are essentially what makes this Archetype playable. The other primary effects are the best choices for your monster's Destroy abilities. Having at least one of them in the use and recovery cycle is really important.

Remember, it can only be activated if it is face down. That means if you activate a trap card right after eating Mystical Space Typhoon , it will be face up, meaning you will NOT be able to special summon the monster.

Abominable Chamber of the Unchained (x2-3)
R rarity
Abominable Chamber of the Unchained
R rarity
Abominable Chamber of the Unchained

The cage held the Witch for what seemed like an eternity.

Special Summon an Unchained from the HAND or GRABBED. This does a lot of things. It allows the deck to reuse a lot of resources and also sets up and reuses "Disruptions" to harass the opponent a lot during the turn. It's stronger than any deck in long games, remember, it can summon ANY Unchained monster.

This can be simply understood as "Destroy 1 card", "Use 1 monster your opponent controls as Link Material", or "Summon a playable card from the graveyard" depending on what you summon.

It's best to play this card at max ping x3 because you WANT to see it. But it can also be played at x2 because it's searchable.

Escape of the Unchained (x2-3)
R rarity
Escape of the Unchained
R rarity
Escape of the Unchained

Here the witch's soul was split into two. The embodiment of Sorrow and Hatred as it escaped from the cage.

Destroy an Unchained Monster you control to destroy any other card on the field. This card is very powerful, in theory it gives you -1 card advantage. But the thing is, every Unchained monster has an effect that activates after being destroyed, (except Unchained Abomination ) and that's how we get advantage. Usually this translates into an additional way to destroy a card if you summon Abominable Unchained Soul , or you can also summon any other card for defense, since I think you'll use this on your opponent's turn 90% of the time. What's interesting is that you can also destroy a card you control instead of your opponent's card. This can actually lead to interesting situations, as it can translate into "summon 2 monsters from your deck" if you destroy another Unchained card with it. More notably, it allows a surprising way to OTK your opponent after you clear the field.

This is obviously a powerful card, as it can turn any Unchained Monster into Destruction. It's best played at x3, but playing it at x2 is also reasonable. Especially since it can be searched by the next card on this list.

Abomination's Prison (x3)
UR rarity
Abomination's Prison
UR rarity
Abomination's Prison

Shikigami, is being transformed into a more ferocious beast through Anguish and Rage .

A card that EVERY deck wants. The Spell Search card that literally searches everything in the Archetype. I don't think I need to explain much about this card, right? It's a card that you can use at will, to get whatever you're missing. Need a starter? Take Aruha. Need a Spell/Trap? Take Chamber. All in all, this is a very strong card.

You can only search once per turn, but if you start with these 2 cards in your hand, that's fine! Remember, you can set this card and let it be destroyed to summon an Unchained monster from your deck.

Funny enough, this card doesn't have Unchained in its name. This would be related to the effect of Unchained Twin - Sarama. Pay attention.

Wailing of the Unchained Souls (x0-1)
N rarity
Wailing of the Unchained Souls
N rarity
Wailing of the Unchained Souls

Shikigami, when fused with Anguish and Rage.

A Continuous Spell that destroys a card whenever we Link Summon an Unchained. It adds disruption to the enemy and is another way to destroy with our cards. But this deck already has plenty of self-destruction so the effect of this card is not worth playing in most cases. It can definitely help destroy the enemy's board but it is not a good card to play.

Note that it will not summon an Unchained monster if destroyed while face-up, it must be face-down so that's where it sucks.

Play up to 1. Additional copies are brick only as this is a continuous card.

Unchained Twins - Aruha (x3)
SR rarity
Unchained Twins - Aruha
SR rarity
Unchained Twins - Aruha

The Twins

Konami mistranslated and called them Twins in the TCG despite the fact that there are three of them.

Similar to Spell/Traps, Twins both have effects that allow them to special summon an Unchained monster from the HAND or Deck when destroyed. The only difference is that they can be summoned from the hand and do not need to be set to activate these effects. Again, this effect is important because it makes the deck... a fully competitive deck. It allows us to restore all the Unchaineds allowing them to have massive defenses (similar to Spritual Beast Tamer Winda. ), while also giving you access to larger Unchained Souls, which is important to the strategy because they represent a way to summon your Links.

First, the Witch is the embodiment of suffering (Anguish).

Unchained Twins - Aruha is the main starter of the deck. It can Special Summon itself from the hand by destroying a card you control. As long as you have cards to destroy, Aruha gives you easy access to your Unchained Souls for easy Link Summoning. What's more, Aruha allows you to easily spam monsters onto the field when combined with Unchained Spell/Trap. Especially since you can summon the next Starter card on the list with this effect.

Note that using Aruha's effect will lock you from summoning only Fiends for the rest of the turn. Luckily, that doesn't matter much since the list of Fiend monsters in the Extra Deck is quite strong.

Aruha is the best of the Twins, play x3 to increase your chances of winning.

Unchained Twins - Rakea (x2)
SR rarity
Unchained Twins - Rakea
SR rarity
Unchained Twins - Rakea

The Witch is the embodiment of Hatred and Rage.

Unchained Twins - Rakea is the second starter card of the deck . Her effect is a Quick effect, allowing you to destroy a card on your field. This is obviously a Spell/Trap activation effect, allowing you to summon Unchained Souls. She will often be the first target to summon if you start with Aruha and will be a very useful combo extension tool. There will also be some cases where you want to use this card's effect to avoid disruption for your other cards. An example of this is destroying Unchained Twins - Sarama to avoid the effect of Effect Veiler or Crackdown targeting Sarama.

Note that while you can use this effect itself to self-destruct, that will NOT trigger her summon effect.

Similar to Aruha, using Rakea's effect will also lock you from summoning only Fiends for the rest of that turn. Play x3 since it's a starter, but you can also just drop it to 2 if you want more slots for tech cards.

Unchained Twins - Sarama (x2-3)
R rarity
Unchained Twins - Sarama
R rarity
Unchained Twins - Sarama

The Shikigami of the Sorcerer.

Unchained Twins - Sarama is your main tool for recovery. This little guy is quite interesting. Sarama alone cannot start any of your normal combos because it depends on whether you have an Unchained card in your GY or not. Sarama sets an Unchained card, be it a Spell/Trap or a Monster, to your field and then allows you to destroy any card you control (which means it will trigger a special summon from your deck). But if you have another card to destroy instead of a Spell/Trap, you can basically just re-use that Spell/Trap from your GY. Sarama is also very closely linked to Unchained Soul of Disaster . Because when Disaster is destroyed, it will summon any 1 Unchained card from the Graveyard.

Similar to Rakea, Sarama can destroy himself with his own effect but it does NOT trigger his GY effect to summon Unchained.

IMPORTANT: Ambomination's Prison is NOT an "Unchained" card by name. So Sarama will NOT be able to Set it with her effect.

Sarama is essentially what allows the deck to survive tough matchups. Playing him x3 is great in better counter matchups. But realistically, since he's not a starter, you can go x2 because you don't want to Normal Summon Sarama instead of Rakea.

Abominable Unchained Soul (x1-2)
R rarity
Abominable Unchained Soul
R rarity
Abominable Unchained Soul

He is the wizard we are talking about.

Abominable Unchained Soul , also known as AUS, is a pretty crazy card . As an initiator, it can act as a generic handtrap that can be used to get even with your opponent. It has the ability to special summon itself from your HAND if a card you control is destroyed in any way. And when you summon it, you can discard 1 card from your hand (sent to the graveyard) to destroy a card on the field without TARGETTING the target. The discard can be a bit costly, but it can also be beneficial to the deck ( well, so that it benefits when you discard a certain brick). These two effects combined can also help you easily trigger OTK combos for your deck. You can clear the enemy field, then attack with a 3000 ATK monster? Awesome.

Additionally, AUS can also special summon itself from the GY during the End Phase if it is destroyed during that turn. However, this will not actually happen very often. You can only Special Summon AUS once per turn. If you use its hand effect, or if you summon it from the deck, this final effect of AUS will not activate.

Play at least x1, at most x2, but never x3. 2 is usually the best bet, drawing him isn't bad but usually only draw a really good starter. Playing x3 can just ruin your hand.

Unchained Soul of Disaster (x0-1)
R rarity
Unchained Soul of Disaster
R rarity
Unchained Soul of Disaster

And here is Shikigami, after thousands of years of imprisonment, transformed into a beast that reflects the soul of the Sorcerer at that time.

Unchained Soul of Disaster is here to say hi to you in your starter hand =)))! Disaster is the worst Unchained card to draw and is usually a pain in the ass to deal with in your hand. However, its effect makes it quite difficult to throw out of Decklists. It has 0 ATK, but gains 300 for each Unchained card in the graveyard. This won't be relevant since you'll almost always be using its second effect.

Disaster can target and use your opponent's monster to Link Summon a DARK Link Monster. This is a powerful form of removal that also gives you a huge advantage. For most decks, you'll most likely just use this to summon Unchained Soul of Rage (or another Dark Link-2 like Underclock Taker ), but for other Link Decks, you can even use this to go all the way up to Link 3 or 4 if you target your opponent's Link 2-3 monster! This makes Disaster a powerful tool when going later, but it's still usually worse than AUS because it's pretty easy to counter. Just use Book of Moo. or Evacuation right after this effect is used.

The strongest part of Disaster is arguably its Graveyard effect. If it is destroyed, it can summon ANY Unchained from the GY. As I mentioned with Sarama, this allows the deck to have strong recovery potential and makes it quite important to keep running smoothly in most cases.

Max play is x1. It sucks to draw this card and it's completely useless. There's also a version where this card doesn't get played at all, and it seems like in the Duel Links format, games will be a bit faster for this deck thanks to the 4k LP.

Unchained Soul of Rage (x1-3)
R rarity
Unchained Soul of Rage
R rarity
Unchained Soul of Rage

Shikigami has the power of Rakea.

REQUIRES an "Unchained Soul" as a material. Meaning you must summon one of the Level 8s on turn 1 to do this.

Unchained Soul of Rage is the deck's main form of disruption. An extremely powerful disruption. With a quick effect, only during your opponent's Main Phase , you can target and use a special summon as Link Material to create a Dark Link Monster, similar to   Unchained Soul of Disaster . Everything I said about Disaster's effect applies to this one as well. You'll mainly use this effect to summon Link-3 Archetypes, but it will occasionally be used to summon   Knightmare Unicorn instead acts as an additional interrupt tool.

If destroyed, Rage will give you the ability to add a Fiend monster in your GY back to your hand. This can add back any Fiend, so you could add back something like Skull Meister if you wanted, but this effect will usually be used to recast... whatever name fits this. AUS if your opponent destroys rage at the start of their turn with something like Dark Hole . , Aruha or Rakea for the next turn, or more valuable Sarama to secure your next turn.

Play 2-3. It's best to play x3, however you may want to have extra space in your deck for other cards.

Unchained Soul of Anguish (x1-3)
R rarity
Unchained Soul of Anguish
R rarity
Unchained Soul of Anguish

Shikigami with Aruha's power.

REQUIRES an "Unchained Soul" as a material. Can be one of the level 8 Souls or the Unchained Soul of Rage .

Unchained Soul of Anguish is a Link-3 Archetype that has the same effect as Disaster. You lose the effect quickly without   Unchained Soul of Rage does, but this time you can freely use this effect on your turn to Link your opponent's monster. Everything I said about   Unchained Soul of Disaster applies here too. The Link-4 we summon from this effect will always be Unchained Abomination . to remove more and play safer on your opponent's turn if you can't OTK, or   Topologic Bomber Dragon for another way to force critical hits or as another board clear.

Anguish will share Rage's GY effects when destroyed.

Play x1 or x2. Recommend x2.

Unchained Abomination (x1-2)
SR rarity
Unchained Abomination
SR rarity
Unchained Abomination

It is a Shikigami that possesses the power of both Twins. It will be the monster that leads to the destruction of humanity.

Unchained Abomination is a boss monster. Although it has no effect when destroyed, it has 3 different effects to destroy a card on the field.

  • If a card is destroyed on the field, except by Abomination's own effect, you can target and destroy a card on the field.
  • When a monster is destroyed by battle, you can target and destroy one card on the field.
  • During either player's End Phase, you may target and destroy a card on the field.

As long as Abomination is alive on the field, it will spell disaster for your opponent. It basically powers up all your Unchained cards and will easily clear your opponent's board. And thanks to its ultimate effect, it will also completely nullify any other Spell/Traps based control strategies as all their backrow cards will be destroyed before they have a chance to activate them. As soon as you summon Abomination, you're basically in a very ez game where you win the match.

Play x1, you won't need more than x1 of this card



Tech Cards

 

Knightmare Cerberus, Knightmare Phoenix and Knightmare Unicorn (Knightmare)
SR rarity
Knightmare Cerberus
SR rarity
Knightmare Cerberus
SR rarity
Knightmare Phoenix
SR rarity
Knightmare Phoenix
UR rarity
Knightmare Unicorn
UR rarity
Knightmare Unicorn

Knightmares need no introduction. We all know what they do.

Knightmare Unicorn is the most important card and is often considered the core card of the deck. It is a DARK Link-3 card with a powerful effect, giving     Unchained Soul of Rage another perk to summon.

Other Knightmares are not Dark-type, meaning they cannot be summoned with the Unchained Soul of Disaster or Rage effects, but they can still appear.

Topologic Bomber Dragon (x0-1)
UR rarity
Topologic Bomber Dragon
UR rarity
Topologic Bomber Dragon

Topologic Bomber Dragon is a card that most people probably forgot about even in Duel Links because it's a Limited-1 card that conflicts with every other good Limited-1 card. It's a strong replacement for   Unchained Abomination or   Borrelsword Dragon , just provided a powerful field-clearing move that we can take advantage of with     Abominable Chamber of the Unchained and another way to take down opponents with Bomber Dragon's second effect.

Dingirsu the Orcust of the Evening Star (x1)
UR rarity
Dingirsu, the Orcust of the Evening Star
UR rarity
Dingirsu, the Orcust of the Evening Star

Dingirsu, the Orcust of the Evening Star is a Rank 8 card that can be created with 2 Unchained Souls in the main deck. This is a very situational card, as the deck already has a lot of different ways to break the enemy's defense. However, Dingirsu can be useful if the opponent summons something untargetable, as that is a big problem for Unchained decks. It's hard to create, but that's what the deck has to go through just to take down a Kozmo or a Saber Dancer.

D/D/D Stone King Darius (x0-1)
Card rarity
D/D/D Stone King Darius
Card rarity
D/D/D Stone King Darius

D/D/D Stone King Darius is a Rank 3 Fiend that can be created with 2 Unchained Twins. Similar to Dingirsu, this is just another way for the deck to interact with untargetable monsters, as you can attack that monster and destroy it with Darius's effect.

Sauge de Fleur (x0-1)
UR rarity
Sauge de Fleur
UR rarity
Sauge de Fleur

Sauge de Fleur is a powerful field destruction monster that the deck can easily take advantage of. You can destroy any monster you control to destroy a card your opponent controls. And as I've mentioned many times, our monster WANTS to be destroyed, so this card just becomes a free removal card and is just another big piece of meat on the field.

However, keep in mind that you can only use Sauge's effect BEFORE using Aruha or Rakea's effect. This is a Spellcaster, so you will be locked out of Sauge due to Rakea and Aruha's Fiend Locks.

Skull Meister (x0-2)
SR rarity
Skull Meister
SR rarity
Skull Meister

Skull Meister is definitely worth mentioning on this list. Being a Fiend-Type, this means it can be re-added by your Link Monsters if they are destroyed.

In the current meta, Meister isn't even that bad! There are a lot of GY-based decks in the format (e.g. Shaddolls and Zombies), so being able to slow them all down with Meister is pretty good.

Needle Ceiling (Options)
UR rarity
Needle Ceiling
UR rarity
Needle Ceiling

Needle Ceiling is a mass destruction trap card that we can take advantage of. The deck has easily covered the entire field with monsters, so it is not too difficult to activate the 4 monster requirement for Needle Ceiling.

Dark Hole (Options )
SR rarity
Dark Hole
SR rarity
Dark Hole

Dark Hole is another board-clearing card to go second… that we can take advantage of! Do I need to elaborate on this point? You can summon an Unchained Twin then use Dark Hole to clear the board and then just combo the whole thing from there.

Storm (x0-1)
SR rarity
Limited to 1 copy
Storm
SR rarity
Limited to 1 copy
Storm

Storm is what I consider the Dark Hole of the Spell/Traps side for Duel Links. It's still Limited-1 meaning it will conflict with Bomber Dragon, but that's not a big deal. Going second, you just set up your Spell/Traps and destroy them to get Storm's effect, which gets you out of your opponent's staples while still being able to summon your Unchained Monsters in peace. You can even play a Skill that places a spell on the field to have an extra card to destroy for Storm if you want.

Options
UR rarity
Book of Moon
UR rarity
Book of Moon
UR rarity
Limited to 3 copies
Ice Dragon's Prison
UR rarity
Limited to 3 copies
Ice Dragon's Prison
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Limited to 3 copies
Crackdown
UR rarity
Limited to 3 copies
Compulsory Evacuation Device
UR rarity
Limited to 3 copies
Compulsory Evacuation Device

You already know.

Unchained is fundamentally a Control Deck, so just having a good backrow staple will be a huge boost to the deck.



Engines

 

Live/Evil Twin Unchained
SR rarity
Evil★Twin Ki-sikil
SR rarity
Evil★Twin Ki-sikil
SR rarity
Evil★Twin Lil-la
SR rarity
Evil★Twin Lil-la
UR rarity
Live☆Twin Ki-sikil
UR rarity
Live☆Twin Ki-sikil
UR rarity
Live☆Twin Lil-la
UR rarity
Live☆Twin Lil-la

Live/Evil Twin Unchained used to be a popular deck combination in TCG/OCG formats before Unchained got some great Suppoer cards. The Vtuber Twins have given the deck a new Normal Summon card in addition to Rakea, leading to another way to destroy one of the Unchained Spell/Traps. In exchange for Ki-sikil's draw and essentially all of the deck's Tech slots, you get more starters and a stronger Field!

Evil Eye of Selene, Serziel and Watcher of the Evil Eye (Evil Eyes)
UR rarity
Evil Eye of Selene
UR rarity
Evil Eye of Selene
UR rarity
Serziel, Watcher of the Evil Eye
UR rarity
Serziel, Watcher of the Evil Eye

Like Live/Evil Twins Unchained, Evil Eye Unchained is also a viable combo deck. But unlike Live/Evil Twins, the combo deck gets much better with the new support of Unchained. This combo is still viable without Sharvara and Yama, but it is a much slower engine than Live/Evil Twins. The only real synergy between the two decks right now is the upkeep cost of Serziel, Watcher of the Evil Eye . which requires destroying a card you control. However, Serziel and Selene together are still a pretty strong Normal Summon to consider.



Skills

This article was written on August 17. Maybe later there will be other skills that are more suitable for the deck, but at this time, these are the 2 best skills:

Link Darkraze (Skill Card) (19%)
UR rarity
Link Darkraze (Skill Card)
UR rarity
Link Darkraze (Skill Card)

The Skill requirement will always work since all our Links are DARK. A free 1500 LP Boost with an extra ATK boost is... kinda OP if you think about it. We've really come a long way since just having Skill LP Boost Alpha and The Ties That Binds.

Fiend's Exchange (Skill Card) (71%)
UR rarity
Fiend's Exchange (Skill Card)
UR rarity
Fiend's Exchange (Skill Card)

Fiend's Exchange is a brand new ability added to the game and is a great one for the deck. At the start of the main phase, we can essentially mulligan a Level 5+ Fiend in our hand to exchange for another card in the deck. This removes the most annoying experience of the deck, which is opening Unchained Soul of Disaster , so it will never just be in our hand again.



Combo

Welp =))) Our website has a new feature which is combo simulation, now instead of writing combo lines with dozens of steps, you can now see. You guys can refer to these 2 combos of Unchained.

Pure Unchained Basic Combo:

https://ygovietnam.com/combo/6


LiveTwin Unchained Combo:

https://ygovietnam.com/combo/7












Summary

As a control deck, the main way to play this deck optimally is to know your opponent. Similar to Sky Striker, you MUST know your opponent's "choke points" and when is the best time to take them out. You also have to figure out everything they can do to know whether you should be on the defensive or need to go for the kill with Abominable Unchained Soul 's effect . But once you get past this hurdle, Unchained is actually a really fun deck to play. It feels like the perfect blend of defense and offense, similar to Ritual Beasts 3 years ago. This is a deck that I personally expect to do quite well in a Duel Links environment. With that said, let's take a look at the pros and cons.

Advantage:

  1. The deck has great starts on both turns. While it's not a Borrel tier turn 1 setup, it still has great disruption while still having strong defense. Going second isn't too difficult either, as being a destruction-based deck means your opponent's disruption will most likely turn into an extension of yours.
  2. Resistance to common handtraps. While getting hit by Effect Veiler on Unchained Twins - Sarama can prevent you from being able to generate Rage for the turn, it's not too strong against other decks due to the floating nature of Unchained Monsters. DD Crow isn't bad either, especially considering that Abominable Chamber of the Unchained doesn't actually target what it summons if it's used as a GY. And Artifact Lancea does practically nothing for the deck.
  3. As I've mentioned many times, this deck has extremely strong farming potential but also has the risk of easily OTKing due to its swarming ability.
  4. Even though the deck currently doesn't have any 1-card combos, it's still very stable. Even if you don't draw a Spell/Trap, your monsters can even combo themselves. And even if you manage to brick and draw 1 monster and all the staples, it's not the end of the world because the deck is just floating.

Disadvantages:

  1. The core of the deck functionally takes up all the space in the deck. On average you will play about 19 Unchained cards in the Main Deck, leaving only 1 slot for a main card if you want to keep 20 cards. You will have to play past 20 cards if you want to add a main card.
  2. While it can counter common handtraps, it will be weak against the uncommon handtrap Skull Meister . Meister will prevent your special summoning from the deck and can be quite disadvantageous if you don't draw an extender to play through a Meister. Same goes for Cosmic Cyclone against your Spell/Trap.
  3. The deck will fall apart completely against non-destruction based removal cards. Cards like Skeletal Dragon Felgrand , Successor Soul , or Benghalancer the Resurgent will cause trouble for this deck.
  4. The deck's main playstyle is usually just 1 or 2 breaks. Most meta decks are fairly easy to play due to their innate skills and strengths.
  5. You WILL draw Unchained Soul of Disaster . Fear it. Run from it. Disaster still comes.

That's it for this post. Hope you enjoyed both this post and this deck!




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