Ballin’ on a Budget: Diving into the Abyss to “Rank Up”


DanteTraveleroftheBurningAbyss-DUEA-EN-ScR-1EJonathan Moore here, discussing the first build of a deck I’ve done in some time that keeps the wallet in mind. The total cost for both the extra and main deck currently comes to an almost even $200 at its lowest rarity, so get it before it catches on even more than it has! Dante, Traveler of the Burning Abyss will be the hardest card to obtain at the current market price of about $30 each, but besides that, most of these should be relatively easy to obtain!

After fiddling around the the new TCG exclusives known as the Burning Abyss monsters, I’ve come up with a very consistent deck that draws very few bad hands and has tons of possible ways to go with it. Shout outs to my friend Billy Brake for snapping me out of thinking this deck was good with Dark World monsters by a quick 2-0 smashing of my face. Seriously. It was bad. If you can make the deck work together with Dark Worlds in this metagame, my hat is tipped to you. I even summoned The End of Anubis for one triumphant moment only to get Solemn Warning played on me, and then scoop phase from the second game.

Since revising my build, I’ve done pretty good on Dueling Network with the deck (And yes, I know that’s not saying much), but also tested out hands in a physical version. Here’s my build, geared for game one consistence.

Monsters – 19
3x Cir, Malebranche of the Burning Abyss
3x Graf, Malebranche of the Burning Abyss
3x Scarm, Malebranche of the Burning Abyss
3x Tour Guide from the Underworld
2x Cardcar D
3x Effect Veiler
1x Black Luster Soldier – Envoy of the Beginning
1x Chaos Sorcerer

Spells – 7
3x Upstart Goblin
3x Rank Up Magic Astral Force
1x Forbidden Lance

Traps – 14
3x Phoenix Wing Wind Blast
3x Karma Cut
3x Breakthrough Skill
3x Reckless Greed
1x Bottomless Trap Hole
1x Solemn Warning

Extra Deck (15)
2x Dante, Traveler of the Burning Abyss
1x Mechquipped Angineer
1x Tiras, Keeper of Genesis
2x Constellar Pleiades
1x Grenosaurus
1x Number 61: Volcasaurus
1x Number 47: Nightmare Shark
1x Number 30: Acid Golem of Destruction
1x Ghostrick Alucard
1x Crimson Vampire Knight Bramm
1x Temtempo, the Percussion Djinn

Now, this deck has a lot of tricks, a lot of things going on in one turn, and an end phase effect that you’re going to have to remember all the time. Do you recall HOW many people used to forget the effect of XX-Saber Darksoul during the Rescue Cat format? It’s a whole lot like that.

The cool thing about the Burning Abyss archtype is that all four of their monster’s effects trigger the same basic way as dandylion. Sent as an exceed material? They get the effect. Sent as a mill? They get the effect. Sent as a cost for Phoenix wing wind blast or Karma cut? They get the effect. You get the idea by now, they pretty much always resolve.

Let’s take a look at the three monsters that will reside within the main deck, and then go over how they work together and what order you’ll typically want to try to play them in the game.

The first one is the one with the XX-Saber Darksoul-like effect that you’re going to have to remember to get.

ScarmMalebrancheoftheBurningAbyss-DUEA-EN-OPScarm, Malebranche of the Burning Abyss
If you control a monster that is not a “Burning Abyss” monster, destroy this card. You can only use 1 of the following effects of “Scarm, Malebranche of the Burning Abyss” per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● During the End Phase, if this card was sent to the Graveyard this turn: You can add 1 Level 3 DARK Fiend-Type monster from your Deck to your hand, except “Scarm, Malebranche of the Burning Abyss”.

This means he can search out not just any of his Burning Abyss buddies, but also a Tour Guide from the Underworld in our build. Other builds use cards like Kuribandit too.

CirMalebrancheoftheBurningAbyss-DUEA-EN-OPCir, Malbranche of the Burning Abyss
If you control a monster that is not a “Burning Abyss” monster, destroy this card. You can only use 1 of the following effects of “Cir, Malebranche of the Burning Abyss” per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can target 1 “Burning Abyss” monster in your Graveyard, except “Cir, Malebranche of the Burning Abyss”; Special Summon it.

This is the guy you’re going to be abusing all game long, as he’s going to be your key to recycling the Abyss monsters as you run out of them in your deck from both your Tour Guide searches, your Graff special summons, and your Scarm searches. You could really call him the glue that holds this deck together, because if you blow through everything in your deck too fast and your opponent survives or counters the onslaught you’ve brought to the table, then you’d be out of luck if you’d used all these up. That’s why you’ve always got to think about which Burning Abyss monster you’re fetching with your Tour Guides. The deck may look auto-pilot from the outside looking in, but there’s a lot of options, and tonnage of variants to both deckbuilds and plays.

GraffMalebrancheoftheBurningAbyss-DUEA-EN-OPGraff, Malbranche of the Burning Abyss
If you control a monster that is not a “Burning Abyss” monster, destroy this card. You can only use 1 of the following effects of “Graff, Malebranche of the Burning Abyss” per turn, and only once that turn.
● If you control no Spell/Trap Cards: You can Special Summon this card from your hand.
● If this card is sent to the Graveyard: You can Special Summon 1 “Burning Abyss” monster from your Deck, except “Graff, Malebranche of the Burning Abyss”.

Graff is your early game buddy along with Scarm. A turn one Tour Guide into either Graff or Scarm can be pretty good. I would suggest going with Graff if you have another Scarm or Cir in hand, because you can resolve your plays as such.

Step 1) Tour Guide search Graff, XYZ into Dante.
Step 2) Pitch Graff from Dante in order to mill three cards.
Step 3) Use Graffs effect, special summon the Abyss monster missing from hand (Scarm or Cir)
Step 4) Special summon the Burning Abyss monster from hand
Step 5) make the XYZ you want

All that with just TWO CARDS. Wow.
In the voice of the ever famous Billy Mays, “BUT WAIT, THERE’S MORE!”

On top of all of this happening, Dante got his mills. This means you could potentially mill useable Graveyard cards, such as Breakthrough Skill, a Cir to go along with your Graff, a light to combo with one of your chaos monsters, or a Rank Up Magic to use later in the duel to replace your draw. It’s possible all of this could have happened with just the Tour guideGraff, Dante/mill combo!

Now that we’re past just the basic combos of the deck, let’s dive into the more exciting part that I’m sure you want to hear about, Rank-up-Magic Astral Force! Most of you may have noticed that this card recently skyrocketed in price and has become a $9 card. I always knew this card had potential, and had been setting them aside for the day that they would fit into a combo deck like this. For an Ultra Rare card, that’s still a pretty cheap price, and a lot of this deck at lowest rarity could be considered a Budget deck!

So what does this suddenly hot card do?

RankUpMagicAstralForce-LVAL-EN-UR-1ERank-up-Magic Astral Force
Target the 1 Xyz Monster you control with the highest Rank (your choice, if tied); Special Summon from your Extra Deck, 1 monster with the same Type and Attribute as that monster you control but 2 Ranks higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Draw Phase, if this card is in your Graveyard, instead of conducting your normal draw: You can add this card from your Graveyard to your hand. You cannot Special Summon during the turn you activate this effect, except by the effect of “Rank-Up-Magic Astral Force”.

So, with this build, things to remember are
1) You can only rank up one XYZ at a time, because Rank up magic will always go for your highest ranked monster.
2) This summon will ignore summoning conditions, such as Constellar Pleiades need for two light monsters.

One sick rank up I’ve left out, as a treat for the readers who bother to make it this far and not just read the decklists and nod, would be going from Chronomaly Chrononaut into Number C69: Heraldry Crest of Horror, a 4000/1800 beater with a good effect. Honestly, I’ve been thinking of replacing Temtempo, the Percussion Djinn and Crimson Vampire Knight Bramm with these, or replacing TemTempo for a third Dante and replacing the Ingus/Battlin’ Boxer Rank Up combo with these two.They’re much more viable, and an awesome duo.

I find the extra deck to be the most important accessible deck in Yu-Gi-Oh! when playing pretty much any deck outside of Exodia or Monarchs, so let’s take a closer look at the updated one with these two cards and my reasoning for each card.

3x Dante, Traveler of the Burning Abyss

Probably the most important card in the deck. He’s your only exceed that lets your other abyss monsters stay out to make more exceed monsters without relying on just Tour Guide.

1x Mechquipped Angineer

This is a powerhouse in defense, and can become the next card using Rank-up-Magic Astral Force.

1x Tiras, Keeper of Genesis

This card can only be brought out by Ranking up Angineer, and is also an offensive and defensive powerhouse.

20131108220201!ConstellarPleiades-HA07-EN-ScR-1E2x Constellar Pleiades

These can be ranked-up into by Dante. Pitching Dante from this card also allows you to get a burning abyss card from your grave to your hand. I typically get Scarm at this point, because with Pleiades out, you’re probably not summoning raw burning abyss monsters on their own. Scarm will become fodder for one of your discarding traps like Phoenix Wing Wind Blast or Karma Cut. A Pleiades with up to three materials is a strong force in this game too! “Bounce, Bounce!”

1x Grenosaurus
He has no place in the game of Yu-Gi-Oh, and is ONLY in this deck to rank up into the next card. He was in my bulk piles until this deck was made.

1x Volcasaurus
The monster, the powerhouse, the destructive being, evolving from the plain, generic, underpowered previously mentioned XYZ. What a transformation! This card can often be the difference in a game, becoming a win condition late game or a damaging monster popper, clearing the way for other monsters to get in and attack early game.

1x Number 47: Nightmare Shark
This card is only in here as a win condition, and the only other card he can target in here besides himself is the next card.

Number30AcidGolemofDestruction-YS13-EN-C-1E1x Number 30: Acid Golem of Destruction
This card is pretty much for smashing heads in, and only to be summoned to clear the way for game or if you’re in dire need of it. Remember, once he’s out, there’s no more special summoning for you, so you have to be super careful.

1x Ghostrick Alucard
Pop-pop-pop all the things, except the Shaddolls. You have to be careful about them. Try getting Pleiades out against Shaddolls fast. Along with him and PWWB, you shouldn’t go down easily against the powerhouse.

1x Crimson Vampire Knight Bramm
I’m honestly debating replacing him for a second Alucard, or even a third Pleiades since I seem to use both every game.

1x Chronomaly Crystal Chrononaut
Not a bad stand alone monster, but Angineer is a better defense monster. He’s mostly for this next boss monster.

1x Number C69: Heraldry Crest of Horror
When an opponent’s monster declares an attack: You can destroy all cards your opponent controls. If this card has “Number 69: Heraldry Crest” as an Xyz Material, it gains this effect.” He has another effect, but you won’t be using it. This powerhouse usually uses 4 level five monsters. He’s a good card to bring out if you have options to get more Tour Guides out since you won’t be able to abuse your Burning abyss engine once he’s out, but if you’re choosing him over Pleiades, you’re probably going in for the kill. It’s just nice that his second effect is protective, if you already have a Ghostrick Alucard out and were going for game, only to get stopped by some tech like Battle Fader or Swift Scarecrow.

As for the rest of my picks in the main deck:
Between Effect Veilers and Breakthrough Skills, you have a lot of monster effect negation, and you don’t mind milling either of them since Veiler will help fuel chaos monsters without tossing Dante to the remove from game zone, and Breakthrough will aid you when going into offense.

I chose Reckless Greed and Cardcar D to add consistency. I with 3 copies of both Phoenix Wing Wind Blast and Karma cut to abuse Scarm and Graff, Cardcar D has been useful to me both early-game and mid-game. I rarely find myself feeling stuck under reckless either, since Scarm and Graff are always searching out something, Dante is getting the said two cards back, and you just keep going off and gaining card advantage.

The one Forbidden Lance is a tech choice, and combos great with Pleiades, as well as can be a battering ram. Alucard is pretty tempting for a lot of monsters, but with Lance, they have to be at least 2600 Atk to ram.

300px-BlackLusterSoldierEnvoyoftheBeginning-PGLD-EN-GUR-1EThings to consider while side decking is that a lot of players side Shadow-imprisoning Mirror, and Pendulums abusing Supply Squad are a thing, so you may want to put in some Mystical Space Typhoons. Also, since you make Dante (a light monster) pretty much on whim, you can side out your Effect Veilers into one, two, or three Maxx “C” depending on your match up, and still keep your Chaos Sorcerer and Black Luster Soldier – Envoy of the Beginning in the deck.

Overall, you can tweak and build this deck a lot of different ways and keep it to around $200 or less for the Main and extra deck. On the flip side, if you’re that holo whore that I talked about in my last weeks budget article and feel the need to absolutely max rarity the entire main/extra deck, I calculate you can make it cost $807.

As long as Dante stays as cheap-ish, this deck is an easy budget to make in this game! I can’t express how much that $200 for both a main deck and side deck in the game of Yu-Gi-Oh!, that manages to compete seriously, is a huge budget option. I seriously suggest you nab your copy of Dante, Traveler of the Burning Abyss while you still can for this price).

Tell me some things you enjoyed about this deck in the comments below, and what you might do with your version! This is my first Decklist for Hotsauce, let me know how I did! I’m sure “BAT” (Burning Abyss, Artifact, Traptrix) are already a thing too, but this is about a fun, competitive budget deck! I hope y’all enjoy!

+ There are no comments

Add yours