Uria, Raviel, Hamon, and Armityle return.
Replays:
Strategic Summary:
Today’s CDP takes the Sacred Beasts out for a new spin, if for no other reason than to gain absurd amounts of LP. Empowered by a structure deck designed to bring the Sacred Beasts together into a playable deck, the Sacred Beast theme has quite a powerful support suite to back their core bosses of Raviel, Lord of Phantasms, Hamon, Lord of Striking Thunder, and Uria, Lord of Searing Flames. With any of the three are on your board, Fallen Paradise offers them protection from targeting and card effect destruction, while also offering you a free draw 2 each turn. To get these bosses onto your board, the primary conduit has always been Dark Summoning Beast, as it can be Tributed to Special Summon any from the deck and it can be banished from the GY to tutor one of them. You also have the effect of Chaos Summoning Beast, which can be tributed to Special Summon any from the hand, then banish itself from the GY to tutor Fallen Paradise. And now, you have a third option, Phantasmal Summoning Beast (YGOrg Translation), which can Tribute itself to tutor or recover any of the three, then Special Summon one of them from the hand. Knitting all of these support cards together is Dark Beckoning Beast and Opening of the Spirit Gates, which can tutor any of the aforementioned cards, giving you innate consistency that is hard to match by other decks.
Now enough about consistency and bosses, the biggest unique characteristic of the Sacred Beasts is their ability to leverage endless recovery of Continuous Spell/Trap cards. You see, Opening of the Spirit Gates also has another effect to recover a Continuous Spell from the GY while you control a Level 10 monster, such as any Sacred Beast. Today, the other Continuous Spell involved in the strategy is Dirge of the Lost Dragon, a Continuous Spell that lets you name any card. When that card (or its effect) is activated, Dirge will halve its owner’s LP. Sure, it is sent to the GY during the End Phase of a turn during which it triggered, but with the endless recovery, that’s not much of a downside to worry about. On the Trap front, Awakening of the Sacred Beasts fulfills a similar role, recovering a Continuous Trap each turn while you control a Level 10 monster. Most notably, I’m including Life Shaver (YGOrg Translation), a Continuous Trap that can send itself to the GY to force your opponent to discard card(s) from their hand. Over time, this can significantly limit their options to fight back into a duel, especially once you amass crazy amounts of LP.
That’s the second time I’ve mentioned LP gain, so let me discuss that briefly next. You see, Awakening of the Sacred Beasts has a continuous effect to gain LP equal to the ATK of any monster your opponent summons while you control any of the Sacred Beasts. Very few decks can OTK through that immense LP gain, so if they struggle to get this Trap, Fallen Paradise, or the Sacred Beast off the field before too many summons, you can easily buy yourself enough time to start the endless grind game that leads to victory. I also love pairing this deck with the brand new LINK-2 monster, Sebek’s Sorcerer (YGOrg Translation), as this WATER Aqua monster can also let you gain absurd amounts of LP when a monster, such as Raviel boosted by Raviel, Lord of Phantasms – Shimmering Scraper, inflicts battle damage. It also carries an effect to inflict 1000 damage to both players when you gain LP, which pairs nicely with Dirge to whittle away the last of your opponent’s hope. If all of this wasn’t enough for you, let me also tee up one final argument: You always have Dimension Fusion Destruction as a final option to Fusion Summon Armityle the Chaos Phantasm or Armityle the Chaos Phantasm – Phantom of Fury to attack with 10,000 ATK or banish your opponent’s board off the map. Leverage the power of the Sacred Beasts in 2024 – they will not disappoint!
Provided Decklist:
Monsters: 17
| Raviel, Lord of Phantasms – Shimmering Scraper
|| Hamon, Lord of Striking Thunder
|| Raviel, Lord of Phantasms
| Uria, Lord of Searing Flames
| Phantasmal Summoning Beast
| Dark Summoning Beast
||| Dark Beckoning Beast
|| Chaos Summoning Beast
|| Magicians’ Souls
|| Illusion of ChaosSpells: 11
| Dimension Fusion Destruction
||| Dirge of the Lost Dragon
|| Cerulean Skyfire
||| Opening of the Spirit Gates
|| Fallen ParadiseTraps: 12
| Hyper Blaze
| The Door of Destiny
||| The Deal of Destiny
|| Life Shaver
||| Awakening of the Sacred Beasts
|| You’re FinishedExtra Deck:
| Armityle the Chaos Phantasm
| Armityle the Chaos Phantasm – Phantom of Fury
| Divine Arsenal AA-ZEUS – Sky Thunder
| Super Starslayer TY-PHON – Sky Crisis
| Number 99: Utopic Dragon
| Superdreadnought Rail Cannon Gustav Max
| Tistina, the Divinity that Defies Darkness
| Number 39: Utopia Beyond
| Number F0: Utopic Draco Future
| World Gears of Theurlogical Demiurgy
| Sebek’s Sorcerer
| S:P Little Knight
| Secure Gardna
| Salamangreat Almiraj
| Relinquished Anima
Note: This is continuing the style of Creative Deck Profile articles, designed to showcase a build through replays and an attached summary. If you wish to see a CDP for an archetype, theme, or strategy you love, feel free to private message me on the YGOrg Discord server, the comments section of any of my YouTube videos, or just post a comment in response to this article on our Facebook page or through the site with your ideas for me to keep under consideration! On most YGO-related communities my username is Quincymccoy, so feel free to reach out. Current pending requested profiles include: Fluffal, Aroma, Dinomorphia, BLS, Jan2024 Stuff, Traptrix, Toy, Lightsworn, Wight, Vaalmonica, Sangen, Spellbook, Valkyrie
Coming Soon:
2 Comments
Put Uria in a Centur-Ion deck. Yeah, unless you pack the deck with a bunch of continuous trap like trap monsters Uria’s going to be weak. But a Centur-Ion deck has to have the quickest Uria summon out of anything. Just use Uria’s set spell/trap destruction, special summon Finis Terrae, and overlay summon something like Gustav Max or Super Dora if you don’t have a decent number of the appropriate traps in your graveyard to boost Uria to a survivable level.
Also I see people wanting to add Geomathmech Final Sigma to a Centur-Ion deck, and I don’t get it. Its effect only works if its in the Extra monster zone, which with more modern rules seems a bit outdated to me. (maybe they’ll errata it to include when its linked to a Link Monster?) Instead, I think Geomathmech Magma would be a better choice. It can destroy two other cards on the field every time it destroys a monster in battle, and as a level 8 tuner, it can serve as a stepping stone to bring out more of the level 12 synchros just waiting in the extra deck.
Hi there! While you can summon Uria easily there, you don’t have the value from high ATK since Centur-Ion doesn’t run Continuous Traps. So you’re exchanging 3 monsters for a MST on legs, which is just not worth it.
Centur-Ion has plenty of options for the extra deck, the mathmech is just unaffected and hits hard. But the lv8 mathmech needs to destroy smth in battle, automatically making it significantly more difficult to use well.