Unchained

Master V from Tswift4life on July 13th, 2026
cp-ur 900 + cp-sr 330
47 cards

Notes & Combos

Rough climb to Master V. Thankfully, no one is playing nib anymore so the deck can play for higher ceiling. Everyone maining F&V however kills caesar more often than you think (ending on Luce helps though).

Typical one card endboard

Caesar + trap + rage + (yama in GY, Sharvara in GY, paradise set-up)

More ideal endboard

Luce added, or desirae. Usually needs 2-3 card combo with a NS-able light fiend and sharvara/aruha/prison.

Match-ups:

  • KT: really rough first or second. Fydraulis can be turn ending since the deck needs 2 monsters on the field to play. Going second, ED rips can be really rough.
  • Branded: rough first or second. Dogma needs Luce to crash to beat, but then loses to quick effect albaz fuse. Spoly with albaz is killer.
  • Dracotail: rough first or second. Again, multi monster bounce hurts.
  • Sky striker: Straightforward going first; everyone's running the RT engine and popping one of them makes it awkward unless they normal summon raye. Going second, you gotta hope they drew stuff like droll.
  • RT: straightforward going first; going second, you can play but its not ideal.
  • VQK9: Their turn0 interruptions are actually not terrible since its just one attach. Their turn 1 interruptions however are really bad since you often need Sequence to go off.

** Decklist thought process **

Nobody's maining Nib, so I played towards higher ceiling. Magical musket + spell usually fiends out an ash or veiler, and NS magical musket always guarantees paradise set-up. If you wanna cut down to 40, drop MM, 1 lacrima, 1 sanct, 1 Tract.

Fiendsmith cards

2 lacrima is because it's not a bad NS, but more importantly, its easy to end up in grind game situations where its stuck in grave, and you need one in deck. Sanct is also important to play around droll. Necroquip can be cut.

Buio + Luce + mutiny

absolutely needed. Your uninterrupted turn 1 basically runs through every main deck unchained name minus disaster and 1 aruha. Lose all grind game otherwise. mutiny also recovers when sequence gets imperm'd. Also can bait out suboptimal ashes (ash on buio vs ash on aerial eater)

Unchained ratios

3 traps are needed. 1 you set turn 1, 1 you set turn 2, and 1 you set turn 3 (to go for lethal). 2 aruha helps with turn 3/4 kills, since you'll still have 1 in deck.

Tour guide is rough. Every hand trap kills it. Magical musket at least lets you paradise if they fuwa/maxx C.

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