With the release of Cyberstorm Access, the Yu-Gi-Oh TCG metagame changes again. The new collection brought to the game new decks with a lot of potential, such as Mannadium and Purrely, and beyond them, Superheavy Samurai, which certainly shares the post of main deck in the format with Kashtira.
Thus, if in the past format the most used staples were based on how good they were against Kashtira, now it is necessary to focus even more on Superheavy Samurai - an extremely versatile deck, capable of setting up almost unbreakable fields.
The format that was once full of board breakers, is now experiencing a growing use of handtraps, as it is understood that Superheavy Samurai cannot complete its combo, as there are aspects of “FTK” and “hand loop”. However, the chosen handtraps should also be useful against Kashtira, which can grow even more as it is no longer the focus of most players.
So, check below which are the best staples for the new Yu-Gi-Oh! Metagame.
Best Yu-Gi-Oh staples in May 2023
10 - Performapal Five-Rainbow Magician
While not exactly a staple, Performapal Five-Rainbow Magician is a tech for the new format, and will be heavily used against Superheavy Samurai.
The reason? Many of the main Superheavy Samurai monsters can only activate their effects if you don't have spells/traps in your graveyard, that is, the deck is practically formed only by monsters, in this way, the "Five-Rainbow Magician" works similarly to Mystic Mine against this deck, as it generally won't have cards to play in the spell and trap zone.
9 - Kurikara Divincarnate
Although board breakers are down, if you are brave enough to use this approach, Kurikara Divincarnate is the best option. First you will have to force the opponent's monster interactions, after that, just summon it.
Its strength is that it can handle boards with multiple monsters, but it is also useful against a board with a single monster, which makes it much more versatile than a Kaiju, Lava Golem or The Winged Dragon of Ra - Sphere Mode.
8 - Kashtira Fenrir
In this format, the main deck to use it will be Superheavy Samurai, which, since it cannot use spells/traps, will rely on its services to have an out for floodgates such as Anti-Spell Fragrance (which prevents its pendulum rolls) and Performapal Five-Rainbow Magician.
7 - Dimension Shifter
With the arrival of Superheavy Samurai to the meta, Dimension Shifter becomes mandatory in Kashtira's main deck, as it is a card capable of disabling 2 turns of its newest enemy, in addition to being absurd against any deck that depends on the graveyard.
Despite being a highly impactful and very useful handtrap against the new deck, there are few decks that can use it, making it a card with a very specific use, and therefore, it doesn't occupy a higher position on this list.
6 - Nibiru, the Primal Being
Nibiru, the Primal Being is very relevant in the new format and although it is not good against all decks in the meta, it is strong against the 2 main decks, which are Kashtira and Superheavy Samurai, in addition to being strong against tier 2 decks and rogues.
However, despite being useful, the card occupies this position because in some situations it is possible to minimize its impact by playing around it, in these cases, “Nibiru” will only be relevant if it is accompanied by another handtrap.
5 - Ghost Ogre & Snow Rabbit
Ghost Ogre & Snow Rabbit is another card oriented to stop Superheavy Samurai, and is excellent against the deck, as it's useful in several moments of the combo, and able to stop it early.
The best “targets” of “Ghost Ogre” are: Superheavy Samurai Wagon; Superheavy Samurai Prodigy Wakaushi; Superheavy Samurai Monk Big Benkei; and Superheavy Samurai Scarecrow. Also, Ghost Ogre & Snow Rabbit is strong against Spright and Purrely.
4 - Infinite Impermanence, Effect Veiler, Ghost Mourner & Moonlit Chill
In this position, I'm putting 3 cards that have the same purpose, but that have different ways of activation, and therefore, being better or worse will depend on the deck you're using.
Infinite Impermanence is the most versatile and least vulnerable option, as it is a trap card that can be used directly from the hand as a handtrap or as a board breaker. However, it cannot be played in Superheavy Samurai, since the deck cannot have spells/traps in the graveyard.
Among the 3 options, Effect Veiler will probably be the most used, at least in Superheavy Samurai lists. The card's vulnerabilities lie in the fact that it can only be used during the opponent's turn, and also that it needs to be sent to the graveyard as a cost to be activated. Therefore, if a Dimension Shifter resolves its effect, the “Veiler” is completely turned off, the same goes for when there is a Kashtira Arise-Heart on the field.
Ghost Mourner & Moonlit Chill tends to be less used, but still has its qualities, in addition to causing damage to the opponent's life points, it can be used even in the case of a Dimension Shifter or a Kashtira Arise-Heart are banishing cards that should go to the Graveyard. However, as a disadvantage, "Mourner" can only negate the effects of monsters Summoned by non-special Summons, and moreover, it doesn't have a quick effect, but a trigger effect, which can cause ruling issues in some situations.
3 - Ash Blossom & Joyous Spring
Ash Blossom & Joyous Spring is the most generic handtrap in the game and if used at the right time, it has its value against any deck, especially when paired with another handtrap. However, the new format calls for more impactful interactions, which is why “Ash” is no longer at the top of the list.
2 - Droll & Lock Bird
Droll & Lock Bird is capable of single-handedly interrupting Superheavy Samurai's combo, which needs to add cards from the deck to the hand multiple times. However, depending on where the combo was “stopped”, it is still possible to put a Number 41: Bagooska the Terribly Tired Tapir or even a Baronne de Fleur on the field. Also, you need to be cautious before activating this card, since if you activate it at the wrong time, you can be severely punished by the next card in the list!
1 - PSY-Framegear Gamma
PSY-Framegear Gamma ranks first on the list due to its versatility, in addition to being a high-impact handtrap to interrupt the opponent's play, the card is Superheavy Samurai's only protection against cards like Dimension Shifter, Droll & Lock Bird and Ghost Ogre & Snow Rabbit while its player controls no monster cards, i.e. when the combo is initiated via Superheavy Samurai Motorbike or Superheavy Samurai Prodigy Wakaushi.
Therefore, the most recommended thing is to only activate these cards against Superheavy Samurai after they put a monster on the field, and that way you will be “playing around” a possible PSY-Framegear Gamma.
What did you think of the list? Which ones will you use in your deck? Answer here in the comments.
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