Have you ever looked at a deck, and just said to yourself, "Gee, I wish they'd print a usable card so that thing could be better"?
Not to be hyperbolic like I normally am, but Dual Avatars got a major gift in Blazing Vortex that totally turned me around on the theme: Dual Avatar - Empowered Mitsu-Jaku makes the deck infinitely more viable. I literally went from "why would I play this?" to instantly ordering all the cards, no joke.
It seems like a ton of cards from recent booster sets have been slipping under the radar. I normally pride myself on knowing the less recognized archetypes well, and having some random BS build in place for its release date, but Dual Avatars didn't spike enough interest for me right off the bat. When there are 500 new cards you want to look at, some have to take a bit of a backseat, ya know?
Hopefully next time I'll be more on top of it.
I don't want to say this deck has no customization, but you're very much locked into a specific kind of build when you play Dual Avatars. Technically, not all of the cards lock you into Fusion Summons, but if you want to use them in tandem in any meaningful way you're going to have to lock yourself in Fusion Prison. The main lynchpin of the deck - Dual Avatar Invitation - produces as many tokens as you can play, then Fusion Summons up to two times, then says, "All done!"
And that's great because it provides exactly what you need to make the Dual Avatar Fusion Monsters for cheap. But it's bad because you're locked into nothing but Fusions for your Extra Deck summons.
…Or is that such a bad thing? Cue the ominous sound effects.
Okay, so rewind to me talking about Dual Avatar - Empowered Mitsu-Jaku a moment ago. The common complaint, especially before Blazing Vortex came out, was something like, "Hurr Durr, Dual Avatars don't do anything! Bad Fusions hurr durr," end quote. Now that complaint isn't valid anymore, because Dual Avatar - Empowered Mitsu-Jaku teams up with an older Fusion - Dual Avatar Feet - Armored Un-Gyo - to create an aggressive one-two punch.
Or in this case… a one-two kick?
The ability to negate monster effects and pop monsters is a great combination, but you're also backed up with spells and traps to hit your opponent from all angles. There are other forces at play here, sure, but in terms of a good opener that throws negations on board to stop your opponent's onslaught… the Dual Avatar deck needed help, and it got it.
Distilling the deck down to its most basic plays, imagine starting off with Perfect Sync - A-Un. Activating it, you'll search Dual Avatar Fists - Yuhi. Normal Summon Dual Avatar Fists - Yuhi, get a free Token from Perfect Sync - A-Un, then pop the token via Dual Avatar Fists - Yuhi to search Dual Avatar Invitation. Activate it discarding any card you want, and you'll get four tokens to make two Fusion Monsters, most likely Dual Avatar - Empowered Kon-Gyo and Dual Avatar Feet - Armored Un-Gyo.
But if the deck just threw out two Fusion Monsters at the cost of two cards, you probably wouldn't think much of it. That's where the other Dual Avatar cards come in. Each one is unique and provides some level of destruction, aiding or abetting your goals in a neat and concise package. There isn't much flare, just a straightforward plan to counter your opponent.
Dual Avatar Feet - Kokoku the other Main Deck monster, and its main job is to search the theme's traps, all three of which merit use. Dual Avatar Return is pretty simple - it's basically Back to the Front, and yeah, why wouldn't you use a Back to the Front you could search? Dual Avatar Compact copies your spells from your graveyard for more token generation and Fusions, and the most interesting trap by far is Dual Avatar Ascendance, transforming your Fusions into different Fusions, so you can lean into whichever one is more appropriate at any given time.
That's important because all four of the Fusions can counter your opponent's moves, but in very specific ways. Tagging in and out of the Fusions means you can stay one step ahead of your opponent, or at the very least keep up with them. The searchable Dual Avatar Ascendance is my favorite because you'll leverage multiple Fusion Monsters in the same turn. Use Dual Avatar Feet - Armored Un-Gyo to negate a monster effect, then turn it into Dual Avatar Fists - Armored Ah-Gyo immediately after to pop a second card.
Lastly, we have Dual Avatar Defeating Evil. It's basically a Gemini Spark for your Fusion Monsters. As a spell, it's only searchable with Dual Avatar Fists - Yuhi, but it's still a worthy card to have in your back pocket. Since you'll be setting it more often than not, it's… basically a trap.
This is a legitimate surprise to me. I've said it in some capacity in the past, but I can say it with confidence here completely unironically: this might be the first time that I've seen an archetype with a dozen (or more) theme-stamped cards and every one is actually important. Not just "this card is okay," either; I don't see a reason to skip literally any Dual Avatar card if you're building a Dual Avatar deck.
If you're playing an impure hybrid, sure, not everything is a winner, but it's downright astounding to me that literally every card made for Dual Avatars so far deserves to be played. That just doesn't happen. How rare is it that a theme's entire range of cards is playable, let alone required?
I can't see a reason to leave anything on the cutting room floor, especially since everything minus the Field Spell is searchable with either Dual Avatar Fists - Yuhi or Dual Avatar Feet - Kokoku. Dual Avatar Return probably the card to leave out if you're looking to make space, but honestly, bringing back Dual Avatar - Empowered Mitsu-Jaku, Dual Avatar Feet - Armored Un-Gyo, or Dual Avatar Fists - Armored Ah-Gyo is clutch, especially in a low resource situation.
Ironically, I think the worst card for the entire strategy is Dual Avatar - Empowered Kon-Gyo. It's not bad, and it's vital to the deck, but its Quick Effect has me rolling my eyes. Spell and trap targeting? Can't it just be… targeting? Or affected? Dual Avatars are limited in their scope, and for the first boss monster of the deck, it's unfortunately lackluster.
I suppose I understand some of the hate that was circulating before they got a leg up with Blazing Vortex...
I can hear the booing already, but hold on just a hot second. Even if you maxed out on every Dual Avatar card, you'd have just a measly 24 cards in your Main Deck. Fusion Deployment, Reinforcement of the Army, and Terraforming add another five to the mix, but there's so much space to fill! You don't want to add in cards that consume your Normal Summon or fill up your Extra Deck, so… why not more hand traps?
While nothing will match the unbridled silliness that was Sky Striker Mobilize - Engage!, getting free cards back that then turn into more free cards gives me the same vibe. When your boss monsters get destroyed, Dual Avatar Fists - Yuhi adds itself back to your hand.
Instead of recurring itself, you can Special Summon Dual Avatar Feet - Kokoku from your hand in the wake of a destruction by battle or card effect. Then you get a free Dual Avatar from your Extra Deck! Even when your opponent gets through your big monsters, you'll keep pace with resources and big beaters.
To fill the vacuum, I wanted to flesh this deck out with cards that could simplify the game by removing cards through exchanges. If you can trade cards until you have one of your Feet Fusions while your opponent's stuck topdecking, you've probably won the game. Hand traps are an obvious choice, but for me, Torrential Tribute one of the all-star counters.
Not only can Dual Avatar Feet - Armored Un-Gyo protect itself from Torrential Tribute, but you'll get back Dual Avatar Fists - Yuhi in the process. Keep your Dual Avatar Feet - Armored Un-Gyo effect live to negate your opponent's follow-up play, then come roaring back the next turn!
Honestly, I can't describe how satisfying it is to play these "Tier 17" cards and crush your opponent because they overlooked your Fusions. Really brings a smile to my face. Check it out.
Yu-Gi-Oh! TCG Deck - Loukas's Dual Avatar Deck by Loukas Peterson
'Loukas's Dual Avatar Deck' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Loukas Peterson
Market Price: $129.92
Ash Blossom & Joyous Spring
Market Price: $19.64
When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect.
• Add a card from the Deck to the hand.
• Special Summon from the Deck.
• Send a card from the Deck to the GY.
You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.
Market Price: $0.97
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.
Dual Avatar Invitation
Market Price: $1.67
Discard 1 card, and if you do, Special Summon as many "Dual Avatar Spirit Tokens" as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are destroyed during the End Phase. After Summoning these Token(s), you can apply this effect up to twice. ?
• Fusion Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.
You can only activate 1 "Dual Avatar Invitation" per turn.
Dual Avatar Return
Market Price: $0.15
Target 1 "Dual Avatar" monster in your GY; Special Summon it, then if its original Level is 4 or lower, you can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0). You can only activate 1 "Dual Avatar Return" per turn.
Dual Avatar - Empowered Kon-Gyo
Market Price: $0.47
"Dual Avatar Fists - Yuhi" + 2 "Dual Avatar" monsters
If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks, after damage calculation: You can return 1 monster your opponent controls to the hand. When your opponent's Spell/Trap Card or effect is activated that targets this card on the field, while you control 2 or more Fusion Monsters (Quick Effect): You can negate the activation. You can only use this effect of "Dual Avatar - Empowered Kon-Gyo" once per turn.
Perfect Sync - A-Un
Market Price: $0.20
When this card is activated: You can add 1 "Dual Avatar" monster from your Deck to your hand. If you control a "Dual Avatar" Effect Monster: You can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use this effect of "Perfect Sync - A-Un" once per turn. You can only activate 1 "Perfect Sync - A-Un" per turn.
Dual Avatar Ascendance
Market Price: $0.14
Target 1 "Dual Avatar" monster you control; destroy it, and if you do, Special Summon 1 "Dual Avatar" monster from your Deck or Extra Deck, whose original Level is 1 higher or 1 lower than that monster had on the field. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 "Dual Avatar" monster in your GY; add it to your hand. You can only use each effect of "Dual Avatar Ascendance" once per turn.
Dual Avatar - Empowered Mitsu-Jaku
Market Price: $0.44
"Dual Avatar Feet - Kokoku" + 2 "Dual Avatar" monsters
The first time each "Dual Avatar" Fusion Monster you control would be destroyed by battle each turn, it is not destroyed. Once per turn: You can return all Spells/Traps your opponent controls to the hand. When a monster effect is activated on your opponent's field, while you control 2 or more Fusion Monsters (Quick Effect): You can destroy that monster. You can only use this effect of "Dual Avatar - Empowered Mi-Gyo" once per turn.
Market Price: $4.08
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.
Market Price: $0.27
Add 1 Field Spell from your Deck to your hand.
Market Price: $1.32
During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the end of this turn.
Neo-Spacian Aqua Dolphin
Market Price: $0.23
Once per turn: You can discard 1 card; look at your opponent's hand and choose 1 monster. If you control a monster with ATK greater than or equal to the ATK of the chosen card, destroy the chosen card, and if you do, inflict 500 damage to your opponent. Otherwise, take 500 damage.
Dual Avatar Feet - Armored Un-Gyo
Market Price: $0.18
2 "Dual Avatar" monsters
If a "Dual Avatar" Fusion Monster(s) you control would be destroyed by card effect, you can destroy 1 "Dual Avatar" monster you control instead. During the Main Phase, if you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material (Quick Effect): You can target 1 face-up monster Special Summoned from the Extra Deck; negate its effects until the end of this turn. You can only use this effect of "Dual Avatar Feet - Armored Un-Gyo" once per turn.
Dual Avatar Fists - Armored Ah-Gyo
Market Price: $0.21
2 "Dual Avatar" monsters
If this card is Special Summoned: You can target 1 Attack Position monster your opponent controls; destroy it, also this card cannot attack directly for the rest of this turn. You can only use this effect of "Dual Avatar Fists - Armored Ah-Gyo" once per turn. While you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material, all "Dual Avatar" Fusion Monsters you control gain 300 ATK/DEF.
Market Price: $4.61
When a card effect is activated in your opponent's GY (Quick Effect): You can send this card from your hand to the GY; negate that effect.
Reinforcement of the Army
Market Price: $0.25
Add 1 Level 4 or lower Warrior-Type monster from your Deck to your hand.
Market Price: $0.31
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Market Price: $0.61
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Market Price: $13.51
Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.
Dual Avatar Feet - Kokoku
Market Price: $0.22
If this card is Normal or Special Summoned: You can add 1 "Dual Avatar" Trap from your Deck to your hand. During your opponent's turn, if a face-up "Dual Avatar" monster(s) you control, except "Dual Avatar Feet - Kokoku", is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can apply this effect. • Destroy 1 "Dual Avatar" monster you control, and if you do, Special Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck.
You can only use each effect of "Dual Avatar Feet - Kokoku" once per turn.
Dual Avatar Defeating Evil
Market Price: $0.14
Target 1 "Dual Avatar" monster you control and 1 card your opponent controls; destroy them, then if you destroyed a "Dual Avatar" Fusion Monster you control by this effect, you can apply 1 of these effects.
• Draw 1 card.
• Banish 1 card from your opponent's GY.
You can only activate 1 "Dual Avatar Defeating Evil" per turn.
Dual Avatar Fists - Yuhi
Market Price: $0.22
You can target 1 "Dual Avatar" monster you control; destroy it, and if you do, add 1 "Dual Avatar" Spell from your Deck to your hand. If a face-up "Dual Avatar" Fusion Monster(s) you control, that was Fusion Summoned using an Effect Monster as material, is destroyed by battle or an opponent's card effect, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Dual Avatar Fists - Yuhi" once per turn.
Market Price: $0.97
Activate only when a monster is Summoned. Destroy all monsters on the field.
Dual Avatar Compact
Market Price: $0.12
During the Main Phase: Banish 1 "Dual Avatar" Spell/Trap from your GY, except "Dual Avatar Compact"; this card's effect becomes that Spell/Trap's effect when that card is activated. You can only activate 1 "Dual Avatar Compact" per turn.
Don't worry, this isn't some last second stupid mash-up.
In terms of the weirdest stuff in the deck, I gotta give it up to "everyone's" favorite old school card, Neo-Spacian Aqua Dolphin. Fusion Deployment has lots of applications, but in terms of throwing things into a deck, saying your options are limited would be putting it nicely. If you're restricted to Fusion Summons, you've probably built your Extra Deck around Fusions that you'll be going for. Duh, right?
I mean, we can turn to Exhibit A: Special Summoning Dual Avatar Fists - Yuhi.
In testing, the thing that killed me more than any other card was Droll & Lock Bird. While Neo-Spacian Aqua Dolphin only hits Effect Veiler, Ash Blossom & Joyous Spring, D.D. Crow, and Droll & Lock Bird… err. Okay, so I wrote myself out of a pickle on that one. Two of those cards I just mentioned see wide competitive play, and the other two aren't that far off.
Droll & Lock Bird
Especially going first, it's another option in your back pocket that doesn't consume your Normal Summon. Fusion Deployment basically PSY-Framegear Gamma lite to kill Droll & Lock Bird, and I'll take whatever I can get outside of D.D. Designator.
The other options for Fusion Deployment weren't much better, because Dual Avatar Fusions are made up 100% of Dual Avatar monsters as Fusion Materials. Cyber Dragon your other good choice, because Chimeratech Megafleet Dragon gets around boss monsters, circumventing protection from destruction and targeting. I've gone back and forth debating which one I'd rather have as an extra threat, but have I mentioned how much I hate Droll & Lock Bird yet?
Technically, you can also play Aleister the Invoker, but the space it requires alongside Magical Meltdown and Invocation can take away space you need for hand traps. And remember the whole, "Droll & Lock Bird will kill you and your dreams" thing? Having an Invoked Mechaba would be nice, but with conflicting Normal Summons and another engine that loses to Droll & Lock Bird, maybe it's best to keep it sidelined.
Just remember: beat your opponents before they beat you.