Hey there, duelists! Unfortunately for us, it seems we're frozen for any sort of official sanctioned tournament play for the foreseeable future.
That's the bad news. The good news is that with tournaments still on hiatus, I've decided to start exploring other decks that I haven't really given too much thought to in the past. There's not much reason to be super-competitive right now, so today, I want to bring you a fantastic budget deck for the many players who are looking to jump into local competitive play as it becomes available, and the players who may be looking to try something new in their own circles, without breaking the bank.
Now's an awesome time to just cut loose and play something you might not normally consider. But investing in a new strategy always comes down to a decision of cost versus benefit, and if you're playing something more casual, and you can't even take it to a tournament, dropping a big chunk of change often won't make sense. So today we're looking at a deck that's really different from the rest of the competitive scene, and you can put it together on the cheap!
Pendulum Evolution brought us the full suite of the best Pendulum Magician support cards, and I've had a soft spot for this strategy ever since. Pendulum Magicians used to be a dominant strategy that required major banlist action; they're not quite that powerful anymore due to the heavy restrictions many of their cards and the Forbidding of Heavymetalfoes Electrumite, but personally I haven't lost the desire to give up on one of the most powerful mechanics in Yu-Gi-Oh's history.
Who doesn't like a free Soul Charge with a ton of bonus effects? With that in mind, here's my budget Pendulum Magician deck I've been playing.
Yu-Gi-Oh! TCG Deck - Zach's Budget Pendulum Magicians by Zach Butler
'Zach's Budget Pendulum Magicians' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Zach Butler
Crowley, the First Propheseer
Market Price: $1.22
2 Spellcaster monsters
If this card is Link Summoned: You can reveal 3 "Spellbook" cards with different names from your Deck, and your opponent randomly picks 1 for you to add to your hand, also shuffle the rest into your Deck. You can only use this effect of "Crowley, the First Propheseer" once per turn. Each turn, 1 Level 5 or higher Spellcaster monster you Normal Summon can be Summoned without Tributing.
Odd-Eyes Absolute Dragon
Market Price: $0.53
2 Level 7 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack, then you can Special Summon 1 "Odd-Eyes" monster from your hand or Graveyard. If this Xyz Summoned card is sent to the Graveyard: You can Special Summon 1 "Odd-Eyes" monster from your Extra Deck, except "Odd-Eyes Absolute Dragon". You can only use each effect of "Odd-Eyes Absolute Dragon" once per turn.
Odd-Eyes Vortex Dragon
Market Price: $0.94
1 "Odd-Eyes" monster + 1 Pendulum Monster
When this card is Special Summoned: You can target 1 face-up Attack Position monster your opponent controls; return it to the hand. During either player's turn, when a Spell/Trap Card or another monster's effect is activated: You can shuffle 1 face-up Pendulum Monster from your Extra Deck into the Deck, negate the activation, and if you do, destroy that card. You can only use each effect of "Odd-Eyes Vortex Dragon" once per turn.
Endymion, the Mighty Master of Magic
Market Price: $1.90
Pendulum Effect: You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place spell Counters on this card equal to the number of cards destroyed. you can only use this effect of "Endymion, the Mighty Master of Magic" once per turn.
Monster Text: Once per turn, when a Spell/Trap Card of effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.
Market Price: $3.25
2+ monsters including a Link Monster
If a card(s) on the field is destroyed by card effect, except by "Unchained Abomination" (except during the Damage Step): You can target 1 card on the field; destroy it. When another monster is destroyed by battle: You can target 1 card on the field; destroy it. During the End Phase: You can target 1 card on the field; destroy it. You can only use each effect of "Unchained Abomination" once per turn.
Market Price: $0.32
Your opponent cannot target Spellcaster-Type monsters you control with Trap Cards or effects. You can only use the following effect of "Time Pendulumgraph" once per turn. You can target 1 "Magician" Pendulum Monster Card in your Monster Zone or Pendulum Zone, and 1 card your opponent controls; destroy them. Then, if this effect did not destroy 2 cards, you can send 1 card on the field to the Graveyard.
Market Price: $0.32
Pendulum Effect : Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand.
Monster Effect : Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell Card resolves. This card gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster-Type monster from your Deck to your hand.
Market Price: $3.44
2 monsters with different names
If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to.
• Ritual: Draw 2 cards, then discard 2 cards.
• Fusion: Special Summon 1 Level 4 or lower monster from your GY.
• Synchro: All monsters you control gain 700 ATK.
• Xyz: All monsters your opponent controls lose 700 ATK.
You can only use this effect of "Cross-Sheep" once per turn.
Day-Breaker the Shining Magical Warrior
Market Price: $0.58
2 Spellcaster monsters
If this card is Link Summoned: Place 1 Spell Counter on it. Gains 300 ATK for each Spell Counter on it. You can only activate each of the following effects of "Day-Breaker the Shining Magical Warrior" once per turn.
• If a Spellcaster monster(s) is Special Summoned to a zone(s) this card points to: PLace 1 Spell Counter on this card.
• You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it.
Spell Power Mastery
Market Price: $2.96
Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn.
White Wing Magician
Market Price: $0.42
Pendulum Effect : Once per turn, when an activated card or effect resolves that targets a DARK Spellcaster-Type monster you control, negate that effect, then destroy this card.
Monster Effect : (This card is always treated as a "Synchro Dragon" card.) If this Pendulum Summoned card is used for a Synchro Summon, banish it.
Market Price: $0.14
All monsters you control gain 100 ATK and DEF for each face-up "Magician" Pendulum Monster with different names in your Extra Deck.
Cannot be Special Summoned from the Extra Deck. Cannot be used as Material for a Fusion, Synchro, or Xyz Summon, unless all other Materials are "Magician" Pendulum Monsters. When this card is Pendulum Summoned from the hand: You can Special Summon 1 "Magician" Pendulum Monster from your Deck in Defense Position, except "Harmonizing Magician", but it has its effects negated, also banish it when it leaves the field. You can only use this effect of "Harmonizing Magician" once per turn.
Market Price: $0.09
You must control no monsters to activate this card. If a Pendulum Monster you control battles, your opponent cannot activate Trap Cards until the end of the Damage Step. Unless you have a "Magician" card or "Odd-Eyes" card in your other Pendulum Zone, this card's Pendulum Scale becomes 4.
Each turn, the first card(s) in your Pendulum Zone that would be destroyed by an opponent's card effect, is not destroyed.
Market Price: $10.74
3+ Effect Monsters
Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.
Allure of Darkness
Market Price: $3.76
Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the Graveyard.
Market Price: $0.95
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.
Market Price: $5.00
Discard 1 card; add 2 "Magician" Pendulum Monsters with different names from your Deck to your hand. Until the end of your opponent's next turn after this card resolves, "Magician" cards in your Pendulum Zones cannot be destroyed by card effects. You can only activate 1 "Pendulum Call" per turn. You cannot activate this card if you activated the Pendulum Effect of a "Magician" Pendulum Monster this turn.
F.A. Dawn Dragster
Market Price: $0.89
1 Tuner + 1+ non-Tuner monsters
Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a “F.A.” Spell/Trap Card or effect is activated: You can increase this card’s Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): you can reduce this card’s Level by 2, and if you you do, negate the activation, and if you do that, destroy that card.
Market Price: $0.44
If there is a card in the Pendulum Zone: Add 1 "Pendulum" Pendulum Monster or "Pendulum" Spell/Trap from your Deck to your hand. You can only activate 1 "Duelist Alliance" per turn.
Spellbook of Secrets
Market Price: $2.31
Add 1 "Spellbook" card from your Deck to your hand, except "Spellbook of Secrets". You can only activate 1 "Spellbook of Secrets" per turn.
Spellbook of Knowledge
Market Price: $0.34
Send to the GY either 1 Spellcaster monster you control, or 1 other "Spellbook" card from your hand or face-up field, except "Spellbook of Knowledge", and if you do, draw 2 cards. You can only activate 1 "Spellbook of Knowledge" per turn.
Pot of Desires
Market Price: $0.86
Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.
Buy This Card! https://shop.tcgplayer.com/yugioh/toon-chaos/pot-of-desires
Selene, Queen of the Master Magicians
Market Price: $11.07
2+ monsters, including a Spellcaster monster
If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.
Ignister Prominence, the Blasting Dracoslayer
Market Price: $1.41
1 Tuner + 1 or more non-Tuner Pendulum Monsters
Once per turn: You can target 1 Pendulum Monster on the field or 1 card in the Pendulum Zone; destroy it, and if you do, shuffle 1 card on the field into the Deck. Once per turn: You can Special Summon 1 "Dracoslayer" monster from your Deck in Defense Position, but it cannot be used as a Synchro Material for a Summon.
Black Fang Magician
Market Price: $0.89
Pendulum Effect : Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its current ATK (until the end of this turn), then destroy this card.
Monster Effect : (This card is always treated as an "Xyz Dragon" card.) If this card is destroyed by battle or card effect: You can target 1 DARK Spellcaster-Type monster in your Graveyard; Special Summon it.
Purple Poison Magician
Market Price: $1.01
Pendulum Effect : Once per turn, if your DARK Spellcaster-Type monster battles, before damage calculation: You can activate this effect; that monster gains 1200 ATK (until the end of the Damage Step), then destroy this card.
Monster Effect : (This card is always treated as a "Fusion Dragon" card.) If this card is destroyed by battle or card effect: You can target 1 face-up card on the field; destroy it.
Market Price: $1.87
Pendulum Effect : Once per turn: You can target 1 face-up Xyz Monster you control; this turn, you can use it as an Xyz Material for an Xyz Summon using its Rank as if it were a Level (even if this card leaves the field). Monster Effect : Once per turn, during either player's turn: You can target 1 LIGHT monster on the field; negate that face-up monster's effects until the end of this turn.
Market Price: $0.14
During your Main Phase: You can destroy this card, and if you do, take 1 "Timegazer Magician" from your hand or Deck, and either place it in your Pendulum Zone or Special Summon it. You can only use this effect of "Chronograph Sorcerer" once per turn.
If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can Special Summon 1 monster from your hand. You can banish this card you control, plus 4 monsters from your hand, field, and/or GY (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.)
Servant of Endymion
Market Price: $0.37
Pendulum Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from yourPendulum Zone and 1 monster from your Deck with 1000 or more ATK that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each.
Monster Effect: You can only Special Summon "Servant(s) of Endymion" once per turn. This card with a Spell Counter can attack directly. Once per opponent's turn (Quick Effect): You can discard 1 card; place 1 Spell Counter on each card you control that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster.
Draco Berserker of the Tenyi
Market Price: $1.08
1 Tuner + 1+ non-Tuner monsters
When your opponent activates a monster's effect (Quick Effect): You can banish it. If this attacking card destroys an Effect Monster by battle and sends it to the GY: This card gains ATK equal to the destroyed monster's original ATK, also it can make a second attack on a monster during this Battle Phase. You can only use each effect of "Draco Berserker of the Tenyi" once per turn.
Mythical Beast Jackal King
Market Price: $1.35
Pendulum Effect : If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, except "Mythical Beast Jackal King". You can only use this effect of "Mythical Beast Jackal King" once per turn.
Monster Effect : Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.
Market Price: $0.33
2 Level 4 "Magician" Pendulum Monsters
Must first be Xyz Summoned with the above Xyz Materials. Once per turn: You can detach 1 Xyz Material from this card; add to your hand, 1 DARK Spellcaster-Type monster from your Deck, Graveyard, or face-up from your Extra Deck. Once per turn, if a Pendulum Monster Card(s) in your Monster Zone or Pendulum Zone would be destroyed by battle or card effect, you can send 1 Spellcaster-Type monster from your Deck to the Graveyard instead.
Spellbook Magician of Prophecy
Market Price: $1.09
If this card is Normal Summoned or flipped face-up: Add 1 "Spellbook" Spell from your Deck to your hand.
Magician of Hope
Market Price: $0.17
Once per turn, when a monster declares an attack: You can negate that attack, then destroy this card.
2 Level 4 monsters
If you can Pendulum Summon Level 4, you can Pendulum Summon this face-up card in your Extra Deck. You can detach 1 material from this card; Special Summon 1 Level 7 or lower Pendulum Monster from your hand in Defense Position, but negate its effects, then you can place this face-up card in your Pendulum Zone. You can only use this effect of "Magician of Hope" once per turn. If this card is Pendulum Summoned: You can target 1 Pendulum Monster in your GY; attach it to this card as material.
Market Price: $1.82
Draw 1 card from your Deck. Your opponent gains 1000 Life Points.
Buy This Card! https://shop.tcgplayer.com/yugioh/magic-ruler/upstart-goblin
Reflection of Endymion
Market Price: $0.49
Pendulum Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster that you can place a Spell Counter on from your hand, and if you do, place 1 Spell Counter on each of them.
Monster Effect: If this card is Special Summoned: You can target 1 other card you control with a Spell Counter(s) and 1 card your opponent controls; return that card you control and that card your opponent controls to the hand, then place Spell Counters on this card equal to the number of Spell Counters that were on the card returned from your field. When this card with a Spell Counter is destroyed by battle: You can add 1 "Endymion" card from your Deck to your hand. You can only Special Summon "Reflection of Endymion(s)" once per turn.
This deck's actually pretty similar to other Pendulum builds that have seen some success in 2020, barring a few high-priced cards like Magicians' Souls and Borreload Savage Dragon. As a budget player, those cuts are a boon because they give you a bit more freedom to invest into the Extra Deck, giving you more powerful options and a more powerful strategy overall, without costing you hundreds of dollars.
In fact, the entire Main and Extra Deck actually comes to a grand total of $92.42, even if you had to buy every card in the build. It's pretty approachable in price, and the best part is that it's a highly flexible deck for the future; you can pair most Pendulum themes together, simply because of how the mechanic works. This is a fantastic build for any aspiring player or veteran looking for something new, because it's uniquely customizable and you can tweak it to do whatever you want, all while building on a core of raw power and consistency.
With that said let's break down the basics of the deck card by card, and let's look at some key interactions and combo plays to get you started.
Pendulum Magician's a great introductory deck for those who aren't hugely familiar with either the Pendulum mechanic, or the concept of extremely combo heavy decks in general.
As a Pendulum player, you have access to a high level of power, and consistency cards that other strategies simply don't get to use. Cards like Spell Power Mastery and Pendulum Call allow superior flexibility and afford you a lot of resources in return for playing Pendulum cards in your deck. Magical Abductor's another key starter card in almost every scenario, letting you search for every single Pendulum Monster in your deck when you resolve three spells.
Spell Power Mastery, Pendulum Call, Duelist Alliance, Allure of Darkness and other spells allow you to rip through your deck, drawing multiple extenders as well as bolstering the consistency of your key combo starters, giving you tremendous redundancy in your lines of play. Barring truly horrible hands, you'll be able to get three Spell Counters onto Abductor and then search for any Pendulum Monster or Pendulum Scale you might need.
The Spellbook cards also force your opponent to really consider the ramifications of letting your plays resolve, while giving your Spell Counter cards more counters, and drawing you additional cards to play. You'll want to sculpt your lines of play accordingly to ensure your most important search effect can resolve, making you essentially impervious to Ash Blossom & Joyous Spring.
One of the advantages of the pendulum mechanic is knowing that you can basically just chuck your entire monster lineup onto the table, assuming you manage to get the scales on the field to do so. Luckily, all the "Magician" monsters in this deck are Level 4, except for Timegazer Magician at Level 3. That level of raw power gives you a huge advantage going first, so you can set up multiple points of interaction and negation; or when going second you can push through your opponent's negations, and then continue to extend and potentially end the game in a single turn.
From there your Magician monsters can come into play, along with a wide variety of utility cards. Mythical Beast Jackal King shines as both a combo extender and a form of effect negation, so seeing it quickly is important. Luckily all those draw cards and search spells give you great ability to summon and stack counters on your Mythical Beast Jackal King.
From there, Servant of Endymion will ideally be summoning the Mythical Beast Jackal King so you're safe from an opposing Nibiru, the Primal Being coming down to ruin your day. Otherwise it's best used to summon Endymion, the Mighty Master of Magic. A searchable Level 7 high scale with a negation effect all wrapped into one card is nothing short of ridiculous. Reflection of Endymion rounds out the Spell Counter suite, giving you an additional Level 7 for later combos as well as a low scale. All in all you have four targets for your Spell Power Mastery, as well as an ability to use multiple Spell Counter monsters directly from your hand.
Chronograph Sorcerer also shines here, being both a starter and an extender thanks to its dual effects. Since it can become a Level 3 Magician as well as a high scale, on top of summoning a monster from your hand when paired with destruction cards is incredibly valuable. The Magician monsters are pretty minimal here compared to other builds. Harmonizing Magician is your go-to search with Pendulum Call; it's an extender that summons fellow Magicians from the deck, serving as a one-card Rank 4, a Sychro Summon, or a Link Summon.
You've also got cards like Black Fang Magician and Purple Poison Magician to give you more options and more utility for Pendulum Call. Purple Poison Magician ability to destroy face-up cards means you have native answers to potential problem cards, which is always something you want to look for when you're choosing a new deck. Black Fang Magician gives you a way to revive monsters from the graveyard, although you generally won't be using that due to Selene, Queen of the Master Magicians and Cross-Sheep stealing its thunder, as well as the simple fact that Pendulum Monsters rarely hit the Graveyard.
Finally you have a singular defensive trap card in Time Pendulumgraph. You'd be amazed how strong it is in the current format, getting rid of two cards for free thanks to Pendulum Call protecting your Magician scales from destruction by card effects. Since you can search Time Pendulumgraph with Duelist Alliance you only need to play one copy. That's great, because you basically have four copies when you want to see it, but you won't be bogged down with sub-par draws in your combo sequences.
Most of your defense will come in the form of negation effects like Mythical Beast Jackal King and Endymion, the Mighty Master of Magic, because they're more flexible than hard defensive cards like hand traps or actual trap cards. The benefit here is that you're given a lot more playable cards that don't require much set-up to be useful, while the downside is that you're playing a lot less defense than other decks. You have to weigh the opportunity costs of using each negation effect very carefully.
The flexibility of Magicians creates a far higher level of autonomy building your Extra Deck than you'd find in most other strategies. Playing cards like Abyss Dweller, Draco Berserker of the Tenyi and other "gate" style cards helps put your opponent in a situation where they have to shape their lines of play to address each of those powerful effects. They'll often have to trade their higher value cards in hand for your lingering effects, trades that almost always wind up in your favor.
F.A. Dawn Dragster is my Level 7 Synchro of choice, though I did consider Odd-Eyes Meteorburst Dragon as well. The deciding factor was that F.A. Dawn Dragster another form of interruption, while Odd-Eyes Meteorburst Dragon is purely an extender. Ignister Prominence, the Blasting Dracoslayer's an option too, giving you non-targeting removal as well as an ability to clear your scales in a pinch, which is nothing short of awesome when you need it.
The Odd-Eyes cards here are extremely important to all of your combo plays, disrupting your opponent and setting up cards like Selene, Queen of the Master Magicians, as well as pushing through to allow Cross-Sheep to activate. We'll talk about that in more detail more in the combo outline later. Odd-Eyes Vortex Dragon also lets you recycle cards that land face-up in your Extra Deck, giving you more ways to use copies of cards like Pendulum Call that might be dead in the hand otherwise.
Magician of Hope and Timestar Magician actually work in tandem, searching any Dark Spellcaster from your deck and then summoning it from your hand if you have the fodder for another Xyz Summon. Magician of Hope's also great in that it's a scale, which came up several times for me in testing. Timestar's protection effect is also fantastic when you want to create plays with Selene, Queen of the Master Magicians, as well as Black Fang Magician later on.
Selene, Queen of the Master Magicians is one of the most powerful cards in the deck, giving you a huge number of Spell counters and summoning key Spellcasters like Endymion, the Mighty Master of Magicfrom the graveyard or hand. It works really well with Reflection of Endymion too. Being a Link 3 that only requires a single Spellcaster as specific material makes Selene, Queen of the Master Magicians a natural fit with Cross-Sheep, giving you multiple summons beyond your Pendulum Summon.
Day-Breaker the Shining Magicial Warrior is spot removal on legs, leveraging the Spell Counter mechanic that's so prevalent here, while being a Link 2 with good arrows. It's effectively a replacement for cards like I:P Masquerena, Beat Cop from the Underworld and other Link 2s that are more commonly played. Crowley, the First Propheseeer needs a nod as well, getting you to the Spellbook engine at the cost of any two Spellcasters. It's stronger than it looks because it can climb into Selene, Queen of the Master Magicians with other cards in your deck, letting you continue your summons beyond the Pendulum Summon. It's deck thinning too, so you'll draw only the most important cards more consistently.
Finally, Unchained Abomination and Borrelsword Dragon are your Link 4 boss monsters, giving you another layer of interruption and a game-ending force respectively. Neither come up as often as you might think, they're largely useful in niche scenarios, but they're there to be used as needed.
Now that you know what you're working with, let's jump into some combos and show you how it all comes together. This is one of those decks that always has multiple lines of play; you've got a lot of flexibility with how you can approach each scenario. I can't show you everything in writing, but I'll outline a pretty common play sequence to start and from there I'd suggest shuffling the deck up and giving it a whirl yourself. Cards like Allure of Darkness and Pot of Desires create many additional options , so this example won't include them for the sake of simplicity.
Before we start: many of the cards we're about to look at gain Spell Counters during the combo, so any time they do I'll be using brackets like (1 counter) to showcase that.
Let's take a slightly below average hand: Endymion, the Mighty Master of Magic, Reflection of Endymion, Magical Abductor, Spell Power Mastery and Pendulum Call. A hand like this gives you a lot of options; Magical Abductor gets you to basically anything you want, so we can be pretty flexible with this. Unfortunately, I don't see a way to avoid Nibiru, the Primal Being here, so you're kind of hoping for the best. Here's how I'd play it out.
That started with a pretty mediocre hand overall, but you end with Mythical Beast Jackal King, Selene, Queen of Master Magicians with one counter, Endymion, the Mighty Master of Magic and a Magical Abductor on one counter. You also have another Endymion, the Mighty Master of Magic in scale, giving you at least three points of interaction with your opponent before they've activated a spell. If they do, then your Mythical Beast Jackal King and Magical Abductor gain more Spell Counteres which can create more points of interaction via Selene and Reflection of Endymion.
The lines of play get pretty complicated when you start to add draw cards into the mix, allowing you to do far more. Generally, you want to make sure you only resolve cards like Allure of Darkness if you need them, otherwise you should forego them whenever possible. Stuff like Pot of Desires are best used when you've already searched your key combo cards, so you have more monsters to Pendulum Summon. You'll want to try to account for Ash Blossom & Joyous Spring, as well as Nibiru, the Primal Being as much as possible.
Generally, you should use Servant of Endymion and Magical Abductor only after cards like Chronograph Sorcerer and Pendulum Call. You want to mitigate the chance of losing out on searches. Luckily, Servant of Endymion makes you Nibiru proof when it resolves thanks to Mythical Beast Jackal King. These basic tips also translate well into your win condition, because you're going to win by locking your opponent out of the game. If you go second, you can use the multiple waves of play afforded by cards like Servant of Endymion, Chronograph Sorcerer and the Pendulum Summon itself to run your opponent out of defenses, and then win through attrition or a swift game-ending push.
This deck's pretty viable at most levels of play, but currently the only real option we have is remote dueling or your kitchen table anyways. Since it's so budget friendly and flexible it's a fantastic option as you to jump back into the swing of things and get used to slinging some scales on your opponent.
Once locals do return, the rogue position's always great because players will be preparing for the bigger decks they expect to see, and this probably isn't one of them. That surprise factor can land you some cheeky wins, and your opponents will often make mistakes when they don't know how to correctly counter your strategy.
Hopefully you have as much fun playing the deck as I have had in building it! If you want to see more combos and how different lines of play can branch out, drop by my Youtube Channel this week where I'll be showing you more of those combos in the following days. Until next time duelists!