I've often found that when the community thinks Konami is releasing cards without any actual thought behind them, the truth is a different case altogether. Think about how long it took for Noble Knights to start making sense. Konami's taking that same slow roll approach right now with Raid Raptors and the Yosenju. Interestingly enough, Konami will sometimes release a card that makes connections where there weren't any before, and suddenly a theme exists!

Such is the curious case of Jigabyte.

This 1500 ATK 200 DEF Level 4 Reptile is one of the most beautifully named cards in the game and it also carries a neat effect to boot: whenever it's destroyed and sent to the graveyard – whether it's destroyed by battle or a card effect – you can Special Summon a monster from your deck with 1500 ATK and 200 DEF. It's a weird ability and in fact, there're only five monsters in the TCG you can Special Summon with it. But despite that limited card pool a deck made itself readily apparent to me!

Gettin' Jiga With It!
Nefarious Archfiend Eater of Nefariousness and Inari Fire are the two monsters you're coupling with Jigabyte to build the foundation of this new strategy. All three monsters are actually vaguely part of the haphazardly constructed Charmer archetype. If you didn't know that they were, that's okay. In fact, that just serves as proper evidence of the Charmer theme's relative incoherence. You can consider Jigabyte to be the first card to really bridge that great divide.

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So Nefarious Archfiend Eater of Nefariousness can Special Summon itself from your graveyard during your opponent's End Phase by destroying a monster you control. It's a neat little card that works well in Archfiends, Yang Zing, and modern Goat Control variants but hasn't found many other homes outside of that. Inari Fire, on the other hand, has yet to really settle into anywhere. It's effect is even simpler than Archfiend Eater's: During your next Standby Phase after Inari Fire was destroyed by card effect and sent to the graveyard, you can Special Summon it to your side of the field. It's a cool little mechanic that you've seen Konami explore in a similar fashion with Fire Kings.

You can begin to infer connections amongst these cards almost right off of the bat. Having a Nefarious Archfiend Eater of Nefarious loaded in your graveyard during your opponent's End Phase to destroy either Inari Flame or Jigabyte can net you a pretty slick +1 in card economy. That simple card interaction makes for some smooth combos but there's an added layer to the equation to take into account as well. First up, you can only ever control just one copy each of the three monsters. So no multiples of Jigabyte, Archfiend Eater, or Inari Fire at any time. That's not a huge deal in application, actually, because of the final effect that they all share: if you control a Spellcaster, you can Special Summon any of them from your hand. There're no other restrictions to it than that! You can do it as many times as you want each turn without hindrance. So it's obvious that you're going to need some Spellcasters in your life!

Sweet Decks Are Made Of These
Given that your Charmer monsters are all Level 4, it's pretty obvious that you've got a Rank 4 strategy on your hands here. So you're going to want Level 4 Spellcasters in your midst, and luckily, there're some really great ones that help just that. You're employing the help of two of Yu-Gi-Oh's finest: Summoner Monk and Star Drawing. Summoner Monk is a perfect fit in this deck even though the spell count is a very middle of the road 11. Given that, its biggest strength lies in its Spellcaster-type and ability to search out every other monster in your deck and throw it onto the field. More often than not, you'll find yourself Special Summoning Star Drawing with Monk's effect. Star Drawing was practically built for this deck. By giving you a free card every time you Xyz Summon with it, Star Drawing turns your Xyz Summons into 1-for-1 affairs as opposed to the -1 it normally is.

The difficulty with Star Drawing is that it lends you no help in getting another monster on board. That's why the Charmer monsters work so well here. It's as easy as Normal Summoning Star Drawing, Special Summoning your Charmer monster, going into King of the Feral Imps, drawing a card with Star Drawing, and searching Jigabyte with King of the Feral Imps' effect. Without really trying, you just made your overall turn into a +1.

Summoner Monk and Star Drawing are only two cards, however. So to supplement them, I've included a card that I've actually just recently discovered its existence: Swamp Mirrorer. This thing is really boss. It's a trap monster – which isn't anything new - however, what makes it unique is that you have the ability to pick its Type and Attribute upon activation. So it creates a trade-off scenario: you have to wait one turn before you can use it, but then as a reward, Swamp Mirrorer will became whatever Type and/or Attribute you need it to.

Since this deck is one that has several different Types and Attributes within the monsters it contains, a card like this opens up possibilities where there weren't any before. Chiefly, you can make it a Spellcaster, which is what you'll find yourself doing more often than not. But also, you can make it a Water monster so that you can Xyz Summon for Bahamut Shark with Jigabyte or Infernal Flame Vixen with Inari Fire. In the right circumstance, a left field play like that can win you the game even though it isn't a meta-shattering combo otherwise.

The groundwork for a convincing deck is laid out right here. It's an effective Rank 4 strategy that uses out of the box techniques to generate respectable card advantage and field Xyz Monsters that rarely see play in a deck such as this. So with the foundation constructed, take a look at the deck and we'll pick up the discussion on the other side.

DECKID=101766Yes, there isn't a single copy of Supply Squad anywhere in this deck. You're completely correct. That being said, you can run it if you feel it's worth it. For me, however, it always ended up being dead on the field or total overkill.

While destruction plays a heavy hand in this deck, it isn't in the same sort of fashion as Burning Abyss. If you're stringing together big chains of Archfiend Eater effects, you're probably winning already; "win more" cards aren't always great. Plus, there was nothing that I felt cut worthy. You could make an argument for Pot of Duality but you'll find that having Duality in the early game is often a more proactive approach, and late game it's easier to justify pitching Duality over Supply Squad for a needed Summoner Monk.

Threatening Roar, just as in last week's Raccoon deck, plays a pretty important role here. Aside from keeping you alive, it gives you the luxury of building fields off the back of Nefarious Archfiend Eater of Nefariousness's effect. Sitting on a Jigabyte or Inari Flame and successfully resolving an Archfiend Eater the following turn can sometimes result in three fresh Xyz Monsters depending on what the rest of your hand and field looks like.

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There've been plenty of games during which my opponent would drop a Beelze the Diabolic Dragon and on my turn, I've been able to successfully remove it from the field with a Number 50: Blackship of Corn equipped with a Number 80: Rhapsody in Berserk without straining card economy. This deck is genuinely that crazy sometimes. It can do some really incredible stuff.

Alright, Buck! Where's The Bang!?
$100! That's just where it's at, but you probably have the entire Extra Deck anyway. Given the trap-hating shape of competition right now, a deck like this is an interesting and unexpected sort of proposition. With the right Side Deck, you could make a fair argument for a strategy such as this to put a dent in a competitive environment.

I recommend checking it out. This deck's a lot of fun, and it somehow manages to provide you with even more options and variety than your standard run-of-the-mill Rank 4 Toolbox. Have some fun!

-Zach Buckley
Team Nofatchx