I think most long-term Yu-Gi-Oh players understand the value in occasionally picking up a new deck.
We all have our favorite decks that we'll hold onto forever, alongside our current competitive options that get deployed in serious tournaments. But every so often that urge to try something different just gets too strong to ignore. There's something very cathartic about seeing new card art in your hand after playing the same rotation of decks for months.
Unfortunately, trying out new decks can be expensive. A lot of the new themes this year haven't been budget friendly, but Myutants are a clear exception. The most expensive Myutant cards from Phantom Rage are about $5, and almost every other card in the Mainn Deck is under $2. You can pick up a playset of all three Ultra Rares for under $15.
The deck's most expensive cards are largely optional: Emergency Teleport fantastic, but it's just one spell and it won't make a huge difference in the long run. Feel free to skip it if it doesn't fit your budget. Pot of Extravagance? Yeah, that's not happening here, but you're welcome to play it if you own it.
So why Myutants? It's not just that they're cheap: Myutants have a surprisingly high skill ceiling that lets them stay competitive at a local level. I'm not trying to imply that Myutants are secretly one of the format's best decks, but I think you'd be surprised at how well the deck's engine works when it's backed with a serious trap line-up. You'll have to make some concessions on trap choices if you're on a really tight budget, but most of these cards are generic enough that you probably have copies already.
Myutants debuted in the TCG last month as a World Premiere theme, but they were quickly overshadowed by Virtual World and Tri-Brigade. I think their confusing playstyle was a big part of why players passed on them. It's not immediately obvious how the Myutant engine works, and at first glance the theme seems to suffer from too many Normal Summons. It's also hard to see the value in the Level 8 Myutants when you're usually only summoning them one at a time.
Neither of these issues are deal breakers, but they do push the deck in a very specific direction: Myutants want to be played as either a trap-heavy control strategy, or as a hybrid theme.
Both TeamSamuraiX1 and MBT Yu-Gi-Oh! embraced the trap-heavy side of Myutants in videos last month, and there are plenty of discussions online about Metaphys, Dogmatika, and Thunder Dragon hybrids. Dogmatika might be the most competitive variant, but it's obviously well outside the reach of any budget build, so it's not on the table for today. So far I've had the most success by sticking to a pure build, although at some point I'll have to give the Metaphys hybrid a shot. I can't pretend that I'm not a huge Metaphys fanboy.
Yu-Gi-Oh! TCG Deck - Kelly's Budget Myutants by Kelly Locke
'Kelly's Budget Myutants' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Kelly Locke
Market Price: $64.25
Market Price: $0.64
Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.
Market Price: $2.97
3 Level 8 or higher "Myutant" monsters
When a card or effect is activated (Quick Effect): You can banish 1 "Myutant" card from your hand, GY, or face-up field, of the same type (Monster, Spell, or Trap); negate the activation, and if you do, banish that card. If this Fusion Summoned card you control is destroyed by an opponent's card: You can add up to 3 of your banished "Myutant" cards (up to 1 each of Monster, Spell, and Trap) to your hand. You can only use each effect of "Myutant Ultimus" once per turn.
Market Price: $2.37
If this card is Normal or Special Summoned: You can add 1 "Myutant" Spell/Trap from your Deck to your hand. You can Tribute this card, then banish 1 card from your hand or face-up field; Special Summon 1 monster from your hand or Deck, based on the banished card.
• Monster: "Myutant Beast" • Spell: "Myutant Mist" • Trap: "Myutant Arsenal"
You can only use each effect of "Myutant ST-46" once per turn.
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There Can Be Only One
Market Price: $0.37
Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.
Market Price: $3.07
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.
Dingirsu, the Orcust of the Evening Star
Market Price: $2.93
2 Level 8 monsters
You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects;
• Send 1 card your opponent controls to the GY.
• Attach 1 of your banished Machine monsters to this card as material.
Market Price: $0.13
Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand or field. If your opponent has activated a card or effect this turn, you can use up to 1 monster each from your Deck and GY as Fusion Material. You can only activate 1 "Myutant Fusion" per turn.
Market Price: $3.41
Neither player can Summon more than two times per turn.
Called by the Grave
Market Price: $1.67
Target 1 monster in your opponent's GY; banish it, and if you do, monsters with the same original name as that banished monster have their effects negated until the end of the next turn.
Market Price: $1.66
If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.
Market Price: $1.85
If this card is Normal or Special Summoned: You can add 1 "Myutant" monster from your Deck to your hand, except "Myutant M-05". You can Tribute this card, then banish 1 card from your hand or face-up field; Special Summon 1 monster from your hand or Deck, based on the banished card. • Monster: "Myutant Beast" • Spell: "Myutant Mist" • Trap: "Myutant Arsenal"
You can only use each effect of "Myutant M-05" once per turn.
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Market Price: $0.16
During the Main Phase: Fusion Summon 1 "Myutant" Fusion Monster from your Extra Deck, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field, in your GY, and/or your face-up banished cards. You can only activate 1 "Myutant Cry" per turn.
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Myutant Evolution Lab
Market Price: $1.49
When this card is activated: You can Special Summon 1 of your Level 4 or lower "Myutant" monsters from your hand or that is banished. "Myutant" monsters you control gain 100 ATK for each of your banished "Myutant" cards with different names. Once per turn, during your Main Phase: You can place 1 "Myutant" monster from your hand on the bottom of the Deck, and if you do, draw 1 card. You can only activate 1 "Myutant Evolution Lab" per turn.
Market Price: $1.86
When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.
Market Price: $2.27
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.
Market Price: $0.15
When you activate this card: You can take 1 Level 4 or lower "Myutant" monster from your Deck, and either add it to your hand or Special Summon it. If a Level 8 or higher "Myutant" monster(s) you control would be destroyed by card effect, you can banish this card you control instead. You can only activate 1 "Myutant Expansion" per turn.
Market Price: $0.28
2 "Myutant" monsters with different Attributes
If this card is Fusion Summoned: You can target 1 card on the field; destroy it. When your opponent activates a card or effect (Quick Effect): You can activate this effect; for the rest of this turn, this face-up card is unaffected by the effects of an opponent's cards of the same type (Monster, Spell, or Trap) as that card. If this Fusion Summoned card you control is destroyed by an opponent's card: You can add 1 of your banished "Myutant" cards to your hand. You can only use each effect of "Myutant Synthesis" once per turn.
Market Price: $0.28
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with monster effects. You can only use each of the following effects of "Myutant Beast" once per turn. When your opponent activates a Spell Card or effect (Quick Effect): You can banish 1 card from your hand or field; negate the activation, and if you do, banish that card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" Traps; add it to your hand.
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Market Price: $0.26
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with Trap effects. You can only use each of the following effects of "Myutant Arsenal" once per turn. When your opponent activates a monster effect (Quick Effect): You can banish 1 card from your hand or field, then target 1 monster on the field; banish it. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" Spells; add it to your hand.
Market Price: $0.25
Cannot be Special Summoned, except with the effect of a "Myutant" card. Your opponent cannot target this card with Spell effects. You can only use each of the following effects of "Myutant Mist" once per turn. When your opponent activates a Trap Card or effect (Quick Effect): You can banish 1 card from your hand or field; draw 2 cards. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 of your banished "Myutant" monsters; add it to your hand.
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Elder Entity N'tss
Market Price: $1.11
1 Synchro Monster + 1 Xyz Monster
Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.
Market Price: $0.20
A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".
Market Price: $1.44
Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.
The Myutant engine does two things: first, it delivers a consistent stream of new cards much like the Invoked and Mekk-Knight engines, and second, it provides a few different outlets for card removal.
Most of your card economy comes from the search effects of Myutant ST-46 and Myutant M-05. There's a trick to remembering their names: ST-46 searches Myutant spells and traps when it's summoned, and M-05 searches Myutant monsters when it hits the field; "ST" for spells and traps, and "M" for monsters. Simple, right? I'm not really sure what to make of Myutant GB-88, but we're not playing it here anyways.
You'll typically start your turn by summoning either Myutant ST-46 or Myutant M-05, then using their effects to search for a theme-stamped card. After, you'll use their effects to tribute themselves, banish a card in your hand, and summon another Myutant from your deck based on the card you banished.
That play is the backbone of the entire deck, and it's crucial that you pay attention to the card you're banishing to pay for it. It's also the moment where your opponent's most likely to try and hit you with a hand trap, so having PSY-Framegear Gamma or Called by the Grave at the ready is a huge help.
The Level 8 Main Deck Myutants aren't the stars of the Myutant theme by any stretch, and they're not strong enough to carry the theme on their own. However, they're helpful for setting up Fusions Summons, and since you're playing them you might as well get some mileage out of their interruption effects. Myutant Arsenal has a Quick Effect that banishes a monster in response to your opponent's monster effect activation, which is useful for removing one of your opponent's potential Link materials.
Alternatively, Myutant Mist can respond to trap effects, but since traps aren't being played widely enough–and since Myutant Mist requires you to banish a spell for its summon–there's little reason to play it here. Myutant Beast, however, comes with a handy spell negation effect that's actually worth leaving on the field. You'll almost always be summoning Myutant Beast first since your combos require you to load your banished pile with a monster, so playing a second copy over another Myutant Mist is a no-brainer.
So you have your basic play down: summon Myutant ST-46 or Myutant M-05, search a card, then summon Myutant Arsenal or Myutant Beast from the deck by banishing a card in your hand or from your field. If you banish a copy of Myutant ST-46 or Myutant M-05 you'll be able to summon it that turn with Myutant Evolution Lab and potentially grab another search that turn.
The Myutant Evolution Lab effectively lets you summon and activate both of your Water Myutants on the same turn, and of course Myutant Evolution Lab itself is searchable by Myutant ST-46. Basically, if you open with Myutant ST-46 and Myutant M-05 you'll want to start with Myutant ST-46 and banish Myutant M-05 to set up Myutant Evolution Lab. If you open Myutant M-05 and Myutant Evolution Lab you'll search Myutant ST-46 and use your search to grab Myutant Cry.
All of these plays are leading up to activating Myutant Cry, which can Fusion Summon a Myutant by shuffling cards on your field, in your graveyard, or face-up in your banished zone back into your deck. Both Myutant Fusions have Quick Effects that make them worth summoning on your opponent's turn, and that's especially true with Myutant Synthesis. The real prize is Myutant Ultimus, but you might be surprised by how infrequently you'll summon it. It's very difficult to summon when you're playing exactly three Main Deck monsters that fit its material requirements.
The Myutant engine doesn't stack up well against other popular strategies, so you'll want to slow your opponent down to keep pace. Myutants are already capable of leveraging quite a few themed effects that can interrupt your opponent's plays, including Myutant Beast, Myutant Arsenal, and Myutant Synthesis.
Luckily this particular strain of Myutants happen to play nicely with some of the game's best floodgates, including There Can Be Only One and Summon Limit. There's a huge amount of disruption in the Myutant deck between those floodgates, a few excellent traps like Dogmatika Punishment and Solemn Judgment, as well as a handful of themed effects.
In the early game you'll want to set up both of your Water Myutants and get Myutant Beast on the field. If you open well enough you can also try summoning Cross-Sheep with a set Myutant Cry. Resolving Myutant Cry on your opponent's turn will let you send one of your opponent's cards on the field to the graveyard and trigger Cross-Sheep effect to summon a Water Myutant from the graveyard, ultimately netting you another search. From there you can continue to summon Myutants by looping your Myutant ST-46, making Rank 8 Xyz Summons when necessary, and working towards Myutant Ultimus if possible.
The Myutant trap line-up's a crucial element in keeping Myutant ST-46 rolling, but it's your hand traps that will give you a shot at winning the game even if you play second. It's very difficult to win playing second, although siding extra copies of Myutant Fusion isn't a bad idea. In terms of interruption Myutants do have one big advantage over other strategies: the ability to play Dimension Shifter throughout the duel.
Normally, Dimension Shifter becomes dead in the hand after a single card lands in your graveyard, but Myutants' excellent graveyard control makes that less of an issue. Myutants can also convert dead copies into fodder for Myutant ST-46 and Myutant M-05. Of course, Myutants have no problem playing under Dimension Shifter effect, although you probably won't want to summon Cross-Sheep if you're planning on activating it.
I really enjoy the Myutant play style even if walling up behind floodgates is a bit risky. Solemn Judgment probably your best bet to avoid getting blown out by Harpie's Feather Duster–a card I still routinely forget is actually legal in the TCG. Trap Trick helps you dodge some targeted backrow removal while getting your Fusion trap into play, and Dogmatika Punishment remains one of the best monster removal traps in the game as long as Elder Entity N'tss is around. You can even send Myutant Synthesis to the graveyard with Dogmatika Punishment to help summon Myutant Ultimus faster.
Myutants are cheap, interesting to play, and they can become significantly better by investing in cards like Predaplant Verte Anaconda, Pot of Extravagance, and Emergency Teleport. I think there was a big missed opportunity on the last banlist to bring Emergency Teleport back to the Semi-Limited list, so for now Myutants will have to settle for a single copy. It's definitely worth experimenting with hybrid builds too–Myutants play nicely with a bunch of other themes, so if you have any cards that want to be banished, consider pairing them with Myutants!
Until next time then