I've been playing Prank-Kids a lot this past month, and after playing them in several local events I discovered something surprising: a lot of players actually don't know what these cards do!
I guess the deck wasn't played very much until recently, with the release of Prank-Kids Meow-Meow-Mu in Phantom Rage. But the deck's actually been in the game since 2018 and the release of Hidden Summoners. The deck has performed pretty well at the start of its release, even going so far as winning a YCS event! But then Prank-Kids' popularity began to die down. That's not surprising, because it was a three-card combo deck to begin with. It just wasn't as consistent as other decks at the time.
The release of Nibiru, the Primal Being has also made this type of combo deck much tougher to play, since it's long strings of summons are pretty vulnerable to Nibiru, the Primal Being effect. But with the new Master Rules that came into effect last year, the plays that can protect your field in four summons - combos that lead into cards like Toadally Awesome - are much easier to make.
Back to the present, you can find Prank-Kids off in the corner of nearly every locals. That's because not only is the deck affordable, but with the release of Prank-Kids Meow-Meow-Mu, you can finally combo off with a single card. Though to be fair, the core Prank-Kids play gets significantly better if you draw two Prank-Kids or other cards to fill the role.
Anyways, 1-card combo decks are definitely competitive, so even if you're not interested in playing Prank-Kids yourself, it's best to know how the deck works so you can watch out for it. Even though I advocate for the strategy and think you should give it a try, it does have many flaws ,and that's why it's winning fewer events compared to Virtual World and Drytrons.
Let's start off with the Main Deck Prank-Kids.
There's four of them. Each is unique, but they all function in a similar fashion: they can each summon another Prank-Kid with a different name from your hand or deck, in defense mode, if they're sent to the graveyard as Link Material or Fusion Material for a Prank-Kid Extra Deck monster. The Special Summon effect is optional, but in order to use it, you have to resolve the first part of the effect. Each Prank-Kid has a different ability.
If you use Prank-Kids Fansies as material, you can send another Prank-Kids card from your deck to the graveyard. And if you do, you can special summon another Prank-Kid in defense.
I call this one "Green" all the time because the character is all Green-looking. It's important to see Prank-Kids Fansies early on in your combo because it loads up your graveyard with another Prank-Kid card you can get back with your Link Monsters, either a monster, spell or trap. You can bring it out off of One for One and with 2000 DEF, it's actually pretty good in slower matchups.
Use Prank-Kids Dropsies as material and you can gain 1000 Life Points. If you do, you can Special Summon another Prank-Kid in defense.
You might have noticed, but Prank-Kids Dropsies is the exact Level and monster type required to Xyz Summon the amazing Toadally Awesome. It's very easy to set up two of them when you have the combo pieces.
And that Life Point increase is nothing to sneeze at: when you can use it multiple times it's super helpful to recoup the cost of cards like Cosmic Cyclone and Solemn Judgment. It's even helped me survive games I would have lost if I hadn't used Prank-Kids Dropsies effect twice in earlier turns.
Prank-Kids Lampsies deals 500 damage to your opponent, and if it does, you Special Summon another Prank-Kid in defense. This one's obviously more about damage output, and the burn adds up! Combined with Prank-Kids Dropsies you'll increase, or even tighten the gap of Life Points between you and your opponent. In the late game turns you'll want to cycle through both the Fire and Water Prank-Kids, as they help advance your position with all that LP manipulation.
Unfortunately you can't successfully resolve the effect of Prank-Kids Lampsies when your opponent has a Secure Gardna, or if you've resolved Dark Ruler No More. If you haven't burned your opponent, you can't do the second part of the effect.
Prank-Kids Fansies, Prank-Kids Dropsies, and Prank-Kids Lampsies are part of the "trio" that Fusion Summons Prank-Kids Battle Butler. We'll talk about that in a bit.
If used as material, Prank-Kids Rocksies will let you banish a card from your hand to draw another card. Then if you do, you can Special Summon another Prank-Kid, again in defense.
Prank-Kids Rocksies was released in Savage Strike, instead of debuting together with the other three Prank-Kids in Hidden Summoners. The addition of a fourth "name" in your Main Deck really helped, and while Prank-Kids Rocksies isn't part of the trio that make Prank-Kids Battle Butler, it's still an important part of the deck and you want to see it along with the others. It also gives the core Prank-Kid engine a little bit of draw power , which I think is really cool.
In the past, players that wanted to be cute have combined Prank-Kids Rocksies with Thunder Dragon cards so you can trigger the effects of Thunder Dragonroar or Thunder Dragondark. In an Invoked Prank-Kids variant, banishing Aleister the Invoker can be pretty good if you've got an Invocation in the grave so you can get back the Aleister the Invoker and Invocation from-the-graveyard effect.
Being Level 4, Prank-Kids Rocksies brings in Rank 4 options and since it's a Rock-type, I know that a bunch of my friends have tested Adamancipator decks that ran a small Prank-Kids package just to do the 1-card combo in addition to everything Adamancipators can already accomplish.
All four Main Deck Prank-Kids are searchable by their Field Spell Prank-Kids Place. It's basically like any of the popular searching spells, like Magical Meltdown or Trickstar Light Stage; it searches on activation and has another effect. If you have Prank-Kids Place up and you either Link Summon or Fusion Summon another Prank-Kid monster, you can trigger an effect: Link Summoning lets you lower the ATK of all your opponent's monsters, permanently, by 500 ATK. Fusion Summoning can boost all your monsters by 500 ATK, and that's permanent too.
Because the effect of Prank-Kids Place is a trigger effect that happens in the same timing as the Prank-Kids, you can use the Field Spell to "chain block" and play around opposing responses. For example, if your opponent has a face-up monster and you summon Prank-Kids Dropsies to make the Link-1, then upon the successful summon, both the Field Spell and your Prank-Kids Dropsies will trigger. In that case you'll get to choose the order of the resulting Chain Links, so I usually choose Prank-Kids Dropsies as Chain Link 1 and then Prank-Kids Place as Chain Link 2. That way cards like Ash Blossom & Joyous Spring or Skull Meister can't interact with the important monster effect I want to use; they have to chain directly to that effect, and placing Prank-Kids Place as Chain Link 2 means they can only respond to that, not the monster effect.
The same can happen if you Fusion Summon, though that requires you to have at least two Prank-Kids and a Fusion spell. On the summon, you'll trigger both Prank-Kids' effects and the Field Spell. You can place the Field Spell as Chain Link 3 to protect your monster effect. Though in many cases when I Fusion Summon in my opponent's Main Phase, I'll try to have the Field Spell's boosting effect as Chain Link 1, so that it will also boost the Prank-Kids Rocksies or Prank-Kids Lampsies that I'm bringing out with the Fusion material's effects. Then in the following turn I'll have some 2000 ATK monsters to apply pressure with.
With all that, you effectively have at least fifteen Prank-Kids in your deck. And since you can now do a 1-card combo with them, it does sound really good to have fifteen copies of the one card you need.
Before I explain the 1-card combo I've been hyping up, let's go over the Extra Deck Monsters.
Prank-Kids Meow-Meow-Mu is the newest addition to the deck and creates the new 1-card line of play, which the deck didn't have previously. It doesn't have an on-field effect, but while it's in the graveyard, if you tribute your own Prank-Kid monster as a cost to activate their effects on your opponent's turn, you can banish Prank-Kids Meow-Meow-Mu from your graveyard instead!
Prank-Kids Bow-Wow-Bark, Prank-Kids Weather Washer, Prank-Kids Battle Butler and Prank-Kids Rip-Roarin-Roaster all have an effect to tribute themselves on your opponent's turn, to do something. And because of their initial design, Prank-Kids Battle Butler and Prank-Kids Rip-Roarin-Roaster effects aren't once-per-turn.
I guess they wouldn't need to be if you were going to leave the field anyways right? Psyche!
This new Link-1 changes that plan and lets you have a higher chance of keeping your boss monster, Prank-Kids Battle Butler on the field.
Prank-Kids Battle Butler is the deck's Fusion boss, requiring you to Fusion Summon with the Wind, Water and Fire Prank-Kids. That's a 4-card combo, but don't worry, the deck can easily accomplish that. Prank-Kids Battle Butler has an effect to destroy all monsters your opponent controls similar to Raigeki, but at the cost of tributing itself.
Prank-Kids Rip-Roarin-Roaster the opposite; it wants to destroy all of your opponent's spells and traps, mirroring Harpie's Feather Duster. Being a Link-4, it takes at least two or more Prank-Kids that add up to a Link Rating of 4 to make it (such as two Link-2 Prank-Kids, a Link-2 Prank-Kid and two Main Deck Prank-Kids, or four Main Deck Prank-Kids).
Before Prank-Kids Meow-Meow-Mu came out, these were just poorly designed boss monsters; they have so much attack power, but they never stuck to the field to make attacks, since you wanted to use their effects and destroy your opponent's cards. Now since you can banish a Prank-Kids Meow-Meow-Mu instead, I'm having more fun; now I've got games where I'm actually attacking with Prank-Kids Battle Butler.
Prank-Kids Battle Butler also has another effect: when it's sent to the graveyard by an opposing card effect, you can Special Summon a non-Fusion monster from your graveyard. Prank-Kids Rip-Roarin-Roaster also has a similar effect, but instead adds any card (that isn't a link monster) back to your hand. These effects are relevant if they're destroyed on the field, or if the opponent uses Dogmatika Maximus in the mid-game to make both players lose two cards from their Extra Deck. Prank-Kids Rip-Roarin-Roaster can get back any card, even something like a previously used hand trap, while Butler gives you a free Monster Reborn.
Now the other four smaller bosses you have are split into two categories. Much like the bigger bosses, two of them have an effect to be used only on your opponent's turn while the other two can only be used on your own turn. There are two Link-2 monsters that require any two Prank-Kids, and two Fusion Monsters that take any 2 Prank-Kids and a Fusion Spell.
Let's start with the Link Monsters. Prank-Kids Dodo-Doodle-Doo is the one you'll want to summon ASAP on your turn. It's got two effects that can each only be used once per turn. When it's summoned, you can activate it's effect to search any "Prank-Kids" spell or trap from your deck. While Prank-Kids Dodo-Doodle-Doo on your field, you can tribute it to get back two non-Link Prank-Kids card from your grave to your hand.
I'll explain more about Prank-Kids Dodo-Doodle-Doo later on with the combos. But for now, know that it's very important to summon it and resolve its effects to create your setups.
Prank-Kids Bow-Wow-Bark is the other Link 2. It has a continuous effect to boost whatever Prank-Kids monster it's pointing to by 1000 ATK, and during your opponent's turn you can tribute it to get back two non-Link Prank-Kids cards. Afterwards, all your Prank-Kids monsters you currently have, and will have, can't be destroyed by card effects until the end of the turn. That effect can only be used once per turn.
I think you see the common theme going around, right? The Link Monsters get you back cards from your graveyard, while the Fusion Monsters revive monsters. Continuing on.
Prank-Kids Rocket Ride is the Fusion Monster you want to summon on your own turn when you're comboing off. On summon, you can activate its effect to lower its ATK by 1000 and attack directly with it for the turn. Much like the Field Spell's effect, you can use Prank-Kids Rocket Ride ability to help chain block when necessary.
Its more important effect is that you can tribute it to revive two non-Fusion Prank-Kids with different names. Both effects can only be used once per turn.
Prank-Kids Weather Washer is what you mainly want to summon on your opponent's turn, but it's also got a pretty good aggressive effect too. While Prank-Kids Weather Washer on the field, if your Prank-Kid attacks, your opponent can't activate cards until the end of Damage Step! That basically makes all your Prank-Kids into Armades, Keeper of Boundaries. That effect's been really helpful keeping Shaddoll flip effects from activating. Or it can just let you attack for damage when your opponent would use something like Numeron Wall to stop you from winning otherwise.
The other effect is like a combination of Prank-Kids Bow-Wow-Bark and Prank-Kids Rocket Ride. During your opponent's turn, you can tribute it to revive two non-fusion Prank-Kids but with an added buff of keeping them from being destroyed by battle this turn. You can only use that effect once per turn.
Reviving monsters that can't die by battle helps create the follow-ups you need. Combine that with Prank-Kids Bow-Wow-Bark and those monsters also can't be destroyed by card effects. I usually aim to bring back the Link 2s with Prank-Kids Weather Washer effect because they give the most value later on. Sometimes I'd use Prank-Kids Bow-Wow-Bark to get back cards, then use Prank-Kids Weather Washer effect but banishing Prank-Kids Meow-Meow-Mu instead, so I can revive the Prank-Kids Bow-Wow-Bark with it pointing at Prank-Kids Weather Washer, so it's even stronger on my turn.
The Fusion Monsters are very easy to summon, since the Prank-Kids have a Fusion Spell called Prank-Kids Pandemonium that's searchable with Prank-Kids Dodo-Doodle-Doo. It's a Quick-Play Fusion Spell that you can only activate in the Main Phase, and also restricts you from Special Summoning anything except for Prank-Kids for the rest of the turn.
I usually try to use that only on my opponent's turn to summon the Prank-Kids Weather Washer or Prank-Kids Battle Butler for the board wipe. But because it's a Quick-Play, you can also use it on your own turn if you need to dodge an effect that's trying to negate your Prank-Kids Dodo-Doodle-Doo, or something like Dogmatika Punishment that's threatening to destroy your Prank-Kid.
Connect the dots and you'll realize that with any one Prank-Kid, you can Link climb into a Prank-Kids Dodo-Doodle-Doo from the Link 1 to get the Fusion Spell, then use Prank-Kids Dodo-Doodle-Doo's second effect to get back monsters to Fusion Summon on your opponent's turn.
The 1-card combo offers a few different lines of play depending on what you open up with, but the end boards are pretty similar.
You can play around Nibiru, the Primal Being by only summoning four monsters, but that usually only creates a setup of Prank-Kids Weather Washer on your opponent's turn. Drawing an additional Prank-Kid can accomplish a field with a Prank-Kids Battle Butler double Raigeki, also in only four summons. The double Prank-Kid combination just can't be two Prank-Kids Rocksies, or Prank-Kids Rocksies and Prank-Kids Fansies.
Note that Prank-Kids Rocksies will technically need a card in your hand to banish for the draw, making it not exactly a 1-card combo, and it's not one of the names needed to make Prank-Kids Battle Butler. So Prank-Kids Rocksies will usually not be able to make the Prank-Kids Battle Butler setup without risking Nibiru, the Primal Being if you drew the Prank-Kids Lampsies or Prank-Kids Rocksies as your second name.
Here's how the combo works.
The end result of that combo can be different depending on a few factors.
If you don't think your opponent has Nibiru, the Primal Being and you want to set up the Prank-Kids Battle Butler, then you'll summon the additional name you needed. So you'll have Prank-Kids Pandemonium in hand, and a total of the three Prank-Kids you need for the Prank-Kids Battle Butler setup, one on the field and two in hand.
If you drew two copies of the trio at the start, then you definitely don't need to summon five times; they'll all be in your hand at the end of the combo anyways.
If you didn't start with Prank-Kids Place, you can use Prank-Kids Dodo-Doodle-Doo's effect to search Prank-Kids Place with its on-summon effect and use Prank-Kids Lampsies effect to send Pandemonium instead, so you can get it back with Prank-Kids Dodo-Doodle-Doo second effect. The benefit to flipping between these two is that if you have to risk losing to Nibiru, the Primal Being anyways, you can have another Prank-Kid in hand for next turn thanks to Prank-Kids Place.
At this point you would have summoned five times and your opponent can use Nibiru, the Primal Being against you. It would be better if you opened with Prank-Kids Rocksies and either Prank-Kids Dropsies or Prank-Kids Lampsies, so that you wouldn't need to summon five times. You could use Prank-Kids Dodo-Doodle-Doo to get the Pandemonium effect and then get back Prank-Kids Lampsies and whatever name you needed that Prank-Kids Lampsies sent.
But long story short: it's a 1-card combo to get a Prank-Kids Weather Washer going without losing to Nibiru, the Primal Being. And it's a 1-card combo to set up Prank-Kids Battle Butler if you risk losing your Prank-Kids Dodo-Doodle-Doo to Nibiru, the Primal Being.
You only need to summon four times if you opened with two of the trio.
If you're really greedy like me, you'll want to set up Prank-Kids Pranks. If I already drew two Prank-Kids and a Prank-Kids Pandemonium, I'd usually go for Prank-Kids Pranks for the recycling effect as well as working toward Prank-Kids Bow-Wow-Bark if you don't mind the risk of losing to a patient Nibiru, the Primal Being.
A player should be using Nibiru, the Primal Being on your fifth summon when you have the Prank-Kids Dodo-Doodle-Doo and your newly summoned Prank-Kid on the field, because your opponent wants to stop the Prank-Kids Dodo-Doodle-Doo, keeping you from getting back cards from your graveyard.
But if they don't, and you have the pieces, you can add Prank-Kids Pranks, and use its effect to discard a Prank-Kids card to summon a Prank-Kids Token. And Linking with the other Prank-Kid on field will get you a Prank-Kids Bow-Wow-Bark and another free summon. You should at least have the Prank-Kids Pandemonium and another Prank-Kid still in hand, as well as Prank-Kids Pranks on field, with the Prank-Kids Bow-Wow-Bark and another Prank-Kid. you should be able to use the recycling effect and have a live Prank-Kids Bow-Wow-Bark effect on your opponent's turn, if you recycle both Links in your graveyard, and an un-needed Prank-Kid.
That setup's important in a matchup where you need to establish Prank-Kids Pranks early for the free recycle and draw. You'll also have the Prank-Kids Bow-Wow-Bark resolved so your future Prank-Kids Battle Butler can't be destroyed by card effects.
I've talked about all the Prank-Kids cards by now except for Prank-Kids Plan. It's a Continuous Trap that lets you Link Summon Prank-Kids Links during either player's Main Phase.
The main thrust of Prank-Kids Plan is to summon Prank-Kids Rip-Roarin-Roaster on your opponent's turn, or let you quickly Link Summon on your turn to dodge effects. Its second effect works when your opponent declares an attack, while Prank-Kids Plan in your graveyard: you can banish Prank-Kids Plan to recycle any number of Prank-Kid cards from your graveyard, then your opponent's attacking monster loses 100 ATK until the end of the turn, for each card shuffled. Ideally you'd load up Prank-Kids Plan with Prank-Kids Lampsies .
I personally don't play Prank-Kids Plan as of now, for a few reasons. Firstly. it's a trap that really doesn't do much when you open with it, besides setting it for next turn. Link Summoning Prank-Kids Rip-Roarin-Roaster on your opponent's requires you to have Fusion effects like Prank-Kids Weather Washer resolved, so you'll have the bodies necessary to summon the Link 4.
And besides, Prank-Kids Rip-Roarin-Roaster isn't very good going second unless you resolve a Trap Stun or Red Reboot-type effect, because a few backrow cards can be so dangerous to you. Accesscode Talker and Knightmares do a much better job in that aspect. But I guess being able to get your Normal Summon through for Prank-Kids Meow-Meow-Mu can be pretty good, if your opponent has something like a Zoodiac Drident to try and stop you.
Now let's talk about the cards that supports this theme.
If you have any two Prank-Kids with different names, Polymerization or Invocation is also a very big combo that leads into Prank-Kids Battle Butler and Toadally Awesome. If the two Prank-Kids you opened were Prank-Kids Lampsies and either Prank-Kids Fansies or Prank-Kids Rocksies, you can set up Toadally Awesome as your fourth summon to dodge Nibiru, the Primal Being or any other hand trap.
These combos have existed since the April 2020 Master Rules change. I'll quickly show you how it's done.
Keep in mind, you can end on the same result with Prank-Kids Rocksies and Prank-Kids Fansies if you use Prank-Kids Fansies effect to send the Prank-Kids Lampsies that you'll be retrieving with Prank-Kids Dodo-Doodle-Doo later on. You can still summon Toadally Awesome if you drew a different combination of Prank-Kids.
If your hand includes Prank-Kids Dropsies, you'll need to use Prank-Kids Rocket Ride to bring back the Prank-Kids Dropsies and make Toadally Awesome. It'll be vulnerable to Nibiru, the Primal Being beforehand.
If your combination was Prank-Kids Lampsies and Prank-Kids Rocksies, then you can summon Toadally Awesome on your fourth summon, but you'll have to do things a bit differently to get the additional Prank-Kids Battle Butler setup. I'll explain.
Now you'll use Prank-Kids Dodo-Doodle-Doo second effect, tributing it to get back Prank-Kids Fansies and Prank-Kids Pandemonium. You finish off the combo by linking Prank-Kids Lampsies and Prank-Kids Meow-Meow-Mu for Prank-Kids Bow-Wow-Bark, which you need to get back the Prank-Kids Lampsies and another Prank-Kid.
You can play Prank-Kids just by focusing on the core engine, running it as a resource-based combo deck. Since you only need one card to go off, you can build your deck with as many other cards as possible to help you play. Here's my list that I've been playing; it's my perspective on how to play Prank-Kids in the current format.
Yu-Gi-Oh! TCG Deck - Hanko's Prank-Kids by Hanko Chow
'Hanko's Prank-Kids' - constructed deck list and prices for the Yu-Gi-Oh! Trading Card Game from TCGplayer Infinite!
Created By: Hanko Chow
Market Price: $833.63
Market Price: $20.68
At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.
Buy This Card! https://shop.tcgplayer.com/yugioh/duel-power/evenly-matched
Market Price: $1.33
You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/Level 1/ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks": shuffle all 3 into the deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn.
Market Price: $123.96
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.
Market Price: $0.13
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can banish 1 card from your hand, and if you do, draw 1 card, then, you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Rocksies". You can only use this effect of "Prank-Kids Rocksies" once per turn.
Ash Blossom & Joyous Spring
Market Price: $15.01
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: $1.02
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: $0.79
Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also is destroyed during the End Phase. (This Special Summon is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.
Droll & Lock Bird
Market Price: $5.64
If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.
Market Price: $1.22
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn.
Market Price: $77.27
2+ Effect Monsters
Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".
Market Price: $0.45
You can Set this card from your hand to your Spell & Trap Card Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Card Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or face-up from your side of the field; neither player can banish cards for the rest of this turn. (this is a Quick Effect).
Prank-Kids Rocket Ride
Market Price: $0.41
2 "Prank-Kids" monsters
If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn.
Nibiru, the Primal Being
Market Price: $11.00
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Market Price: $2.46
When a monster(s) would be Summoned, OR a Spell/Trap is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.
Harpie's Feather Duster
Market Price: $9.70
Destroy all Spell and Trap Cards your opponent controls.
Prank-Kids Weather Washer
Market Price: $0.23
2 "Prank-Kids" monsters
If your "Prank-Kids" attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn.
Market Price: $3.23
2 Level 2 Aqua-Type monsters
Once per turn, during the Standby Phase: You can detach 1 Xyz Material from this card; Special Summon 1 "Frog" monster from your Deck. Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card, or monster effect: You can send 1 Aqua-Type monster from your hand or face-up from your field to the Graveyard; negate the activation, and if you do, destroy that card, then you can Set it to your field. If this card is sent to the Graveyard: You can target 1 WATER monster in your Graveyard; add it to your hand.
Market Price: $0.55
If this card is Special Summoned by the effect of "Parallel eXceed", its Level becomes 4 and its original ATK/DEF become halved. You can only use each of the following effects of "Parallel eXceed" once per turn.
• If you Link Summon: You can Special Summon this card from your hand to your zone that Link Monster points to.
• If this card is Normal or Special Summoned: You can Special Summon 1 "Parallel eXceed" from your Deck.
Market Price: $1.19
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn.
Market Price: $0.38
1 Level 4 or lower "Prank-Kids" monster
You can only Link Summon "Prank-Kids Meow-Meow-Mu" once per turn. If a "Prank-Kids" monster you control would Tribute itself to activate its effect during your opponent's turn, you can banish this card you control or from your GY instead. You can only use this effect of "Prank-Kids Meow-Meow-Mu" once per turn.
Market Price: $0.23
Add 1 Field Spell from your Deck to your hand.
Market Price: $0.48
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: $0.75
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; return it to the Deck, 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 Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Market Price: $0.61
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials.
Market Price: $1.24
If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn.
Market Price: $8.74
2 "Prank-Kids" monsters
If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Dooddle-Doo" once per turn.
Market Price: $1.16
2 "Prank-Kids" monsters
A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters, add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn.
Market Price: $0.57
Target 1 monster in either GY; Special Summon it.
Fusion Recycling Plant
Market Price: $0.20
Once per turn: You can discard 1 card; add 1 "Polymerization" from your Deck or GY to your hand. Once per turn, during the End Phase: You can target 1 monster in your GY that was used as a Fusion Material for a Fusion Summon this turn; add it to your hand.
Dark Ruler No More
Market Price: $3.56
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
Market Price: $0.23
Set 2 Field Spells with different names from your Deck on the field (1 on your field, and 1 on your opponent's field). While either of those cards remain Set on the field, neither player can activate or Set other Field Spells.
Market Price: $3.90
If your opponent controls more monsters than you do, your opponent cannot activate monster effects or declare an attack. If you control more monsters than your opponent does, you cannot activate monster effects or declare an attack. Once per turn, during the End Phase, if both players control the same number of monsters: Destroy this card.
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Market Price: $0.83
During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters.
Prank-Kids Battle Butler
Market Price: $3.55
"Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies"
Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn.
Market Price: $0.19
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
Market Price: $1.33
Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.
Called by the Grave
Market Price: $1.60
Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.
World Legacy Succession
Market Price: $3.98
Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.
Market Price: $70.88
If you control no face-up cards: Activate 1 of these effects;
• Destroy all Attack Position monsters your opponent controls.
• Destroy all Spells and Traps your opponent controls.
You can only activate 1 "Lightning Storm" per turn.
Market Price: $16.03
When this card is activated: You can add 1 "Prank-Kids" monster from your deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn.
You might question why I'm Main Decking 50 cards, as well as certain choices like Droll & Lock Bird, Dark Ruler No More, Evenly Matched, Mystic Mine and Forbidden Droplet. Well, my meta call with this deck is that I want to be able to have a chance to play the game if I lose the dice roll. And since I only need one Prank-Kid to achieve that, I thought I could play a few more utility cards. That choice also lowers the chances of opening with more than three Prank-Kids, so I thought it was a good tradeoff.
The monster negation cards I chose to play all help me fight Vanity's Ruler, El Shaddoll Winda, Red-Eyes Dark Dragoon or the big boards that Infernoble Knights make. If my opponent doesn't shotgun the effect of Number 39: Utopia Double or True King of All Calamities, then Dark Ruler No More will catch them off guard.
I did want to Main Deck copies of Cosmic Cyclone, but a heavy Drytron presence in my metagames led me to keep them in the Side Deck instead. Cards like Evenly Matched are a bit more flexible, and offer a higher impact against trap-heavy decks.
The option to play Parallel eXceed was another benefit to playing this type of deck. I think Parallel eXceed and easy access to Abyss Dweller was a very good meta call as a lot of decks do need their graveyard effects to function. Parallel eXceed also offers more bodies when I want to Linkn climb into Knightmares or make Accesscode Talker for the final push. It helps chain block your Prank-Kid effect when you really need them too, at the risk of committing more cards in the face of Nibiru, the Primal Being.
Other than that, I think my build's really well optimized. I kinda want to squeeze in Dimensional Barrier, but I didn't have room, and I wanted Solemn Judgment since it's more versatile. And in case I had to play sort of like a Mystic Mine control deck.
I chose not to run Verte Anaconda because it would require so many subpar engine cards to work. Running Thunder Dragon Fusion to make Prank-Kids Battle Butler is pretty cool too, but it's only good when you can already play, and it doesn't help solve the initial problem that plagues the deck, which was hitting that kind of brick wall and getting entirely locked out. I also would have liked to have made room for Red-Eyes Dark Dragoon, but alas I didn't have space in the Extra Deck. The deck's still fine without it.
There Can Be Only One is a very nice floodgate to go with this multi-type deck. It can definitely ruin another mono-deck's strategy, decks like Dinosaurs, Zoodiacs or Eldlich. But I chose not to play it, because I'm not used to the card and it does affect you as well when it's face-up. It'll take me a bit more time and practice to learn how to combo properly when There Can Be Only One is a factor, since my actions will be somewhat limited as well.
I really enjoy playing Prank-Kids because I like running resource-based combo decks. The artwork's also really cute with lots of vibrant colors; it reminds me of Toons.
With such a slim list of required cards in the Main Deck, you can play Prank-Kids in many unexplored ways. Adamancipators can summon Prank-Kids Rocksies for the Prank-Kids Battle Butler combo. Invoked decks do a good job supporting Fusions in general, thanks to Magical Meltdown and Invocation. Heck, I've even tried to play the deck with Eldlich cards, sort of in a similar fashion as Zoodiac Eldlich, another 1-card Normal Summon engine.
The Eldlich-Prankids mix wasn't as good, but it was funny! There was even a time when I built the deck to turbo out Five-Headed Link Dragon, just because I could get that many monsters out on the field. Maybe even take a look at what Loukas did with Psy-Frame cards!
Hopefully after reading this you have a better understanding of the Prank-Kids cards and their combos. Maybe you'll even pick up the deck yourself and "Prank" a Remote Duel Locals!