I haven’t been playing this game for a while now because of stuff like school and problems with life. I took perhaps a month or so break and now I’m back. My friend S{t}ack from Pojo and I discovered an interesting combo, which is Scrubbed Raid and Destiny Hero – Plasma. S{t}ack is an avid fan of Plasma and frequently tries to break it every format. It should be noted that “Zombie Jesus!” from Pojo made a similar deck, but his focuses on abusing Drill Warrior with Dandylion for infinite use of Scrubbed Raid. He also can abuse Enemy Controller, and his build is arguably superior at abusing Scrubbed Raid.
Scrubbed Raid is a card that’s similar to an “infinite” number of Negate Attack. By sending a card on your side of the field to the Graveyard, you can terminate the Battle Phase – either yours or your opponent’s. This proves to be very useful when used in conjunction with Destiny Hero – Plasma. The card equipped to Plasma can be sent to the Graveyard, and Plasma can proceed to absorb another one for infinite use of Scrubbed Raid. Many beginners use Scrubbed Raid in stall, but it will fail because of how the chainables, like Threatening Roar and Waboku are superor. However, using the opponent’s cards as resources for Scrubbed Raid instead of yours, the card becomes viable.
The Plasma Lock is very powerful, but there is going to be a lot of difficulty to bring it out. Destiny Hero – Plasma requires a whopping three tributes. The best way to bring out Destiny Hero – Plasma is to use floaters and tokens so the card becomes essentially free. The floaters and tokens also are good to use with Scrubbed Raid, off-setting it’s cost.
The Plasma Lock is very susceptible to destruction, as no cards are protected. Stardust Dragon is an excellent choice, as it creates an almost unbeatable lock. (Scrubbed Raid + Stardust Dragon is also an annoying, but somewhat inefficient, lock.) Using Synchros also gives us an additional win condition.
Destiny Hero – Plasma is an excellent card this format. The one sided Skill Drain is attached to a decent body (after his boost.) He also easily can pay for the three tributes you paid for him, coming off with stealing a monster and later on probably killing a few. He’s weak to Honest and traps like Sakuretsu Armor, but Scrubbed Raid helps solve that problem. Destiny Hero – Plasma has advantages over Lightsworns (by preventing their mill and essentially being game if you suck up Celestia or Judgment Dragon) Infernity (they lose their effects which are really important for them to win, in particular Infernity Archfiend, although you should watch out for big Synchro monsters) Gladiator Beasts (they no longer get effects upon tag out, but you have to watch out for Book of Moon.)
Overall, Plasma is a strong card weak to one for one removal and he has rather crappy stats, in particular defense. His low defense lets him dodge Smashing Ground, and token generation gets around Fissure, however both are still major threats. Destiny Hero – Plasma shines when paired with Stardust Dragon and protection. In this build, we quickly turbo into those things and Destiny Hero – Plasma really shines.
Given cards to use in this deck would be two to three copies of Destiny Hero – Plasma. There should also be a copy of Elemental Hero Stratos and two copies of Destiny Hero – Malicious. The one allowed Destiny Draw should also be played, as even though it is restricted, it is still a powerful card. Now we will add in staples, those being Sangan, Dark Armed Dragon, and Plaguespreader Zombie.
There are many viable engines to use with this deck, and some include the Black Valley engine, Debu-Hime, Zombies, and even Reptilianne. We settled on Zombies at the end, because of how they have a great deal of floating monsters (Goblin Zombie and Mezuki.) They also have access to Plaguespreader Zombie abuse and Pyramid Turtle + Zombie Master to generate Synchro fodder and tributes for Destiny Hero – Plasma. (Note that the fodder the bring out will float themselves.)
The other engines however, are not entirely without benefit. I’ll outline some of the strengths and weaknesses of them for people who want to try out the other engines.
Black Valley: Cyber Valley provides an excellent outlet for tokens. Drawing 2 every time you draw Cyber Valley is excellent. Black Salvo and Dekoichi are a good team in terms of bringing out Destiny Hero – Plasma. Dekoichi floats itself and Salvo is good too. Unfortunately, the limitation of Black Rose Dragon limits us to a bunch of underwhelming options for Synchros. They also require a token to bring out Stardust Dragon, which is why we opted to play Zombies. (Salvo can only make 1 possible 2 card Stardust, that being Malicious + Plaguespreader, and neither of those float, as opposed to Goblin Zombie + Plaguespreader into Zombie Master to bring back Plaguespreader.)
Debu-Hime: Debu-Hime (Japanese for Debris Dragon Plants) has excellent options in terms of Dandylion abuse. Debris Dragon can easily make Dandylion come out, creating a 1 card Plasma. I played around with this engine for a long time, but dropped it at the end for the same reason I dropped Black Valley, which was difficulties in bringing out Stardust Dragon. This deck also relied heavily on bringing out Scrubbed Raid early on and was weak to Gladiator Beasts.
Reptilianne: This engine is a lot more potent than it would seem. The cards played are 3x Reptilianne Gardna, 3x Reptilianne Vaskii, 3x Limit Reverse, and 1x Ojama Trio. This was the weakest of the engines, but Repitlianne Vaskii was just broken. A 2600 instant floater who could come out off of tokens is excellent. Unfortunately, she was often dead in hand when he did not have tokens. In addition, she died easily and was overall inferior to bringing out Plasma. I would recommend teching 1 of her in any build though, if you can find the space for her. When this engine goes off, it is extremely explosive, but it flops more often than not.
Zombie: This was the engine we chose at the end. The Zombies have access to Goblin Zombie and Mezuki, who are excellent. They can also easily make multiple Stardust Dragons. The weakness of this engine is that while it is the most consistent, it does not explode as often as the others might. It also requires a lot of smart play to bring out Destiny Hero – Plasma at the right time, as this deck has slight problems with token generation, which led to us teching in a Debris Dragon over the spot formerly taken by Reptilianne Vaskii.
2|Dp05|Destiny Hero - Malicious
2|Ct04|Destiny Hero - Plasma
2|Jump|Dandylion
2|Tdgs|Krebons
2|Ptdn|Goblin Zombie
1|Crms|Debris Dragon
1|Ptdn|Dark Grepher
1|Mrl|Mystic Tomato
1|Sdj|Sangan
1|Sd2|Pyramid Turtle
1|Pp02|Mezuk
1|Sdzw|Zombie Master
1|Jump|Elemental Hero Stratos
1|Ptdn|Dark Armed Dragon
1|Csoc|Plaguespreader Zombie
2|Ptdn|Fires of Doomsday
2|Sd10|Enemy Controller
2|Sjcs|Gold Sarcophagus
1|Ptdn|Allure of Darkness
1|Dp05|Destiny Draw
1|Sd7|Brain Control
1|Sdj|Scapegoat
1|Sd1|Heavy Storm
1|Sdp|Mystical Space Typhoon
1|Sd5|Reinforcement of the Army
2|Lod|Bottomless Trap Hole
2|Dp09|Scrubbed Raid
1|Mrd|Mirror Force
1|Mrd|Solemn Judgment
1|Sd2|Torrential Tribute
2|Tdgs|Stardust Dragon
2|Ha01|Mist Wurm
1|Dp08|Armory Arm
1|Anpr|Ancient Fairy Dragon
1|5ds1|Colossal Fighter
1|Tdgs|Goyo Guardian
1|Csoc|Doomkaiser Dragon
1|Csoc|Iron Chain Dragon
1|Tdgs|Magical Android
1|Csoc|Black Rose Dragon
1|Ha01|Ally of Justice Catastor
1|Tdgs|Thought Ruler Archfiend
1|Ha01|Brionac, Dragon of the Ice Barrier
2|Dp05|Destiny Hero - Malicious
2|Ct04|Destiny Hero - Plasma
2|Jump|Dandylion
2|Tdgs|Krebons
2|Ptdn|Goblin Zombie
1|Crms|Debris Dragon
1|Ptdn|Dark Grepher
1|Mrl|Mystic Tomato
1|Sdj|Sangan
1|Sd2|Pyramid Turtle
1|Pp02|Mezuki
1|Sdzw|Zombie Master
1|Jump|Elemental Hero Stratos
1|Ptdn|Dark Armed Dragon
1|Csoc|Plaguespreader Zombie
Destiny Hero – Malicious: Great for bringing out Stardust Dragon. In addition, allows us to speed through the deck with our pathetic one Destiny Draw on occasion. Overall, will be brought out through Mystic Tomato.
Destiny Hero – Plasma: One of our win conditions is the Plasma Lock described earlier. Plasma also can protect a field of Synchros.
Dandylion: Allows us to quickly and efficiently bring out Destiny Hero – Plasma, he’s a pretty obvious choice.
Krebons: An excellent Tuner who can stall for Plasma or Tune to summon Synchros.
Goblin Zombie: A floater who makes an ideal card to sacrifice for Plasma. He also helps us bring out Zombie Master, who can win games pretty easily. He’s also a good choice to recruit against Gladiators, so their Murmillo won’t gain as much advantage.
Debris Dragon: Excellent synergy with Dandylion, a one card Black Rose Dragon really helps us get back on our feet. Also creates one card Plasma (Synchro + two Fluff Tokens.) Only one copy is played because only one copy of Black Rose Dragon is allowed. Getting out Ancient Fairy Dragon occassionally will help to bust out Destiny Hero – Plasma, but overall one copy is best. It also sucks to draw him early game too, so yeah.
Dark Grepher: Helps boost consistency and solves double Malicious in hand.
Mystic Tomato: An excellent card to bring out Destiny Hero – Malicious or Krebons. Overall, I originally played 2 copies of him, but recently cut it out for a Pyramid Turtle. Pyramid Turtle brings out Zombie Master, who has excellent synergy with Dandylion, Destiny Hero – Malicious, and a slew of other cards, though to a lesser extent.
Sangan: A staple, who is an excellent tribute for almost anything.
Pyramid Turtle: An excellent recruiter. His main job is to bring out Zombie Master, but Mezuki should be brought out against Gladiator Beasts.
Mezuki: An excellent card despite his restriction. He still makes the Zombie engine viable, albeit not broken as it was with him and multiple Burials.
Zombie Master: A truly excellent card. He helps make mad Synchro swarms, who can help win the game for me. He also has great synergy, as detailed before. He also can make an easy Destiny Hero – Plasma.
Elemental Hero Stratos: Major boost to consistency, I often play Gold Sarcophagus on him if I open with it and not Stratos. Stratos is excellent because he generates our win conditions by himself (and you can choose which one too!)
Dark Armed Dragon: He’s a broken boss monster who can win the game for us, even if he sack him.
Plaguespreader Zombie: He’s broken in every deck almost. This guy makes our Stardusts, so he is simply EXCELLENT.
2|Ptdn|Fires of Doomsday
2|Sd10|Enemy Controller
2|Sjcs|Gold Sarcophagus
1|Ptdn|Allure of Darkness
1|Dp05|Destiny Draw
1|Sd7|Brain Control
1|Sdj|Scapegoat
1|Sd1|Heavy Storm
1|Sdp|Mystical Space Typhoon
1|Sd5|Reinforcement of the Army
2|Lod|Bottomless Trap Hole
2|Dp09|Scrubbed Raid
1|Mrd|Mirror Force
1|Mrd|Solemn Judgment
1|Sd2|Torrential Tribute
Fires of Doomsday: Fires of Doomsday is a great card for Plasma summoning. He also has synergy with Malicious and makes easy Mist Wurms.
Enemy Controller: An excellent card that breaks this deck. Enemy Controller allows us to beat Consecrated Light as well.
Gold Sarcophagus: A major boost to consistency that can help this deck make the plays it needs when it needs them.
Other spells and traps are pretty much staples, so I won’t go that in depth. Scapegoat is a one-card Plasma, and Reinforcement of the Army is amazing consistency.
Scrubbed Raid creates the Plasma Lock, and Solemn Judgment is great protection.
2|Tdgs|Stardust Dragon
2|Ha01|Mist Wurm
1|Dp08|Armory Arm
1|Anpr|Ancient Fairy Dragon
1|5ds1|Colossal Fighter
1|Tdgs|Goyo Guardian
1|Csoc|Doomkaiser Dragon
1|Csoc|Iron Chain Dragon
1|Tdgs|Magical Android
1|Csoc|Black Rose Dragon
1|Ha01|Ally of Justice Catastor
1|Tdgs|Thought Ruler Archfiend
1|Ha01|Brionac, Dragon of the Ice Barrier
Getting out Mist Wurm can frequently spell game for your opponents, as can Doomkaiser Dragon. I originally put Doomkaiser in to be filler, but he frequently won games for me, either turning himself and Plaguespreader into a Stardust or even combining with a token as well, forming Mist Wurm.
The original draft also included Gladiator Beast Gyzarus, Red Dragon Archfiend, Chimeratech Fortress Dragon, and Revived King Ha Des, which are all missing from the final draft. Those cards are additional options which may be sided (I personally side Gladiator Beast Gyzarus against Gladiator Beasts and Red Dragon Archfiend for stall decks (and if it is ever widespread played) the mirror.
This deck suffers from a weakness to Royal Oppression, as then you can’t bring out Destiny Hero – Plasma. The best idea would be to side against Anti-meta. Preferably, play Dust Tornados. These cards are excellent, and in addition, they also beat out Blackwing’s Black Whirlwind. Three Dust Tornados are an excellent choice. They also beat out people who decide to play Macro this format. (Although now that I think of it, Macro Plasma might not be that bad, although Dandylion abuse is exchanged for the weaker Phantom Skyblaster abuse.) Siding Macro might not be as bad of an idea as I previously thought.
This deck also has problems with Gladiator Beasts. Gladiator Beasts play powerful removal cards and Book of Moon which cause serious problems for Destiny Hero – Plasma. Your best bet is to also side three copies of Mirror of Oaths, to cause them problems in return. Scrubbed Raid isn’t bad against them, but Test Tiger + Gladiator Beast Bestiari will get the better of you more often than not. Try to bring out Stardust Dragon as soon as possible.
This deck doesn’t have as many problems with Lightsworns and Blackwings. The troublesome Kalut and Honest can be played around with Enemy Controller and smart use of Scrubbed Raid (immediately terminating your Battle Phase then sucking their monster up.) However, siding Waboku would be an excellent idea. Waboku doesn’t make it into the main because of this deck’s Gladiator Beast weakness.
Versus Infernities, the key thing is to halt their mad swarming. Once you get Plasma out, the Infernity player will be hard pressed to respond, but Infernity Break still proves troublesome. Infernities haven’t made it into the United States yet, but when they do, it will be a good idea to adjust the side deck to counter them accordingly. I think that Compulsory Excavation Device might prove to be a good counter, as it sends stuff back to their hand (yet Infernity Gun might just dump them back down, so make sure to stop the combo before they bust out the big guns.) The new Synchro Scrambler (check the translation name?) is also fairly promising.
Against X-Sabers, side in Sillva, Warlord of Dark World (or perhaps Goldd) I personally prefer Sillva, because of it’s strong hand controlling effect. I also side in Morphing Jar and Card Destruction along with him. This is mostly precautionary, since it’s unknown how good X-Sabers will be yet. Reign-Beaux is an option, but I personally don’t like him all that much.
This deck doesn’t have many problems against Flamvell Cat. Most of their cards are largely nullified by Destiny Hero – Plasma. I would look into siding Synchro Scrambler to stop their Rekindling plays, but just using the age-old Kycoo the Ghost Destroyer might be a smart choice. He also helps stop Lightsworns and the rare Zombie appearances.
Gadgets are most likely going to be your most difficult matchup. Royal Oppression, one-for-one removal, and large beaters in the form of Machinas make this deck your worst nightmare. Fortunately, they aren’t as common as other decks. Your best bet in this scenario is to just side in your Tornados and hope for the best. Do not side in one-for-one removal on them because that just fulfills their goal (they want you to waste one-for-ones on their monsters, which replenish themselves.) Shoot for the backrows. I would also side in draw cards to help you get the stuff you need faster (nothing special, just Morphing Jar, Card Destruction, and possibly Cyber Valleys.) System Down is a great card. Side 3.
Consecrated Light isn’t as big of a problem as it sounds. Enemy Controller is a good out to it, in addition to simply attacking it with a Scapegoat or a Dandy token the turn it goes out. Side in your third Enemy Controller on this threat though.
As previously noted, some good cards to side in from the Extra Deck include Red Dragon Archfiend and Gladiator Beast Gyzarus.
Some other viable options to include in the Main/Side/Extra board include:
Morphing Jar to help speed to your outs to stuff. I currently have it sideboarded, but maining it is very viable.
Cyber Valley is very viable, even only one or two copies. It’s extremely powerful in this deck because of all the stealing stuff and tokens.
Third Enemy Controller is very good. I dropped it for a Mirror Force, but if your meta has a lot of Starlight Road play, play the Enemy Controller.
Mind Control is good if you are maining Cyber Valleys.
Battle Phase droppable monsters, like Battle Fader, Gorz the Emissary of Darkness, Tragoedia, and Ogre of the Scarlet Sorrow (not Ogre as much though) can be good fodders for Plasma.
A single teched Reptilianne Vaskii could be deadly. She’s more or less a Chaos Sorcerer in here. She also attacks over many threats to this deck. I took it out because of slight inconsistencies and a Royal Oppression weakness.
More recruiters, like Pyramid Turtle, Mystic Tomato, and even Giant Rat (for Dandylion) might be a decent choice if that’s your playstyle.
Upstart Goblin and Dekoichi the Battle-Chanted Locomotive are decent choices if you want to focus on the lock, but they aren’t recommended. (Although Dekoichi is beastly in the Black Valley variant.)
Dark Bribe is also a decent card to protect the lock, but the -1 really hurts, especially since this deck focuses fairly heavy on amassing card advantage. Gaining card advantage should be your main goal, and Dark Bribe counteracts that. It’s still worth a look because it protects your set-up and if it fits your playstyle.
Foolish Burial is a decent choice if you want to add more speed. I’m not playing it because it’s a -1, and using it with Dandylion just wasn’t that great overall.
Spirit Reaper and Marshmallon are decent choices, but they are just too weak to the popular Gladiator Beast cards.
Book of Moon is a good choice, but is outclassed by Enemy Controller.
Trap Dustshoot may be interesting, and perhaps play it over a card that isn’t working.
Giant Trunade is good to clear the field from threats to Plasma.
Cold Wave can serve a purpose similar to the Giant Trunade card.
Gernia is a funny choice that might be okay-ish on Gladiators, but isn’t recommended, as it is outclassed by Mezuki.
Book of Life is also a decent choice in the Zombie variant.
Red Dragon Archfiend might be a good choice to kill Scapegoats.
Gladiator Beast Gyzarus in the Extra might be a good idea as you can easily make him. (Although I recommend siding him and your third Enemy Controller.)