A Guide to Azamina

or

How to make a deal with Azamina


Introduction

This is a guide to Azamina, the deck, (mostly) pure, as well as the Azamina engine.

Azamina (and the supporting archetypes of Sinful Spoils and Diabell) is a spell and trap focused control-ish archetype which has technically answers for everything, does everything and stops opponent from doing much of anything while also being very customisable with some space for weird tech cards.

Sounds too good to be true?

Well, yes. Unfortunately, like a pact with a demon, our in-archetype removal, omni-negate, floodgate, protection, recursion and kaijus have cost us. We don't have true one card starters and almost all of our plays cost us another, often rather specific, card, while having very few ways to replenish resources or search for extenders and follow-ups.

However, the game play can be very rewarding and fun. Be it outmaneuvering difficult boards, winning from the resource advantage of one resolved Reasoning / Grass or anything in between, rarely are two games the same. (Well, waiting for the opponent to finally finish can be annoying.)

Please note that Azamina cards are sometimes mixed up with White Forest - Azamina, Snake-Eye-variants, and other decks which like to run level 7 dark spellcasters (Diabellstar) / Sinful Spoils. However as the Azamina cards are only a small supporting engine in those lists, this guide will not address those.


There are many ways to play Azamina depending on your preferences and no mostly fixed lists exist. Experimenting with various techs and card ratios will likely be required, but feel free to check out existing lists for inspiration as well as the various cards listed in this article. Though a few example deck lists have been added, use without adjustments at your own risk.

The main "sub-archetypes" are:

  • 40c with handtraps: More disruption, better tribute fodder for deception, unfortunately handtraps are rarely good enough to prevent an opponent from building a board and each of our plays needs a lot of resources which can be quickly depleted through opponents half-board and any other interaction, if we start turn 2 with about 3 cards in hand.
  • 40c with Reasoning: Focuses on consistency above all else. Reasoning mills are obviously worse as with 4-5 potential hits in 35 remaining cards we are likely to mill on average 6-7 cards. So the common win condition of 60c deck "I win if I get a half decent mill" isn't possible, but it is likely the most competitive viable version as this list tries to reduce the probability of bricking.
  • 60c with Reasoning: Lower floor and higher ceiling than the 40c versions. We run a lot of cards which can be dead, but should we resolve Reasoning or even Grass we can quickly gain a lot of advantage. We mill on average 8 with Reasoning even with 6 monsters, and this goes up to 9 / 11 / 12 for each monster we manage to remove from the deck. Grass alone is often a win con by itself and we don't mind trading our hand for it. Unfortunately we can't run Left Arm as it prevents us from setting cards which we need for a lot of our effects.

Cutting the number of Monsters in the 40c/60c Reasoning versions to the absolute minimum can make Reasoning even more explosive at the cost of consistency. However it can be a very fun way to play, if you like to gamble.


  • Change Log
  • The Core & Combos
  • As an Engine
  • Spoils Tier List
  • Other In-Archetype & Core Cards
  • Tech Cards (Disruption / Board Breaker)
  • Other Tech Cards (Extenders / Sub-Engines)
  • Example Decks
  • FAQ

Change Log

2026-03-20: (Typhoon meta)

  • moved the guide from my deck notes
  • updated the formatting accordingly
  • reduced Z-ARC content for now (I'll keep further details in my deck list)
  • did a quick study on the new Sacred Beasts
  • Loading... has unfortunately been released and was added to the tech cards.
  • Loading... got slightly better as it can stop Loading... from Radient Typhoon
  • Loading... and Loading... as well as many other cards often played received notes.

2026-02-26: (VSK9 meta)

  • removed Z-ARC tech from the deck and moved that section further down as it costs too much life with VS burn running around
  • updated some wordings
  • added a note for Subdual which can technically go into Saint with Determination/Debtors
  • updated Queen as she isn't as necessary as she was before DMoD
  • added section outlining how to play Azamina as a sub-engine
  • added DMoD notes
  • added two large sections about various tech cards (disruption, board breakers, extenders and sub-engines)
  • considerations: Queen might a possible cut as she is often a bad hit with Reasoning and we have another dark lv 8 with DMoD; getting a searcher for Elzette might good, though K9 is bad for Elzette, so probably later.

2026-01-31: (Yummy meta)

  • first version

The Core & Combos

While Azamina doesn't have classic combos and a lot depends on your hand, here some common lines:

Synchro-Diabell:

Optional:

The Line:

  • White Witch send Curse
  • Curse search Filia
  • Filia search Vengeance

You have a spell and trap in grave for Vengeance and you can continue into Azamina lines, if you have Deception, Elzette, Debtors or Hallowed in hand. But even if not, you still end on 3 disruption (one from Vengeance, two from Dragon)

If Filia is already in hand, search for Like the Diabell.

If you started with Filia, search Vengeance if you need a Spoils, otherwise White Witch and send Curse (if you can trigger Like) or a Spoils (usually Betrayal to insulate other Spoils/Diabellstar effects or Morrian as disruption)

In case you don't have any further plays, can only use Filia and you have a disposable trap: get White Witch, send Vengeance with White Witch, then special Vengeance.


Azamina:

Optional:

The Line:

  • special Black Witch (preferably send a trap), search Deception
  • activate Deception to special DMoD and search for Gaze
  • if you are missing a fusion spell: Deception sac Black Witch/DMoD (or a useless monster in Hand), get Hallowed / Debtors (depending on your needs)
  • Hallow into Mu (preferably using Queen or Vengeance)
  • Mu search Wanted / Betrayal / Morrian or another Spoils (depending on your needs)
  • use the body Mu provides if possible (e.g. sac to Deception and search for Hallowed / Debtors / Determination / Elzette / Queen, if you didn't need to use it until now)
  • Hallowed return Mu
  • Hallowed chain Wanted for Vengeance into Saint
  • Saint special Ilia
  • if you got a trap somewhere during the combo, special Vengeance
  • depending on your hand and board: use Wanted to draw 1 card (you don't want to return Deception so it can set itself and you have follow up, but sometimes having an extra card in hand is needed)

Base line: Opponent can't target half the board, one omni, one destruction. If Black Witch is still on the board we have also access to two additional disruption from Dragon or Punisher as a towers with about 7500 atk.


Elzette:

(Note: This is more so a tech choice than a requirement. However, due to complexity and personally preference I listed it here anyway.)

The Line:

  • special White Witch with Elzette if you have her / get get her, e.g. with Filia (no need to discard a spell/trap unless you want to)
  • normal (or special) Elzette
  • fuse into Moa with any Fiend (usually Vengeance or Lava Golem)
  • Moa revive Elzette
  • synchro into Chaos Angel
  • Elzette search for Deception, Wanted or another Spoils (depending on your needs)
  • continue the combo as normal

Wanted gives access to Black Witch, but we can't Wanted for Vengeance later. Deception has one less monster in rotation. As Elzette is an Azamina card we can return her with Hallow so Mu can stay on the field to lower the atk of the opponents monsters.


vs Maxx C/Fuwa:

The Line:

  • start as usual
  • opponent is likely to Maxx C in response to Hallow into Mu
  • Mu search Debtors / Determination / Wanted (depending on your needs)
  • set Debtors / Determination and your spoils
  • end the turn
  • reset Deception (optional, depending on your needs. Sometimes you will need another spoils in the GY for Determination)

You can now continue your plays during the opponents turn. Usually you would still go into Saint and Ilia, though if you have a lot of Spoils and depending on the matchup you might want to go into Azamina instead.


Please note that those are just guidelines. Depending on your hand and opponents interaction they can and will change.

As an Engine

While this Archetype as an engine is obviously better in decks which have lv 7 spellcaster / Spoils synergies such as White Forest and Snake Eyes, you can easily add a small package for one to two omni negates:

The Core:

Optionally:

(Additional copies of Black Witch, Deception and Wanted, should it be unlimited, can be added for consistency.)

Optionally Dragoon Package:

Very much optional:

Unnecessary, but gives more disruption with optimal hands / in the right matchups:

The lines are roughly:

  • Wanted for Black Witch
  • Black Witch for Deception
  • if you play it, get Dark Magician of Destruction out and search for Gaze (activate it whenever needed)
  • Deception sac Black Witch / Dark Magician of Destruction (or another monster you don't need) for Hallowed
  • Hallowed into Ilia and done or Mu and proceed with the next steps, if you run the larger package
  • Mu search another Spoils (Wanted, if you haven't used it so you can get a free draw; Betrayal, if you already have another spoils and kept Black Witch on board for a second omni; Morrian is a free send for Hallow as it can reset itself and is sometimes good; otherwise a second Deception is fine)
  • if you want, use Mu for ritual, fusion, synchro or link plays (or get her otherwise in grave)
  • return Hallowed
  • Hallowed into Ilia
  • reset Morrian, if it is in grave

(Note: Don't send a Morrian which had set itself for Hallowed, it will banish itself and prevent the fusion summon.)

Spoils Tier List

We can run a lot of different spoils and the exact package depends on the deck, meta and preference.

Here some notes:

S Tier

  • Deception: Required for the combo, a starter, follow up and gives us some life gain. A must-have at 3.
  • Wanted: Required for the combo, a starter and recycles some of our used Spoils while drawing us a card. A must-have at 3 1. (play as many as you are allowed)

A Tier

  • Vengeance: Required for the combo, required to access the synchros, disruption and follow up. Unfortunately blocks reasoning and we can only summon her once per turn. 1-2 copies are enough. (If this ends up banished use Determination to recycle her.)
  • Betrayal: Protects parts of the combo, can be part of the end board (though you need a Diabellstar on the field or in hand) and a good target for rollback. 3 copies would be good, but 2 are also fine as the utility turn 1 is still somewhat limited as opponent can Ash/Veiler/Imperm/Impulse Hallowed or Mu.

A.5 Tier
  • Morrian: Disruption, a free discard as it resets itself. (Please note that you can't send a Morrian which had set itself for Hallowed, if you only send it, as it will be banished and Hallowed therefore didn't send anything -> no fusion.) Very good if you are running Z-ARC (probably 2-3 copies), though in other lists it depends on the meta. 1-2 copies are probably good enough.

B Tier

  • Subdual: Very good in grave as it gives us access to spells TTThrust or Like the Diabell set, very mid in all other instances as we don't run any illusion which can create disruption during the opponents turn. 1-2 copies imo, but I can see arguments to run more as we have ways to discard it. If we draw it with Debtors or Determination it would give us access to Saint + Ilia during the opponents turn, but it is a very slow 2 card combo which can be hit by most handtraps. Unfortunately the list is tight and it doesn't do much of anything on its own...
  • Subversion: Good board breaker which forces interaction or deletes a monster, but unfortunately only has this one effect. It is also useless turn 1 and you can't activate more than one. 1 (maybe 2) copies should be enough. We have ways to search it.
  • Susurrus: Allows us to recycle banished or in grave Azamina/Diabell monsters, one of the better sends to special White Witch as it sets itself and gives us ways to dodge targeted negates on Diabell/Azamina monsters. (Note: this doesn't work with Vengeance as she is a fiend) Unfortunately often dead turn 1 and searchable, so anything more than 1 is probably too much.

B.5 Tier
  • Queen: Effectively two Spoils searchable with Deception, returnable for Hallowed. This also gave us easier access to Chaos Angel though now we have another dark lv 8 with DMoD so this isn't needed quite as often. Unfortunately probably one of our worst cards to hit with reasoning, two spoils is still fine but we need to have a fusion spell in hand. (Also enables Saint during opponents turn if we draw Subdual + Debtors) I would play 0-1. But sometimes you need a second Spoils monster so if this is cut, a second Vengeance might be needed.

C Tier

  • Struggle: Very good against White Forest, Ryzeal and other decks which like to destroy random back row, otherwise at most a way to block targeted negates on Mu / trigger Mu's second search to get Wanted (or another Spoils Spell) if the first is negated. However, this is limited to Spells so we can't fetch disruption, returning 2 cards to the deck can only be triggered in very specific matchups and most decks don't care too much about losing two cards or have a negate set up by then. So 0-1 copies at most.
  • Awakening: If we were in a meta were decks set up large monster focused boards this card could be good, especially as it is another free discard. Unfortunately we need a high level illusion on the field or this can't be activated. Also this targets, so it isn't even good vs Yummy. 0-1 copies.

D Tier

  • Doom: The effect is good, but we end very rarely with Black Witch still on board and this does nothing in grave so dead most of the time. 0-1 copies, maybe one day with the right support and in the right meta...
  • OSS: Fun tech card if you are running Kurikara, useless in all other instances. 0-1 copies.

E Tier

  • White Forest: Technically resets itself (but so do other more useful cards) and we could use it to fusion during the opponents turn... If we didn't end on all the fusion we want anyway and we would need Queen on the field to summon Azamina. 0 copies.
  • Guilt: If the effect were switched this might be useful. But as it is, if we draw it, it would be material for Hallowed and then be dead in the grave. And we have much better search targets.

F Tier

  • Sanctification: Literally useless. Just run Susurrus, if you want this effect. (We don't have the discard fodder, it doesn't have a in grave effect, as a continuous trap it is easy to disrupt and we can't use the second effect as we normally don't have any monsters in the spell&trap zone; no Poplars, not even with Poplar, that effect activates basically never)

Other In-Archetype & Core Cards

Core:

  • Grass: A powerful mass mill spell. When going second this card alone is often enough to win the game by using various in grave effects after it resolved.
  • Reasoning: The mills are often worse than with Grass, and it is easier disrupted, but we can often also get a body. The opponent might know what we play, however as we play at least some level 7 and 8 monsters, there is always a chance to hit whatever wasn't called. This card is the main reason why we usually don't run monster handtraps.
  • Azamina: Our in archetype kaiju, another floodgate and usually the monster we make to win the game. If our opponent tries turn 0 plays, we can also pivot into this. Though in those cases keeping a Mu on board can help shut down effects more effectively.
  • Sol: Probably the Azamina card we summon the least often. However it can be useful for recursion and offers another disruption when made during the opponents turn (besides Ilia) or force interaction when used to break a board.

Optional:

  • Foolish Burial Goods: Another way to send Curse, Rollback or a Spoils with useful in GY effect (often Betrayal or Subdual).
  • Like the Diabell: A secondary target for Curse. It can allow us to reset some spells and traps. In addition, with Loading... we can regain access to not once per turn spells such as Grass and Reasoning. Though just getting it into the GY is often good enough, so we can use it to revive a Diabell with the second effect.
  • Play the Diabell: Technically a searcher for Black Witch (and the other main deck Diabell monsters). Unfortunately very hard to use, as we would need to send a spell/trap for cost which in most lists only Dragoon and White Witch can manage. And as we are likely using White Witch to access this card in the first place (send Curse, Curse search Play), we can't use her then to activate Play. Might be a fine inclusion in a Super Poly meta (and/or if you are running Droplet). (Note: This can search Loading... , a tech card against Radiant Typhoon.)
  • Punisher: Very strong towers which can win the game by itself in some matchups. Unfortunately we often end up banishing Black Witch for DMoD, so in Dragoon lists it might be better to cut this card for easier usable options.
  • Luluwalilith: Another level 12 synchro we can make with Poplar. Not quite as versatile as Dragon, but it can be fine in the right meta. (Or when we are light-dark-locked from Spark.)

Tech Cards (Disruption / Board Breaker)

Must includes in my opinion:

  • Transaction Rollback: While it is probably the least impactful card in non-Reasoning builds, in Reasoning lists this is one of two cards (the other being Determination (with Subdual)) which allows us to win purely with cards in the grave.
  • Evenly Matched: Most decks end on 0-1 spell/trap negates. Once those have been baited this can clean up the board before we proceed to combo as usually. Also very good with Rollback as we can get a complete field wipe.
  • Lava Golem: Good at softening up the opponents board and getting rid of problematic negates, something to sac to Deception, full combo with Elzette.
  • Dominus Impulse: Ash at home. I don't think I need to give explanations for this, but it can often win games on its own, when opponent doesn't have extenders. Also good going first.
  • Dominus Spark: Likely the second best handtrap/board breaker we can run once released (after Impulse). It might be worth also adding Song in that case to fetch for which ever Dominus trap we are missing.
  • Infinite Impermanence: Again, i don't think explanations are needed. We want some disruption when going second and this does provide it. Also gets a trap in grave for Impulse. Not quite as good as Impulse, but not once per turn and doesn't block out our light monsters.
  • Triple Tactics Thrust: It isn't always online, but when going second it is additional copies of Grass while going first it can set up follow-up (Determination), disruption (Imperm/Impulse) or tech cards, depending on where we were disrupted. Unless Subdual is in grave and we can get and activate Reasoning/Grass. 2-3 copies, as it unfortunately can't do anything alone and needs something to bait interaction.
  • Triple Tactics Talent: A bit hit or miss, but very versatile when we can use this and usually gives us whatever we need. More than 1 isn't worth it however, with the risk of bricking when drawing too many.

Tech cards for the right meta:

  • Red Reboot: An auto-win vs The Man, good vs Dracotail, Maliss and annoying for Mitsu. It depends a lot on what your opponents are playing.
  • Black Goat: Improves the end board and good when milled/discarded for Black Witch or White Witch, but requires a lot of knowledge of decks so it can be activated at the right time and with the right name. However, it alone is rarely enough to completely stop a deck and bad going second, as it is a trap and we would need Black Witch, White Witch (when drawn) or Foolish Burial Goods (when in deck) to get it into the grave. Potential one of, but mainly improves going first and mill effects, so in my opinion not quite necessary.
  • Dragon's Mind: Improves the end board and good when milled/discarded for Black Witch or White Witch. It gives us another negate and being a counter trap can be good in some matchups. However the life point cost does add up. Dragoon as well as any of the Diabells can get this online, so we should have it in most matchups. However it is still slow, non of our Azamina cards (besides queen) can get it online and it is still dead if we are bricked. So more of a fun tech card. Play it if you like it and/or you tend to be lucky, but be prepared to have a worse experience going second. I would say 1 is probably fine, though maybe mill heavy strategies prefer more?
  • Dimensional Barrier: A fine plan D if we can't get anything going. Often good enough to survive at least a turn. And helps against some of the worse matchup (Mitsu, Yummy). Unfortunately not quite as useful against Radiant Typhoon, but Typhoon doesn't have one simple weak point we can exploit so this is the best floodgate we can fetch with TTT / use with Rollback.
  • Songs of the Dominators: Impermanence 4-6, the lock when used from hand is unfortunately rather harsh (we can't use White Witch or Vengeance) so personally not a fan, but it is an option. Don't replace Impermanence, as starting with the other trap will allow this card to search for another Dominus trap.
  • Super Polymerization: Might work in the right meta, but most of the current decks ignore it and the cost of a card in hand is often too much. (Good vs pure Maliss and Yummy, but Mitsu Yummy is more common; Mildly annoying for Mitsu and Dracotail, but both archetypes don't care too much; dead vs Ryzeal and XYZ-Pile has too many pieces) Also often dead/discard fodder when going first as we don't have enough cards to keep it online for the opponent turn. As a special note: This can often stop a Loading... when used during the draw phase by removing all wind winged-beasts from the opponents field. (Relevant against Radiant Typhoon.)
  • Ultimate Slayer: We are missing the extra deck space. It tends to replace itself or hit two disruption, so it is in theory fine, but running 4 targets in the extra deck to get maximum value out of this, when neither the most popular deck (Dracotail) nor the most popular engine (Mitsu) cares about slayer means it is a hard pass and otherwise I would run other forms of disruption before this.
  • Kurikara: Searchable board breaker, but we can't play her from grave and she prefers a meta were only a few monsters with lots of negates are present (rip Apo).
  • Eto: Could be nice in a different meta, but as it is, it offers too little value (beating over 1 monster just isn't good enough). As with Kurikara, this one wants a meta where a lot of negates are tied to a single monster.
  • Ty-Phon / S:P: Generic cards which might help in some situations. In a pure list you probably want to run a second Azamina and second Ilia over them, but one Ilia and Azamina are good enough in 99.99% of cases, so viable "budget" options.

Hard to use cards which require adjustments to the deck:

  • Forbidden Droplet: As apparently some people seem to play this: We need a lot of resources for our plays so we can't really afford the cost. Yes, we can dodge targeted spell/trap negates, if we don't have to start with Deception, but those are rare (mainly used by DDD and Dracotail) while the negation effect is only a mild annoyance for Maliss, the XYZ-Pile should have enough interaction that the discard is worse for us, Dracotail doesn't really care and Yummy can negate it with Herald as we can't send monsters (though again, we would need a lot of sends to turn off the full board and we don't have the resources). Unless you run constantly into DDD, or adjusted the deck with other cards to provide additional fodder you can send, play anything else over this. (Impermanence, Reboot, Duster, Lightning Storm, Heavy Storm, Dark Ruler, Ultimate Slayer, ...)

I want to chose hard mode:

  • Tierra, Source of Destruction: Technically playable, but usually just sac fodder for Deception or a Fiend to fuse into Moa. And even if we summon Tierra (which is unlikely as we would need to basically full combo with a good draw), our full board is better than a 3400 beater for which the opponent has 3 draws to find a starter to turn the game around.
  • Regenesis Overlord: Worse Kurikara/Eto as we need to get it into the grave AND make some plays to meet the summoning conditions. (And it doesn't even have the decency of being a Fiend)
  • Borreload Riot Dragon: Nice when in grave (destroy Mu for an additional search), bad when drawn. If this was a spell/trap/fiend, maybe we could play it (or if you are trying to get all the card types into a deck), but as we already struggle with bricking, imo not worth it.

Other Tech Cards

Extenders

  • Monster Gate: This might look like a fine backup for Reasoning, but, unless you can already play, it is dead. Mu would be a mostly free sac (it leaves us open to Bystials), but in all other instances, getting this negated will hurt a lot. I can see this being okay-ish in a high rolling list which tries to embrace the gambling with Reasoning, but you are still adding 3 more bricks which don't do anything unless you can play. Some more disruption or Spoils which do something (Morrian/Subdual) are probably better. Maybe in a more mill focused strategy which uses Sky Striker cards (gives us draws and maybe some monster negates) and/or Ready Fusion (full DMoD access via Sanwitch) it could work...
  • Radiant Typhoon Vision: Technically better than Tune as we don't need to discard upfront, and can worst case always hope for the best by activating it without having a quick play spell in hand (even if we miss the quick play spell, it is still a mill 2). However we don't run nearly enough quick play spells to make it work reliably, so adjusting the list will be necessary. I recommend at least 10 (15-ish are probably better) for 40c, or 15 (20-ish are probably better) for 60c. Well, we should normally start out with 9 (Wanted, Called by, Gaze, 3 Debtors, 3 Visions). Then there are Play and Like the Diabell as well as Susurrus, Struggle, Doom and Chase as cards with some amount of synergy. Also we can try to make some different board breakers work (Super Poly and Droplet). Personally, i don't like to run most of the currently excluded cards so I'm also not running visions, but should Super Poly get better and/or Wanted be unlimited (which is doubtful with Gaze giving everyone Dragoon access) it is definitely worth considering.
  • Traptantalizing Tune: You need to run a lot of traps and opponents love to Ash this. But going minus 2 just for the Ash hurts a lot in this deck, as we need discard-fodder for basically everything. I can see running 1 copy if you accept the risks for higher consistency, but as it has an once per turn effect i wouldn't bother with more.
  • Pot of Desires: Another good way to get card advantage. However the banishing aspect interferes with a lot of one ofs (the White Witch-Vengeance-synchro package, Dragoon package, Grass, a bunch of Spoils, Wanted). Likely slight better than Tune in a 40c White Witch-less list (you probably want 2 Vengeance to reduce the likelihood of banishing her). And slightly worse than Tune in 60c, as we run more one ofs and Grass. An optimized list with focus on Desires might be possible.
  • Card Destruction: Pro: We fill our grave. Con: So does our opponent and we go minus one. It does improve consistency, but it is also likely to draw opponent into more handtraps. It is probably fine, but the 62nd card in my opinion.
  • Dramatic Snake-Eye Chase: It searches Vengeance / Black Witch. But we can already search Vengeance with our combo and Black Witch is basically useless if we only summon her end phase. (One disruption with Betrayal might as well not exist with how strong decks currently are). So playing additional spoils with grave effects is more reliable.
  • Lilith, Lady of Lament: A normal summon which allows us to dodge targeted negates on Black Witch/Mu and turns those cards or herself into a Spoils as additional disruption / fusion fodder. One copy might be fine in 60c Reasoning builds (instead of Elzette), but as we can't search her it is too inconsistent and she can't do anything on her own (besides set Morrian and hope we aren't facing a fusion deck). Probably ok / good in 40c handtrap builds, but that is the weakest version of the deck anyway, at the moment.
  • Mound of the Bound Creator: Another layer of protection for our Synchro monsters and Saint/Aza. Unfortunately however it is unsearchable and with Dragoon we need even more cards as discard fodder. Might be good with the right support.

Sub-Engines

When we want to play Azamina as more than just an engine, we require a lot of space for the various Azamina and Spoils cards. Reasoning lists further require no (or just very few) normal summon-able monsters, while monster handtrap focused lists already run a lot of those as disruption and not much space remains. This puts heavy restrictions on any deck we want to pair with this.

  • White Forest: Adding some WF cards can offer us more starters and we can go into the synchros is easier. Unfortunately it is also much worse into handtraps. Please note that we would still play mostly Azamina cards. If WF should be the focus, look for White Forest deck lists. Some TCG lists focus on this version (as they have limited Reasoning).
  • Hecahands (when released): Some players have been experimented with this and it looks like a viable option.
  • Morganite: As we only run one to two cards with in hand effects (Elzette, which can still be normaled, and White Witch, which can be normaled once you can tributeless summon, as Black Witch doesn't activate in hand), running Morganites is basically free in Reasoning builds. Unfortunately getting value needs a few turn, turns we don't have in the current meta. The cards can be played, especially if you want to run a list for flavor reasons, but otherwise they offer too little value during the limited turns we have. Ratios are likely 2 Loading... (we want 1 in hand, so we play two to make it less likely to mill both), 2-3 Loading... (both best and worse Morganite, we want it in grave to search for Time-Tearing), 1 Loading... (this one is throughout fine, good send though the effect has its uses, even if not that strong and it prevents us from Morganite flooding, but we don't need more than one).
  • Z-ARC: A sub-engine which only needs 3 Loading... in the main deck. While offering a lot of disruption through Loading... as well as the Dragons Souls second effect can summon, it has a high cost (life points) and needs many slots in the extra deck, make it had to use (with the new Heavenly Dragons). Z-ARC can also be summoned through Loading... , but even here we need to dedicate a lot of slots (5) from the extra deck and Heavy Poly is useless as long as opponent has less than 4 monsters on the field.
  • Sacred Beasts (when released): The newly revealed Sacred Beasts offer another archetype which doesn't need normal summon-able monsters and could be integrated into this deck without losing Reasoning. A "small" engine (3x Loading... , 3x Loading... , 1x Loading... ; optional: 3x Loading... , 3x Loading... , 3x Loading... ) gives us a body on board and two draws. If we run Raviel we can even summon it instead of Hamon for a quick effect Raigeki. Also Raviel would be another high level fiend for Elzette lines. A different option is 3x Saint so we can Heavy Poly into Loading... for a triple monster negate. Or a more complete package with Loading... (and Loading... ?) / Loading... and Loading... . Exact ratios will require testing once the cards have been released.

(For more detailed information, please search for lists playing such sub-engines)

Example Decks

Decks listed here may or may not be optimal. As mentioned, Azamina is very customisable and as such we often play pet card, tech cards or otherwise deviate from what some would deem "optimal". However, all lists presented here have been used to reach Master 1.

(This is still just a small selection so searching the site for other examples is recommended!)

60c with Reasoning and Grass

Owned Cards
60 cards
Elzette, Azamina of the White Forest
3 copies
Diabellstar the Black Witch
3 copies
Lava Golem
Queen Azamina
Diabellstar Vengeance
Diabellze the White Witch
3 copies
The Hallowed Azamina
3 copies
Filia Diabell
3 copies
Reasoning
Foolish Burial Goods
That Grass Looks Greener
Triple Tactics Talent
3 copies
Triple Tactics Thrust
Sinful Spoils of Subversion - Snake-Eye
3 copies
Deception of the Sinful Spoils
WANTED: Seeker of Sinful Spoils
Susurrus of the Sinful Spoils
3 copies
Azamina Debtors
Like the Diabell
Called by the Grave
The Gaze of Timaeus
2 copies
Sinful Spoils of Betrayal - Silvera
3 copies
Transaction Rollback
Sinful Spoils Subdual
Sinful Spoils of Slumber - Morrian
3 copies
Azamina Determination
Curse of Diabell
3 copies
Dimensional Barrier
3 copies
Evenly Matched
3 copies
Infinite Impermanence
3 copies
Dominus Impulse
Azamina Ilia Silvia
2 copies
Azamina Mu Rcielago
Azamina Sol Erysichthon
Dark Magician of Destruction
Red-Eyes Dark Dragoon
Azamina Moa Regina
2 copies
Saint Azamina
Azamina
Poplar of the White Forest
Silvera, Wolf Tamer of the White Forest
Chaos Angel
Psychic End Punisher
Snake-Eyes Vengeance Dragon
from quazeryon

Uses Elzette as additional two card starter with any of the fiends, as another searcher for Spoils and to add Chaos Angel to the end board.


40c Reasoning

Owned Cards
40 cards
Magicians' Souls
Snake-Eyes Poplar
3 copies
Diabellstar the Black Witch
3 copies
Lava Golem
Diabellstar Vengeance
Diabellze the White Witch
Original Sinful Spoils - Snake-Eye
3 copies
The Hallowed Azamina
2 copies
Filia Diabell
3 copies
Reasoning
2 copies
Triple Tactics Talent
Triple Tactics Thrust
Sinful Spoils of Subversion - Snake-Eye
2 copies
Deception of the Sinful Spoils
WANTED: Seeker of Sinful Spoils
3 copies
Azamina Debtors
2 copies
Forbidden Droplet
Dramatic Snake-Eye Chase
Sinful Spoils of Betrayal - Silvera
2 copies
Sinful Spoils of Slumber - Morrian
Azamina Determination
Curse of Diabell
3 copies
Dominus Impulse
Azamina Ilia Silvia
2 copies
Azamina Mu Rcielago
Azamina Sol Erysichthon
Dark Magician of Destruction
Azamina Moa Regina
2 copies
Saint Azamina
Azamina
Poplar of the White Forest
Silvera, Wolf Tamer of the White Forest
Snake-Eyes Vengeance Dragon
Super Starslayer TY-PHON - Sky Crisis
I:P Masquerena
S:P Little Knight
from Rubert

Uses Souls to cycle through cards, while the Original Sinful Spoils package offers another way to get Vengeance if you already used Wanted (Mu search OSS; OSS send Mu for Poplar; Poplar search Chase; Chase place Vengeance), fodder for Droplet and Poplar allows for an easy S:P while also being a free send for Souls when placed in the back row. (See the list for additional infos.)


40c Handtraps

Owned Cards
40 cards
2 copies
Droll & Lock Bird
Maxx "C"
3 copies
Ash Blossom & Joyous Spring
3 copies
Lilith, Lady of Lament
3 copies
Diabellstar the Black Witch
Queen Azamina
2 copies
Diabellstar Vengeance
3 copies
The Hallowed Azamina
3 copies
Deception of the Sinful Spoils
WANTED: Seeker of Sinful Spoils
3 copies
Azamina Debtors
The Gaze of Timaeus
3 copies
Sinful Spoils of Betrayal - Silvera
Sinful Spoils of Slumber - Morrian
3 copies
Azamina Determination
Sinful Spoils Awakening
3 copies
Infinite Impermanence
3 copies
Dominus Impulse
2 copies
Azamina Ilia Silvia
2 copies
Azamina Mu Rcielago
Azamina Sol Erysichthon
Dark Magician of Destruction
Red-Eyes Dark Dragoon
Azamina Moa Regina
Timaeus the United Magical Dragon
2 copies
Saint Azamina
2 copies
Azamina
Poplar of the White Forest
Snake-Eyes Vengeance Dragon
from Rambaldt

Uses Lilith as normal summon to protect the Diabells and Mu from targeted negates (Imperm, Veiler) and can search for a Spoils trap, Determination or Impulse/Imperm, depending on your needs.

FAQ


Don't the light monsters conflict with Impulse?

When going second, if we had to use Impulse we can adjust our plays accordingly for the most part. Elzette is still a normal summon which can go into Chaos Angel, Diabellze can still be fodder for Deception (and we have ways to revive her for her protection effect) and Azamina doesn't activate.


Doesn't this all seem very bricky?

Yes. Unfortunately with Wanted limited and no good ROTA for Spellcasters / Illusions we have to rely a lot on two card combos (Fusion spell + Spoils). Technically there are three searchers but each has major downsides:

  • Piri Reis Map: Searches for Elzette, but the life loss is adding up and Fiendsmith as well as VS loves to burn. Also we would still need access to a fiend. This might be viable in a Sacred Beast version.
  • Magical Contract Door: Searches for any of the Diabellstars, but we lose a spell from hand. This already hurts as we need a lot of cards for any of our plays, but even more so as the card goes into the opponents hand and the spells we don't mind losing going first are very good going second (TTT, Called by, Subversion).
  • Dark Magical Curtain: We get Black Witch out, but it can't activate. Unfortunately we also can't easily return her to our hand (we would need to be able to make Mu to search Susurrus and then get Mu into the graveyard) or get her into the GY and revive her later (for which we would need to get a Diabell-spell into the grave). So unfortunately not as good as it could have been. It might still be worth the space as it prepares for Dragoon, but we will have to see...

Special thanks to the Azamina channel on Discord and the active members which offered some feedback and different opinions.

In case of suggestions and corrections, please contact quazeryon (here or on Discord). For questions, please visit the Master Duel Meta Discord server and look for the Azamina channel.