Introduction

Prank-Kids is an archetype found in the secret pack Prank Panic that focuses around Link and Fusion Summoning, and is comprised of several different types and attributes. All of the main deck Prank-Kids Monsters have the effect to Summon another Prank-Kids Monster from the hand or deck when used as Link or Fusion material for a Prank-Kids Monster, allowing them several 1-to-2 card combo lines that can use any of the main deck Prank-Kids Monsters.

Playstyle

Prank-Kids is a mid-range deck that's enabled by it’s 1-to-2 card combos that strings into a ton of advantage while also being very hand trap resilient. With it’s compact yet highly consistent engine, the deck can splash on DPE and Adventurer packages that provides the deck lots of synergy and combos as well as a large amount of hand traps. Utilizing it’s combos to thin out the deck before using draw effects to draw into hand traps enables us an oppressive hand trap control playstyle. With cards such as Loading... , and Loading... , they provide the deck tons of grind game to either slowly exhaust all of your opponent’s resources or initiate lethal combos with Loading... on your following turns.

  • Prank-Kid Core
  • Non Prank-Kid Core
  • Tech Cards
  • Combos

Archetypal Cards

Main Deck

Monsters

Prank-Kids Dropsies, Fansies, Lampsies
Prank-Kids Dropsies
Prank-Kids Fansies
Prank-Kids Lampsies

The three main Prank-Kids Monsters. All of them leads to the same combos but offers different effects. Note that these effects must be able to resolve in order to Summon more Prank-Kids Monsters from the deck.

Dropsies - You gain 1000 LP.

Fansies - Send 1 Prank-Kids card to the GY.

Lampsies - Your opponent loses 500 LP.

Post Adventure’s release, in 40 card decks, you run a ratio of 2 / 2 / 3 Prank-Kids Monsters (2 Fansies, 2 Lampsies/Dropsies, 3 Lampsies/Dropsies) this is in order to include the DPE and Adventurer packages. In 60 card decks, you can run all three of them at 3 copies.

Prank-Kids Rocksies
Prank-Kids Rocksies

The least favorable main Prank-Kids Monster we have.

Rocksies - Banish 1 card in your hand, draw 1 card.

We run this card at x1 as Rocksies is not a card we want to open to start our combos with but is necessary for. It is not a good starter due to its banish requirement which can lead to unideal banish choices, as compared to using Rocksies last in the combo where we sometimes may have fodder cards for after Loading... ’s card adding. Another reason is because using Rocksies last means our deck has been significantly thinned and provides higher chances for drawing power cards such as Loading... and Loading... or any hand traps.

Spells and Traps

Prank-Kids Place
Prank-Kids Place

Essentially more copies of main Prank-Kids Monsters as Place searches them upon being activated. Place offers ATK modification for both our and the opponent’s Monsters, more importantly the chain blocking it is able to provide when activating it’s effect which can protect the effect of the first Prank-Kid Monster when you link into Loading... if your opponent controls a monster.

Prank-Kids Pandemonium
Prank-Kids Pandemonium

Our very own searchable Fusion Spell, being a Quick-Play Spell enables us to play it on the opponent’s turn to more effectively make use of our Fusion Monsters and trigger main Prank-Kids Monsters effects.

Prank-Kids Pranks
Prank-Kids Pranks

Able to provide extension in the form of Summoning a “Prank-Kids Token”, which helps us better to play around hand traps such as Loading... and Loading... . Pranks also lets us shuffle 3 Prank-Kids cards back to deck and draw 1 card, an absolutely crazy Continuous Spell we need on field at all times.

Prank-Kids Plan
Prank-Kids Plan

Not a good card to run, as the Link version of Loading... ideally for Summoning Loading... . Unfortunately Plan is a troublesome card to search for due to our combos having more important cards to grab such as Loading... and Loading... , even its banish effect to recycle Prank-Kids cards does not justify using it.

Extra Deck

Prank-Kids Meow-Meow-Mu
Prank-Kids Meow-Meow-Mu

Lo and behold, the deck’s most important card, a vanilla Link 1. Meow-Mu is the key that enables our combos that are otherwise impossible, it additionally also has the effect of banishing itself as cost for the tribute of a Prank-Kids Monster during the opponent’s turn to use their effect instead making our Fusion Monsters much more effective.

Prank-Kids Dodo-Doodle-Doo
Prank-Kids Dodo-Doodle-Doo

Our most important Extra Deck monster aside from Loading... . Doodle is a Spell searcher for our core cards Loading... and Loading... and helps us recur our Prank-Kids cards by tributing itself to add 2 from the GY.

Prank-Kids Bow-Wow-Bark
Prank-Kids Bow-Wow-Bark

A core for our Fusion Summoning combos, Bow-Wow can tribute itself on the opponent’s turn to add 2 non-Link Prank-Kids Monsters to your hand and makes all Prank-Kids Monsters immune to card effect destruction. Additionally, Bow-Wow provides 1000 ATK for Prank-Kids monsters it points to to help deal wth towers or initiate kills more easily.

Prank-Kids Rip-Roarin-Roaster
Prank-Kids Rip-Roarin-Roaster

A Quick Effect S/T wipe, Roaster is impractical to procure due to being a Link 4 especially on first turns. Realistically, scenarios where you can make Roaster to remove backrow mean it is likely you never needed it.

Prank-Kids Rocket Ride
Prank-Kids Rocket Ride

Paired with Loading... , Rocket acts as an extender for playing through cards such as Loading... or raising combo ceilings with its 2 Prank-Kids Monster revive. Post Adventure’s release, we no longer run this card due to better Extra Deck options.

Prank-Kids Weather Washer
Prank-Kids Weather Washer

Similar to Loading... , Washer revives 2 non-Fusion Prank-Kids Monsters on the opponent’s turn instead and providing them battle destruction protection that can help protect you from being defeated. When Summoned on the opponent’s turn, Washer can create an explosive end board that can threaten lethal by reviving Monsters like Loading... and Loading... .

Prank-Kids Battle Butler
Prank-Kids Battle Butler

The in-archetype boss Monster, Butler is a powerful interruption we Summon on the opponent’s turn with the ability to destroy all opponent’s Monsters, this can be done twice with the effect of Loading... . Butler’s Fusion condition of all 3 main Prank-Kids Monsters allows us to trigger all 3 at once on the opponent’s turn that can provide strong follow up on our next turn.

Non-Archetypal Cards

Main Deck

Adventurer package

Water Enchantress of the Temple
Water Enchantress of the Temple

The first starter to our Adventurer package, she has the ability to search out Loading... or Special Summon herself while there is a “Adventurer Token” on field, this can provide us extension in the form of the extra body used for Loading... .

Wandering Gryphon Rider
Wandering Gryphon Rider

An omni-negate we get in the adventurer package, we usually search out Gryphon from Loading... and helps provide us protection. Note that Gryphon’s effect is only active while you control an “Adventurer Token” and he must be sent back to the Main Deck for the negate to resolve.

Rite of Aramesir
Rite of Aramesir

The second starter of the Adventurer package, it Summons an “Adventurer Token” onto the field and places Loading... on the S/T zone. Note that this card locks you out of the effects of the current Monsters you control on the field.

Fateful Adventure
Fateful Adventure

The core card to the Adventurer package and why we run it in Prank-Kids. When a monster is Summoned Fateful is able to add an Adventurer equip Spell, namely Loading... which can chain block the first kid effect when you Summon Loading... . Unlike Loading... , Fateful has a very easy condition for it’s chain block that makes it an invaluable card for us that we would run it at even 2-3 copies compared to a typical deck that only runs 1.

Dracoback, the Rideable Dragon
Dracoback, the Rideable Dragon

The garnet of the Adventurer package, Dracoback is a card we search off Loading... that gives us a free cost when searching for Loading... . If you control a “Adventurer Token” Dracoback can equip itself onto the Token when sent to the GY, while Dracoback is equipped to a non-Effect Monster it can bounce any card your opponent controls, this gives the card lots of utility when going 2nd able to force backrow or negates.

Destroyer Phoenix Enforcer Package

Destiny HERO - Celestial
Destiny HERO - Celestial

The first garnet of the DPE package, there’s not much to say about the card, we run it as material for Loading... as it offers an absolutely broken effect of banishing itself and another Destiny HERO Monster to draw 2 cards if you have no cards in hand.

Destiny HERO - Dasher
Destiny HERO - Dasher

The second garnet of the DPE package, same as before we run it as material for Loading... as it provides a free Special Summon when we draw a Monster during the Draw Phase which enables us a ton combos for following turns.

Fusion Destiny
Fusion Destiny

The core of the package, this card allows us to Fusion Summon any Monster that mentions Destiny HERO in it’s materials by sending material from the deck, in which case we use it to Summon Loading... . It provides us a crazy amounts of advantage when drawn, otherwise we use Loading... instead.

Extra Deck

Destiny HERO - Destroyer Phoenix Enforcer
Destiny HERO - Destroyer Phoenix Enforcer

Our boss monster that almost everyone else is using, a very straight forward and powerful card, DPE is able to destroy one card we control and any other card on the field including itself. Whenever DPE is destroyed it revives any Destiny HERO from the GY including itself, which gives us amazing grind game with it’s recurring destroy effect every turn.

Predaplant Verte Anaconda
Predaplant Verte Anaconda

Absolutely broken card that provides perfect synergy with Loading... . It has the ability to send any Fusion Spell with “Fusion” or “Polymerization” in it’s name and use it’s effect, including Loading... . Verte is a Link 2 that has a very generic requirement of any 2 Effect Monsters to Summon it, this allows us to use it as a fallback play when our combos get interrupted, we can easily provide 2 bodies to Summon Verte after our opponents exhaust their hand traps and negates on our main combos.

Halq Selene Package

Crystron Halqifibrax
Crystron Halqifibrax

A generic Link 2 with the requirement of at least 1 Tuner Monster, this is a combo enabled by Loading... ’s effect to Summon a drawn Monster for free. Halq has the ability to Summon any Level 3 or lower Tuner Monsters from the hand or deck which we use to Summon Loading... for Link climbing.

Selene, Queen of the Master Magicians
Selene, Queen of the Master Magicians

A Link 3 Monster we Summon by using Loading... and Loading... . Selene has the ability to Summon a Spellcaster Monster from the GY, being Loading... which provides us a 2 Monster combo into the Link 4 Loading... for lethal on Turn 3 and 4s. Note that Selene requires 3 Spells in total from both Player’s field and GY to use her effect.

Other Extra Deck Cards

Link Spider

An absolute must run Link 1 that allows us to convert Tokens into effect Monsters that can be used for Summoning Loading... , with Spider it gives us the ability to play around cards such as Loading... and Loading... .

Knightmare Phoenix
Knightmare Phoenix

A less commonly used generic Link 2 Monster to fill up the Extra Deck as a budget tool if you lack cards like Loading... and Loading... , there’s not much to say about this card, it provides backrow destruction. With the existence of our boss Monster Loading... , Phoenix doesn’t offer much value.

Knightmare Unicorn
Knightmare Unicorn

A generic Link 3 Monster that we use, Unicorn provides us a valuable non-destruction removal that can also rat out backrow and negates. Alternatively, we also use Unicorn for the fact that it is a Link 3 that we can Link into Loading... .

Accesscode Talker
Accesscode Talker

A generic Link 4 Monster commonly used for it’s board wiping and lethal potential, we have lots of ease to using Accesscode on our Turn 3 and 4s thanks to our main Prank-Kids Monsters being able to climb up to Link 3 as well as Tokens generated from Loading... and Loading... .

Tech Cards

Monsters

Ash Blossom & Joyous Spring, Maxx "C"
Ash Blossom & Joyous Spring
Maxx "C"

Self explanatory staple cards, Ash has very strong general usage and Maxx “C” has a powerful enough effect to end opponent’s turns.

Effect Veiler
Effect Veiler

Amazing card to interrupting many decks on their combos with it’s Monster negate. Veiler compliments Loading... End Phase draw as well as enabling the Halq Selene package.

Nibiru, the Primal Being
Nibiru, the Primal Being

Very impactful hand trap for it’s board wipe effect that can completely shut down a deck on their tracks, it is especially powerful when drawn into with Loading... ,

Ghost Ogre & Snow Rabbit
Ghost Ogre & Snow Rabbit

Rising in popularity after the emergence of the Adventurer package, specifically Loading... . While Ogre does not negate effects, when used at the right chokepoints Ogre can be very effective with it’s destruction on continuous and field S/Ts or Monsters.

Spells and Traps

Called by the Grave
Called by the Grave

Absolutely amazing card not only to deal with majority of threatening Monster hand traps such as Loading... , Loading... and just good in general for negating and removing other Monster Cards.

Forbidden Droplet
Forbidden Droplet

Not a highly recommended card as the deck has the capability to run lots of hand traps for it’s tech slots instead but still a solid option.

Infinite Impermanence
Infinite Impermanence

Counter part to Loading... , Imperm is more conditional requiring you to control no cards in order to activate it from the hand but can be activated on either turn. You should only run this in the deck after you’ve slotted in x3 Loading... and have more tech slots, this is due to Imperm’s aforementioned condition that makes it an unideal hand trap to draw into with Loading... .

Standard Combo

Standard 1 Prank-Kid combo (1.5 with Loading... )that ends on Loading... , Loading... , and Loading... .

Open 1 of these cards

Prank-Kids Dropsies
Prank-Kids Fansies
Prank-Kids Lampsies
Prank-Kids Rocksies
Prank-Kids Place
  1. Normal Summon a Prank-Kid Monster.

  2. Link Summon Loading... .

  3. Activate Prank-Kid GY effect and Special Summon Loading... (Loading... should always be the 2nd Prank-Kid Summoned, if your Normal Summon was Loading... , send Loading... to the GY).

  4. Link Summon Loading... .

  5. Activate Prank-Kid GY effect as Chain-Link 1, and Loading... ’s effect as Chain-Link 2, add Loading... to your hand, send Loading... to the GY and Special Summon 3rd Prank-Kid (If Loading... ’s effect is negated, send Loading... to the GY instead).

  6. Activate Loading... ’s effect to tribute itself, add Loading... and a Prank-Kid Monster to your hand.

(If Loading... ’s effect is negated by cards such Loading... , Loading... , or Loading... , Link Summon your 2nd Loading... before using this effect, and add to your hand Loading... and any Prank-Kid Monster).

  1. Activate Loading... and use it’s effect to discard the added Prank-Kids Monster to Special Summon a “Prank-Kids Token”.

  2. Link Summon Loading... Activate Prank-Kid GY effect and Special Summon Loading... as your 4th Prank-Kid.

(Loading... should be the 4th Prank-Kid you Summon so that your chances of drawing cards such as Loading... , Loading... , or hand traps are higher).

  1. Link Summon Loading... .

  2. Activate Prank-Kid GY effects and Special Summon any 5th Prank-Kid Monster.

  3. Link Summon Loading...

  4. Activate Loading... ’s effect, send Loading... to the GY, Fusion Summon Loading... by sending Loading... and Loading... to the GY.

  5. In the End Phase activate Loading... , return Loading... , Loading... , and 5th Prank-Kid Monster to draw 1 card.

1 Kid + 1 Brave Starter Combo

Ends on Loading... , Loading... , Loading... , Loading... , (“Adventurer Token” + Loading... ) or Loading... .

If you opened Loading... or have used Loading... ’s effect on your turn, you will end on Loading... .

Prank-Kids Dropsies
Prank-Kids Fansies
Prank-Kids Lampsies
Prank-Kids Rocksies
Prank-Kids Place
Water Enchantress of the Temple
Rite of Aramesir
Fateful Adventure
  1. Banish Loading... to add Loading... to your hand.

  2. Activate Loading... , Special Summon a “Adventurer Token” and place Loading... from your deck to the S/T zone.

  3. Normal Summon a Prank-Kid Monster.

(Do NOT activate Loading... ’s effect here)

  1. Link Summon Loading... .

  2. Activate Prank-Kid GY effect as Chain-Link 1, and Loading... ’s effect as Chain-Link 2, add Loading... to your hand, Special Summon 2nd Prank-Kid.

  3. Activate Loading... ’s effect, add Loading... to your hand, discard Loading... to the GY.

  4. Activate Loading... ’s effect, Chain-Link 2 Loading... , Special Summon Loading... , equip Loading... onto “Adventurer Token".

  5. Perform standard combo until Loading... and 5th Prank-Kid Summon.

  6. Link Summon Loading... using Loading... and 5th Prank-Kid.

  7. Activate Loading... ’s effect, send Loading... to the GY, Fusion Summon Loading... by sending Loading... and Loading... to the GY.

  8. In the End Phase activate Loading... , return Loading... , Loading... , and 5th Prank-Kid Monster to draw 1 card.

Slight different combo with Kid + Fateful Adventure

This combo line is if your Brave Starter was Loading... , this is also applicable if you have used Loading... ’s effect. This combo starts at the Summon of 5th Prank-Kid.

  1. Activate Prank-Kid GY effect, Special Summon 5th Prank-Kid.

  2. Activate Loading... ’s effect to add Loading... to your hand and discard it.

  3. Activate Loading... ’s effect to add Loading... to hand.

  4. Activate Loading... ’s effect to Special Summon a “Adventurer Token”.

  5. Link into Loading... .

  6. Link Summon Loading... using Loading... and 5th Prank-Kid.

  7. Activate Loading... ’s effect, send Loading... to the GY, Fusion Summon Loading... by sending Loading... and Loading... to the GY.

  8. Set Loading... .

  9. In the End Phase activate Loading... , return Loading... , Loading... , and 5th Prank-Kid Monster to draw 1 card.

The next turn:

  1. Activate Loading... ’s effect to add 2 Prank-Kid Monsters to your hand.

(Do NOT activate Loading... ’s effect).

  1. Activate Loading... whenever you see fit and Fusion Summon Loading... .

  2. Activate both Prank-Kid GY effects, Chain-Link 3 Loading... ’s effect, Special Summon Loading... and Loading... , then Special Summon preferably Loading... and Loading... .

(Activate Loading... ’s effect, remember to Summon Loading... to the LEFT of Loading... ).

2 Prank Anti-Nibiru Combo

Ends on Loading... + Loading... or Loading... set up by playing around/through Loading... , this is also applicable if opponent uses cards such as Loading... , Loading... .

Open any 2 of these cards

Prank-Kids Dropsies
Prank-Kids Fansies
Prank-Kids Lampsies
Prank-Kids Rocksies
Prank-Kids Place
Prank-Kids Pandemonium
Prank-Kids Pranks
  1. Normal Summon a Prank-Kids Monster.

  2. Perform Combo until 1st Loading... .

Scenario 1: They activate Loading...

  1. Activate Loading... and use it’s effect to discard 2nd Prank-Kids card in hand to Special Summon “Prank-Kids Token”.

  2. Link Summon Loading... x2.

  3. Link Summon Loading... .

  4. Activate Loading... ’s effect, send Loading... to the GY, Fusion Summon Loading... by sending Loading... and Loading... to the GY.

  5. Activate Loading... ’s effect destroy Loading... and Loading... .

  6. In the End Phase, activate Loading... , return Loading... and any 2 Prank-Kid Monster to draw 1 card.

Scenario 2: They hold Loading...

  1. Activate Loading... ’s effect to tribute itself, add Loading... and a Prank-Kid Monster to your hand.

(Pick up whatever cards you need to get all 3 Loading... material and Loading... ).

  1. Activate Loading... .

  2. Set Loading... .

  3. Attempt to go End Phase. (If they activate Loading... here, perform scenario 1 combo).

  4. In the End Phase, activate Loading... , return all 3 to draw 1 card.

(Unfortunately this requires you to shuffle Loading... away if you want the card draw meaning you lose 1 extra Loading... , you have to make the call yourself depending on game state).

Turn 2 Combo

This is a combo that uses Loading... mid combo that now has lethal potential post Adventurer’s release. Ends on Loading... , Loading... , Loading... .

Open any 2 of these cards

Prank-Kids Dropsies
Prank-Kids Fansies
Prank-Kids Lampsies
Prank-Kids Rocksies
Prank-Kids Place
Prank-Kids Pandemonium
Prank-Kids Pranks
  1. Normal Summon a Prank-Kids Monster.

  2. Perform Combo until 1st Loading... .

  3. Activate Loading... and use it’s effect to discard 2nd Prank-Kids card in hand to Special Summon “Prank-Kids Token”.

  4. Link Summon Loading... using 3rd Prank-Kid and “Prank-Kids Token”.

  5. Activate Prank-Kid GY effect Special Summon 4th Prank-Kid.

  6. Link Summon Loading... using Loading... and Loading... .

  7. Activate Loading... ’s effect and target either Link 2

  8. Destroy whatever card necessary, enter Battle Phase and attack with Loading... .

  9. Link Summon Loading...

  10. Activate Loading... ’s effect, send Loading... to the GY, Fusion Summon Loading... by sending Loading... and Loading... to the GY.

(You can use Loading... ’s effect to pop Loading... and any card)

  1. In the End Phase, activate Loading... shuffle discarded Prank-Kids card, 4th Prank-Kid, and any other Prank-Kids card, draw 1 card.

Turn 3/4 Lethal Combos

1 Prank-Kid + DPE

This combo also requires Loading... to already be activated and Loading... ’s effect to have dealt 500 LP.

  1. Standby Phase Special Summon Loading... from the GY.

  2. Perform standard combo until Loading... .

  3. Activate Loading... ’s effect to discard a Prank-Kids card and Special Summon “Prank-Kids Token”.

  4. Link Summon Loading... using Loading... and “Prank-Kids Token”.

(You can link into Link Spider using “Prank-Kids Token” if you need to use more Loading... ’s effect).

  1. Link Summon Loading... .

  2. Activate Loading... ’s effect and target Loading... .

  3. Wipe opponent’s board, enter Battle Phase and go for kill.

1 Prank-Kid + 1 Tuner hand trap + DPE

This combo is enabled by Loading... ’s effect to Special Summon a drawn card in the draw phase, it provides a Link 2 climb into Loading... and guarantees follow up in case the lethal fails.

  1. Draw Phase draw into a Tuner hand trap or Prank-Kid Monster, activate Loading... ’s effect to Special Summon it.

  2. Standby Phase Special Summon Loading... from the GY.

  3. Perform standard combo until Loading... .

  4. Activate Loading... ’s effect to tribute itself, add whatever Prank-Kids cards you need.

  5. Link Summon Loading... .

  6. Activate Loading... ’s effect and Special Summon Loading... .

  7. Link Summon Loading... .

  8. Activate Loading... ’s effect to gain Spell Counters.

  9. Activate Loading... ’s effect to remove 3 Spell Counters and Special Summon Loading... .

(Remember that this effect can only be activated if there is 3 or more Spells on the field and GY)

  1. Link Summon Loading... .

  2. Activate Loading... ’s effect and target Loading... .

  3. Wipe opponent’s board, enter Battle Phase and go for kill.

Sample Decklist

3 copies
Effect Veiler
2 copies
Prank-Kids Fansies
3 copies
Maxx "C"
2 copies
Prank-Kids Dropsies
3 copies
Ash Blossom & Joyous Spring
3 copies
Prank-Kids Lampsies
2 copies
Water Enchantress of the Temple
Destiny HERO - Celestial
Prank-Kids Rocksies
Destiny HERO - Dasher
Wandering Gryphon Rider
2 copies
Nibiru, the Primal Being
2 copies
Fusion Destiny
2 copies
Rite of Aramesir
Foolish Burial
Dracoback, the Rideable Dragon
2 copies
Prank-Kids Place
Prank-Kids Pranks
3 copies
Fateful Adventure
2 copies
Called by the Grave
Prank-Kids Pandemonium
3 copies
Infinite Impermanence
Prank-Kids Weather Washer
Destiny HERO - Destroyer Phoenix Enforcer
Prank-Kids Battle Butler
2 copies
Link Spider
2 copies
Prank-Kids Meow-Meow-Mu
Crystron Halqifibrax
Prank-Kids Bow-Wow-Bark
2 copies
Prank-Kids Dodo-Doodle-Doo
Predaplant Verte Anaconda
Knightmare Unicorn
Selene, Queen of the Master Magicians
Accesscode Talker