Overview

Unchained is a Fiend type archetype based around destroying your own cards to gain advantage, and using your opponents monsters as material for your link summons

Strengths and Weaknesses

Strengths

  1. Destruction is almost useless against this deck
  2. Good at playing through handtraps
  3. Good at playing through boards
  4. Can play droll as anti-maxx "c"

Weaknesses

  1. Maxx "c" and Fuwalos
  2. Banishing
  3. You have to play traps that are dead on their own
  4. Fiend lock
  5. No protection

The Main Deck

The level 3's

All of the main deck level 3's share the effect to summon an unchained from hand or deck when destroyed by battle or a card effect that is not their own

Unchained Twins - Aruha
Unchained Twins - Aruha

Aruha is our best level 3 unchained, with the ability to destroy any card on our side of the field to special summon it from our hand. It does lock you into Fiend Type monsters for the rest of the turn so keep this in mind while playing

Unchained Twins - Rakea
Unchained Twins - Rakea

Rakea is a useful card, as it can both help start combos and also protect your plays from cards like Loading... and Loading... if you don't need your normal summon, however decklists using magical muskets have been cutting it due to needing the normal summon for a musket monster. Rakea also locks you into Fiend Type monsters for the rest of the turn.

Unchained Twins - Sarama
Unchained Twins - Sarama

Sarama is not a good card to have in your opening hand, it is almost exclusively used in combo or followup, and it can be a brick on its own. Unfortunately it is required for our combos. Sarama does not lock you into fiends

The Spells and Traps

All of the spell/traps share the effect to summon and unchained from deck

Abominable Chamber of the Unchained
Abominable Chamber of the Unchained

Special summons an unchained monster from your graveyard or hand, not much to it

Escape of the Unchained
Escape of the Unchained
The trap you will end your turn with most of the time, This trap destroys one unchained monster on your side of the field and one card your opponent controls (both targets must stay on the field for this card to destroy anything). This also lets you reset your unchained monster if it is negated using this and yama, and you can also dodge evenly using it
Wailing of the Unchained Souls
Wailing of the Unchained Souls

Destroys 1 card on the field when you link summon an unchained monster once per turn. Win-more card that sucks even when you are winning, don't play this 99% of the time

Abomination's Prison
Abomination's Prison

Searches any Unchained Card from your deck and adds it to your hand. This card is not an Unchained card itself, so it has to be hard drawn or searched with Loading... . This card is very good and you should generally play it at 3 because it adds whatever you need for your combo

The Level 6's

Unchained Soul of Sharvara
Unchained Soul of Sharvara

One of the best unchained cards, during the main phase Sharvara can quick effect special summon itself from the hand by destroying one fiend monster or face down card you control. This effect allows you to dodge your opponents targeted negates like Loading... and Loading... . It fiend type locks you while it is on the field after being summoned with its effect. When sent to the Graveyard it sets an unchained spell/trap from the deck

Unchained Soul of Shyama
Unchained Soul of Shyama

You don't want to open this card but it is necessary for your combo. It can destroy one card on your side of the field to non targeting destroy a spell/trap on the field. It also can revive from the graveyard by destroying 1 fiend monster or facedown card on your side of the field, but it shuffles itself into the deck if it leave the field after being summoned from this effect.

The level 8's

The Extra Deck

Other Extra Deck Monsters

Other Engines

Fiendsmith

Magical Musketeers

Tour Guide

D/D/D

Millennium

Buio/Mutiny

Combo Examples

Sample Decks