Overview

Unchained is a control deck centered around the destruction of your own cards and using your opponent's Monsters for powerful Link Summons. Found within the Roused from Destruction Secret Pack, the deck excels at grind games and recursion, though OTKs are not impossible. The deck core itself is relatively cheap, with most of our Main Deck cards being N or R Rarity, but the Extra Deck is relatively expensive, so choosing this as a budget deck is not advised.

This deck is not recommended for beginners, as knowledge of the opponent's deck is vital for success. You will get better returns out of the deck the more experienced you are.

Core Cards

Due to the nature of this deck, it would be beneficial to cover the Spells and Traps first, so our Monsters make more sense later on.

Our Spell and Traps

Abominable Chamber of the Unchained

Abominable Chamber of the Unchained

Special Summoning an Unchained from the hand or GY, this Trap enables our grind game or enables powerful interruptions during the opponent's turn. It, like all of our "Unchained" Spells and Traps, also carries an additional effect that Special Summons any "Unchained" Monster from the Deck. Max out, we always want to see this card.

Escape of the Unchained

Escape of the Unchained

While a -1 in terms of card advantage, Escape of the Unchained is searchable, able to be recurred, and triggers most of our "Unchained" Monster's effects. This card lets you pick apart fields while continuing to build a board, and like Loading... , can Special Summon an Unchained if destroyed while Set. Max out on this card, we want to see this card as soon as possible.

Abomination's Prison

Abomination's Prison

An extremely strong card, and one that most decks don't have access to: a Spell that searches your entire deck for any "Unchained" card, and has an additional use if you draw multiple as you can destroy it while Set to Special Summon an "Unchained" Monster from your Deck. While it is unfortunate that this is not an "Unchained" card and thus unsearchable, it is free consistency, so always max out.

Wailing of the Unchained Souls

Wailing of the Unchained Souls

A Continuous Spell that provides a targeted destruction whenever we Link Summon an "Unchained" Monster, in addition to the Summon from Deck effect shared by all "Unchained" Spells and Traps. We usually are not starved for destruction effects, so most opt not to play this card at all.

The Three Twins

You read that right, we have three Twins as a result of some lack of foresight on Konami's behalf. Fortunately, our third Twin is extremely useful. Being aware of the Spells and Traps above, these Monster effects should feel a lot more congruent.

Unchained Twins - Aruha

Unchained Twins - Aruha

Unchained Twins - Rakea

Unchained Twins - Rakea

Unchained Twins - Sarama

Unchained Twins - Sarama

All 3 of our Unchained Twins have effects that involve destroying cards we control, or being destroyed themselves. Upon being destroyed on the field by any means other than their own effect, they float into another "Unchained" Monster with a different name from your hand or Deck. The applications of the previously-mentioned Loading... become obvious with this knowledge.

The Twins themselves possess unique effects: Aruha Summons himself from the hand by destroying a card you control, Rakea targets and destroys a card you control, and Sarama Sets an "Unchained" card from your GY before destroying a card you control. Aruha's effect in particular lets you swarm the field if you also open an "Unchained" Spell or Trap. Finally, while he and Rakea lock you into Fiends, the Fiend lineup in the Extra Deck is extremely powerful, including the high utility Knightmare archetype as well as Loading... in addition to our archetypal Link Monsters.

The Twins are the foundation of our grind game and our starters, so always max out on them.

The Unchained Souls

Comprised of 2 Main Deck and 2 Extra Deck Monsters, the Unchained Souls are the enablers of our Link Monsters and are usually Summoned through the effects of our "Unchained" Spells and Traps.

Unchained Soul of Disaster

Unchained Soul of Disaster

Usually found hanging out in your opening hand against all probability, Disaster steals an opponent's Monster and turns it into a DARK Link Monster or acts as a huge wall when Summoned from the Deck to block off attacks. Take note that you are not restricted to any Link Rating or Type for the Summon, so you can target a Link-3 Monster and go into Loading... or our ultimate boss, coming later. On destruction, he floats into any of our "Unchained" Monsters in the GY, including our Link Monsters which are able to be revived without issue! Your Monster? Our Monster.

A final note with this Monster and our "Unchained" Link Monsters do not trigger "when this card/an "X" card is sent to the GY by a card effect" effects when using the opponent's Monsters as Link Material, so a Monster like Loading... will be unable to activate her effect in response to us Link Summoning with a Sky Striker Link Monster.

Abominable Unchained Soul

Abominable Unchained Soul

While also acting as a generic hand trap, Abominable Unchained Soul gives us OTK lines, disruption when Summoned during the opponent's turn (for example, destroying one of our "Unchained" Traps with Loading... ), and can revive himself in the End Phase if destroyed that turn. Take note that you can only Special Summon him once per turn, so the revival is not as powerful as initially imagined. Run 2, as having him in hand isn't a terrible thing and he is useful for Link Summons.