Time Thief

Duelist Cup DLv. Max from on December 13th, 2025
cp-ur 840 + cp-sr 450
40 cards

Notes & Combos

The climb is so effing miserable. I know this deck is not the best but I keep getting the worst match on all my promotion game.

Anyway, Time Thief Mitsurugi.

The idea here, Time Thief Regulator needs bait that doesn't put monster on the field. That's where Mitsurugi comes in. Habakiri & Prayer bait for Ash without leaving bodies on your field. So the main 2 cards combo goes:

  • Activate Habakiri to SS and tribute Saji.
  • Saji search Ritual.

Save the Mitsurugi play and NS Regulator.

  • Tribute Regulator to SS Winder & Adjuster.
  • Winder CL1 search Retrograde & Adjuster CL2 send Bezel Ship to GY.
  • Xyz summon Redoer/Double Barrel.
  • Continue the usual Mitsurugi play.

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Previously had Armored Xyz package with the Time Thief trap monster and Silhouhatte Rabbit to bridge from Mitsurugi into Time Thief. It has higher ceiling, but swapped it with Pre-prep for consistency. So a lot of games sort of just turned into Mitsurugi game. But if you can get the Time Thief going, it'll provide multiple annoying interaction against your opp.

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The endboard really depends on your hand and which handtraps you want to play around with.

Time Thief:
  • Retrograde: The most important piece for this engine. Negate & steal means also invalidating its GY effect.
  • Redoer vs Double Barrel: Mainly to get Retrograde online. Mostly Redoer to play around Nib, but hard to get the bounce effect. Double Barrel can steal opp's monster by detaching spell.
  • Bezel Ship can steal a card from opp's GY. Often just better to use it as Xyz/Link material.
  • Perpetua doesn't comes up at all.
Mitsurugi:
  • Murakumo often just better ends in GY for the raigeki effect.
  • Purification vs Prayer: Often you can only get one, really depends on the situation. But when Retrogade is online, Prayer often is the priority to make sure Murakumo can always revive.
  • Dyna Mondo vs S:P: Again, prioritize having a method to revive Murakumo. After that, preference, I guess?
Other techs & Handtraps:
  • Ragnazero surprisingly works really well. It's also WATER which doesn't conflict with Impulse. Make sure Habakiri is on the board to lower opp's ATK.
  • Code Igniter comes in clutch in rare cases.
  • Dugares gets more use with Armored Xyz package.
  • Ray Lancer & Nightmare is not relevant.
  • Impulse is handsoff the best handtrap.
  • Other cards are a bit wonky because no URs.
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Replays

Still working on the DC Cups video, but here for the general flow of the deck in Diamond Ranked (ft. Armored Xyz package):

https://youtu.be/vg7FZGESi8c?si=Cw8AbWZhLkbgcWLl