Notes & Combos
Exodia is a deck with a solid endboard and plays really well through disruption on turn one. It struggles however on turn two in multiple ways. This list aims to attempt to solve this problem by replacing the often played floodgates like “Dimensional Fissure” with hand traps.
In my opinion there are two main problems.
1: To resolve the spell card that summons “The Unstoppable Exodia Incarnate” you are required to play the five pieces of Exodia plus at least one of the Exodia traps, which are a lot of bricks.
2: Although the deck tries to lessen the problem of the Exodia pieces becoming bricks by using “Wedju Temple”, it is incredibly risky doing so going second because if one the pieces is gone you can (at least in this list) only get it back with “Exxod Fires of Rage”, which you would have to get in grave first and even then can’t activate until next turn. Because of this losing one of your pieces of Exodia will lower the power level of this deck considerably and most of the time result in a lose.
The existence of Stun in the current meta doesn’t make it easier for the deck. If you go first against it, you win most of the time, if you go second, you usually need to draw “Infinite Impermanence” to out their normal summon, so while you won’t play against Stun all the time and there will be games where you go first against them, the matchup definitely isn’t good.
Last but not least I’d say you can cut a couple cards with high link rating from the extra deck like “Apollousa”, which normally doesn’t come up anyway, for more “Super Polymerization” targets depending on the format and you can add a third copy of “The Unstoppable Exodia Incarnate”. While most of the time you will only need two, in grindier games I sometimes missed the third copy. I would have included it beforehand but didn’t for budget reasons…
If you have any questions, feel free to dm me on discord. ;)


































