Blue-Eyes

Legend Anthology - Academy from on June 17th, 2023
cp-ur 690 + cp-sr 690
40 cards

Notes & Combos

"To win one hundred victories in one hundred battles is not the acme of skill. To subdue the enemy without fighting is the acme of skill." Sun Tzu, The Art Of War

Say, Traveler, aren't you tired of reading those memes about Blue-Eyes being an unsuccessful pile of bricks? I for one am, and it's why I am writing this guide.

In Legend Anthology 2, as proven by Arim and Blue, Blue-Eyes is one of the strongest decks around... for lack of playability of the rest, especially Lyrilusc, who was the second strongest on the previous edition.

Unlike their builds, though, my build is much more insidious and straight more oppressive, by focusing on preventing every useful action by the opponent, by trading off Chaos Max, backrow removal and revival power in exchange for level 8 spam, Synchro utility and Jet maximisation.

The wincon of the deck is double Jet + True Light with Xyz negation and Synchro protection as variants to resume our plan: as Jet protects every card except itself, 2 Jet means total immunity from destruction (unfortunately, his battle bounce is hard once per turn regardless of which of the two activates).

  • BEWD is like that annoying sibling that you can't help but get annoyed by, but you have to recognize she too is part of the family, to whom the rest of the family also shares affection (mostly Jet). Makes for great One for One, Shrine and Melody fodder if anything.
  • OG Stone is run at 1 for consistency reasons. Luckily it's not once per turn, is a Tuner, can be used as fodder for Sage, Melody and Synchros, and is also a level 1 Tuner for all kinds of plays, fetching BEWD when sent to the GY.
  • Defender is the wildcard of the deck, likewise being run at 1 for consistency, allowing double Synchro Summons and getting rid of either Ancient or OG Stone to make all sorts of Synchro and Xyz plays. Also summonable with One For One albeit on a lower priority.
  • Veiler is the Maxx C of this event, and I would run 3 if I had another copy, not even being once per turn, and disrupting stuff when it's not your turn. But the best part is that Sage and Arf can search it, which is something I definitely have not abused
  • Sage is multi-purpose and part of what gives this deck the consistence it needs: a Veiler, OG Stone or Ancient adder on NS and a Blue Eyes summoner by using it as a handtrap. Truly amazing
  • Ancient Stone is the true playmaker of this deck, making the Double Jet a reality, as well as being disposable in every sort of way, either as centerpiece or discard, and even recycling Alternative or OG Dragon from the GY (at the cost of deactivating the End Phase effect). It's as dreadful as it sounds.
  • Dictator of D. not only is meant to work with Jet but it also can revive it and help with Extra Deck summons, as well as rearranging the hand in a less pitiful status. Since it can also SS itself by sending the OG Dragon, it's run at 3 on this build
  • Alternative is the more temporary version of Jet, allowing to extend into rank 8 plays, activating Jet, granting 2 pops by Synchroing into Vermillion, and allowing hijinks with its name cloning. 1 is plenty
  • A relic of Galaxy-Eyes, for a neither oppressive but also not ignorable drawback, Nebula Dragon contributes to Xyz, Synchro and Jet plays, by forcing Blue Eyes monsters along with itself for the summon, as well as unbricking them from the hand and allowing itself to be discarded to activate Trade-In. Run at 3.
  • Being the BEWD-reliant slaughter machine it is, Jet is run at no less no more than 2, making the whole deck work around it to be fully optimized. Backed by True Light and another copy of itself, along with the battle bounce, it gives "virtually invincible" an actual meaning
  • Monster Reborn is a perfect fit already in a bricky high level deck like Blue Eyes, but in such a low power event like this, it turns into a wincon of its own as it's practically stealing from your opponent's GY. Also pairs well with Trade and Melody
  • Blue Eyes swims on Trade-In. Trade-In is warm. Trade-In is comfy.
  • Getting the "Most Cheesed Card" Award, Where Arf Thou, adds every level 1 you need, including Veiler, increasing the deck's consistency a thousandfold. Idk why others don't play it, but don't mind if I do. Because we all know life point as drawback is as laughable as it is.
  • Did you know that Shrine was supposed to support Blue Eyes? Now you do.
  • Not even once per turn, Melody allows Alternative and Jet to get closer to the optimal state of board, as well as giving One for One and Melody their lovely discard fodders. And also gives a nice warning signal to the opponent that this Blue Eyes matchup hasn't bricked hard enough. No Ash feels nice, doesn't it?
  • Ultimate Fusion allows Tyrant and Twin Burst, who are good enough. Just remember the pop thing works only for the real deal being on the FIELD. Can be searched by True Light, which is nice.
  • Imperm is at 1. Pray you draw it when you need it
  • True Light wraps up everything nicely but 3 is honestly a bricking overkill so 2 should be enough. With 2 Jets, it turns the drawback into a non problem 99.9% of the time.
  • Tyrant is the silver lining of what you need in a beatdown deck: high ATK, immunity from traps, forces a direct attack from the next monster you control by being able to attack every monster once each, and is also immune from True Light's minus when removed. It's like that cool older brother you can rely on.
  • Twin Burst is blessed with both the ability of banishing anything it battles with, and doing it twice, and being turned into a quasi-tower with True Light and Jet. You don't need to have Tyrant around to kill 3000 ATK at last.
  • Azure is what you summon off Spirit during the opponent's Draw Phase, granting protection for 2 turns, and, if she gets there, reviving Blue-Eyes the Standby after.
  • Spirit is somewhat tricky, giving you the chance to either keep his GY effect-prevention and floodgate effects or tributing it away to summon Azure, but it's nevertheless a very good monster
  • Vermillion is Blue Eyes support in disguise, being able to force Jet, as well as recovering Tuners when destroyed, or plain pop other cards, by sending the two Stones to the GY for the End Phase summon.
  • Lancelot may be obtuse in his mandatory effect, but it's comfy negation nonetheless
  • Unlike the more practical Cipher Blade, Full Armor has the benefit of having 4000 ATK and still a pop effect, albeit limited to face-up cards.
  • Harbinger is possibly the best rank 8 in the game, providing both attack protection and spell negation, if not for the only flaw of usually keeping the Blue Eyes materials stuck in the limbo
  • Galaxy-Eyes Cipher Dragon is amazing, stealing monsters to negate their effects' practicality (like The Dark Magicians), setting up tricky OTKs (as he prevents direct attacks from anyone but himself), removing threats, and opening to the full Galaxy Dragon Xyz toolbox, most notably Cipher
  • Photon Lord is the monster negating version of Harbinger, comfily summonable in Defense, being yet another good end board monster, and still able to be converted into Blade or Full on request.
  • Sky Helio is just good protection to have, even for non-BEWD cards, as well as having 3000 ATK
  • Sanaphond not only gets stronger the more the GY gets filled but also prevents GY summons on specific summons. Doesn't come up as often but it's pretty great
  • Cipher Blade is the most common evolution of Cipher Dragon, boasting 3200 ATK, a universal pop, and the same Jet setup Vermillion has
  • Linkuriboh is not only a way to kick level 1s that need to be sent to the GY there, but also serves as endboard on its own with its protection
  • Striker Dragon has more ATK than Linkuriboh for specific OTK scenarios, is SR, and is a Link-1 that can send Dragons to the GY. Pretty handy.
Show more

Replays

Replays at 706-815-611 should I find some good replays to upload