Yummy

Master I from silselver on January 14th, 2026
Owned Cards
40 cards

Notes & Combos

11 names + 3 maps for a total of 14 starters. 18 handtraps + 1 Red Reboot due to the presence of Dracotails and Dominus Traps/Impermanence in the meta. 2 Surprises: the deck lacks free extenders. 1 engraver as a brick only to increase ceiling with Caeser.

Ideal board: Herald + Caesar under Spright Elf, one Yummy Synchro and Linkuriboh in graveyard/board, set Surprise.

General tips:

  • Cupsy is the best starter, it is essentially 3 bodies, so it trades very well with enemy handtraps.
  • If you start with only 1 name and some monster handtraps, you can Normal Summon a handtrap into Almiraj under no Maxx C/Fuwa circumstances.
  • You can chainblock Cupsy-Yummy Way by using Chain 1 Mignon, Chain 2 Snatchy.
  • Be careful with Marshmao special summon.
  • Yummy names additional effects only trigger if summoned by Synchros and not Surprise.
  • Use your disruptions carefully. Yummy have a lot of tools, but it is really easy to run over them in battle phase, if you make any mistakes.
  • If you go second, the opponent will always try to deal with your first summon. Unless you hard open Marshmao/Cupsy/Surprise, it is very difficult to play through an established board.
  • Surprise is your last resource after getting Nibiru'd.
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