Notes & Combos
A normal Azamina deck, with some tech cards. Please see the Azamina Guide for all infos.
This page will be mainly used for specific tech notes and to store notes before they are published.
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At the moment i'm running Sinkeeper, mainly as a test.
I don't think she is quite needed, but seems slightly more relevant than a spoils you can search with deception (Queen).
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Change Log:
2026-03-27: (Typhoon meta)
- moved guide to its own page (except Z-ARC)
- removed Punisher, 1 Barrier and Queen for 2nd big Aza, 2nd Subdual and Sinkeeper as a test
- added notes regarding Sinkeeper, Illusion Gate, One ofTwo, Trap Holic, Trap Trick, Trap Tracks
- added FAQ entry regarding failed fusions
2026-02-26: (VSK9 meta)
- removed Z-ARC tech from the deck and moved that secion further down as it costs too much life with VS burn running around
- updated some wordings
- added a note for Subdual which can technically go into Saint with Determination/Debtors
- updated Queen as she isn't as necessary as she was before DMoD
- added section outlining how to play Azamina as a sub-engine
- added DMoD notes
- added two large sections about various tech cards (disruption, board breakers, extenders and sub-engines)
- considerations: Queen might a possible cut as she is often a bad hit with Reasoning and we have another dark lv 8 with DMoD; getting a searcher for Elzette might good, though K9 is bad for Elzette, so probably later.
2026-01-31: (Yummy meta)
- First version
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New Tech Cards
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Illusion Gate: The high lp cost is unappealing, the opponent can still negate it (as it summons it can even be impulsed) and bad in the current meta as most boards have multi layered responses. Besides, we aren't even running normal Raigeki / Lightning Storm. Might be worth considering in Monster Gate builds... But it would still be dead going first, so i don't think we want it.
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Sinkeeper: Tech card if we are in a quick play spell meta or fear trap handtraps / Evenly / Droplet / Super Poly. However as we can only reliably fetch her with Subdual (or Nightmare Apprentice in the handtrap version), using her to counter trap handtraps will only come up rarely and the destruction effect will be delayed (can be triggered outside of the main phases by using a Spoils trap / Determination in grave effect). In my opinion very situational and filling a somewhat similar role as Reboot does against traps, though contrary to reboot, she is only good against a subsection of spells (quick play spells), she is best if we go first and she is another monster we can hit with reasoning but don't need/want in most current matchups (depending on your personal experience). Technically, if we have a very good hand, this can be dumped with White Witch from the deck, and revived with Moa (or one of the Diabell quick play spells) but then we aren't making our omni turn one. Though, Sinkeeper would get her destruction effect during the main phase as she wasn't summoned with Subdual. (Same when we hard open her or get her with Reasoning) In lists with Punisher she would be another lv 7. If played usually a replacement for Queen. (Subdual: Also fetches Sinkeeper, so in that case you probably want 2-3 of this.)
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One of two: An unreliable searcher for Black Witch, which usually gets us at least Filia if we select our one of Curse as one of the traps (and don't do mind games). D.D. Post or the Swordsoul Traps might be another card we could play for additional value. The former being a card we can send for Black Witch / White Witch while the latter is a body for our lv 11/12 synchros or fodder for Deception, though they are basically garnets. Adding a second Curse would also be an option, to always get Filia with sometimes additionally giving us Black Witch. Unfortunately a bit unreliable and we could already run Gold Sarc as a second Foolish Burial Goods effect, but banishing the trap hurts, as we can't banish it for Vengeance. Well, likely still a very good Ash bait.
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Trap Holic / Trap Trick / Trap Tracks: Another way to search Traps besides TTThrust. Often a bit more reliable as we don't have to hope our opponent activates a monster effect on our turn 1 and more responsive to the matchup, but all 3 have their requirements (3 traps in grave for Holic, all your targets need to be still twice in your deck for Trick, and a disposable monster for Tracks) and we don't run a list of silver bullets contrary to Labrynth.
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Z-ARC-Tech
(Removed from the deck as it is currently bad into the current meta.)
In my opinion one of the better sub-engines to run. However, with Dragoon, the extra deck has become even tighter and VS can burn, so having another card taxing our life total is sub optimal in the current meta. Definitely worthy of being revisited once hopefully both FS and VS are banned.
As a quick overview of the Z-ARC package, it is an a bit more involved addition to the deck:
- Layer 1: A 4k blocker can sometimes be enough to let you see another turn.
- Layer 2: Go into the Synchro Dragon with the second effect of Soul.
- Layer 3: Use Morrian to un-negate Z-ARC.
- Layer 4: Use Moa to destroy Z-ARC to get the Fusion, Synchro, XYZ floodgate and destroy searched cards
Unfortunately, when to use what effect depends a lot on the matchup and your other interactions. Unless you have Z-ARC alone, then you best activate him during the draw phase so your opponent doesn't get a free TTT.
What about the other Z-ARC Dragons?
They are unfortunately mostly useless:
- Clear Wing Synchro Dragon would be a nice addition, but conflicts with Crystal Clear Wing.
- Odd-Eyes Rebellion Xyz Dragon would be another wall with some utility during the next turn. Likely the second best Dragon after the Synchro Dragons, but offers 0 disruption
- Brave-Eyes Pendulum Dragon can be nice in some matchups, but as we are missing the on-fusion effect it would rely purely on Mu to get the attack of monsters low enough to be useful. It does stop handtraps, but opponent would have likely used them before this point anyway.
- Starving Venom Fusion Dragon offers some minor utility during the next turn while Starving Venom Predapower has a bit higher attack points but doesn't offer any activatable effect, unless Dragostapelia is somehow summoned. Both are therefore deemed the least useful.
I don't think either of those cards is good enough to be played over any of the current extra deck cards.
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What about the new Z-ARC Dragons?
- Synchro: The destruction effect can be nice, but in most instances it is still worse than Crystal Clear Wing and Clear Wing. For the synchro effect we would need a Lv 1 Wind Tuner or a properly summoned Lv 3 Synchro Tuner from the Extra Deck, which invests a lot of deck slots just to destroy 1 effect monster.
- Pendulum: A main-deck card so it conflicts with Reasoning. But even if it didn't, we want a scale of 9 or higher and effects which do something and not just random scale shenanigans. (Ok, it is two blockers as it will resummon itself once, but negating some random 0-attack card offers in my opinion more utility)
- Fusion: Negates a monster on summon which makes timing Soul a bit harder. Afterwards it can fuse into Saint if the opponent has a synchro on board or if we are running Dragostapelia / Greedy Venom into that.
- XYZ: Destroys a cards when summoned and can summon another xyz monster over itself. Definitely an improvement over the last Xyz Dragon, but again will we have issues with timing Souls second effect.
The Fusion is probably worth running, but needs two slots as we should have some alternative fusion targets (besides Saint and hoping the opponent runs high level Synchro monsters), maybe even three or four if we are running a XYZ/Pendulum Dragon to ensure we can fuse regardless of what the opponent is playing. The Xyz Dragon should be the third best Dragon we could run once released, after the new Fusion Heavenly Dragon. However timing the destruction effect correctly will be hard as we want to fusion in response with the Fusion Dragon, so we don't destroy our own cards. Testing will be necessary to determine if it is worth it. Cards to remove are likely Silvera, Chaos Angel, Punisher 2nd Mu, maybe 2nd Saint or Sol.
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New FAQ Entries
HELP, my Azamina fusion wasn't summoned?!
Be careful when using the fusion spells with what material. If all materials are banished (e.g. under Dimension Shifter, when sending Queen or Vengeance from hand under Herald or because you only send Spoils Traps which previously used their own effects to set themselves and therefore will be banished once they leave the field) the condition for the fusion hasn't been fulfilled and no monster is summoned. At least one card MUST go to the graveyard for the fusion to be performed. Also, if you only have one Spoils (e.g. Wanted), chained it to Hallowed and opponent negates the activation of the Spoils, the card is no longer considered in your hand or on your field, can't be sent and no fusion is possible.










































