Yubel Fiendsmith

WCS 2025 Qualifiers DLv. Max from on June 10th, 2025
cp-ur 990 + cp-sr 480
45 cards

Notes & Combos

Smooth Climb to WCS 2025 Qualifiers DLv. Max Without Ever Ranking Down. Yubel with Fiendsmith and Unchained is criminally underrated in terms of fun. In terms of power level, I must admit it’s closer to Tier 3 now, far from its former dominance. Here’s a list of my changes to the established build formula:

• Deck size: 45 — as much as needed but as low as possible. • Cards usually at 2 — to avoid drawing duplicates (my luck...). • Chaos Core — included to confuse others; no One for One (gets negated going second and becomes a -2). • Bystials — great in the format and synergize with Nightmare Pain. • Nightmare Pain at 2 — better grind game and gives a free card later. • Fiendsmith Tract at 2 — more starters and consistent discard outlet for Engraver. • Included “Lord of the Missing Barrows” — Level 10 LIGHT Fiend. Searchable with Fiendsmith Tract, usable as a Fusion material from hand. Special summons itself for free if a Trap (like Infinite Impermanence) is in the GY. Non-targeting banish of 3 cards from opponent’s field and grave. Starts the Fiendsmith engine. Compatible Level 10 material with Varudras. 3100 ATK beatstick vs Apollousa. • Piri Reis Map — searches everything we need. Sometimes grabs Terror Incarnate to set up Phantom of Yubel early. • Double Wild — great tech card. Discard only required if full effect resolves. Searches any Level 10 Fiend and can special summon from hand. Turns Lord of the Missing Barrows into a pseudo quick effect. Downside: locks into Fiends, so it hinders Varudras. • Rivalry of Warlords — Yubel can operate at full power with only Fiends. This card wins games outright. • Lacrima — makes Necroquip Princess obsolete. • Nibiru — fantastic hand trap. In Yubel, it’s especially cracked since the token enables OTKs. • Underworld Goddess of the Closed World — excellent going second with Moon of the Closed Heaven. With it and just one more monster, we can board-break opponents with ease. ________________________________________ Final Thoughts: This deck is very flexible, but its power depends on opening a solid hand. Any starter resolving going first gives the deck a high win rate. Going second, we want as many hand traps as possible to avoid getting locked out of the game. The deck includes Phantom of Yubel to handle hand traps, and Nightmare Pain means we don’t always have to board-break to finish the opponent. As a former hater of OG Yubel, I must say — with the new tech options, I’m now in love with this deck forever.

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Replays

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