Cyber Dragon

WCS 2026 Qualifiers DLv. Max from 킬육 on June 20th, 2026
cp-ur 780 + cp-sr 420
51 cards

Notes & Combos

덱리가 저번 덱리와 많이 바뀌었습니다.

An English translation is also available below. (Translated using a AI)

목차

  1. 이전 덱리와 차이점
  2. 전개 팁
  3. 기타

(맨 아래 3줄 요약 있음)

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이전 덱리와 차이점

일단 섬도 파츠를 채용하면서 덱이 50장으로 늘어났습니다. 사드와 RB가 둘다 잡히면 안되는 이하 호감패들이 많이 있는데 그걸 40장에 다 넣으면서 패트랩까지 넣으려니까 초동률이 진짜 낮게 나와서 우라라 하나에 정지하는 경우가 많았는데 이렇게 된거 초동 카드를 많이 추가해서 50장으로 굴리자라고 생각이 들어서 기존에 자리가 부족해서 뺐던 다크 클로를 넣었고 초동률을 조금이라도 더 땡겨보려고 섬도 파츠를 일부 채용했습니다.

그리고 지난 덱리에선 엑덱에 R.B. 기믹에 충돌하지만 성능이 좋아서 넣고 있던 엑덱몹들이 꽤 있었는데 이들을 전부 빼고 섬도 링크몹, 폴른 사용을 위한 낙인 엑덱몹으로 채웠습니다. 키메라테크 몹들 빼도 체감 잘 안됨 가끔 좀 아쉬울 상황이 있긴해도 거의 모든 상황에서 얘네 빼고 폴른 넣는게 더 체감이 좋음

섬도와 폴른을 넣으면서 풀전개 기준으로 견제가 조금이나마 더 늘어난거같네요

애매하게 한장 씩 있던 와라시와 푸루리아를 그냥 우라라와 후와로스로 바꿈

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전개 팁

  1. 섬도 -> 사드 -> R.B. 순으로 빼면 좋음 (드롤은 자연재해임)
  2. 만약 드롤을 맞았는데 손에 점프넘버가 있다면 셰퍼드 까는게 가장 현명한 선택같음
  3. 손에 RB하급몹이 있다면 하급몹 특소하고 패트랩이든 뭐든 일소해서 섬도 접속가능
  4. 손에 파워본드가 있어서 기장밤을 부실 수 없다면 폴른을 이용해서 부서도 괜찮음
  5. 코어에 우라라 맞아서 할 수 있는게 없을 때 손에 레귤러스가 있다면 코어 1링크로 클락워크 만들어서 코어 묘지로 보내고 레귤러스에 달아서 특소 이후 발칸 부스터 만들어서 RB 접속가능

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기타

사이버 엘타닌 써보니까 후공돌파는 진짜 좋음 키메라테크 빈자리 잘 채워줬는데 선공에 잡혔을 때 파워본드화 되서 뺐음 선공에서 전개패로 쓸 수 있긴한데 상황을 개많이 타서 뺐음 후공돌파 때문에 넣고 싶으면 넣어도 될듯

삼전의 호도 비슷한 이유로 빠짐 쓸각이 너무 안나옴

램니스게이트도 넣어봤는데 얘도 호감패 레전드라 리스크에 비해 리턴이 생각보다 별로임

파워본드 손에 잡혀서 키메라 효과 못쓰는거 케어하려면 파워본드를 두장 넣으면 됨

----------------- (Translated using a AI)

The decklist has changed quite a bit from the previous version.

Contents

  1. Differences from the previous decklist
  2. Combo Tips
  3. Notes

(TL;DR at the bottom)

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Differences from the Previous Decklist

First of all, after adding a small Sky Striker package, the deck size increased to 50 cards.

There are quite a few bricks in the deck that you don't want to see alongside both Cyber Dragon and R.B. cards. Trying to fit all of those cards and hand traps into a 40-card build made the deck feel pretty inconsistent, and it would often lose to a single Ash Blossom. Because of that, I decided to embrace the larger deck size and simply run more starters instead. I also included Dark Claw, which had previously been cut due to space constraints, and added some Sky Striker cards to improve consistency even further.

In the previous version, there were several Extra Deck monsters that conflicted with the R.B. engine but were included purely because of their power level. I cut all of them and replaced them with Sky Striker Link Monsters and Branded monsters for Fallen.

Honestly, I barely notice the absence of the Chimeratech monsters. There are occasional situations where I wish I still had them, but in almost every scenario, cutting them for Fallen support feels much better. Even when there are moments where I miss them, Fallen has been putting in far more work overall.

With the addition of the Sky Striker package and Fallen, the deck also seems to end on slightly more interaction when fully comboing.

I also replaced the single copies of Ghost Belle and Mulcharmy Purulia with Ash Blossom and Mulcharmy Fuwalos.

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Combo Tips

  1. If possible, try to force interruptions in the order of Sky Striker → Cyber Dragon → R.B. (Droll is basically a natural disaster.)
  2. If you get hit by Droll but still have R.B. Stage Landing in hand, setting up R.B. Shepherd's Crook is usually the best line.
  3. If you have an R.B. low-level monster in hand, you can Special Summon it and then Normal Summon any monster (even a hand trap) to access your Sky Striker line.
  4. If you have Power Bond in hand and can't destroy Clockwork Night, using Fallen to destroy it is perfectly fine.
  5. If Cyber Dragon Core gets hit by Ash Blossom and you have no other play, but you do have Therion "King" Regulus in hand, you can Link off Core into Clockwork Night, send Core to the GY, equip it to Regulus, Special Summon Regulus, make R.B. VALCan Booster, and continue into your R.B. plays.

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Notes

After testing Cyber Eltanin, I found it to be an excellent going-second board breaker. It filled the slot left by the Chimeratech monsters surprisingly well, but I eventually cut it because drawing it going first effectively turns it into another copy of Power Bond.

It can technically function as an extender going first, but the required conditions come up too infrequently. If you want additional going-second power, it's still worth considering.

Triple Tactics Thrust was cut for a similar reason. The opportunities to activate it simply didn't come up often enough.

I also tested Sky Striker Special Maneuver - Lemnisgate!, but that card is an absolute brick. The payoff just wasn't worth the risk.

If you want insurance against drawing Power Bond and being unable to use Chimera's effect, you can simply play a second copy of Power Bond.

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세줄 요약 (TL;DR)

섬도 파츠를 넣고 50장으로 늘려서 호감패 비율을 줄이고 초동률을 보완

엑덱은 키메라테크랑 범용들 다 빼고 섬도몹이랑 낙인몹좀 넣음(섬도 기믹 사용 + 폴른사용)

전체적으로 전개 안정성과 후속 플랜이 좋아졌고, 풀전개 기준 견제도 조금 늘어남.

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TL;DR

Went up to 50 cards and added a Sky Striker package to improve consistency and reduce bricky hands.

Cut the old Extra Deck techs for Sky Striker/Fallen support, which has felt better in almost every game.

The deck is more resilient, has slightly stronger end boards, and still has backup lines through disruption.

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Replays

전개법(combo)