Notes & Combos
Happy to reach an early KOG with this build. I prefer a lower card count to have a good chance to draw/open Necrovalley going first. I found that I was able to draw/open Necrovalley about 30%-40% of the time.
You also want to open with Lava Golem turn 2.
How you want to draw Necrovalley a decent amount of the time is to do the standard combo. When you thinned out the deck enough to around 12-14 cards left. Use Circle to view the top 3 cards. If there is no Necrovalley in the 3 cards, summon Rod to reshuffle the deck and draw 2 with Soul Servant. So you kinda get 2/12 chances to draw Necrovalley.
First Turn End Board
- Masq
- Photon Lord / Sanaphond (Sanaphond if you didn't draw Necrovalley)
- Dark Magician Dragon Knight
- Dragoon
- Circle
- Eternal Soul
- Droplet/Curtain
- Necrovalley
This first turn is pretty powerful and whenever I got it I won about 95% of the time.
Necrovalley is optional since Spiritualism is popular now.
Decklist
- Took out Magicians Souls. The first turn combo can be done without it. Also didn't find it useful in the grind game.
- Originally tried Secrets of Dark Magic and Guardian Chimera. It's not bad by any means. But I much preferred setting Droplet instead of Secrets turn 1. Also Guardian Chimera got negated a lot and it was not useful if you didn't have a Dark Magician in hand or field. Also did not face a lot of Veiler or Infinite Impernance so I didn't need it as follow up turn 1.
- Photon Lord is kinda needed to push turn 2 against Horus as they can have a combination of Nib/Photon Jumper/Horus Black Flame Deity in hand. Wish I didn't have to use it though.























