But let`s say I want the absolute best win rate so I can stop wondering if I can make a better deck >_<` (0 – 1) Clara & Rushka, the Ventriloduo: An extra deck monster to sacrifice witch/legion. This applies in particular to the case of angle in which a). They go 2nd, b). You have a witch, c). They have 4 pieces of Exodia, d). You have no cards other than the witch and Exodia in your hand, e). Your opponent has no monsters to attack. This map is almost never used, but it doesn`t take up space on the main game, so it`s technically a free addition. Kaiba bridges are great. on most opponents. Opponents who don`t fight on the field are painful. and of course, as always mentioned, anti-dragon decks. although.
You never see them. Say why you never win an all-in destination for Exodia Deck IRL`s first shot. BC well. Game theory. It`s just a chance. Statistics. The chance of the draw. vs enemy`s luck shoot and bridge. does not occur. An anti-dragon deck.
is smoked against a spellcaster deck lol. with all these cards and garbage effects. No waste is how you win. No waste and the Web of Win terms you can choose. (0 – 3) Thunder Dragon: Moisten your deck and add food to your hand. Less time to solve since you don`t have to search, it simply adds to the hand. These are dead cards that can only be eliminated with Graceful Charity, so be warned. Always run 0 or 3. You know that there are cards that easily bring Gy`s Exodia members back to your hand.
In fact, a deck I have is actually the easiest way for me to win. I can list a lot of cards that you miss there. I think you`re getting too heavy on random draws. It`s good in Exodia. But if you say, you can choose an Exodia coin for a different card effect. then. Well. You have 100/100 chances to win an Exodia coin. The head is the most problematic because it is an effect monster. but with an attack of less than 1500. There are games to get him off the bridge. and to revive it from the grave.
Here`s a tip. play. Then you see what usually ruins your game. Next, carefully check the bridge for dead weight. Replace it with a card that. At best, you benefit from the way you often lose. or if nothing else destroys the way you lose most often. I implemented the same method on blue-eyed decks. There`s literally no place where blue eyes could be sent that I can`t retrieve them in a few turns right on the board. You just need to carefully go through your magic trap and effect cards. and memorize the type and attributes.
Usually, when you go into exody, it`s not too important, unless you rely on these traits to increase the draw rate or maintain a line of defense. my Exodia. wins 50/50 Exodia/vs combat damage and very often wins well above 80% The only time I really get into trouble is a bad first draw. And it`s rare. As almost always, the card is used for one of the 2 objectives. Stable. or draw. and barn backups for each type.
And if it gets dangerous, stack them. if you can. It is easier to reveal a magic card effect. So hold 1 magic and 1 trap in battle with a fail-safe quick spell or a set of traps. Like there were a million ways to skin a cat lol. My strongest monster in Exodia is good. Standard Prolly Warrior, but it`s a special card, besides being a black magician, I think. I could be wrong. I haven`t checked a bit. Usually, he is credited in the middle of the night for more draws if he goes that far. (0 – 2) Dark Factory of Mass Production: Turn a painful choice into a seeker for 3 Exodia pieces, which means that 2 pieces in hand + Dark Factory + the choice is a victory.
However, it is slow to solve, and without choice, it is a dead card in hand. Q: Is Exodia the best No Banlist Deck? A: The general consensus says yes. While decks like Last Turn are also useful, Exodia can win in the first round without passing, and requires nothing more than drawing cards and adding cards, making it easy to trigger by “chance”. This is by far the least interaction needed to win. Right now, Exodia Draw seems to be the best choice for No Banlist Runs. While the bridge may seem set in stone, there are a few choices any runner can make depending on style or preference. —————————— MAP SELECTION———————————————————- All numbers are starting points, feel free to change the numbers as you wish. **Must Have**: (2 – 3) Exodia Coins (Exodia, left arm of the forbidden, right arm of the forbidden, left leg of the forbidden, right leg of the forbidden): The winning condition.
While more than 1 room increases the probability of walling, the percentage gained by a greater chance of pulling each room outweighs the percentage lost by the wall. 3 Pot of Greed: The most complicated map in the game. But seriously, it`s a free +1, turns your deck into a 34-card deck, always run 3. 3 Gracious Charity: Although technically a +0, you can see 3 deep cards and throw all the dead cards in your hand, in practice as +1 or even +2. A better draw card than Pot of Greed, you still have 3. **You should probably run this**: (0 – 3) Painful choice: Although this card seems anti-synergistic with our game on paper, it acts as a mega-tutor due to the game`s AI. (See PLAY THE GAME). You can use it to collect any piece from Exodia, witch or certain spells from the deck.
The only reason not to play 3 is that it is quite slow and takes 7 seconds to solve when you select the first cards you see. (2 – 3) Painful decision: Look for all Exodia members as long as you have at least 2 in the bridge. Faster than Painful choice to look for, but is a 1 per turn, so double copies become dead in the hand. 3 Black Forest Witch: The search for each piece of Exodia, if destroyed, can be sacrificed to the Magic Book of Knowledge. Can also be attacked in the opponent`s creations to trigger its effect. One per turn due to normal summoning restrictions and the card, so duplicates become dead. (2 – 3) Knowledge Spell Book: Sacrifice any spell caster (or another spell book card in your hand) to draw 2 cards. Combo with witch to search for an Exodia piece and draw 2 that turn into +1. Can only be used once per turn, so the other copies in the hand are dead. (0 – 3) Allure of Darkness: Pulls you 2 to +0. You have to banish a dark monster, which is slower than falling. The card is used to get rid of duplicate Exodia games or witches, but can be used without duplicates to continue the combo.
3 A Day of Peace: Draw a card for both players, turn the deck into a deck of 37 cards (31 cards with Pot of Greed). Slightly faster to solve compared to Upstart Goblin, but not much. (1 – 3) Man Goblin Tower. Draw a card, effectively reduces the size of the deck by 1 for each copy you have. A bit slow to solve. (0 – 1) Clara & Rushka, the Ventriloduo: An additional bridge monster to which you can sacrifice witch/legion. This applies in particular to the case of angle in which a). They go 2nd, b). You have a witch, c). They have 4 pieces of Exodia, d).
You have no cards other than the witch and Exodia in your hand, e). Your opponent has no monsters to attack. This map is almost never used, but it doesn`t take up space on the main game, so it`s technically a free addition. **Flex Spots**: (0 – 1) Pot of Duality: See the top 3 cards and draw 1, which acts as a much better day/upstart. Unfortunately, it takes 10 seconds to solve, so it`s pretty slow. There is also only one per turn on the map, so there`s no need to run more than 1. (0 – 1) Legion the Fiend Jester: Another witch effect, can be used to search for any Exodia coin except the head. When using this card, make sure you have 3+ ways to get the spell knowledge book.
(0 – 3) Wunderstab: Alternative to the spellbook of knowledge. A little slower to solve, and takes another click, but not even per turn, so if you make special summoning gimmicks, it might be worth it. **Untested and/or sharp cards**: (0 – 3) Into the Void: Another “free” draw spell 1 that reduces the size of your deck. However, if you throw this, you have to win this round or effectively start the duel again. Super risky, use with caution. (0 – 2) Blue Dragon Summoner: Another “limb seeking” effect, with the disadvantage of not being dark, so it cannot be used by Allure of Darkness. The advantage is that the effect is not equal per turn, so if you use special summoning effects with the miracle wand, it may be worth it. (0 – 2) Dark Factory of Mass Production: Turn a painful choice into a seeker for 3 Exodia pieces, which means that 2 pieces in hand + Dark Factory + the choice is a victory. However, it is slow to solve, and without choice, it is a dead card in hand. (0 – 2) Book of Secrets: Search for the knowledge spell book and add copies of this card to your deck for a time commitment. Can also be sacrificed to knowledge spell book to draw 2 if you don`t have a witch/legion. (0 – 1) Spellbook Magician of Prophecy: Another way to teach and use the spellbook of knowledge.
It`s slow because you have to summon and then search, but if you`re all in the witchless spellbook plan, it helps with consistency. (0 – 3) Thunder Dragon: Moisten your deck and add food to your hand. Less time to solve since you don`t have to search, it simply adds to the hand. These are dead cards that can only be eliminated with Graceful Charity, so be warned. Always run 0 or 3. (0 – 3) Mystic Piper: Can be a +0 or +1, although it is slow to solve due to animation. Can also be combined with One for One to teach it. Can be used as an attractive lining. (0 – 3) One for One: Used to teach Mystic Piper.
Allows more summons to use with magic wand/spellbook. (0 – 3) Summoner Monk: Can be used to summon any witch/legion effect, allowing more magic wand activations and using a dead spell in hand. Very slowly, since it has to turn into a defense, then activate to throw, then search + mix.