Yu-Gi-Oh! Master Duel

D.D. Dynamite FTK Deck List & Card Guide

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D.D. Dynamite

A Deck that has risen to prominence in being efficient and consistent in ending the game even before the opponent can make their first move, the D.D. Dynamite Deck revolves around three trap cards to burn the opponent to a victory. Read on to learn more about the Deck list, play style, strategies and counters to this Deck!

May 9 Banlist Update

D.D. Dynamite will be Semi-Limited following the standard banlist update on May 9th! Check our Banlist update page for more info.

May 9th Banlist Update

D.D. Dynamite FTK Deck List

Main Deck: 40 cards
Gren Maju Da Eiza x3 Lilith, Lady of Lament x3 Card of Demise x3 Cup of Ace x3 Gold Moon Coin x3
Into the Void x3 Magical Mallet x3 Performapal Popperup x3 Pot of Duality x3 Reload x3
Contract with Don Thousand x1 Banquet of Millions x3 D.D. Dynamite x3 Trap Trick x3 -
Extra Deck: 15 cards
Any 15 Extra Deck Monsters of your choosing

D.D. Dynamite FTK Breakdown

D.D. Dynamite FTK Deck Guide: How to Play

Playstyle and Win Condition

This Deck has been gaining infamy among the playerbase for its ability to unexpectedly end Duels at the first turn, when the opponent least expects it. Using burn damage to win a Duel is not a rarity, but the use of the titular Trap Card D.D. Dynamite has been the popular burn deck to win games fast, almost to the point of annoyance against players who prefer to win through pure battle.

DD Dynamite.png Banquet of Millions.PNG Trap Trick.png

The idea is to get the Trap Cards on the field as quickly as possible, and activate them as soon as the opponent's turn starts. With the use of Banquet of Millions banishing a total of 15 cards from the Extra Deck, a single D.D. Dynamite can deal up to 4500 damage per activation. If in case you do not have 2 ready to be activated, Trap Trick helps you get the second one on the field and immediately activate it on the same turn, taking advantage of having three copies of it.

Unless there's a card on hand that can be activated in response to D.D. Dynamite that negates effect damage or prevents card drawing or searching to get those cards, this FTK strategy is near-unstoppable should it go first in a Duel.

Into the Void.png Yu-Gi-Oh Master Duel - Card of Demise.png Pot of Duality.png Reload.png

Helping to get the Trap Cards on hand as soon as possible are the myriad of options that provide draw and search power to thin out the Deck and get them to the hand fast. Cards like Into The Void, Card of Demise, Pot of Duality and Reload help out searching the needed Trap Cards to pull off the FTK.

Core Combo

1 Using the various draw and search cards you have at disposal, search out at least one copy of each Trap Card: D.D. Dynamite, Banquet of Millions, and Trap Trick.
2 Set all three down on the field, and pass the turn.
3 As soon as the opponent's turn begins, activate Banquet of Millions and banish all 15 of your Extra Deck monsters to do the same to your opponent's Extra Deck.
4 If you only have one D.D. Dynamite set on your field
On a separate chain, activate Trap Trick, send one copy of D.D. Dynamite from the Deck to the Graveyard, to set another copy on your field.
5 Activate the two copies of D.D. Dynamite. Each copy should deal 4500 damage, making it lethal at a comined 9000 damage.
NOTE: As of May 9th, 2022, D.D. Dynamite is now designated as a Semi-Limited Card. This effectively breaks the combo as you would need three copies to properly use Trap Trick.

Key Cards

D.D. Dynamite
D.D. Dynamite The main win condittion of this Deck. For every Banished card the opponent has, this card will inflict 300 damage for each one. D.D. Dynamite is the centerpiece of this strategy, and if all three copies of this gets unused for the entirety of the Duel, the gameplan falls apart.
Banquet of Millions
Banquet of Millions Another crucial card for this Deck's win condition. Banquet of Millions lets you banish a number of monsters from your Extra Deck momentarily, and in turn you get to banish an equal number of Extra Deck monsters from the opponent. This is what makes the Deck work, as Extra Decks are now exceedingly common, especially a full 15 cards. Banishing all 15 means 4500 damage witht D.D. Dynamite, and 2 of it will win the Duel with 9000 points of damage.
Trap Trick
Trap Trick The third crucial Trap Card, and one that should help seal the win if you only have one copy of D.D. Dynamite on the field to activate. Trap Trick lets you set down a Normal Trap Card by straight from the Deck by sending a copy of it to the Graveyard. The best part is that you can activate the Trap Card immediately after setting--which should be lethal for the opponent.

Budget D.D. Dynamite FTK: F2P Friendly

Lower Rarity Replacements

SR/UR Replacements
D.D. Dynamite Ring of Destruction Meteor Flare

Just in case you want to field more Trap Cards to annoy the opponent and get them in kill range with just a single D.D. Dynamite , Ring of Destruction can be added as punishment to the opponent for bringing out high-ATK monsters. Meteor Draw also helps in lowering their LP to D.D. Dynamite's maximum damage, and you can recycle this card from the Graveyard in turn of drawing a card during the Draw Phase.

Card of Demise Hand Destruction

Card of Demise lets you replenish your empty hand to three cards, but you can only activate one copy of it in a turn. Circumventing this, Hand Destruction can give you more draw power while discarding any bricks/unusable cards in your hand.

D.D. Dynamite FTK Counters: How to Beat

Reduce the Extra Deck to 13 Cards

A roundabout way to avoid being FTK'd by this Deck is to remove a couple of your Extra Deck monsters. Instead of having 15 cards, have 13 instead as the maximum; this is to reduce the burn damage done by D.D. Dynamite.

If you have only 13 cards and they manage to pull through with the combo, each activation of D.D. Dynamite will only result in 3900 damage. Two of them will be lethal usually, but by reducing the number of cards the total amount should only be 7800--only 200 points left, which is more than enough to turn the Duel around in your favor.

Best Decks to Use Against D.D. Dynamite FTK

It is going to be hard for any deck to deal with D.D. Dynamite if it goes first and manages to set up the necessary cards. However, if it goes second, these Decks should have ways of stopping the FTK from happening.

Dragonmaid

Dragonmaids

If you're using a Dragonmaid Deck going up against D.D. Dynamite, Dragonmaid Sheou is very crucial in stopping the win condition from happening. Even just one copy of the monster will do, by negating either Banquet of Millions to stop the banishing of the Extra Deck, or by negating even one copy of D.D. Dynamite.

Dragonmaid Deck Guide

Drytron

Drytron Fairy

Herald of Ultimateness and Drytron Mu Beta Fafnir relatively easy to summon in a Drytron Deck, and is the best counter in the Deck against the Trap Card. Just to be safe, try to finish the combo with both monsters out on the field to make use of their effect negation.

Drytron Fairy Deck Guide

Best Cards to Tech Against D.D. Dynamite FTK

Because of how much the Deck needs the Trap Cards and the burn damage as the win condition, stifling either category will force this Deck to fall apart. You have a chance should you go first against a D.D. Dynamite Deck, and these should be the ideal ones in mind.

Jinzo
Jinzo Jinzo has been the originator of anti-Trap shenanigans in Yu-Gi-Oh; so long as this card is on the field, Trap Cards can no longer be activated. On top of that, all Trap Cards are negated as well, which effectively neutralizes the win condition.
Royal Decree
Royal Decree Another popular Anti-Trap card, Royal Decree negates all other face-up Trap Cards on the field so long as this Continuous Trap card is active. However, you have to time the activation of this Trap Card right. Try to activate after the opponent activates Banquet of Millions, which should prevent them from fulfilling the conditions of D.D. Dynamite.
Ring of Defense
Ring of Defense A very niche Quick-Play Spell, this becomes a very valid counter against a D.D. Dynamite Deck as it can be activated right after the opponent activates their titular Trap Card. It turns any effect damage coming from a Trap Card to 0, which effectively stops the win condition.
Hallowed Life Barrier
Hallowed Life Barrier By discarding 1 card after activating the Trap Card, Hallowed Life Barrier not only nullifies damage from all your opponent's cards, this also protects your own monsters from being destroyed by battle. Thus, in the case they have a Banquet of Millions-buffed Gren Maju Da Eiza on the frield, your monsters should be fine the turn this card was activated.
Rainbow Life
Rainbow Life By discarding 1 card as a cost, Rainbow Life can quickly turn the effects of D.D. Dynamite into a nightmare. Until the end of the turn this card was activated, any effect damage done will instead increase your own Life Points. If timed right, this card can easily make the advantage insurmountable and let you gain 9000 LP.

Related Packs to D.D. Dynamite FTK

Beasts of the Inferno Legacy Pack
Life Force Control System Master Pack
Mother Nature's Snare Rulers of Darkness
Sword of the Seventh One The Infinite Void

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Comment

3 Anonymousover 2 years

not able to activate 2 dd is same turn. how do you do it?

2 Chudfaceover 2 years

Another good card to tech against this deck that's still useful in other matchups is Twin Twisters, or really any quick-play spell that can destroy the D.D. Dynamite or Trap Trick. Chain it when Banquet of Millions is activated, and they won't be able to OTK.

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