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Centur-Ion is an Aggro deck in Yu-Gi-Oh Master Duel, specializing in doing Level 12 Synchro Summons during either the user's turn or the opponent's turn. Check out the core deck list and key combos, as well as tips on how to play, alternative card options & counters against this specific Deck!
Main Deck: 40 cards | ||||
---|---|---|---|---|
x3 | x3 | x3 | x3 | x2 |
x2 | x2 | x1 | x1 | x1 |
x3 | x3 | x2 | x2 | x1 |
x1 | x3 | x3 | x1 | - |
Extra Deck: 15 cards | ||||
x2 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | x1 |
x1 | x1 | x1 | x1 | - |
Rarity | Name | Qty |
---|---|---|
Emblema Oath | 3 | |
Bonfire | 2 | |
Raigeki | 1 | |
Called by the Grave | 2 | |
Stand Up Centur-Ion! | 3 | |
Centur-Ion Bonds | 1 |
Rarity | Name | Qty |
---|---|---|
Infinite Impermanence | 3 | |
Evenly Matched | 3 | |
Centur-Ion Phalanx | 1 |
There are two key Monsters for the Centur-Ion archetype that enables their access to the Level 12 Synchro Monsters. The Centur-Ion monsters, particularly Centur-Ion Primera and Centur-Ion Trudea, are almost always needed on the field, and can stay there as Continuous Traps that can be Special Summoned on to the Main Monster Zone through Quick Effects.
Primera acts as the primary searcher and Tuner, while Trudea can increase its Level by 4 upon being Summoned from being a Continuous Trap. Gargoyle II acts as additional Synchro Material for Level 12 or even Level 8 Synchro Monsters.
The Spells and Traps of the archetype enable the Deck's playstyle. Emblema Oath puts a "Centurion" monster as a Continuous Trap on the Spell/Trap Zone. The Field Spell Stand Up Centur-Ion! lets the user Synchro Summon even on the opponent's turn, which is what makes this Deck hard to respond to.
Centur-Ion Bonds can easily refresh "Centurion" monsters and make them Continuous Traps again from the GY. Centur-Ion Phalanx protects your important monsters by banishing them temporarily, and Special Summoning them later.
For some access to Level 10 Synchros, consider running a couple of Bystial Monsters to keep the opponent on their toes, especially if they run LIGHT and DARK monsters. Magnamhut and Druiswurm are fine on their own, but players can consider the rest of the Bystial Engine.
Because of how self-sufficient the Centur-Ion cards are in terms of resources, players can slot in as many interruptions as they want to make sure the opponent does not get to play the game properly; hence, the sheer number of Hand Traps in the Deck Recipe. Each one is tailored to gain massive advantage, or to deny the opponent resources themselves.
"Centur-Ion" only has two Synchro Monsters, and both are Level 12.
Centur-Ion Auxila is the boss monster you want to summon first, as it protects your backrow first while face-up and active. On Special Summon, its effect triggers a search effect for fellow "Centur-Ion" cards.
"Centur-Ion Legatia" protectsmonsters from battle destruction if they have 2000 or less ATK, and provides a draw and a card destruction effect simulatneously. It also helps set up future "Centurion" monsters for play to bring out more Synchro Monsters during the opponent's turn.
What makes the Deck very dangerous is the combination of one of the "Centurion" Syncho monsters, and Crimson Dragon. This one card enables the easiest summoning of the more powerful Level 12 Sycnhro Monsters.
Cosmic Blazar Dragon, Cosmic Quasar Dragon, and Shooting Quasar Dragon all have powerful negates tied to their summons. Red Supernova Dragon is the game-ending summon which gets more powerful with each Tuner in the GY.
Cards on Hand | |
---|---|
Step | Description |
1 | Normal Summon Centur-Ion Primera; trigger its effect on summon to search out Centur-Ion Bonds to the hand. |
2 | Activate Emblema Oath; set Stand-Up Centur-Ion! straight from the Deck. Activate it afterwards. |
3 | Trigger the effect of Stand-Up Centur-Ion!; discard Centur-Ion Bonds to place Centur-Ion Trudea to one of the Spell/Trap Zones. |
3 | Activate the effect of Centur-Ion Trudea while in the backrow; Special Summon it to the Main Monster Zones.
Afterwards, trigger its second effect on Special Summon; place it back onto the Spell/Trap Zone, alongside Centur-Ion Gargoyle II from the Deck. |
4 | Activate the effect of Centur-Ion Gargoyle II while in the backrow; Special Summon it to the Main Monster Zones. Then, using itself and Centur-Ion Primera as materials, Synchro Summon Centur-Ion Auxila. |
5 | Chain Link 2: Trigger the effect of Centur-Ion Gargoyle II from the GY; add it back to the hand. Chain Link 1: Trigger the effect of Centur-Ion Auxila on summon; search Centur-Ion Phalanx from the Deck to the hand. |
6 | Chain Link 2: Trigger the effect of Centur-Ion Gargoyle II from the GY; add it back to the hand. Chain Link 1: Trigger the effect of Centur-Ion Auxila on summon; search Centur-Ion Phalanx from the Deck to the hand. |
7 | Set Centur-Ion Phalanx from the hand, and go to End Phase. |
8 | During the End Phase, trigger the effect of Centur-Ion Auxila; target Centur-Ion Primera in the Graveyard, and place it back to one of the Spell/Trap Zones. |
Field Spell: Wake Up Centur-Ion! | ||||
---|---|---|---|---|
X | X | |||
SET | - | - |
Step | Description |
---|---|
8 | During the opponent's Main Phase, trigger Centur-Ion Primera and Centur-Ion Trudea from the Spell/Trap Zones. Chain Link 2: Use Trudea's effect; Special Summon it onto the Main Monster Zone, and increase its Level to 8. Chain Link 1: Use Primera's effect; Special Summon it onto the Main Monster Zone. |
9 | Chain Link 2: Trigger Wake Up Centurion's effect; Synchro Summon Crimson Dragon using Level 4 Primera and Level 8 Trudea as materials. Chain Link 1: Trigger Centur-Ion Primera's effect on Special Summon; add any "Centurion" card from the Deck to the hand.. |
10 | Activate the Quick Effect of Crimson Dragon; send it back to the Extra Deck after targeting Centur-Ion Auxila to Special Summon Cosmic Blazar Dragon from the Extra Deck. |
Field Spell: Wake Up Centur-Ion! | ||||
---|---|---|---|---|
X | X | |||
SET | - | - | - | - |
The best Deck in the current format as of writing, Fire King Snake-Eyes has quite a lot of options to disrupt lots of opponents. Not only does it have the usually powerful combo line for Snake-Eyes, but the recent Fire King support made it easy to wipe the opponent's field through Garunix Eternity.
Fire King Snake-Eyes Deck List & Card Guide
Mikanko Decks have easy ways to remove certain cards off the field, be it from their Equip Spells or through the support of the Kaiju monsters. They are unparalleled in the Battle Phase despite having mostly 0 ATK, so long as the monsters are equipped with the correct Equip Cards.
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Tearlaments having options to mill cards from their Deck to the GY might very well affect a Centur-Ion player as well, and when they manage to set up properly with various boss monsters with potent effects, it can be extremely hard to break their board.
Going first against Tear, your starting hand will give you a shot to stop their combos. Going second against, pray that you have enough cards to break their defenses.
Tearlaments Deck List & Card Guide
Yu-Gi-Oh Master Duel Deck Archetypes
Deck Tier List: Best Decks for Season 35
2024 World Champions: Team 7 | ||
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Horus Tearlaments | Yubel | Fire King Snake-Eyes |
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Centur-Ion Deck List & Card Guide
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