Subterrors Part 2: The Deck List

Doug Zeeff

8/23/2016 11:02:00 AM

Last week I wrote the first half of my introduction to Subterrors, detailing the basic interactions, combos, and a slew of tech choices I've messed around with over the past month. Like I mentioned previously, Subterrors have a lot more growth potential than meets the eye, and there was actually just so much to cover that I couldn't fit in any discussion about what list I've been testing with the most success.

However, it'd be unfair of me to tell you a bunch of crazy ideas I had for this deck without actually putting them to use, so I wanted to write this followup. While I'm shying away from Geargias, Chaos Infinity, and Speedroids, that doesn't mean there aren't a lot of cool things going on here.

Rituals: Back At It Again
I've been a huge fan of Prediction Princess Tarotrei ever since I first read it. Flipping monsters face-down has always been one of my favorite mechanics, and I like how Tarotrei made Flip Effects semi-viable. Cheating big monsters into play during your End Phase is insane: Subterror Behemoth Stalagmo and Subterror Behemoth Umastryx are obviously great choices, as well as Pot of The Forbidden.

While some of the Tarotrei combos are pretty obvious, I'd say that there are some that most players wouldn't catch. For example, there's a lot of turns where you end with Tarotrei, Manju of the Ten Thousand Hands, and a set Flip Effect monster. I've seen duelists simply pass their turn after that, but I've found it to be better to use Tarotrei to set the Manju face-down, too. If it survives until your next turn you can Flip Summon it to grab Prediction Ritual, and that's great because your previous turn's Ritual Spell searches another copy of Tarotrei, putting you at two thirds of a Ritual Summon.

 Prediction Princess Tarotrei
Prediction Princess Tarotrei101077
Set Dragons of Legend 2
Number DRL2-EN035
Level 9
Type Ritual/Effect Monster
Monster Fairy
Attribute LIGHT 
A / D 2700 / 1200
Rarity Secret Rare
Card Text

You can Ritual Summon this card with "Prediction Ritual". During your End Phase: You can Special Summon 1 Flip monster from your hand or Graveyard in face-down Defense Position. You can only use 1 of the following effects of "Prediction Princess Tarotrei" per turn, and only once that turn.
- During either player's turn: You can target 1 face-down monster on the field; change it to face-up Attack Position.
- During either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position.

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Similarly, you can set the monsters you summon off of Brilliant Fusion to give them their full ATK and DEF values. Gem-Knight Seraphinite's 2300 ATK is better than nothing, and Gem-Knight Zirconia's massive 2900 ATK can run over most monsters commonly played, including all of the Monarchs.

Managing your Flip Effects is key to survival, and you've got a lot to work with. Both Subterror Behemoths can set themselves face-down once per turn, and The Hidden City can flip them face-up. Coupled with Prediction Princess Tarotrei you've got three position changes per turn, leading to some complicated scenarios. Where you really have to be careful is during your opponent's turn because you've only truly got one position change, and that's from Tarotrei. Sometimes that means flipping a monster your opponent controls face-down to prevent a play; other times it means flipping Subterror Behemoth Umastryx to banish a monster.

Pot of the Forbidden is one of the most versatile monsters in the deck, giving you basically anything you need. Mimicking Giant Trunade can bounce back Brilliant Fusion and The Hidden City for next turn, pushing you way ahead in card advantage and tempo. Copying Raigeki or The Forceful Sentry stops your opponent from making any actions, while its Pot of Greed effect digs you deeper towards your combos.

The only real drawback of Pot of The Forbidden is that it's not a good attacker or independent card, unlike the Subterror Behemoths. This is why I'll only use one Pot in my list: it's good when you need it, but it can definitely be an unwanted brick.

Subterrors also have several complicated combos that I won't type out here, but feel free to check them out on my Youtube channel. This one, for instance, abuses Speedroid Terrortop and Hieratic Dragon of Tefnuit to draw a ton of cards. Then there's this other one that uses cards we'll be playing in this version of the deck to establish a gigantic board first turn while setting up a ton of disruption.

Anyway, let's take a look at the list I've came up with:

    Brilliant Ritual Subterrors Doug Zeeff    
Main Deck
Side Deck
2 Gem-Knight Garnet
2 Ghost Ogre & Snow Rabbit
2 Manju of the Ten Thousand Hands
1 Performage Trick Clown
1 Pot of The Forbidden
3 Prediction Princess Tarotrei
2 Spirit of the Fall Wind
3 Subterror Behemoth Stalagmo
3 Subterror Behemoth Umastryx
3 Subterror Nemesis Warrior
Monsters [22]
3 Brilliant Fusion
3 Pre-Preparation of Rites
3 Prediction Ritual
1 Ritual Sanctuary
1 Soul Charge
1 Terraforming
3 The Hidden City
1 Twin Twisters
1 Upstart Goblin
Spells [17]
1 Vanity's Emptiness
Traps [1]
Deck Total [40]


1 Abyss Dweller
1 Castel, the Skyblaster Musketeer
1 Daigusto Emeral
1 Diamond Dire Wolf
1 Gagaga Cowboy
1 Gem-Knight Seraphinite
1 Gem-Knight Zirconia
1 King of the Feral Imps
1 Number 106: Giant Hand
1 Number 11: Big Eye
1 Number 39: Utopia
1 Number 81: Superdreadnought Rail Cannon Super Dora
1 Number S39: Utopia the Lightning
1 Photon Papilloperative
1 Superdreadnought Rail Cannon Gustav Max
Extra Deck [15]

If there's one thing I'm doing with Subterrors that other people aren't, it's treating the theme like a combo deck. All the builds I've seen have generally been filled with traps, but I think that's the wrong way to go. While Subterrors might struggle to break boards, they excel at creating ridiculous fields when you're going first. Trap cards only slow you down when you're comboing, so I've cut all of them except for Vanity's Emptiness.

Hand traps are the exception because a lot of the time you're resolving a Stalagmo draw in your End Phase. I've included Ghost Ogre & Snow Rabbit in this build here, but you could also play Maxx C, Effect Veiler, Ghost Reaper & Winter Cherries, and Flying C in your Side Deck to draw into the appropriate defense against each strategy you're paired against.

Subterror Nemesis Warrior is your lifeline, and a lot of the deck revolves around its effects. Not only does it throw Subterror Behemoths onto your field for free, it also helps you dodge effects and turn them into larger monsters. Furthermore, it's a constant piece of board presence for Rank 4's, tributes, or attacking. I've seen way too many lists with only two copies, and here I am thinking about adding a Reinforcement of the Army to search it out.

Stalagmo and Umastryx might be the heavy hitters of the Subterrors, but the bread and butter is definitely Nemesis Warrior.

Jack Of All Trades
Brilliant Fusion is one of my favorite spells in the game, and it has a ton to offer in Subterrors. If your hand is full of Normal Summons you can throw out Gem-Knight Seraphinite to jump start your plays, but if you just need to get Stalagmo or Pot of The Forbidden into grave for Tarotrei you can summon Gem-Knight Zirconia. Then, like I mentioned before, you can bounce Brilliant Fusion back to your hand with Pot of The Forbidden, creating a one-two punch that's really difficult to deal with. That led me to play two Gem-Knight Garnets, adding Subterrors to the short list of decks where I feel two Garnets are necessary.

Ritual Sanctuary's a new card out of Dragons of Legend 3, and it's sure to pop up in later articles of mine. For now, it acts as the third Manju of the Ten Thousand Hands that doesn't require your Normal Summon. Once per turn, you can discard a spell to add either Prediction Princess Tarotrei or Prediction Ritual to your hand.

That's great for pitching dead Brilliant Fusions or extra The Hidden Cities, but it's also cool because it fixes hands where you only draw Prediction Ritual. On a two turn clock, you can discard Prediction Ritual to add another one to your hand, and then on the following turn banish the discarded one to search for Tarotrei. It's really difficult to actually win without summoning Tarotrei so that's a play that will come up every so often.

 Ritual Sanctuary
Ritual Sanctuary121469
Set Dragons of Legend: Unleashed
Number DRL3-EN016
Type Spell Card
Attribute SPELL 
Rarity Secret Rare
Card Text

You can discard 1 Spell Card; add 1 LIGHT Ritual Monster or 1 Ritual Spell Card from your Deck to your hand. You can shuffle any number of Spell Cards from your Graveyard into the Deck, then target 1 LIGHT Fairy-Type monster in your Graveyard whose Level equals the number of cards you shuffled into the Deck; Special Summon it. You can only use each effect of "Ritual Sanctuary" once per turn.

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Ritual Sanctuary's second effect is more relevant in a dedicated Cyber Angel deck, but there's still some fringe uses of it here. Once per turn, you can shuffle back as many spells in your graveyard to your deck as you want, and then you can Special Summon a Light Fairy from your grave with a Level equal to what you put back. Most of the time you'll put back four to Special Summon Manju for a rank 4, but you could even recycle nine to Special Summon a properly summoned Tarotrei. Considering half the deck is spells, Ritual Sanctuary is almost always live.

All things considered, I'd say that this is a great starting point for anyone figuring out Subterrors right now. There's a lot of three-of's here for the upmost consistency, and if you go first with a playable hand you can usually out resource the other player. What really needs to happen for Subterrors to be viable before the next pieces of support is for Kozmos, Monarchs, and Burning Abyss to be taken down a notch. If that happens I'd feel comfortable taking this strategy to a Regional Qualifier, but until then this is just a theme for casual play.

Regardless, I think there's big things in the future of Subterrors!

-Doug Zeeff

Doug Zeeff hails from Michigan and is currently an English major in college. When he's not found emailing Konami about why there's not a single walrus card in all of Yu-Gi-Oh! you can find him regularly posting unorthodox, unfiltered semi-Yu-Gi-Oh! related content on his Youtube channel, Dzeeff. In his spare time he enjoys eating cheese, the Genji nerfs, and, of course, playing Yu-Gi-Oh. Click here to follow him and his adventures on Facebook!

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