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It is automatically destroyed if any of the five "Forbidden One" pieces do not exist in the Graveyard. Due to its near-invincibility and increasing strength, it serves as either a trump card that cannot be defeated or as a backup plan if too many "Forbidden One" pieces end up in the Graveyard.
The next such incarnation is " Exodius the Ultimate Forbidden Lord ", which provides an alternate method of winning with "Exodia".
It is also the only card that supports to "Forbidden One" archetype. In addition, there is " Exxod, Master of The Guard " which greatly resembles "Exodia", though without an automatic win effect.
In the same vein as "Necross" being the Zombie counterpart of "Exodia", "Exxod" resembles a completed, though still sealed, "Exodia".
It provides an alternate win condition, albeit without the need for the "Forbidden One" monsters: if it is Tribute Summoned by tributing 5 monsters, and it destroys a DARK Fiend monster owned by your opponent in battle, you win the Duel at the end of the Damage Step.
Finally, " True Exodia " provides an alternate win condition for its controller's opponent, as long as the only monsters on the field are itself and 1 each of the 4 "Forbidden One" Normal Monsters.
If you have any issues or find any bugs, be sure to let us know on Discord! Jump to: navigation , search. This article is about the archetype of cards with "Exodia" in their name.
For the archetype of "Exodia" limbs, see " Forbidden One ". For the individual card, see " Exodia the Forbidden One ".
For other uses, see "Exodia" disambiguation. This deck is easy to combine with the "Appropriate" "Exodia" deck, since Neo-Spacian Glow Moss ' effect is excellent for stalling and with " Appropriate " out drawing cards.
Also known in some circles as "Hope for Exodia". This deck relies on boosting your opponent's life points in order to draw massive amounts of cards with " Hope for Escape ".
Use standard searcher cards such as " Emissary of the Afterlife ", or " Deep Diver " to get "Exodia" pieces quickly, and include a lot of single draw cards like " Upstart Goblin ", " Legacy of Yata-Garasu ", or " Jar of Greed " to thin out the deck.
Stall cards are not technically essential, but " Swift Scarecrow " is a useful card that will allow you to either stall for another turn, essentially allowing you to draw 1 card, or let your opponent deal just enough damage to you so you can use Hope For Escape to draw a large amount of cards.
You should also devote some of the deck to life-point gain cards to boost "Hope for Escape". Using even one " Gift Card " essentially lets you draw 2 cards if you chain it to "Hope for Escape" though be sure to get the order right.
If you chain Hope for Escape to Gift Card you will not gain the extra draw. A somewhat effective stall for this deck is " Kuribon " and " Ultimate Offering.
Your opponent will gain massive life points, and it's nearly impossible to get to you. Another benefit to using this deck is that taking a hit for a turn or two is not a problem, and will actually increase your draw power.
If you have set multiple copies of "Hope for Escape" and your life points are greater than per copy, you can chain all 3 for the maximum possible draw.
Keep in mind that the total cost in life points would be paid before any effects are resolved. This means the life point deficit and therefore draw count would be the same for each copy as opposed to activating them in mutually exclusive chains.
With three copies in the chain and the bare minimum difference before link 1, you'd definitely draw at least 6 cards.
However that's really low-balling it. Cards like " Rain of Mercy " would make it easier to ensure that you can pay the cost without running the risk of putting your life points above your opponent's.
If all else fails, " Self-Destruct Button " is an easy out. If this deck is using mostly traps, you can turn it into a "Chain Draw" variety with " Accumulated Fortune ", " Waboku ", and others.
The main goal of Appropriate "Exodia" is to have "Appropriate" and have it active on the field. There is little to no defensive capability, as the deck focuses mainly on getting and fueling Appropriate's life on the field.
This deck is a hybrid of Dragons and "Appropriate". With the slew of draw cards now available, and " One Day of Peace " to force the opponent to draw, "Appropriate" can OTK, even if just 1 is active.
With "Appropriate", "Cup of Ace" essentially becomes a "Pot of Greed" for both players; however, your opponent should have no chance to use their cards.
Note: All decks in this section contain some cards that are only allowed in the Traditional Format.
This version of is probably the most basic way of constructing an "Exodia" Deck. On the first turn, you use " Foolish Burial " to get " Sangan ".
Using " Infinite Cards " helps here. Plus, cards like " Dekoichi the Battlechanted Locomotive " ' Witch of the Black Forest "and " Emissary of the Afterlife " can help you draw or search for the "Exodia" pieces.
You could also use " Deep Diver " to move an "Exodia" card to the top of your Deck. You can also use " Hand Destruction " to discard 2 "Exodia" Normal Monsters to search for more parts.
Then, once you've done this, use " Dark Factory of Mass Production " to return the 2 discarded pieces. What you got to do is to try to get " Future Fusion " in your hand as soon as possible.
If you draw it first turn, use it to send every "Worm" monster, except 1 - 2 "Worm Linx" to the Graveyard. Regardless of whether or not you manage to summon "Worm Zero", what you will be drawing will either be the "Exodia" pieces or stall cards.
Set "Worm Linx" on your side of the field, then either Flip Summon it or have your opponent attack it with " Waboku " activated and combine it with stall cards for great drawing power.
This deck focuses heavily on just 1 card, "Future Fusion", and cards such as " Mystical Space Typhoon " or any spell negation cards will severely hinder the Deck's capability to thin out and draw.
Place a couple of " Dark Bribes " and " Spell Reclamation " optional, only if it gets negated to protect "Future Fusion".
DD will ruin the deck as well, so beware running this deck against it. If you do run against it, you can use " Imperial Iron Wall " to stop all banish effects.
Plus the former works for Deck thinning and the later for drawing. It's also possible to use " Overload Fusion " instead of "Cyber Eltanin" in order to remove "Cyber Ouroboros" from the Deck and Summon an even stronger monster " Chimeratech Overdragon " , but this card cannot be removed from the Deck by "Future Fusion's" effect.
You get to draw 1 card due to " Card of Safe Return 's" effect. Keep repeating until you draw all 5 cards of "Exodia".
You'd want a card to counter " D. Crow ", or it will banish "Manticore of Darkness", ruining your loop. Crow" in its tracks. Alternatively, you could use " Generation Shift " instead of " Foolish Burial " - or indeed, any spell or trap where you discard a card as a cost.
Due to " Gearfried the Iron Knight 's" effect, " Butterfly Dagger - Elma " will be destroyed, but because of " Butterfly Dagger - Elma 's" effect, it will be returned to your hand instead.
Also, " Royal Magical Library " will receive a counter. When there are 3 counters on " Royal Magical Library ", you get to draw a card.
So keep using " Butterfly Dagger - Elma " until you draw all 5 cards of "Exodia". Alternatively, you can use all the cards with Chaos Emperor Dragon - Envoy of the End to burn your opponent for game, especially if one of your "Exodia" pieces is destroyed or banished.
This combo focus into drawing the 5 pieces of "Exodia" in the opponent's turn. You must discard " Makyura the Destructor " on the opponent's turn with " Morphing Jar " to get a best hand and activate the key Traps or " Hand Destruction " not to waste the "Exodia" pieces already into your hand.
Due to "Makyura's" effect you might activate " Reckless Greed ", " Good Goblin Housekeeping " or even " Legacy of Yata-Garasu " right from your hand on your opponent's turn, turning into a deadly FTK when your opponent least expects it.
Another combo that works similarly is " Temple of the Kings " with " Sixth Sense ", allowing you to draw cards easily or even milling your Deck with complacency.
When you end your turn, the effect of "Super Rejuvenation" will activate causing you to draw a card for each Dragon-Type monster that you Tributed that turn; if you Tributed enough "Dragonfrogs", you will draw until you eventually have all 5 pieces of "Exodia" in hand!
After this, active " Spirit Barrier " or " Rainbow Life ". Repeat this process until you have all 5 pieces of "Exodia" in your hand.
Cards like " Axe of Fools " can be used to boost your opponent's monster's ATK while negating their effect, preventing any harmful effects from hurting you.
Then use "Caam's" effect to shuffle 2 "Caam" from your Graveyard into your Deck and draw a card. Repeat until you have 2 "Caams" in your Graveyard again.
Use cards whose effects cause you to discard, like "Dark World Dealings", "Hand Destruction", and similar cards to put a "Caam" you draw into the Graveyard.
Repeat this process until you draw all five pieces of Exodia. You can do this with two "Caam": instead, just shuffle a "Caam" and a Gusto into your Deck to draw a card and use "Mind Master's" effect to get the other one and a "Caam" into your Graveyard.
Then you must have " Brionac, Dragon of the Ice Barrier " on the field. Use the effect of " Ancient City - Rainbow Ruins " to draw 1 card.
Activate it and use its effect again to draw 1 card. Repeat the same thing as many times as you need until you drew the 5 "Exodia" parts and win.
If you successfully get all the needed cards on the field plus 5 cards in your hands, you win the Duel. If you have any issues or find any bugs, be sure to let us know on Discord!
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