Metaphys Guide Published on June 13, 2019 by ZombieMush zzmondo Updated on September 3, 2019

Update June 28, 2019: Updated matchup guides to include Amano-Stun, Triamids, and Magnet Warriors

Update June 14, 2019: Added 2019 Regional Representative Qualifiers example decks

Update July 30, 2019: Added new cards and skills, updated matchup guide to include Desperado-Cyberdarks

Update September 3, 2019: Updated matchup guides to include several new decks, as well as new strategies for old decks

Update November 17, 2019: Updated matchup guides for Ritual Beasts, Blackwings, and Invoked

Overview

With the release of the Blazing Rose main box came the first Wyrm-based archetype in Duel Links: Metaphys. As their name suggests, Metaphys monsters thrive off of being banished before shuffling themselves back into the deck to gain momentum. The deck’s strength lies in its ability to banish your opponent’s cards during either player’s turn, primarily through the use of . Secondly, its reactive nature to what the opponent commits is also a strength, if used in the optimal manner.

When played in conjunction with , you can establish a banishing loop between and to banish an opponent’s card every Standby Phase. While the effects can lead to powerful disruption, Metaphys decks require prior setup to really get rolling. Aggressive decks built to overwhelm the opponent quickly, such as Neos Koa’ki are the bane of Metaphys. Players can choose whether to invest fully in starter consistency or leave some room for defensive backrow to facilitate setting up.

Note: Due to the multiple activations that take place during the Standby Phase, it will be referenced as ‘SP’ in the guide for convenience from this point on.

Skills

Given the nerf to and its reliance on losing 1000 LP, Heavy Starter is the first of two consistency-boosting skills. Contrary to the wording of the skill, it guarantees at least one Level 5 or higher monster in your opening hand when conditions are met. This allows you to run a lower monster count, leaving more room for starters and techs of your choice. It also secures an opening play with or if you start with either.

The second consistency-boosting skill. Guarantees having a Metaphys monster in hand with or another spell-based starter, such as or . However, you cannot run extra monsters such as or as they disrupt the Balance ratios. Because the skill guarantees at least one monster, spell and trap in hand with a minimum of six of each in the deck, you may struggle to pull enough protection to last you during your crucial set-up period. No Lupine also leaves your field open more frequently and without the easy double banish.

Intended for increased survivability during the essential period of setting up. It does the job well enough, but sacrifices consistency. The skill goes to waste if you take damage and survive the turn while still lacking components to make plays, or if your opponent has the ability to put 4001 points of damage on-board during one turn. To clarify, a board of and attacking you directly will not break past Grit and leaves you with 1 LP. Any third monster to attack on that turn would win them the game.

Sample Decks

Steelback - Forbidden Memories Series - Top 4 Side deck: Ive_gone_mad - Meta Championship Series #19 - Top 32

Core Cards

Metaphys Daedalus (2-3x) The first of three Metaphys monsters in the deck. Daedalus is one of your primary play enablers and the key ingredient to the deck’s banishing loop. Since it can’t banish other copies of itself, you choose between Nephthys and Tyrant to activate during the following SP. You can also banish an extra copy of to thin the deck if you don’t have another target. When summoned off of Tyrant’s effect, Daedalus becomes very efficient at clearing opponents’ boards of special summoned monsters. Metaphys Nephthys (2-3x) The second Metaphys monster and your key searcher. It can’t search itself, though, leaving you with a choice between the remaining four Metaphys cards based on your circumstances. If summoned off of Tyrant’s effect, Nephthys will follow its namesake and banish all set spells and traps on the field. This effect includes your own set cards, so be mindful of when you use it.

Metaphys Tyrant Dragon (2-3x) The third Metaphys monster and the only one in this deck that can special summon the others and trigger their effects. This means Tyrant won’t get its Trap immunity and ability to attack again after battling a monster unless special summoned by a second copy of itself. Keep in mind that if you don’t have a Metaphys in hand when a banished Tyrant would activate during the SP or if you simply choose not to activate it, the Tyrant will “whiff” and no longer be usable nor shuffle itself into the deck. The same will occur if you ever decline to activate a Daedalus or Nephthys, leaving them in the banish pile. They can later be added back to your hand by a destroyed or special summoned off of , however. Asymmetaphys (3x) A mandatory starter card that should always be ran at three. Be wary of its secondary effects which will be activating almost every turn once you’re set up. Any activations during your turn will weaken all non-Metaphys monsters on the field, including your own. Activations during your opponent’s turn, which are mostly enabled by banishing , will instead change all of their battle positions. If you aren’t careful, a stray or summoned on the field that’s been weakened can be shifted into attack position during your opponent’s turn and potentially open yourself to taking lethal damage.

Metaphys Dimension (1-2x) The window to disrupting your opponent through building your own momentum. Optimally ran at two since it’s searchable and you’d rather have the second copy available if the first is removed from the field. Dimension lets you summon a banished Metaphys off of your opponent’s special summons, though it’s better to do so only if you have a “whiffed” monster like Tyrant or you need a body on the field to avoid taking damage. Its greatest boon is banishing one of your opponent’s cards during every SP once you have your loop established, picking their board apart while you prepare to finish them off. Aloof Lupine (0-3x) Always run at three copies, unless you play . A card that you’ll always want to see in your opening hand, especially in a build. A true +1 in terms of card advantage, setting up your plays and searches for the following turns with its ability to banish any Metaphys of your choice from the hand and deck. It provides a body on the field to protect your LP and, when destroyed, potentially adds back a banished Metaphys to the hand such as any “whiffed” Tyrants. Lupine plus any Metaphys monster on-board will also put lethal pressure on your opponent.

Tech Cards

Gold Sarcophagus (0-3x) Not an essential piece of the strategy, but can prove handy in a pinch. Pulls any Metaphys monster of your choosing right out of the deck and setting it up to activate during your opponent’s SP. Running multiple Sarc is great for more aggressive play, but it can be cut in favor of protective backrow. Metaphys Factor (0-1x) While Factor gives you a way to summon Metaphys without having set up, they’ll be missing their powerful effects. Factor’s primary benefit comes from your opponent’s inability to respond whenever a Metaphys monster activates its effects. No backrow can be chained to a summoned off of Tyrant, for example. Factor also allows for a rare End Phase banish off of , picking off a card after your opponent establishes their board for the turn.

Sphere Kuriboh (0-3x) A defensive option that can catch your opponent off-guard when used well. You’ll often be left with open fields for your opponents to attack into, making every last LP count. Despite Sphere’s one-time use and waste if you don’t have a follow-up, its value stems from activation in the hand as opposed to backrow left vulnerable to opponent’s removal like . Virtually useless in the already-poor Ancient Gear matchup, but can be set to protect your LP if desperate. World Legacy Clash (0-2x) A quick-play spell that can be used to protect your Metaphys from destruction while severely weakening an opponent’s monster. Though you can still banish for the sake of ATK reduction, Clash requires a Metaphys to already be on the field to be useful. Since your Metaphys returns in the End Phase, you lose the opportunity for your monster to banish normally and maintain momentum. The monster will stay on-board from that point on as well. If you haven’t already used for the turn, Clash allows you the flexibility to choose exactly when to banish an opponent’s card.

Treacherous Trap Hole (0-2x) A powerful trap that wins games on its own. Loses some value when run in conjunction with other traps and cannot be activated at all when is left in the graveyard. Protection like Canadia, however, can be special summoned from the grave with Dimension’s activation and keep TTH live. Paleozoic Canadia (0-2x) Very flexible backrow option that can be run with as just mentioned. From flipping opponent’s monsters face-down before they can activate their effects to protecting your LP from attacks, you can even special summon Canadia from the grave by activating to put a body on the field. Just be mindful of and its position-shifting and attack-reducing properties if Canadia sticks on the field longer than you’d like.

Drowning Mirror Force (0-3x) A backrow option with potentially high risk and reward. This card is easy to read if your opponent knows what they’re doing and doesn’t get cocky. It’s also an easy picking if your opponent packs backrow removal. If they overcommit, though, then Drowning can put your opponent in a position they won’t recover from. Returning powerful monsters like and to the extra deck as non-targeting removal can devastate boards. Wall of Disruption (0-2x) Serves a similar purpose to , but leaves the opponent's monsters on the field weakened. Doesn’t require the condition of attacking directly, allowing their monsters to crash into your own for immediate damage. A reduction of 800 ATK doesn’t mean much if they choose to poke your LP with a single, strong beater though. Can provide for some heavy damage if you have a ready to summon a second Tyrant. Be warned that WoD is useless against monsters targeted by ’s ATK-boosting effect.

Bad Aim (0-2x) A reactive option that can help remove anything you aren’t otherwise equipped to handle. Notable for making miss its timing when chained to removal like . Doesn’t offer much protection on its own and can be useless in some situations, however. Different Dimension Ground (0-2x) An interesting side-deck option that banishes your Metaphys upon destruction instead of sending them to the graveyard in addition to potentially disrupting your opponent’s grave synergy, such as banishing . Resolving DDG will be very circumstantial, though. Options that serve a similar function of banishing monsters from the graveyard include and .

Lady Assailant of Flames (0-2x) An alternative to with potential for a much higher payoff, but far less flexibility. It must be flipped to resolve its effect, meaning any destruction or removal from the field aside from battle will leave Lady unresolved. This can be circumvented if you banished prior with on the board, flipping Lady face-up during your opponent's SP. A lucky triple-Metaphys banish puts you in a great position moving forward, but you may end up banishing spells and traps that you can't get back. Monsters such as and or even another banished Lady can still be retrieved if another Lupine gets destroyed, however. Soul Absorption (0-2x) An interesting tech choice, as it is a “do nothing” card on its own. SA is incredibly weak if you can’t build your momentum, along with taking up your precious backrow space leaving little to no room for other backrow techs outside of . If you manage to set it up early and get your plays rolling, however, your LP gain will accumulate very quickly. This can greatly extend your survivability compared to ’s one-time use and serve as a buffer against OTKs.

Kiteroid (0-2x) Though simply a only for direct attacks at first glance, Kiteroid can protect your LP an additional time when banished from the graveyard. Unlike the anime iteration of this card, the latter effect isn’t restricted to once per duel. Aside from protecting you from OTKs on its own, Kiteroid helps keep intact. In exchange for longevity, you lose the ability to attack over monsters with high ATK but low DEF that provides. Kiteroid has the additional benefit of having two uses recycled if you have a copy in your banished pile and is destroyed, giving you the option to add it back to your hand. Necrovalley (0-1x) A typical side-deck card that can afford to be in the main deck based on the meta, else it is a dead card against some matchups. Its primary use is to remove the GY as a resource, gating off the plays of Graveyard-reliant decks. Necrovalley serves as another target for your opponent’s backrow removal, and may be the difference between letting your or remain on the board.

Making Decisions

Knowing when and how to use your cards is fundamental in any card game, and Yu-Gi-Oh! Is no exception. Though this mentality applies across all decks in the game, misplays with Metaphys are particularly punishing. Understanding the meta and being able to read the situation are essential. You’ll have to think ahead with your plays: something that best comes with practice. This section is meant to give general guidelines of your options with the cards you have, and how they work together. Matchup-specific guidelines are in the section below.

The Banish Loop

As mentioned in the Introduction, one of Metaphys’ greatest strengths lies in its ability to banish one of your opponent’s cards every SP. The loop requires and on the field. The first banish can be done with or instead, but Asym is necessary to maintain the loop. You begin by banishing and use its effect to banish the following SP. This lets you banish any card on your opponent’s field during their turn. Using Nephthys’ effect to add Daedalus back to your hand, you banish Daed with Asym to trigger Dimension and maintain the cycle.

If necessary, you can always cut off the loop by banishing instead of banishing Nephthys with Daed’s effect or special summon the searched Daed off of a Tyrant’s effect instead of using Asym to banish it. The loop is also broken if Asym or Dimension are removed from the field and you don’t have immediate access to your other copies. A potential banish every SP can drain your opponent’s resources very quickly, helping you clean up the duel with a Metaphys monster of your choice (typically Tyrant Dragon).

Using Your Searches

has four primary search targets in your deck, including an optional fifth if you run . Between Daedalus, Tyrant, Asym and Dimension, what should you go for? Naturally, the answer depends on multiple variables: the current state of the board, knowledge of your matchup, the cards in your hand and even whose SP it is.

Generally speaking, you’ll want access to your pieces of the loop as soon as possible. This typically starts with , as it continuously enables draws when you have Metaphys cards in hand to banish. is much weaker without it and should only be searched when you have access to banishing already available. Monsters can then be searched if you can get them banished quickly, using or Asym to build momentum.

If going for a double banish with Lupine that will lead to a potential double search (2x neph or 1-2x dae), prioritize using one and one or double Daedalus when possible. This will allow you to banish if you receive some sort of information from your opponent such as Crowler’s . If you think it’s safe, banish a second Nephthys to get the additional search.

This Daedalus banish will allow you to be the last one to react to the opponent’s plays, as adding early will allow the opponent to set up and thereby react to the card you added or just playing around it. Furthermore, drawing a card on your turn will allow you add something that may compliment what you drew and lessen the chance of any duplicate cards in hand or add the last component for the soft loop setup. Being the last one to react will become a recurring theme for winning or losing the matchups that will be explained in this guide.

Matchups

Darklords

Almost reminiscent of Fur Hires, Darklords boast formidable bulk and accessible effect negation. , and will often copy from the GY either to gain advantage, or to negate monster effects. Discarding Ixchel puts TSD in the grave, while and puts their monsters on the board.

The Darklord monsters are mostly difficult to attack through: pushes them over your when left on the field, and if TSD isn’t used to counteract your summons, it’s likely being saved to prevent your from sweeping their board. Since Tyrant cannot even attack over Ixchel’s DEF without an debuff, picking off their cards with is key.

Fortune Ladies

A synchro-heavy deck with as the star: she can reach colossal ATK values with the help of and . Every can banish one monster during each of your opponent’s SPs; because turn player has priority, you can special summon off of a pre-banished ’s effect to protect your LP as necessary and not worry about the monster being banished. As usual, summoning off Tyrant is crucial to bypassing Every’s revival capabilities and clearing the board of other special-summoned monsters. Fortune Ladies revolve around special summoning and can build their offensive pressure quickly and consistently. If you survive their initial onslaught, then Metaphys has the superior grind game.

Though straightforward enough, there are other cards to watch out for. is a one-of that plays off of your own extensions of banishing Metaphys cards, as well as whenever you banish their cards with . Its damage negation effect in particular will activate constantly, so either remove it ASAP or be mindful during each Battle Phase. is a tech that primarily stunts your plays with , though it can also butcher your and Dimension activations if your opponent chooses so. , in conjunction with the deck’s ability to fill the board with Fortune Ladies, is often free to pick off your backrow and halt your loop as she pleases.

Vendreads

Fairly similar in premise to the Koaki/Neos matchup, as playing passive will allow the soft loop to punish them for doing so. Prepare a special summon into as early as possible by your SP since they will have to set up their GY with the ritual monsters. Use ’s primary effect to special summon Tyrant Dragon when is special summoned to block any attacks from Slayer or .

If your opponent performs a ritual summon with at least one card still in hand, special summon Tyrant Dragon off of Dimension’s effect to protect yourself. With a normal summon intact or a discardable Vendread card that enable reviving a Vendread monster from the GY, you’re put at the risk of a lethal follow-up summon. This delays your potential Daedalus summons, but better safe than sorry. Be mindful of Battlelord’s effect to turn off your backrow cards for the turn, including .

Crystrons

An excellent matchup due to the monster-heavy emphasis their deck has. This is due to SP banishing and looping making it possible to snipe off or synchros the opponent may make on their turn. Commit to special summons if it would otherwise be lethal as usual. board clearing and overall low commitment make this deck’s looping one of Crystrons’ primary weaknesses.

Though ’s effect is of little threat to Metaphys monsters, its 3000 ATK and DEF can prove to be an obstacle. Removing it with Daedalus or Dimension is ideal, though a debuff from will allow to attack over Quarion if you must. Beware, as doing so allows your opponent to special summon any banished monster in its place, including your own.

Cyberdarks + Desperado

Though and can both be banished by the effect of , this matchup proves to be difficult for Metaphys. ’s 2200 DEF can’t be attacked over by , even after one debuff. In addition, the continuous backrow of Metaphys gives Spider a free target to destroy then summon Desperado from the hand. Desperado can also be summoned by setting or crashing without equipped. You can try to banish any DARK Machines with to circumvent this.

Summoning a banished off of Dimension’s effect off the special summon of a Brave Neos bears some advantages. Even if Desperado is tagged into, barring Tyrant’s destruction by a Spider, they won’t have lethal damage on board. This also leaves the Desperado open to a follow-up Daedalus banish during a SP, given that Desperado dominates the Battle Phase so heavily.

If they’re running a build with , you’ll want to commit as few face-up cards as possible unless you’re starting plays with Aloof Lupine going first. If the opponent has at least one card in hand, always be sure to target and banish their monsters with Dimension. Retrieve your second Dimension as early as possible in case they topdeck their Spider or they are maining Cosmic Cyclones. If Desperado is summoned, target backrow to play around and commit to Daedlaus so offensive pushes can begin. The other safe way to commit is when they have no monsters on their side of the board that would otherwise proc Desperado or fall into World Legacy Clash. Falling into World Legacy Clash is generally the worst possible outcome next to double . Er, uh… .

Amano-Stun

A matchup heavily dependant on who has the best and earliest setup. shuts down all of your monster effects, even from the hand or Banish pile. Getting and face-up and activated before they can be shut down by or is crucial, opening the opportunity for Dimension to pick off your opponent’s cards one by one. summoned off another Tyrant (assuming Amano isn’t live or Tyrant doesn’t get counter-trapped) works past any of their defensive backrow, but is still vulnerable to a . The new Invoked engine the deck incorporates is easy to out with the standard core plays: banish with only when a fusion is summoned that is bigger than Tyrant and special summon a Metaphys monster off of to block an attack from if necessary.

Triamids

The earlier you can get out a Tyrant-summoned , the better. Immunity to traps such as and the 2900 body Tyrant provides are their biggest hurdles in this matchup. Pulse can easily pick off your and , and most of their monsters are normal summoned–making them impervious to . Aside from Pulse, is your primary bane. Giving all of their Triamids properties similar to , your opponent ignores defensive options like or . Keep an eye out for , as its ATK boosts are cumulative and can boost other Triamids to levels that even Tyrant can’t attack over in conjunction with Kingolem.

Magnet Warriors

A pretty straightforward matchup, otherwise complicated by the potential techs your opponent is running. puts and over your by default, while does so only during your opponent’s turn. Backrow removal like or will prevent your loops, while the less-common can destroy monsters as well. Surviving a push from may prove difficult, but a follow-up with turns the tables very quickly. If you manage to set up uninterrupted, using Daedalus to banish during your opponent’s SP and trigger Dimension is an effective way of removing any normal-summoned magnets on the field to prevent them from tagging out into Delta during your turn.

Blue-Eyes

This deck will either: 1.) Take advantage of playing passive by setting and when going first or knows it cannot rush even going second. 2.) Use and/or to rush early.

In the first case, it will largely depend on the opening hand. But, if and are set up on the opponent’s Standby Phase, definitely banish the set monster as soon as possible. If the loop cannot be established but Lupine is opened with a possible SP Daedalus special summon, force the Stone as soon as possible and do not commit to setting much backrow (if any) and bring out Daedalus on the opponent’s SP to banish the monster they special summoned off of the Stone during your prior End Phase. While the latter play does appear to be a riskier move, given they will have at least 4 cards in hand to your two monsters on the board, leaving the Stone on board with an opposing or they can commit to will only worsen the situation further.

When BEWD goes second, they will definitely go for the board commitment plays as soon as possible with Snipe and/or Brain. Be sure to set up into a special summon by your next SP to punish a possible play where the opponent will extend. If the opponent commits to Snipe or Brain, use any backrow techs like or on them as soon as possible so their Stones or are not enabled. And if absolutely needed to live, use to special summon the banished Tyrant that was originally set up for your turn to block an otherwise lethal move on board.

Subterror

One of the best matchups for Metaphys due to its vulnerability to the soft loop. However, there are general pointers that should be noted.

If the Sub player has any backrow, make sure to snipe that as soon as possible to ensure boosting any of their Behemoths is not something that deck will lose to. Committing to out 2 or more backrow on the field is also acceptable. Be wary of when banishing with up is used, as it does trigger the opposing Subterrors that will set at the end of the Metaphys player’s turn. This is not as much of an issue when is established, but it can matter if any tech backrows like , , or even a face up are on board while trying to still set up the loop.

Once you have the set up though, take this into consideration: If the monsters on board with a possible follow up in hand could establish lethal, definitely prioritize the monsters being banished first. being special summoned with the double attack and Trap immunity to your side of the field will be your best friend in this matchup alongside Asymm flipping up the special summoned Subterrors for Daed to clear away on their SP if the opponent has 2 more or special summoned Subterrors.

All of the above is also true for the most recent variant of Subterrors using . Now, the nerfed core without makes the deck far more vulnerable to minuses in card advantage: easing the process of picking off resources with Dimension and Daedlaus with Asymmetaphys flipping up any if they manage to commit to it or any of the other level 5 or higher Subterrors. Be mindful of the potential , widening your opponent’s options with powerful synchros such as and .

Ancient Gear

Worst matchup, ABORT! Auto lose!

In seriousness, this is Metaphys’ worst MU due to the backrow hate that also doubles as ways for them to extend their board. Make sure to flip up as soon as possible due to and hold the tech cards for and . Best move is to rush them as soon as possible if they cannot get Reactor out first and have double attack with up for lethal. If they do get it out and you live from Reactor, bring out on your SP or the opponent’s SP when possible.

Still commit to getting the loop pieces out as well and making sure is banished to trigger by your next SP when their backrow removal inevitably appears. Not having or Dimension up means not committing to the best possible options and kneecapping your own plays.

Six Samurai

Has parallels to the Blue-Eyes matchup, albeit less explosive. If they open a passive hand with , try and get the banish off and hit their set monster as soon as possible. Definitely take advantage of the situation and use it to set up a search on your turn and a banish, if possible, in case they commit to their or then.

If they open a hand where Shi En and draws are possible, commit the least amount possible to get a banish by their turn off. into Tyrant and Nephthys is the easiest way to out it. But, barring Lupine as a starter, other backrow and an extra spell starter will be necessary to get the play started. This will lower the overall number of cards in hand to start a play, but it is essential in the face of a rolling negate. With on board, it can be handled in a very similar manner as it is usually special summoned. Even in a case where it isn’t, use Lupine or backrow techs to handle it if he is being used for an aggro push as returning Lupine or Metaphys monsters to hand is never an issue otherwise.

Spellbooks

Possibly the easiest matchup for this deck due to the core having free reign to commit to its offensive plays without the risk of getting punished heavily due to its only defenses remaining in the form of and . Enable as soon as they commit to SM and set as many of the backrow opened as possible. Even if they do not commit to SM, set up a special summon for any Metaphys by your turn.

If only one spell starter is opened, it is safe to hold it and the other cards the deck uses for defense can be used in an attempt to answer SM and also force out Fates early to deal with less banishes hitting the backrow throughout the game. Like other decks, they will attempt to push knowing that they can lose the grind game, but this is less frequent unless they commit to using or summon their DARK Spellcasters.

Red-Eyes/Buster Blader

This matchup is a bit more difficult than Neos, but for a different reason. Even when are answered, the falling off and enabling a follow-up for a 3k beater (after attack declaration) beats over any Metaphys special summon that is possible off or for defensive purposes. This means that the Fusion play on their turn must be taken as a direct hit, assuming no or can answer that Slash, so as to allow for another special summon from the hand on the Metaphys player’s turn. Grinding through all the Fusions is difficult, but it is very much possible. Once this occurs, it is time to start allowing the Tyrant special summon from hand to begin pushing.

Also, never use Dimension to target and banish unless two of them are set up or the one Dimension plus a tech is established to bait the Slash negate as it will destroy Dimension and may not allow for a block from an otherwise lethal attack. Anticipating the safest option from the opponent and reacting accordingly is what this deck thrives on. Keeping the core plays enabled allows for this, even in a matchup where negates must be taken care of.

If they use the package, it can be dealt with much in the same manner as the previous example with . Make sure to hit their backrow so as to not allow a potential to ruin any banishes. If it is already face up, do not commit to using any monsters, other than banishing for cost from the hand (but only if the attack from can be buffered) to set up for a Dimension snipe on DNA.

Blackwings

A matchup that results in either winning outright or getting blown out. If Blackwings go first, be sure to attempt to set up as soon as possible on your turn for the debuff so has a lower chance of proccing after two swings. Attempt to bait out in their hand as soon as possible with to secure clearing out their turn 1 special summon board. Sometimes they may not take the bait and will result in a reliance on main deck techs or Grit to protect yourself as a way to secure another turn against their swarm potential. If you go first, secure your usual starter plays and set up backrow as soon as possible. Unfortunately, the threat of means any way of accessing the extra deck should be stopped early with tech cards such and . Fairly linear matchup overall though. Stop their plays, live a turn, then rush them or get rushed back if they have the outs.

Invoked

Against all variants of Invoked, saving yourself from lethal from fusion monsters is crucial. Especially because in the main deck makes every Invoked fusion a threat. If was already used, use to special summon and protect as soon as possible. Cycle banishes and only special summon off of if there is no other monster on their side that can be boosted with to run it over and stop the soft loop. Also, establish and starting plays early. If you are going second, you will have to play into the counter traps or risk being behind anyway.

Ritual Beasts

One of the more favorable matchups due to the deck’s reliance on special summoning via tagging in and tagging out the fusions. The major threat facing the deck is and, in particular, with giving access to preventing a mass banish. Only commit to two monsters when it is possible to put lethal on board. Always assume that a set monster is and never attack into it unless it’s with special summoned off another copy of itself. Pick off her with Dimension as early as possible. When they begin their combos, only special summon off of if it can block against the they summon at the end of a potential aggressive push that can break through otherwise.

Metaphys

When the stars align and you’re caught in a Metaphys mirror match, be prepared not to lose to the timer while making decisions. and are key win conditions. makes the matchup much easier, if you happen to be running it. Commit to making a push as soon as possible, and use your own Dimension to banish theirs or their if it’s the only backrow they happen to have. Other than that, commit to hitting their set backrow and only hit their monsters if its or it means having lethal on board. If their Dimension is left live, they’ll pick off your own backrow and respond to your special summons with free summons of their own from the Banish pile.

General Tips

When banished subsequently, the game will prioritize monster effects in this order: Daedalus, Nephthys, then Tyrant Dragon.

With all of the banishing taking place and only three Metaphys monsters to keep track of, it can be easy to confuse them for one another and forget what was banished when. You don’t want to make the mistake of retrieving a Metaphys off of or that was meant to activate the during upcoming SP. Like the Graveyard, your Banished pile sorts older cards to the left, meaning any “whiffed” monsters like can leave your banished cards without worry.

Commit to special summoning Tyrant Dragon off of a second, banished Tyrant Dragon as soon as possible after the opponent is forced into a passive game state (i.e. setting monsters and backrow with one special summon at the most) as more cards can be picked off and simplify the game state in your favor to actually start making secure pushes for damage and not give the opponent time to draw what they may need to re-establish their board.

Special thanks to Dkayed and Gia for creating and upholding this community for so long. You both put in more work behind the scenes than most people would realize.

Would also like to thank ive_gone_mad for offering several important pointers during the earliest stage of this guide, who also secured the first Top 32 Metaphys placement in an MCS.

Lastly, thanks go to the website crew for keeping this platform full of valuable resources!