Home » Gaming » Yugioh Master Duel Subterror Deck Guide

Yugioh Master Duel Subterror Deck Guide

Take the game underground as your Behemoths control the board.

Updated: Apr 21, 2022 3:20 pm
Yugioh Master Duel Subterror Deck Guide

WePC is reader-supported. When you buy through links on our site, we may earn an affiliate commission. Prices subject to change. Learn more

The Yugioh Master Duel meta is a diverse one currently. There’s a lot of emphasis on the most meta and hardcord decks, but then there’s also the rogue decks. The ones that you don’t see as often used as others. And a personal favourite of mine is the Subterror archetype. In this guide, I’ll walk you through a Subterror deck that’s served me well and is also just fun. It’s not the most meta, that being said, it could still take your opponent by surprise. Although there is a ‘meta’ version of this deck, one that is a floodgate. That’s not the case for this one, but I will mark down the meta cards to add, although there should be a warning, you won’t be liked for it.

The type of card in a deck will be broken down into a few categories:

Searcher – This card lets you search your deck for another card.

Extender – This card will special summon itself or another card.

Starter – A card that will begin your combo.

Interrupter – A card that allows for interaction on your opponent’s turn, be this negate, destroy, or return a card to the hand.

Finisher – A card intended to finish up games by attacking.

Subterror

Main Deck

This deck has a nice split between Monsters and Spells/Traps. And, thankfully with how big and powerful the Behemoths can get, there’s not much need for many Extra Deck monsters. The Flip Effects are – in some cases – good enough to deal with any pesky negates or monsters your opponent might have. Although some of the Behemoth monsters have been left out of this deck, it might just be a be a matter of preference. These are the ones I use, and they’ve proven to work against some of the toughest decks (unless I bricked!).

Monsters

  • x3 Subterror Fiendess (Interrupter/Starter): Fiendess is your negate, being able to activate from either your hand or field. It can negate any card activation, but won’t destroy the card. So be wary, try and time it well to stop your opponent’s combos.
  • x2 Subterror Archer (Searcher): Archer is good in certain situations. It can bypass the damage step when battling a defence position monster. “At the start of the Damage Step, if this card attacks an opponent’s face-down Defense Position monster, and you control another “Subterror” monster: You can shuffle that opponent’s monster into the Deck.”
  • x3 Subterror Guru (Searcher/Interrupter/Starter): There’s a reason this card is banned in some formats. Guru is your searcher, and can intiate a chain reaction of Behemoth summons. For any good Subterror deck, you’ll need a playset of Guru.
  • x1 Subterror Behemoth Stygokraken (Extender/Interrupter): Being able to Target set cards on the field and destroy them means you can get over some powerful ‘immune’ cards. Because – remember – if a monster is face-down, any protection effects they have, won’t go off. So comboing Stygokraken with Ultramafus can get you over any pesky boss monster.
  • x1 Subterror Behemoth Dragossuary (Extender/Interrupter): A nice protection effect, a simple ‘Subterror cards you control cannot be destroyed by card effects’. It might be situational but it’s a good precaution to have against a board wipe.
  • x3 Subterror Behemoth Umastryx (Extender/Interrupter): Umastryx can banish any card your opponent controls. It is targeting, but remember… Face down monsters that might have immunity against targeting won’t get that protection whilst face down.
  • x1 Subterror Behemoth Voltelluric (Extender/Interrupter): Voltelluric is your biggest monster in terms of defence, and it can steal your opponent’s set monster til the End Phase. It’s big, situational but still a good precaution to have.
  • x3 Subterror Behemoth Stalagmo (Extender/Interrupter): A nice +1, and having Subterror monsters in your graveyard isn’t that bad thanks to Cave Clash. So discarding 1 Subterror monster to draw 2 cards is pretty great.
  • x2 Subterror Behemoth Speleogeist (Extender/Interrupter): Targeting 1 monster one defense position monster and forcing it into attack position with 0 ATK, whilst you’ve got Speleogeist with a minimum of 3,000 ATK only spells danger for your opponent. Getting rid of any possible boss monsters with ease.
  • x2 Subterror Behemoth Ultramafus (Extender/Interrupter): Ultramafus can start a chain reaction towards your opponent. Flip summon Ultramafus first (because he will also flip your own monsters down too) before the damage step, and flip all your opponent’s monsters down. Then Speleogeist, Voltelluric, Stygokraken all gain their benefits, and you can essentially whittle your opponent’s field down.

Spells & Traps

  • x3 The Hidden City (Searcher/Interrupter/Starter): Your field spell, The Hidden City is a searcher, can flip summon your monsters and can simply negate attacks. It’s vital to this deck and a huge asset.
  • x2 Pot of Prosperity (Searcher): Draw power, this deck is based around certain cards and summoning them from you hand, so you’ll need cards in your hand.
  • x1 Pot of Extravagence (Searcher): Ditto as before.
  • x3 Subterror Cave Clash (Finisher): This card will boost your monsters to a crazy amount of ATK and DEF, you’ll be able to pummel through your opponent with it. And a cherry on top, whenever you destroy your opponent’s monsters this way, you can add a monster from your graveyard to your hand. Recycling any fiendesses you might have used earlier.
  • x1 Book of Moon: A simple card that, if you have no means to flip your cards, or your opponent’s cards down, is a handy tool to have.
  • x3 Subterror Final Battle (Interrupter/Starter/Finisher): One of the most powerful traps in this deck, this will allow you to flip summon on your opponent’s turn, and possibly disrupting an entire play. Or you can increase your monsters’ attack even more, or you can flip your monsters back down. It’s so versatile that it’s a must-have.
  • x2 Subterror Behemoth Burrowing: A relatively simple trap that offers some protection from destruction. It can recycle itself as well search.

Extra Deck

Apart from the Subterror Link Monster, you won’t really need any Extra Deck monsters apart from fodder for your Pots. So just stuff your Extra Deck with as many monsters as you can, to make sure you can use your Pots.

The Price and Packs

If you were to craft this deck, this is how much crafting points you’ll need. But if you want to know which Secret Pack to get for it, you’ll want to get the Worthy Adversaries pack to pull Subterror cards.

N-CP (13) : 390

R-CP (9) : 270

SR-CP (14) : 420

UR-CP (4) : 120

Are there any of the best decks you would like to learn how to play? Comment below and we will get started on breaking that deck down

Whilst that’s it for this, we’ve been covering a fair bit of Master Duel content, you can find it all here:

You can also find my Aromage deck guide here.

You can also read our official Yugioh Master Duel review here


Trusted Source

WePC’s mission is to be the most trusted site in tech. Our editorial content is 100% independent and we put every product we review through a rigorous testing process before telling you exactly what we think. We won’t recommend anything we wouldn’t use ourselves. Read more