1. Deck Overview
[Water Darkness Fire Bike], a derivative of [Bike] which appeared 15 years ago. An aggro deck that attacks from early turns to swing through.
The way to fight is "ultra-aggro that slows the opponent and accelerates yourself." It slows the opponent with creatures that obstruct their actions while attacking, and you attack faster than usual via Speed Attacker and "Invasion" (stack on for free during a Command's attack). It has one of the highest speeds in Duel Masters, able to finish as early as turn 3, with rich attack variations (split over multiple turns / break all in one turn / attack defenselessly). A piece that combines easy-to-understand strength, grind-worthiness, and expandability to derivatives.
2. How to Win
Look at your turn 1–3 hand and decide a plan. To go all-in in one turn: attack with a race-Command → cheat Redzone Formula, Overlordless Invasion via Invasion → break 2 with Double Breaker → at the end of the attack, untap and send only itself to the graveyard → on the underlying Command's re-attack, Invade with Blackzone, Forbidden Lightning Sonic and the like → break 3 with Triple Breaker → 5 total + finish with Onikamas, Strange Flow or Valchuris, Dragon Armored.
3. Strengths
- Combining the god-speed of a turn-3 kill with disruption that slows the opponent.
- "Invasion" chain-cheats large creatures for free, breaking 5 shields from a single attack.
- Ragnarok, the Clock's forced turn end leaves a comeback chance to the end even against aggro opponents.
4. Weaknesses & Notes
- The flip side of powerful aggro: slowing cards (countermeasures) hit you too.
- A Shield Trigger stopping your movement or being made to discard can prevent you from finishing.
- Swayed by your opening draw.
Official Deck Composition
Official Deck Composition
| Creatures | 36 |
| Tamaseeds | 4 |
| Total | 40 |
5. Card Guide
001
The Tripper, Shadow Speed ×4
×4 / Creature / Darkness/Fire / Cost 3
Role: Attack starting point + mana disruption
Speed Attacker (can attack the turn it enters). The opponent places cards in mana tapped (disruption so their mana doesn't grow). A race-Command that's an Invasion starting point. Stacking an Invasion card on it makes the mana disruption unusable, so use disruption or attack as appropriate.
002
Pandora Royals ×4
×4 / Creature / Water/Fire / Cost 4
Role: The backbone (draw + Speed Attacker)
Speed Attacker, Double Breaker. When it enters / when placed in the hyperspatial zone, draw 2 and discard 1. With Pandora Shift ([Water/Fire(2)] to place it in the hyperspatial zone) → summon from there, and you draw either way, digging 4 cards into the deck.
003
Prin, Saiko Princess ×4
×4 / Creature / Water/Fire / Cost 4
Role: Attack starting point (with resistance)
Just Diver (can't be chosen or attacked from when it enters until your next turn), Speed Attacker. The resistance carries over even if you evolve the turn you put it out. At the start of your turn, place it in the hyperspatial zone and put an Alien other than Prin, Saiko Princess out from the hyperspatial zone (call a previously-placed Pandora Royals for free).
004
Redzone Formula, Overlordless Invasion ×4
×4 / Evolution creature / Fire / Cost 6
Role: The star Invasion (consecutive attacks)
Invasion from a Fire Command. Double Breaker. During the attack, the opponent can't use G-Strike. At the end of each turn's first attack, untap itself and destroy the top card (= itself) → the underlying evolution-base Command appears and can re-attack untapped. On this re-attack you can stack another Invasion.
005
Redzone, Roaring Invasion ×2
×2 / Evolution creature / Fire / Cost 6
Role: Invasion (removal + 3 points)
Invasion from a Fire Command. Triple Breaker. When it comes out via Invasion, it enters while destroying all of the opponent's highest-power creatures. The original Redzone.
006
Blackzone, Forbidden Lightning Sonic ×2
×2 / Evolution creature / Darkness/Fire / Cost 7
Role: The flagship (graveyard Invasion + seal)
Overlordless Invasion [Sonic] (stack from hand, graveyard, or battle zone during a Darkness/Fire Command's attack = can cheat for free even from the graveyard). Triple Breaker. When it enters, seal all of the opponent's lowest-power creatures (ignore = a top-class removal; releasing requires a same-civilization Command, and many decks can't). Drop it into the graveyard via "draw and discard" to use it.
007
Magic Circle of the Wicked Heart ×4
×4 / Tamaseed / Water/Darkness/Fire / Cost 3
Role: Lubricant (draw + colors + evolution base)
The only non-creature card (can't attack). G-Strike, Shinkalize. When it enters, discard 1 → draw 3 → discard 1 (dig for needed cards). As a 3-color multicolored card it's color fixing, and placing it from hand into mana untaps it so it's usable the turn you place it. With Shinkalize you can put an evolution beast on top (not Invasion, requires mana).
008
Ragnarok, the Clock ×4
×4 / Creature / Water / Cost 3
Role: Top-class defense (forced turn end)
Shield Trigger. When it enters, skip the rest of the turn (the opponent can't make follow-up attacks or use end-of-turn abilities, and the turn ends). Since there are cards that can cheat it out from the graveyard, dropping it into the graveyard via "draw and discard" lets you reuse it.
009
Cobra, Snake Ninja Holy Chaos ×3
×3 / Creature / Darkness / Cost 6
Role: Defensive Shield Trigger + revival
Shield Trigger, Blocker. When it enters, put the top 2 into the graveyard and cheat a cost 5 or less from the graveyard (works even if it self-destructs). It self-destructs when it enters if fewer than 2 shields were broken on the opponent's turn. Choose the revival target by situation (Ragnarok, the Clock to stop; a race-Command to attack).
010
Galek, Shadow of Reversal ×1
×1 / Creature (Hall of Fame card = limited to 1) / Darkness / Cost 10
Role: All-purpose defensive Shield Trigger
Shield Trigger. When it enters, choose 3 times from "power -3000" / "top 3 to graveyard" / "put a cost 3 or less from the graveyard into play" (the same one is OK). Hard to make a dud, high versatility. Note that chosen abilities are processed in the written order.
011
Onikamas, Strange Flow ×4
×4 / Creature / Water / Cost 2
Role: Resistant attacker + cheat meta
Can't be chosen by the opponent (can't be selected by removal/G-Strike), so it has good board presence — perfect as a direct-attacker. When the opponent puts a creature into play by means other than summoning, you can return it to hand (Invasion is also non-summoning, so if it's on the opponent's board your own Invasion gets returned).
012
Valchuris, Dragon Armored ×4
×4 / Creature / Fire / Cost 5
Role: Additional resistant attacker
Speed Attacker. On the turn's 2nd creature attack, reveal it from hand, and after the attack processing (Shield Triggers, etc.) finishes, put it out for free. Since it waits in hand, Shield Trigger removal/tap don't affect it and it can attack immediately. Deliver an "additional removal-proof attack" to a weathering opponent.
6. Basic Play Flow
Premise
The appeal is the speed and variety of attacks. Look at your turn 1–3 hand and the opponent's situation, and judge whether to go all-in in one turn or break over multiple turns.
Going all-in in one turn
For finishing on turn 3 or a killer pattern after fixing your hand. Attack with a race-Command → Invade with Redzone Formula, Overlordless Invasion → break 2 with Double Breaker → at end of attack, untap and send only itself to the graveyard → on the underlying Command's re-attack, Invade with Blackzone, Forbidden Lightning Sonic and the like → break 3 with Triple Breaker → 5 total. Add Onikamas, Strange Flow alongside, or declare Valchuris, Dragon Armored on the 2nd attack, to finish (both are hard to remove).
Breaking over multiple turns
When your hand is poor or counterattacks are expected. On turn 2 Onikamas, Strange Flow, on turn 3 disrupt with The Tripper, Shadow Speed, breaking only 2 shields on turn 3 to make turn 4 easier. Or, exchange your hand with Magic Circle of the Wicked Heart to draw Blackzone, Forbidden Lightning Sonic, Invade on The Tripper, Shadow Speed's attack to break the remaining 3, and finish with Onikamas, Strange Flow. Mastering the move of whittling slowly with small creatures raises your win rate.
One-shot comeback
Even when pressed by mass removal, hand destruction, or faster aggro, Ragnarok, the Clock's forced turn end leaves a chance to the end. Break the opponent's shields as much as possible — at 0 shields with Ragnarok, the Clock buried in your shields, you win.
7. Final Summary
An aggro deck that attacks at god-speed and with variety via Invasion and Speed Attacker while slowing the opponent. It handles everything from a turn-3 kill to splitting the attack over multiple turns, leaving a comeback chance with Ragnarok, the Clock. Its weaknesses are countermeasure cards and opening-hand dependence. Start customizing by padding out the flagship Blackzone, Forbidden Lightning Sonic.
↑ Top