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Weather Painters Guide

Introduction

You like chibis? You like Bob Ross? Well, the Weather Painters got you covered! This archetype has pleasing artwork, a unique playstyle and some strong control aspects.

Each “Weather Painter” monster we have is a different attribute, and they banish themselves for cost to activate effects given to them by “The Weather” Spell/Traps, Special Summoning themselves back in the next Standby Phase. (Most of these effects are Quick Effects.)

Because of that, this deck is mostly indifferent to Counter Traps, Battle Traps, Fiendish Chain/Destiny HERO - Plasma, and more! You can also use certain “The Weather” Spell/Trap effects more than once per turn, even on the opponent’s turn! Another crazy thing is that if you have already activated your monster effect that a “The Weather” Spell/Trap has given it, your opponent cannot Cosmic Cyclone or otherwise negate the Spell/Trap’s face-up effects to stop the effect from resolving.

As a result, this deck has strong matchups against decks with heavy backrow, like Shiranui and Shadow Game decks, but it can struggle against decks that could swarm the field quickly, like Blackwings and Dark Magician.

Some fair upcoming support could include The Weather Rainy Canvas for bouncing backrow, The Weather Painter Aurora for recovering Canvases or granting destruction and targeting protection onto them, OR The Weather Rainbowed Canvas (summon from Deck if opponent controls a monster (but not both Aurora and Rainbowed).

Example Gameplay

Nov 2020 KC Cup Stage 2 with Weather Painters, PART 1!

Nov 2020 KC Cup Stage 2 with Weather Painters, PART 2!


The Monsters

An important feature of these monsters in Duel Links is that after they have been banished for cost, they return to the field in a certain order, which will dictate their column placement for that turn. So, first off, how does this column mechanic work in Duel Links specifically? You can’t directly choose your zones, so you can instead work around it by understanding how the automatic column placement works. This is nothing new, just something you should have known before that you should now re-examine more closely.

Cards are placed on your field into the middle zone, then righthand zone, then lefthand zone, in that order, wherever there is space. Whenever the monsters return to the field from being banished, they will also return in that zone order (you can Toggle On to chain intelligently, to swap up the monster’s columns in the Standby Phase if you wish).

Second of all, when returning to the field, the monsters come back in order of increasing ATK: Snow (0), Rain (1200), Cloud (1500), Sun (1600), Thunder (1700). This is just pre-programmed, although in TCG you would be able to choose the order.

The Weather Painter Snow (3x):

Duel Links Card: The%20Weather%20Painter%20Snow

Snow is the deck’s best searcher for our “The Weather” Spells/Traps. When Normal Summoned, she places 1 “The Weather” Spell/Trap directly to the field face-up. She will allow us to search for missing pieces to our opening combos or to immediately activate our “The Weather” Trap Cards without waiting a turn, and she acts as a 1-card comeback to a board wipe. She is a valuable card to have at 3 (although it IS possible to manage without Snow by using a consistency skill like Balance to compensate).

The Weather Painter Thunder (2-3x):

Duel Links Card: The%20Weather%20Painter%20Thunder

Thunder is our highest-ATK Painter that can replace any face-up Continuous Spell/Trap with a “The Weather” Spell/Trap. As such, he can act as a secondary searcher, and should be run at 2-3 copies. If you don’t own any Snow, definitely run 3 Thunder to compensate as the next best option. Also, because he sends the face-up Spell/Trap as cost, you can use cards like Fiendish Chain and Light-Imprisoning Mirror and send them away at any time to clear up your backrow.

The Weather Painter Cloud (1-2x):

Duel Links Card: The%20Weather%20Painter%20Cloud

Cloud is an excellent F2P Weather Painter option. On the next Chain Link after a face-up “The Weather” Spell/Trap is sent to the GY (either by backrow removal, by Painter Thunder’s effect, etc), Cloud can place up to 2 “The Weather” Spells/Traps back onto the field from the GY, replenishing your resources. Depending on your build’s playstyle, you may like to run Cloud for insurance, but he is not a crucial component of this decktype. As a note, the Spells/Traps come back in the order that you select them; they are recovered into the middle, then right, then left zone, so take that time to rearrange your backrow if your column placements were awkward before.

The Weather Painter Rain (0-1x):

Duel Links Card: The%20Weather%20Painter%20Rain

Not the best Weather Painter, but a rather conditional one. The only in-archetype way to special summon Rain is to play The Weather Sunny Canvas (not a great card), OR via her own effect that Special Summons her back to the field (which is a bit slow), and the benefit of just playing a Spell/Trap from the hand 1 turn later isn’t nearly as great as Snow’s effect to place from the Deck. She may find more use in a meta with heavy backrow removal, as she does bring in a Canvas before your Standby Phase ends.

The Weather Painter Sun (0-1x):

Duel Links Card: The%20Weather%20Painter%20Sun

Sun is a decent recovery option; if he is in the GY, you can send 1 face-up Continuous Spell/Trap to the GY (as cost) to Special Summon him in Defense, provided you already have a “The Weather” Spell/Trap in your hand to activate. While that doesn’t speed up this deck’s ability to go for lethal, he could return to the field to stall for 1 turn if you topdecked a “The Weather” Spell/Trap and also have one face-up already.


The Spell/Traps

Every “The Weather” Spell/Trap has two main chunks of text:

  • “The Weather” Effect Monsters in your Main Monster Zones of this card’s column and its adjacent columns gain this effect. — This is an effect that is given to the monsters, and its activation is considered a monster effect. They are mostly Quick Effects, except for Thundery and Auroral (Trigger Effects).
  • ”You can only control 1 “The Weather” Spell/Trap of this name.”Even when this effect is negated on one copy of the card, this drawback cannot be bypassed as it is not negated on all copies of the card. This will be relevant in the Dark Magician matchup.

Here’s how the column placement functions for the Spells/Traps. With Snowy Canvas as the example, the highlighted zones indicate the monsters that are capable of applying the effects of Snowy Canvas; whoever is in the same or adjacent columns relative to the Canvas can apply its effects.

Image

Beyond that, the following is very important and is likely the most confusing thing about this deck to players who have not faced this deck before (even if reading is your forte), so pay attention!

The monsters apply the Spell/Trap’s effects, so the game of Yu-Gi-Oh! considers it a monster effect. That means that when your opponent chains backrow removal to the monster’s effect activation, the effect still resolves, even if the face-up Spell/Trap’s effect is negated on Chain Link 2+ and that Spell/Trap remains on the field, or even if the Spell/Trap gets removed in response. The only way to prevent these effects from resolving is to actually pre-emptively negate or remove these Spells/Traps from the field without the chance for that monster to activate its effect.

Alright, now that we have a better grasp of these mechanics, let’s examine each of the Spells/Traps below that we currently have!

The Weather Snowy Canvas (3x):

Duel Links Card: The%20Weather%20Snowy%20Canvas

Snowy Canvas is our search Spell in the deck and can be placed by both The Weather Painter Thunder and The Weather Painter Snow. As a Quick Effect, it gives us searches on both turns, and since the monsters will banish themselves as cost to activate the Spell/Trap’s effect, they can easily dodge or ignore targeting effects like Karma Cut, Treacherous Trap Hole and Fiendish Chain. The combination of its accessibility and the ease of thinning the deck with its effect make it an instant 3-of.

The Weather Thundery Canvas (2-3x):

Duel Links Card: The%20Weather%20Thundery%20Canvas

This is the best archetype Trap in this deck. It functions as a Sea Stealth Attack that bounces monsters instead of destroying them. As you can imagine, it works really well against Extra Deck monsters. Keep in mind that it is applied through a monster’s effect, so it will not work against monsters that prevent activations of monster effects while that monster battles, like Armades, Keeper of Boundaries, Samurai Destroyer, monsters affected by Triamid Kingolem, etc., or attacks, like Ancient Gear Reactor Dragon, etc. In those cases, you will want to utilize Cloudy Canvas instead to reduce their ATK pre-emptively, then beat over them that way. Finally, just like World Legacy Clash, Thundery Canvas activates during the Damage Step, so even if your monster is negated, you can still activate it to cancel out an attack.

The Weather Cloudy Canvas (2-3x):

Duel Links Card: The%20Weather%20Cloudy%20Canvas

This Spell actually has some interesting utility. It acts as both a stat reduction card on any targetable monster (making it easier to beat over), OR a way for you to poke directly for that final bit of damage. Unfortunately it does NOT work in the Damage Step, so keep in mind that replays will occur if you apply the effect to your opponent’s monster, allowing them to attack directly.

Some possible interesting applications are to restrict Black Whirlwind searches, or to make big targetable monsters easier to take down (especially those that turn off our ability to use the Thundery Canvas Trap, like Armades or Samurai Destroyer). It functions well in tandem with Floodgate Trap Hole to shut down decks that rely on making Synchros, allowing you to poke directly over a clogged field.

The Weather Sunny Canvas (0-1x):

Duel Links Card: The%20Weather%20Sunny%20Canvas

Sunny Canvas basically requires 2 monsters on your field to tribute one of them as an effect, and Special Summons a different one from hand/GY. Very situational, not exactly recommended.

The Weather Auroral Canvas (0-1x):

Duel Links Card: The%20Weather%20Auroral%20Canvas

This card basically lets you banish the card that your opponent (or you) added to the hand by a card effect, and replace that card with drawing a card.

We don’t really see it being too useful right now, unless search effects become more relevant in Duel Links, although it has its niche use against Aleister the Invoker by banishing Invocation in trade for a drawn card. That’s not necessary to win against Invoked though… Overall not recommended, even in F2P builds, to be honest, because it is winmore, but it is maybe decent as a Side Deck option.


Tech Cards

Here are some recommended cards you can tech into this deck.

Since the deck has 6 total 1-card starters (which want to pair with a Canvas to safely stick on the field), you have some freedom to play a few techs. You never really want to open too many of these tech cards, but you wouldn’t mind if you also opened a The Weather Painter Snow (a 1-card starter), OR a The Weather Painter Thunder with a “The Weather” Spell/Trap.

Lava Golem:

Duel Links Card: Lava%20Golem

Kind of obvious; this deck wins slowly, so Lava Golem helps you clear out boards that contain 2 or more monsters that would be cumbersome to deal with. You can also bounce him back to your hand with The Weather Thundery Canvas if Lava Golem ever attacks.

Kiteroid:

Duel Links Card: Kiteroid

Since this deck banishes its own monsters a lot, you could often have an empty field, so Kiteroid would be live fairly often. Just helps prevent OTKs.

Sphere Kuriboh:

Duel Links Card: Sphere%20Kuriboh

Just to prevent OTKs, just in case Kiteroid wasn’t enough for you. Not that this deck has trouble dealing with 1-2 big monsters, but you know… just extra protection if you want it. It can help if you’re getting outnumbered.

Chaos Hunter:

Duel Links Card: Chaos%20Hunter

Chaos Hunter can be a powerful asset against specific matchups. It has a decent attack stat that can shut down Ritual Beasts from Special Summoning their Fusion monsters, and makes the mirror match so much easier. A strong siding option against those matchups.

Parry Knights:

Duel Links Card: Parry%20Knights

Parry Knights swarms your field with 2 monsters in a pinch (if you didn’t lose from 1 big attack). If you were forced to tag out and search with Snowy Canvas, you can search Snow for a 1-card comeback, then take the damage to bring out Parry (and optionally a Painter). In a rarer instance, he could work with Cloudy Canvas to beat over a reduced monster, but the columns might be awkward for that (usually Cloudy is on the left zone, unoptimal since Parry will be in the middle, so only your left-zoned monster can apply Cloudy).

Floodgate Trap Hole

Duel Links Card: Floodgate%20Trap%20Hole

Floodgate works excellent against swarming decks like Blackwings and Thunder Dragons who greatly rely on being able to summon often in order to keep up their consistency. It also works great in tandem with The Weather Cloudy Canvas by locking your opponent’s monster zones and letting us swing over for chip damage. Could also steal the game with Nightmare Shark under a Floodgate lockdown if that comes up. Excellent siding option against those decks.

Necrovalley:

Duel Links Card: Necrovalley

Necrovalley will shut down GY-centric decks like Shiranui (who push by Synchro Summoning from the GY, banish from the GY to power up Shogunsaga, etc), Evil Eye (who search by banishing Gorgoneio from the GY, grab cards back from the GY with Medusa, etc), Crystrons (who banish themselves from the GY to search, revive monsters from GY with Ametrix, etc), and more! Any unfair card that helps this deck is a good option, especially because it hardly hurts this deck.

Valhalla, Hall of the Fallen

Duel Links Card: Valhalla,%20Hall%20of%20the%20Fallen

This can help you turbo out two Weather Painters on your first turn if you opened this and Weather Painter Thunder: Thunder replaces Valhalla for Snowy Canvas, search Cloud or Snow depending on the matchup, and Normal Summon it!

Fiendish Chain:

Duel Links Card: Fiendish%20Chain

An expensive option, but since this deck can struggle to recover against massive backrow removal from cards like Chaos Dragon Levianeer and Black Rose Dragon, Fiendish Chain stops those cards so that you can maintain your board.

Karma Cut / Raigeki Break:

Duel Links Card: Karma%20Cut
Duel Links Card: Raigeki%20Break

Discard-based traps work really well with this deck because you can gain an incredible amount of card advantage. Why not just use cards like these, that have a powerful impact on the board without truly spending much of a cost? Karma Cut hits Witchcrafter Madame Verre hard, and Raigeki Break can just be good as general spot removal against our direct counter: Chaos Hunter.

Hallowed Life Barrier / Rainbow Life:

Duel Links Card: Hallowed%20Life%20Barrier
Duel Links Card: Rainbow%20Life

Hallowed Life Barrier protects from battle damage and from battle destruction. This helps your Weather Painters survive if your Continuous Spells/Traps were removed against decks with multiple big monsters like Blue-Eyes or Dark Magician. Depending on the aggressiveness of the meta, you may or may not want to cut down or bump up your count of this card. Rainbow Life is another option to either replace this or play alongside this.

Book of Moon

Duel Links Card: Book%20of%20Moon

This can help a lot going second into a board that has a disruption, like against Gaia or Photon Strike Bounzer. Flip them down so your Painter Snow can resolve to place a Thundery Canvas to break their board, or Snowy Canvas to get set up.

The Transmigration Prophecy:

Duel Links Card: The%20Transmigration%20Prophecy

This helps a lot against GY-reliant decks like Shiranui, Crystron, Witchcrafters, and even Gouki if you time it correctly. Shuffle back their GY resources!

Also, remember that if a card is sent to the GY for cost and it would have triggered if it remained in the GY on resolution of the chain, if you respond by chaining Transmigration Prophecy to shuffle those card(s) back into the Deck, they won’t activate due to the April 20, 2020 rulings update!

Needle Ceiling:

Duel Links Card: Needle%20Ceiling

Depending on the matchup, this could come in handy to clear big boards. Keep in mind that certain monsters will float (like Chidori the Rain Sprinkling) or just not be destroyed (like Onimaru the Divine Thunder). You can then chain to the Needle Ceiling to dodge it by applying Snowy Canvas multiple times (even though you only get 1 search).


Recommended Skills

Middle Age Mechs

Middle Age Mechs (MAM) is a Crowler skill. This skill has two very important applications.

  • If you open your The Weather Painter Thunder, you will immediately have a card to send to the GY in order to search for your missing combo pieces, turning Thunder into another starter for the deck. It however doesn’t do much if you don’t open Thunder, and does make your column placement more awkward sometimes.
  • MAM triggers on YOUR first turn, which means your opponent will not have the opportunity to immediately destroy/banish it with backrow removal when the game begins (making this better than Master of Rites II). However, keep in mind that when you Normal Summon a monster, your opponent can respond on resolution of that Summon by activating a Cosmic Cyclone or Raigeki Break to stop you from placing a “The Weather” Spell/Trap.

Ultimately this skill boosts the consistency of your deck and allows for faster setup of your board against aggressive or oppressive decks in the game. The drawback is, sometimes MAM would do nothing if you do not open The Weather Painter Thunder, and can mess up your column placements.

Destiny Draw

Destiny Draw is nice with hand traps, and is probably the best way to play the deck now that Balance will not let you activate monster effects on your first turn’s Main Phase 1. It allows you to more easily side deck, depending on the meta.


Tiered Matchups

This covers matchups you may find in the July-August 2021 meta.

Onomat

Duel Links Card: Gagaga%20Sister
Duel Links Card: Zubababancho%20Gagagacoat
Duel Links Card: Utopic%20Onomatopoeia
Duel Links Card: Dodododwarf%20Gogogoglove
Duel Links Card: Dodododraw

In this matchup, to give yourself the best possible chance to win, you want to open Valhalla, Hall of the Fallen and Painter Thunder so that you can set up Cloud and Thunder with Thundery Canvas, or have either a hand trap and/or a going-second option like Book of Moon or Forbidden Chalice. You can survive by using Cloud to restore your Canvases if they destroy them with Gagagabolt, and fall back on the “Life” traps (or your hand traps) to survive their OTK if you have them. In a way then, this is similar to facing Dragunities, and will depend on you surviving the OTK and coming right back to break their board.

A potential problem is Photon Strike Bounzer negating your Snow from placing a Canvas (a key starting move), but you can easily play through it by playing a Snowy Canvas first, then if they negate the Snow’s on-summon effect, just use Snowy Canvas to replace your search. Or, if you opened a Book of Moon, use that.

Otherwise, here are some general advantages we have against this deck:

  • Valhalla helps you to play through the negate because once you tag out with Snowy Canvas to empty your field, you can Special Summon Thunder from your hand to place Thundery Canvas and attack into Bounzer to bounce it (and it cannot negate in Damage Step).
  • Thundery Canvas is once per turn per monster, so none of the Xyz monsters that Onomat can put out can deal with it when you have more than 1 monster on your field.
  • As mentioned earlier, Cloud can restore your canvases that are destroyed by Gagagabolt, because usually a Bolt is used BEFORE Bounzer hits the field, since they often make Bounzer using their “Gagaga” monsters.

And some tech options:

Overall, basically you treat this matchup like many other OTK decks such as Dragunity or Blackwings. Survive the sack? Break their board with a Snow into Thundery Canvas next turn and they probably give up.


Harpies

Duel Links Card: Cyber%20Slash%20Harpie%20Lady
Duel Links Card: Harpie%20Channeler
Duel Links Card: Harpie%20Perfumer
Duel Links Card: Harpie%20Oracle
Duel Links Card: Harpies'%20Hunting%20Ground
Duel Links Card: Harpie's%20Feather%20Rest
Duel Links Card: Elegant%20Egotist

This is one of the worst matchups due to Hunting Ground. You may just want to pass (hopefully you opened a hand trap), then once they use up Hunting Ground, you can start trying to play. If you didn’t open a hand trap, you’d better open backrow removal to snipe the Hunting Ground. A nice thing though is that since the Painter effects applying the Canvases are monster effects, Cyber Slash can’t respond to those to bounce you, and you can easily dodge a bounce if they aren’t threatening lethal on board.

Here are some general tips for when Hunting Ground is not an issue:

  • You can usually chain your monster effects to chain block Cyber Slash from bouncing you, since she wants to chain to herself, but has to let you respond first. Basically, by responding to them with a non-Spell/Trap, they can’t respond to themselves to then target and bounce you.
  • Thundery Canvas as usual is a good way to remove Cyber Slash from the field. Just be careful because some Harpie players are bad enough at the game to also use backrow removal in a deck that also has Hunting Ground in a Skill… Also, save your bounces for Extra Deck monsters; no point in bouncing Perfumer or Oracle back to the hand so they can just activate again.
  • Keep in mind that some Harpie players who play Mai Valentine could be running the Skill Harpies’ Last Will. Count the number of “Harpie” cards in GY, if it’s 4+, be prepared to search for a Snowy Canvas so that Harpie’s Feather Duster doesn’t ruin your day.

That being said, this matchup is a pretty big pain to deal with until Hunting Ground is dealt with. After that though, with enough hand traps and resilience, you may be able to break their board with Thundery Canvas and slowly even up the playing field.


Thunder Dragons

Duel Links Card: Thunder%20Dragondark
Duel Links Card: Thunder%20Dragonhawk
Duel Links Card: Thunder%20Dragonroar
Duel Links Card: Thunder%20Dragonduo
Duel Links Card: Chaos%20Dragon%20Levianeer
Duel Links Card: Hieratic%20Sun%20Dragon%20Overlord%20of%20Heliopolis
Duel Links Card: Photon%20Strike%20Bounzer
Duel Links Card: Constellar%20Ptolemy%20M7

This is one of our toughest matchups due to Levianeer and Heliopolis. On our best field, you’ll want to treat Levianeer in the same way that you treat Black Rose Dragon; you need to have Cloud and Thunder on the field previously, then you need a “Life” trap to survive an OTK and you need to search a Snowy Canvas as follow-up to restore your field next turn.

Some issues to note are as follows. Bounzer can negate our initial play with Snow on its summon, and although we can still get 1 of 2 searches, it does make our field weaker. Also, Dragonduo can keep bringing itself back out, even after you bounce it back with Thundery Canvas each turn, and continue to gain advantage by banishing Dragondark/Roar. Lastly, try not to bounce Roar back to the hand if you know they have access to Hawk from the GY because that becomes an infinite loop (bounce Roar, Roar grab Hawk, Hawk revive Roar).

There aren’t many advantages that we have against them, but here are a few:

  • Thundery Canvas does technically remove their monsters from the field easily (although if it’s Duo or Roar, it isn’t gone for long).
  • If you manage to get into a grind where you are juggling more than 3 Painters, you might be able to reduce all their monsters with Cloudy Canvas to beat over them more permanently than via Thundery Canvas.
  • Bounzer cannot negate a Painter who applies Thundery Canvas because it cannot negate in the Damage Step. Also, we can dodge Ptolemy’s effect that returns you back to the hand, so there’s not much point in making it against us.

And some good tech options are:

  • Necrovalley just autowins the matchup unless they can summon Diamond Dire Wolf to pop it.
  • Shadow-Imprisoning Mirror is a great option to negate Levianeer from nuking the field and Duo from recycling resources or searching.
  • Needle Ceiling can be a nice surprise that is hard for them to play around, if they have already used certain “Thunder Dragon” monster hand effects already and then would not float.

Overall, definitely not easy to beat, but hey, maybe they’ll brick and you can catch a break.


Resonator

Duel Links Card: Crimson%20Resonator
Duel Links Card: Red%20Resonator
Duel Links Card: Wandering%20King%20Wildwind
Duel Links Card: Red%20Rising%20Dragon
Duel Links Card: Dark%20End%20Dragon
Duel Links Card: Hot%20Red%20Dragon%20Archfiend%20Bane

This matchup actually isn’t that bad, but their techs make it painful. The main concern is that some of them maindeck Amano-Iwato, while most of them maindeck Doomcaliber Knight. The other issue is that while it’s not the best way to build the deck, a large percentage of ladder players use Solemn Scolding in this deck purely because it gains 2100 LP on the first turn.

Here’s the best way to play through an ideal board involving Doomcaliber and Scolding. You will need either Mystical Space Typhoon(MST)/Cosmic Cyclone or Valhalla, Hall of the Fallen; otherwise you cannot. Let’s say your hand is the broken combination of MST, Snowy Canvas, Thunder, Valhalla, Cloud.

  1. Snipe the Scolding with your backrow removal.
  2. Activate a Canvas, preferably Snowy Canvas, then Normal Summon a Painter, preferably Snow or Cloud. If you Summon Snow, do not activate to place a Canvas. Instead, don’t activate, and then you will be able to apply Snowy Canvas to search here, which forces Doomcaliber to negate the activation of an effect which banished your Painter for cost. Now the Painter will return safely next Standby Phase.
  3. If you have the Valhalla too, then Special Summon the other Painter from your hand (hopefully Thunder).
  4. Use Thunder to replace Valhalla with Thundery Canvas. Usually you want to bounce a Lv8 Synchro so that you don’t recycle their Red Rising Dragons to enable their Synchro climbs again.

Other notes when facing this deck:

  • If they’re on MST, try to establish Cloud so you can pretty much ignore the MST onto your Thundery Canvas and just bring it right back.
  • Use your gut, and imagine if you were them—when would you Normal Summon Amano-Iwato? If you believe they are ready to Normal Summon it, do your tag out(s) early so that you are not stuck on the field to get beaten over. Usually on turn 1, they like to end on Crimson, Dark End, Doomcaliber, or if turn 2 is their first turn, they will probably Normal Summon Amano next to the Crimson and Dark End.
  • Some of them are on Destiny HERO - Plasma, in which case you don’t care because you ignore Plasma anyway. If they are on Obelisk the Tormentor, you win, you simply win.

At the end of the day, the core plays of the deck are dodgeable, and the main issues you will run into involve their techs, which can include Scolding, Doomcaliber, Amano-Iwato, Stratos/Plasma, Obelisk, or Elementsaber Molehu, to name a few. Only the first three have any relevant impact on us.


Popular Ladder Matchups

Here are some of the currently non-tiered decks, but that which you might find on the ladder sometimes.

Gaia

Duel Links Card: Gaia%20the%20Magical%20Knight%20of%20Dragons
Duel Links Card: Gaia%20the%20Magical%20Knight
Duel Links Card: Curse%20of%20Dragonfire
Duel Links Card: Galloping%20Gaia
Duel Links Card: Soldier%20Gaia%20The%20Fierce%20Knight

This is honestly a horrendous matchup. You need your techs to win this, specifically Mystical Space Typhoon to destroy the Field Spell, and cards like Book of Moon or Paleozoic Canadia to proactively stop them from fusing if possible. After the Field Spell is destroyed, you will be able to finally apply the effects of Thundery Canvas to remove the Fusion.

If you can manage to get rid of the Field Spell, here’s what we are then enabled to do:

  • Thundery Canvas bounces the Fusions back to the Extra Deck, and eventually they’ll run out of Gaia the Magical Knights to re-summon Fusions.
  • Cloudy Canvas can halve the Fusion’s ATK in response to its destroy effect so that it doesn’t lose exactly 2600 ATK, therefore nullifying the effect. It can still attack directly, however.

Good tech options are:

  • Mystical Space Typhoon or Cosmic Cyclone to remove the Field Spell. That makes everything a lot easier.
  • Book of Moon, Paleozoic Canadia, etc. so that you can pre-emptively flip down the Dragonfire before it can fuse. With 1500 DEF, Thunder can beat over it, making it then awkward for them to set up another Fusion play because they now control only 1 non-Fusion monster, instead of 0 or 2 non-Fusion monsters, and you don’t control any monsters with 2300+ ATK, making Gaia the Magical Knight hard to summon.
  • Forbidden Chalice is great to just stop the Gaia from Special Summoning the Dragonfire at all.
  • Treacherous Trap Hole can make the Fusion Summon resolve without effect by chaining to the Dragonfire’s effect which performs it.

Overall, losing out on our effects that would apply in the Battle Phase is just too much. You must open backrow removal or pre-emptively-usable backrow against them or you just lose. The whole matchup with the Field Spell up is like facing a Samurai Destroyer that you have to apply Cloudy Canvas onto early, then beat over its 1300 ATK.


Cyber Dragons

Duel Links Card: Cyber%20Dragon%20Core
Duel Links Card: Cyberload%20Fusion
Duel Links Card: Cybernetic%20Overflow
Duel Links Card: Chimeratech%20Rampage%20Dragon

This matchup is a sweatfest because Rampage Dragon or Overflow can pop your backrow or other cards if they go first. If you go first, they can pop all your backrow and not even interact with your Canvases.

Our main inherent counter to them is Painter Cloud, who can recover 2 “The Weather” Spells/Traps face-up after they are destroyed by Rampage Dragon once per turn. Thundery Canvas can obviously bounce Rampage Dragon back if it survives.

Otherwise, you’re going to have to rely on some techs to win here:

  • Sphere Kuriboh stops one monster from attacking for the remainder of the turn, which is great against Rampage Dragon.
  • Ultimate Providence is best for negating Overflow, as it is a hard “use” once per turn, AND it will NOT float into another resource either when its activation is negated. Try NOT to negate Cyberload Fusion unless you know for a fact that they don’t have another in hand, because it’s only a hard “activate” once per turn. Lastly, keep in mind that Fusion Gate is not once per turn, but negating that is not a bad idea.
  • Fiendish Chain is great for negating Core from searching, but it can also come in handy if you want to make any “Cyber Dragon” monster forget how to call itself “Cyber Dragon”, which means they cannot be banished for Overflow.
  • Chaos Hunter would turn off Cybernetic Overflow, if they happen to summon Rampage Dragon early, and then set it. They usually summon it on Chain Link 1 so that they don’t miss timing to pop your backrow, so typically your Chaos Hunter won’t miss timing either.

Ultimately, the main issue is the massive backrow removal they can put forth. Sphere Kuriboh will be the most handy here, and Providence for Overflow (or Cyberload Fusion, if you know they don’t have another) can help you survive.


Shiranui

Duel Links Card: Shiranui%20Spectralsword
Duel Links Card: Shiranui%20Solitaire
Duel Links Card: Shiranui%20Shogunsaga
Duel Links Card: Shiranui%20Sunsaga

Shiranui is a fairly favorable matchup so long as we have the means to avoid their disruptive backrow and prevent them from accumulating a formidable set of monsters. Late-game, they could potentially make Shiranui Sunsaga to pop multiple monsters without targeting, or just swarm the board enough so that Shiranui Shogunsaga can poke for game.

We prefer to go first against them, so that we are able to dodge their spot removal before they can hit our backrow. The main play we want to make is to prevent them from getting Spectralsword into the GY by bouncing it back to the hand with Thundery Canvas.

The other advantage we have against them is that their backrow often does not do much against us; our monsters dodge cards like Ballista Squad, Karma Cut, and Floodgate Trap Hole, so the main concern is them removing our backrow, or getting Spectralsword into the GY. A niche counter to Raigeki Break/Ballista Squad is that The Weather Painter Cloud can recover destroyed “The Weather” backrow once per turn (placing up to 2 cards).

Here are good tech options to counter Shiranui.

  • Karma Cut is generally great for banishing Spectralsword so they cannot Synchro. It would also remove any extra copies in their GY.
  • Necrovalley hinders Shiranui (but not this deck) greatly since it Synchros from the GY to push. If they don’t carry Shiranui Spectralsword Shade and Shiranui Squiresaga, they have to instead draw into techs like Ballista Squad and Raigeki Break to deal with Necrovalley. Some carry 1 Cosmic Cyclone over 1 Spectralsword, though.
  • The Transmigration Prophecy could come in handy to shuffle back their Spectralsword if Necrovalley isn’t currently on the field.
  • Floodgate Trap Hole can disrupt their synchro plays on the board or clog their board, allowing us to easily swing past them directly via Cloudy Canvas.

Overall, a decent matchup. The takeaways are:

  • Try to prevent their GY setup with Thundery Canvas, and set up Cloud to counter their removal of your backrow so that you can try to build your own board of monsters.
  • Watch their GY resources, slap on a Necrovalley if you can.

Noble Knights

Duel Links Card: Noble%20Knight%20Medraut
Duel Links Card: Noble%20Knight%20Borz
Duel Links Card: Noble%20Knight%20Drystan
Duel Links Card: Merlin
Duel Links Card: Noble%20Arms%20of%20Destiny
Duel Links Card: Noble%20Arms%20-%20Caliburn
Duel Links Card: Noble%20Arms%20-%20Gallatin
Duel Links Card: Noble%20Arms%20-%20Arfeudutyr
Duel Links Card: Until%20Noble%20Arms%20are%20Needed%20Once%20Again

This is a bit of a painful matchup, and to give yourself the best possible chance to win, you need to open Valhalla, Hall of the Fallen and Painter Thunder so that you can set up Cloud and Thunder with Thundery Canvas, alongside one backrow such as Hallowed Life Barrier or Karma Cut. That way, if they go aggressive with Custennin, you can dodge and then the role of your set backrow is to stall for a turn so you can come back and push to break their board. OR, if they go for Rank 4 Artorigus, Cloud will restore your Canvas backrow.

Knowing that, here are other advantages we have against Noble Knights:

  • Thundery Canvas easily deals with their Xyz monsters, as long as Cloud is available so that your Canvas is able to restore itself before the Damage Step rolls around.
  • Drystan (or Karma Cut, their most popular backrow) literally cannot target any of your monsters because you can just dodge. Instead, the main concern is surviving a single big OTK push from them.
  • Cloud, as mentioned earlier, will restore your Canvases once per turn if they didn’t use the Rank 5 Artorigus to force Cloud to tag out before summoning the Rank 4 Artorigus to pop backrow.

Here are some tech options against this deck:

  • Shadow-Imprisoning Mirror stops Merlin, OR it stops Medraut and Borz from activating if the Noble Knight(s) are equipped.
  • DNA Surgery or Zombie World from the side deck can easily shut off their entire deck, except for Gwenhwyfar or Celestial Sword - Eatos (through Glory) equipping to Drystan to pop it.
  • Hallowed Life Barrier and Rainbow Life are essential against Noble Knights so that you can survive their OTK pushes after you lulled them into a false sense of security. If they’ve expended those resources, it’ll be easier to break their board on the following turn.

Overall, the matchup is nontrivial, and comes down to you establishing Cloud as soon as possible to have protection against backrow wipes.


Desperado

Duel Links Card: Desperado%20Barrel%20Dragon
Duel Links Card: Machina%20Fortress
Duel Links Card: BM-4%20Blast%20Spider
Duel Links Card: Twin-Barrel%20Dragon
Duel Links Card: Cup%20of%20Ace
Duel Links Card: Ms.%20Judge
Duel Links Card: Karma%20Cut
Duel Links Card: Super%20Team%20Buddy%20Force%20Unite!
Duel Links Card: Ally%20of%20Justice%20Quarantine

Desperado is actually a mostly-easy matchup, because of how we can just dodge with all our Painters and make the Desperado player destroy his own monsters by flipping at least one heads. The only important issue (somewhat) is that Quarantine would stop Thunder from Special Summoning from the banish pile, and is exactly tied with it in ATK.

Beyond that, here are some advantages we have:

  • Again, as mentioned, we can use Snowy Canvas to dodge Desperado trying to destroy us, instead forcing him to destroy some of his own field.
  • Cloud can restore Canvas backrow that was destroyed by Twin-Barrel.

And here are good tech options against them:

Otherwise, as mentioned, this is a generally easy matchup as long as luck is on your side.


Blue-Eyes

Duel Links Card: The%20White%20Stone%20of%20Ancients
Duel Links Card: Sage%20with%20Eyes%20of%20Blue
Duel Links Card: Dragon%20Spirit%20of%20White
Duel Links Card: Blue-Eyes%20Spirit%20Dragon
Duel Links Card: Azure-Eyes%20Silver%20Dragon
Duel Links Card: Blue-Eyes%20Twin%20Burst%20Dragon

Blue-Eyes generally can put pressure on us, where Dragon Spirit of White banishes our backrow or Blue-Eyes Alternative White Dragon can force our tag-out. As such, it helps to set up multiple backrow if you anticipate a Spirit of White.

The advantages we have are:

  • Thundery Canvas cannot be stopped by Blue-Eyes Spirit Dragon nor Azure-Eyes Silver Dragon (who counter targeting effects).
  • We can dodge most of their backrow (Karma Cut, Raigeki Break, and even Ultimate Providence if they negate effects on the field instead of in the banish pile).
  • Cloudy Canvas can be used to help beat over their monsters (but does allow them to attack directly for a lot of damage).
  • In a pinch, against Dragon Spirit of White trying to banish your backrow (CL1), if you chain your Painter effect(s) first (CL2, …), THEN chain Fiendish Chain second (CL3, …), Dragon Spirit of White cannot tag out for a Blue-Eyes to dodge if you control no monsters. The same goes with a card like Karma Cut.

Some good tech options are:

Overall, the matchup isn’t too hard in terms of the backrow, but Dragon Spirit of White can put pressure on you through removing Thundery Canvas, and in general multiple big monsters can be a problem in itself. As long as you stop a significant board from sticking, you can outpace them.


Invoked Neos

Duel Links Card: Keeper%20of%20Dragon%20Magic
Duel Links Card: Elemental%20HERO%20Brave%20Neos
Duel Links Card: Neos%20Fusion
Duel Links Card: Aleister%20the%20Invoker
Duel Links Card: Invocation
Duel Links Card: Invoked%20Purgatrio
Duel Links Card: Spiritual%20Beast%20Tamer%20Winda
Duel Links Card: Ritual%20Beast%20Ulti-Apelio
Duel Links Card: Ritual%20Beast%20Ulti-Pettlephin

Compared to other decks who might face it, this is an unusually easy matchup for us. The Fusion Monsters are primarily threats just through battle. Most Weather Painter builds won’t have too much trouble against this deck, just as long as they don’t put too much pressure on our monsters with multiple backrow in a single turn for one strong push.

As soon as you realize it’s Invoked Neos, since Aleister and Invocation are at 3, you know they can’t use Cosmic Cyclone anymore, by the way. As usual, some techs to slow them down:

  • Necrovalley is great against this deck, restricting the summons of Invoked Purgatrio (unless the opponent wastes Volcanic Shell from his hand instead of using the ones in GY). It also prevents Keeper of Dragon Magic from reviving Neos, perhaps stopping the second Neos Fusion.
  • Karma Cut is already in most lists, and fortunately it works well here too being nondestructive removal, keeping Invoked Neos from accumulating too many threats on board.
  • Hallowed Life Barrier is great here as insurance, and it can also give them a false sense of security for you to catch them off guard.
  • Thundery Canvas already deals with many threats easily, including Spiritual Beast Tamer Winda that they tech into their deck to set them back a turn.
  • The Transmigration Prophecy can be good here, shuffling back their Volcanic Shell so that they cannot use it to pay 500 LP and grab another one from the deck, therefore restricting their hand advantage and slowing down their backrow by a turn.

Overall, this deck shouldn’t otherwise have much trouble against Invoked Neos; you just need to make sure you have a plan to not get the game stolen from a single strong push.


Water Xyz

Duel Links Card: Abyss%20Dweller
Duel Links Card: Number%2037:%20Hope%20Woven%20Dragon%20Spider%20Shark
Duel Links Card: Deep%20Sea%20Diva
Duel Links Card: Atlantean%20Heavy%20Infantry
Duel Links Card: Atlantean%20Marksman

This deck is not very difficult to beat. Cloud instantly counters the Infantry effect and restores your Canvases, as long as they didn’t establish double Dweller, each with an Infantry to then target the Cloud and an important Canvas (forcing both off the field). You can treat this deck basically like facing Xyz monsters that are walking, but slow, Ballista Squads.

Anyways, here are some advantages we have against this deck:

  • The deck itself is kinda slow at OTKing, unless they open the mythic 3-card combo of Infantry, Diva, Angler to double Xyz for one big push.
  • Thundery Canvas (as usual) deals with any of the Xyz monsters, while you have Cloud established, as you restore the Thundery Canvas if they try to pop it once. The Canvases re-placing themselves are due to Cloud’s on-field effect and as such are not stopped by Dweller itself.
  • Karma Cut is pretty much staple in this deck and deals with their cards pretty well.

And some tech options we might use against them:

  • Hallowed Life Barrier is great here just in case they understand this matchup so you don’t die, and you can just come back next turn and bounce their monsters back. The Shark skill is only twice per duel, and easy to outgrind.
  • Necrovalley is funny if you want to shut down the Hope Woven from reviving other monsters, or a Salvage from recovering materials for another Xyz monster.
  • The Transmigration Prophecy is a funny way to counter the deck that you can use against other decks. If you chain to the cost of Abyss Dweller and shuffle back the Atlantean material they detached, it will not activate!

Again, not a hard matchup, but it’s around, so it doesn’t hurt to know how it works.


Dark Magician

Duel Links Card: Magician's%20Rod
Duel Links Card: Magician%20Navigation
Duel Links Card: Dark%20Magical%20Circle

Dark Magician (DM) is one of our toughest matchups since Magician Navigation makes it easy to swarm the board, whereas this deck typically ends on 1 monster on turn 1-2. If DM goes first with a Dark Magical Circle and Navigation, and they understand this deck, they can also just banish or negate the Thundery Canvas and you’re going to have a tough time building your board. Unlike when the monster is negated, when they negate Thundery Canvas, you won’t be able to activate it at all. The deck has recently adopted the Star Seraph engine with Star Seraph Scepter and Star Seraph Sovereignty for 3-material Rank 4’s such as Evilswarm Ouroboros and Stellarknight Delteros to draw up to 3 cards.

Other important issues to note:

  • Thundery Canvas turns on Navigation again by bouncing DM back to the hand.
  • If they negate 1 Thundery Canvas, you cannot flip another one to play through that negate. The other copy also has the “You can only control 1” restriction, so both cannot exist simultaneously.
  • Cloudy Canvas would just expose you to more direct attacks, as well, as it does not prevent them from poking directly for 1250 per DM.

This is a deck we often need to misplay against us, or to open side deck cards against.

An advantage we have, however, is that unless they negate your Spells/Traps pre-emptively, they cannot be negated. So there is no good way to negate Cloudy or Snowy Canvas, for what it’s worth.

Here are some specific tech options or tips to help with this matchup.

  • Raigeki Break is good in this matchup because you can either pop Circle, or a DM, so that you don’t have to bounce DM back to the hand. Along with Karma Cut, those are also good options to hit the Scepter in their Star Seraph engine so that they cannot summon Delteros.
  • Kiteroid can help prevent OTKs after they negate Thundery Canvas with Navigation in the Battle Step, to which you could respond by applying the effect of Cloudy or Snowy Canvas, letting them attack directly. Next turn you can fight back with Thundery.
  • Chaos Hunter in Duel Links triggers on Chain Link 2 against Dark Magical Circle, regardless of turn player priority (as Hunter is private knowledge and is under OCG rulings), so it will stop Circle from banishing, and Navigation from negating. Typically you want to summon him as your second monster so that he ends up on your right zone, since Cloudy Canvas, often sitting in the left zone, can save Chaos Hunter against 2500 ATK DM’s. Keep in mind though, that Chaos Hunter can miss timing if they use Navigation on Chain Link 2.
  • Necrovalley is a good way to turn off the Navigation negate so Thundery Canvas will bounce them back. This doesn’t guarantee a win, as that enables Navigation to summon from hand again, but it does force them to play into Thundery, which is once per turn per monster. Note that it does, however, turn off your 2nd Kiteroid activation.

Overall, the things to remember:

  • Thundery Canvas is our best removal option against them, but if DM pre-emptively negates it, we are in trouble. Any other Canvas card is generally indifferent to being negated as long as you can chain its effect in response, OR its effect was not successfully negated before you could activate it.
  • The biggest threat from DM is just their swarming ability, so your best bet against them is preventing their OTK so you can break their board in response. Kiteroid and Chaos Hunter are generally good options for that.

Blackwings

Duel Links Card: Black%20Whirlwind
Duel Links Card: Assault%20Blackwing%20-%20Raikiri%20the%20Rain%20Shower
Duel Links Card: Blackwing%20Tamer%20-%20Obsidian%20Hawk%20Joe
Duel Links Card: Blackbird%20Close

Blackwings are a tough matchup as well because their massive spot removal ability presents a great challenge, specifically the multiple pops from Assault Blackwing - Raikiri the Rain Shower, and especially through Level Reduction builds. Also, facing multiple Blackwing - Gale the Whirlwind will force you to choose to either take the hit, trade with Thundery Canvas, or tag out with Cloudy Canvas and take direct damage. We also don’t like bouncing Blackwing - Simoon the Poison Wind back to the hand, because that gives them a better topdeck.

A very important interaction is that The Weather Cloudy Canvas is able to halve their ATK to limit their searches to smaller Blackwing Monsters like Blackwing - Oroshi the Squall or Blackwing - Harmattan the Dust. Also, if for whatever reason they are small-brain enough to cut Oroshi to run Blackbird Close, we move off the field for cost, so they don’t even get to summon Black-Winged Dragon in return.

Beyond that, here are some specific tech options to help you perform better against them.

  • Shadow-Imprisoning Mirror helps quite a bit here, even if they are able to summon Raikiri or Gale multiple times in a single turn, or wish to recover with Hawk Joe—negate all their effects activated on the field (or even Zephyros in the GY if that comes up).
  • Parry Knights is a good recovery option to wall them off.
  • Lava Golem is an easy include (outside of Balance), but is best when going second; in that case, just tribute off the Hawk Joe and Raikiri, then attack the Lava Golem to bounce it back to your hand with Thundery Canvas. Even if you get Blackbird Closed, you won’t take any extra damage.
  • Needle Ceiling is an alright option, which you could attempt to chain to with Snowy Canvas to dodge. If your Snowy effect resolves, you can search Painter Snow to re-build your board. Keep in mind that Onimaru is immune, and Chidori can float (but can miss timing). Ultimately, the best timing is to just do it before they synchro, while they do NOT have Kris on the field, so that no floating or retention can occur.

In the end, what you want to remember is:

  • Cloudy Canvas can restrict their searches, or even nullify them, and it’s due to a monster effect that cannot be negated by cards like Lance or Chalice.
  • Lava Golem is your best aggressive bet to clear Blackwing boards going second.
  • Shadow-Imprisoning Mirror can work wonders if you go first so that Raikiri can’t pop backrow, Oroshi can’t switch your battle position, Hawk Joe can’t revive a monster, etc.

Witchcrafter

Duel Links Card: Witchcrafter%20Madame%20Verre
Duel Links Card: Witchcrafter%20Schmietta
Duel Links Card: Witchcrafter%20Pittore
Duel Links Card: Witchcrafter%20Genni
Duel Links Card: Witchcrafter%20Holiday
Duel Links Card: Witchcrafter%20Collaboration
Duel Links Card: Witchcrafter%20Unveiling

Since Witchcrafters are easily able to build a board that is strong against monster effects (i.e. Witchcrafter Madame Verre in defense), this is not an easy matchup, but it is also not a bad one. Other issues we have to contend with are that Witchcrafter Unveiling will let Verre negate us without our ability to respond, and that Witchcrafter Holiday can give them stronger recovery than us, after a Black Rose Dragon clears our board. (This assumes of course that they are using the Lightsworn engine.)

The main advantages we have against them is that we can often search with Snowy Canvas or reduce ATK with Cloudy Canvas without being negated. Also, if running Balance, we will also have easier access to powerful tech cards like Karma Cut and Ultimate Providence that can easily give us openings over the course of the duel. Lastly, Thundery Canvas will always “tie” with Verre; even if she negates your ability to activate it, you can still activate it just to not take battle damage, and you’ll still return to the field safely.

Against this deck, these tech options can be absolutely crucial.

  • Necrovalley stops Witchcrafters from recovering their Spells by card effects, and from banishing themselves to activate any GY effects such as Witchcrafter Masterpiece (from the GY only), or effects that move/banish cards from the GY such as Witchcrafter Patronus (from the GY, or on the field if they have monster targets in the GY, forcing them to target the banished monsters).
  • Ultimate Providence - The versatility of this card is well-represented in this deck, due to its ability to search a Monster, Spell, or Trap with Snowy Canvas, depending on the predicted matchup. You would often negate Verre or Black Rose Dragon by searching a monster, or negate Storm or Holiday by searching a Spell. Negating Verre can help you push with Thundery Canvas when she tries to negate your ability to apply its effect.
  • Karma Cut - This high-impact discard trap banishes Verre, so that she cannot be recovered except with Patronus. If they also milled a Verre earlier, you would banish that as well, as a bonus.
  • Considering you could have sided this for other GY-reliant matchups, The Transmigration Prophecy is surprisingly good here if you go first; shuffle back up to 2 Spells that would return to the hand, to set them back a turn or two so that you can keep poking directly via Cloudy Canvas.

The takeaways to remember are:

  • Karma Cut is powerful removal against Verre (don’t use it on the smaller Witchcrafters who can dodge).
  • Necrovalley stops pretty much all of their cards’ GY effects, so the only thing they can do is sit on limited Verre negates or summon outs to Necrovalley from the hand. Huge flood-gate against the deck.
  • Snowy and Cloudy Canvas do let you dodge Verre’s negates, and because of not having replays in Damage Step, Thundery Canvas will always either work, or save you from battle damage against Verre. Providence can help you be more aggressive and negate her negate so that your Thundery Canvas can go through.

Ritual Beasts

Duel Links Card: Ritual%20Beast%20Tamer%20Elder
Duel Links Card: Spiritual%20Beast%20Cannahawk
Duel Links Card: Ritual%20Beast%20Ulti-Cannahawk
Duel Links Card: Ritual%20Beast%20Ulti-Apelio
Duel Links Card: Ritual%20Beast%20Return
Duel Links Card: Ritual%20Beast's%20Bond
Duel Links Card: Ritual%20Beast%20Ambush

The Ritual Beast matchup is the closest you will get to a battle of attrition aside from our dreaded mirror match. Ritual Beast Ulti-Apelio is unaffected by card effects while it attacks, ignoring Thundery Canvas (just as it ignores Sea Stealth Attack from Crystrons). Furthermore, spot removal from Spiritual Beast Pettlephin can prove to be a real pain when trying to maintain your board state.

Some of the only ways to gain advantage against them is to use techs like Karma Cut to banish a Fusion Material when you know they don’t have Ritual Beast Return (through feeling no delays), Ultimate Providence to negate the Ritual Beast Ulti-Cannahawk’s search, etc.

A key advantage worth noting is that The Weather Thundery Canvas still “ties” with Ulti-Apelio, since you banish yourself for cost in the Damage Step, and no replay occurs (cf. World Legacy Clash). Even though Ulti-Apelio doesn’t get bounced back to the Extra Deck, the attack is stopped, hence a “tie”.

Some powerful tech options are listed below to help with this matchup.

  • Chaos Hunter completely shuts down Ritual Beasts as they have to banish in order to Special Summon their Fusion Monsters, forcing them to sit until they can crash into it with Winda to beat over it with Ulti-Apelio, or perhaps draw into non-banishing spot removal like Raigeki Break.
  • Ultimate Providence - Negating the activation of Ritual Beast Ulti-Cannahawk’s search would leave the Fusion Materials in the banish pile, making it difficult to continue to combo off unless they specifically have Ritual Beast Return to recover a monster to defend themselves, Ritual Beast Tamer Lara to revive a Spiritual Beast in the GY, or some other extender.
  • Karma Cut can be quite good against them if you have seen that they happened to Special Summon all of their Spiritual Beasts and Tamers already; then you could banish the Fusion at the start of the Battle Phase and have an opening.

Overall, the matchup can be a little bit of a fight, since you will have to attempt to keep fending off Ulti-Apelio without really gaining ground. Takeaways to remember:

  • Thundery Canvas will still stop the attack against Ulti-Apelio since there is no replay in Damage Step and you banish yourself for cost.
  • If you have to pick between Pettlephin and Ulti-Cannahawk, generally negate Ulti-Cannahawk early-game so they lose a Fusion Monster and also have no field presence, or Pettlephin late-game to limit their field presence (but only if you know they don’t have an extender Quick-Play Spell).

Crystron

Duel Links Card: Crystron%20Citree
Duel Links Card: Crystron%20Rion
Duel Links Card: Crystron%20Sulfefnir
Duel Links Card: Crystron%20Ametrix
Duel Links Card: Crystron%20Quariongandrax
Duel Links Card: Crystron%20Impact
Duel Links Card: Sea%20Stealth%20Attack
Duel Links Card: Citadel%20Whale

This matchup is perhaps easier than Ritual Beasts, since Crystrons actually can lose hard to Necrovalley. They also have a LOT of cards to Limit 2 right now, so they don’t have much of a grind game at the moment.

The main things you want to watch out for are Black Rose Dragon (if they used no non-Tuner effects that would summon Tuners from the Deck) or Samurai Destroyer (who stops your monster effects while battling). Cloudy Canvas would come in handy to reduce Samurai early, though it can let him attack directly. Against a Black Rose that you cannot stop, you want to search a follow-up Snowy Canvas and have Painters Cloud and Thunder survive by moving off the field. Then you can recover your backrow.

Besides that, some other noteworthy interactions:

  • Quariongandrax can force our whole field to tag out, but often will not quite seal the game if your LP has stayed healthy until then.
  • Ametrix could switch you to defense if you had tagged out at some point and returned to the field. Because of that, it may be a deciding factor when forcing out Citree or Rion to attack in the correct order, which is to go first with the monster that was Special Summoned, and then attack with one you Normal Summoned.
  • Sea Stealth Attack (SSA) can also drag out the Duel, as they have to constantly banish themselves before the Damage Step to dodge your Thundery Canvas early, or else they get their Extra Deck monster bounced since SSA will be a mandatory Chain Link 1 effect, and you are an optional Chain Link 2 effect. You banish yourself for cost, then they get bounced back to the Extra Deck (or hand if Sulfefnir), but you don’t get destroyed because you’re not on the field at that time.

And now for some tech options!

  • Necrovalley can really shut this deck down. No searches, Sulfefnir GY effect negated, cannot banish Crystron Entry from the GY, etc. They would then have to draw into Cosmic Cyclone to out it.
  • Karma Cut is great against them since Impact is almost impossible to include in the deck anymore. There are two critical timings to consider: targeting the Tuner in response to its effect (making the effect resolve without Synchro Summoning, leaving the other material summoned but negated on the field), or targeting the Tuner OUTSIDE of the Main or Battle Phase (not letting it respond). If you target Citree with this, watch for any in the GY, as you’ll banish those too!
  • Ultimate Providence allows us to negate Quariongandrax and Black Rose, which they tend to commit a good amount of resources towards. Negating Sea Stealth Attack can potentially slow their momentum, which is important when you have a control deck against a control deck.
  • A pre-emptive The Transmigration Prophecy could be used to shuffle back the monster they would use to Synchro with Citree, or the Sulfefnir that they need to follow up with, or perhaps a Thystvern that they would have searched with.

The matchup is generally doable, even without techs. Just keep in mind:

  • Samurai Destroyer stops Thundery Canvas from activating when battling him.
  • Try to stop them from making big pushes with Quariongandrax or Black Rose.
  • Necrovalley shuts them down for many turns.
  • Ultimate Providence is powerful against their Tuners, typically to stop their Synchro Summon on your turn.

Gouki

Duel Links Card: Gouki%20Suprex
Duel Links Card: Gouki%20Twistcobra
Duel Links Card: Gouki%20Riscorpio

Gouki’s biggest plays lie in the backrow they play, and their ability to dodge targeting effects by using Twistcobra. While typically easy to tag out when the Painters are targeted, traps like Bad Aim or Ballista Squad can disrupt our backrow without losing them too much advantage since each of the “Gouki” monsters float. Otherwise, Gouki relies heavily on the Battle Phase to decide games, so there is not much else to worry about!

Some useful techs against them:

  • Ultimate Providence would negate traps that target your backrow, like Bad Aim and Ballista Squad.
  • Karma Cut will banish their monsters without triggering their search effects! You should try to do so without letting Twistcobra hit the field, though, so that they cannot dodge it. (For example, consider targeting Suprex before its effect resolves to summon a monster from the hand, leaving them no other monster to tribute with Cobra.)
  • Sphere Kuriboh or Kiteroid should help if you were baited to tag out, just to stop them from stealing games with a boosted Gouki.
  • The Transmigration Prophecy could be an interesting option to consider if you had sided this for Blue-Eyes, since if you chain it to a card like Ballista Squad tributing a Gouki, the Gouki is moved from the GY before its search effect can activate.

Overall, another easy matchup with little to no siding needed to succeed, be mindful of their traps and recognize threats early to knock them out of the ring!


Sample Decklists

In this section we will talk about the most useful skills and builds for this deck from both a tournament and a ladder perspective. The first few decklists will showcase the decks which found the most tournament success, and there are some KoG-worthy builds at the end.

Decklist By: Scrubian

Duel Links Card: Trishula,%20the%20Dragon%20of%20Icy%20Imprisonment
Duel Links Card: Number%2017:%20Leviathan%20Dragon
Duel Links Card: Leviair%20the%20Sea%20Dragon
Duel Links Card: Wind-Up%20Zenmaines
Duel Links Card: Wind-Up%20Zenmaines
Duel Links Card: Temtempo%20the%20Percussion%20Djinn
Duel Links Card: Melomelody%20the%20Brass%20Djinn

Middle Age Mechs has proven a secondary option that turns The Weather Painter Thunder into another starter card. This will allow us to bring out our Canvases without needing to open Snow. However, if you do not open Thunder, your backrow might be clogged, and your columns could be messed up, until you are able to use Thunder to place another Canvas. This can be awkward, as it can make Thunder a better starter than Snow.

Decklist By: timaeus222

Duel Links Card: Number%2047:%20Nightmare%20Shark
Duel Links Card: Gaia%20Dragon,%20the%20Thunder%20Charger
Duel Links Card: Ghostrick%20Alucard
Duel Links Card: Number%2020:%20Giga-Brilliant
Duel Links Card: Wind-Up%20Zenmaines
Duel Links Card: Melomelody%20the%20Brass%20Djinn
Duel Links Card: Digital%20Bug%20Corebage

This is my current list, and what I feel is most optimal at the moment. It techs in the Giga-Brilliant/Corebage/Gaia package to shuffle back monsters put into defense with Sphere Kuriboh or Book of Moon, or possibly steal games with piercing damage. Techs are up to the meta, but this meta liked Book of Moon and MST to mainly deal with Gaia, Resonators, and Harpies.


Acknowledgements/Remarks

  • Edventure:

Huge shoutout to timaeus222 for helping me write and format this guide! He was an awesome help! Big thanks to Luke Tyler and Blarajan for doing well in tournament settings helping us to improve the guides accuracy and to flesh out matchups, and a special thanks to all the readers and Weather Painter players out there! This deck is incredibly fun and interactive which is what we love to see when playing Duel Links!

Thank you to Edventure for reaching out to me to help write this guide! I’m a fan of control decks in general, and this one just spoke to me since it is mostly-immune to a lot of meta trap cards, quite reminiscent of Subterrors, the decktype I’m mostly known for. I feel like there is a lot of untapped potential in this deck still, but I also think a lot of progress has been made on this decktype so far thanks to the DLM community. :-)


Guide formatted and uploaded by RandomPl0x.
Thumbnail designed and created by RandomPl0x.

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