Strategy dzui - Nurse burn strategy

Strategy dzui - Nurse burn strategy

~ Dzui Strategy is a series that helps you build a deck around a certain card or a certain card family that is rarely seen in the meta and these decks often have very simple winning conditions to help players have great experiences. have fun in the game (no one knows who is having fun).




Protagonist

 

Darklord Nurse Reficule (Key Monsters - Play 3)

N Rarity
Darklord Nurse Reficule
N Rarity
Darklord Nurse Reficule
Darklord Nurse Reficule
DARK 4
Darklord Nurse Reficule
  • ATK:

  • 1400

  • DEF:

  • 600


Any effect that would make your opponent gain LP inflicts the same amount of damage to them, instead.


Today's card is Darklord Nurse Reficule . The deck's strategy will be played around this monster. Darklord Nurse Reficule has the effect of turning any LP-increasing effects on the opponent into damage to them.

Bad Reaction to Simochi (Trap version of Nurse )

R Rarity
Bad Reaction to Simochi
R Rarity
Bad Reaction to Simochi
Bad Reaction to Simochi
Trap Continuous
Bad Reaction to Simochi

    As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed to inflict the same amount of points in damage to your opponent's Life Points.


    Bad Reaction to Simochi is a permanent trap card with a similar effect to Nurse that can increase the success rate of the deck's play and replace Nurse when this monster's effects are disabled.



    Cards "increase" LP

    Because this is a strategy of damaging the opponent with Nurse or Simochi , the nature of the cards used has the effect of increasing LP for the opponent if there is no Nurse or Simochi on the field.

    Gift Card (Play 3)

    R Rarity
    Gift Card
    R Rarity
    Gift Card
    Gift Card
    Trap Normal
    Gift Card

      Your opponent gains 3000 Life Points.


      Gift Card is the most optimal card for strategy when it can reduce up to 3000LP.

      The Paths of Destiny (Play 3)

      N Rarity
      The Paths of Destiny
      N Rarity
      The Paths of Destiny
      The Paths of Destiny
      Trap Normal
      The Paths of Destiny

        Both players toss a coin once. If a player's result is Heads, they gain 2000 Life Points, and if their result is Tails, they take 2000 damage.


        Similar to Gift Card , The Paths of Destiny can definitely deal 2000 damage to the opponent.

        Tri-and-Guess (Play 3)

        UR Rarity
        Tri-and-Guess
        UR Rarity
        Tri-and-Guess
        Tri-and-Guess
        Trap Normal
        Tri-and-Guess

          If each player has an Extra Deck: Declare 1 Extra Deck monster card type (Fusion, Synchro, or Xyz); both players reveal their Extra Deck, and the player who has more cards of the declared card type gains 3000 Life Points.


          Tri-and-Guess also makes the player's LP score difference by 3000, but with this card you need to judge the situation based on your opponent's deck.

          Players who have more than the number of monsters in the extra deck that have been named before will increase their LP.

          You need to take the first turn to set this card face down and use it on your opponent's turn. This will make it difficult to guess what your opponent's extra deck has when they haven't had time to do anything yet. Normally in current games, xyz monsters are monsters that can be summoned very easily, so current extra decks often have 1 or a few xyz monsters. The possibility of you causing 3000 damage to the enemy when chanting xyz is very high.

          When using Tri-and-Guess , your extra deck should not discard any xyz monsters and should only have link monsters to maximize the success rate when using this card.

          You can add 1 monster of each fusion and synchro type to the extra deck because sometimes you need to increase your LP when you take too much damage from your opponent or from The Paths of Destiny .



          Support drawing cards

          The deck is very simple and only includes Nurse and LP increasing cards such as Gift Card , The Paths of Destiny , Tri-and-Guess , these cards are not linked to each other to help your strategy. The only way to play this strategy is to use cards with draw effects to pull up the necessary cards.

          Card draw options for the Nurse burn strategy

          UR Rarity
          Upstart Goblin
          UR Rarity
          Upstart Goblin
          Upstart Goblin
          Spell Normal
          Upstart Goblin

            Draw 1 card, then your opponent gains 1000 LP.


            SR Rarity
            Into the Void
            SR Rarity
            Into the Void
            Into the Void
            Spell Normal
            Into the Void

              If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


              SR Rarity
              Pot of Desires
              SR Rarity
              Pot of Desires
              Pot of Desires
              Spell Normal
              Pot of Desires

                Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                Tag(s):

                SR Rarity
                Card of Demise
                SR Rarity
                Card of Demise
                Card of Demise
                Spell Normal
                Card of Demise

                  Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.


                  SR Rarity
                  Pot of Duality
                  SR Rarity
                  Pot of Duality
                  Pot of Duality
                  Spell Normal
                  Pot of Duality

                    Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                    Tag(s):

                    • Into the Void can help thin out your deck and bring up the necessary cards, but you need to have at least 3 cards in your hand when you want to activate this card. At the end of Into the Void activation, you must discard all cards in your hand to the grave, which makes this deck difficult to play with hand traps.
                    • Pot of Desire is a +1 card, however you need to love Pot of Desire more so that this card does not remove 3 Nurses or 3 Simochi from the match.
                    • Upstart Goblin is a +0 card for you, in addition to "giving 1000LP" to your opponent.
                    • You can draw up to 3 cards thanks to Card of Demise . The limitations that this card brings really do not affect the gameplay of this deck.
                    • Special summoning is not an important thing for the deck, so Pot of Duality is also a good choice for the deck.



                    Add more support

                     

                    Darklord Ixchel and Banishment of the Darklords (Support)

                    SR Rarity
                    Darklord Ixchel
                    SR Rarity
                    Darklord Ixchel
                    Darklord Ixchel
                    DARK 10
                    Darklord Ixchel
                    • ATK:

                    • 2500

                    • DEF:

                    • 2900


                    You can discard this card and 1 "Darklord" card; draw 2 cards. (Quick Effect): You can pay 1000 LP, then target 1 "Darklord" Spell/Trap in your GY; apply that target's effect, then shuffle that target into the Deck. You can only use each effect of "Darklord Ixchel" once per turn. You can only Special Summon "Darklord Ixchel(s)" once per turn.


                    SR Rarity
                    Banishment of the Darklords
                    SR Rarity
                    Banishment of the Darklords
                    Banishment of the Darklords
                    Spell Normal
                    Banishment of the Darklords

                      Add 1 "Darklord" card from your Deck to your hand, except "Banishment of the Darklords". You can only activate 1 "Banishment of the Darklords" per turn.


                      Nurse can be taken from the deck to hand thanks to Banishment of the Darklords .

                      The cards in your hand are not always as expected. In cases where there are too many Darklord cards in your hand, Darklord Ixchel will help you filter out the 2 extra Darklord cards in your hand.

                      Trap Trick (Support)

                      SR Rarity
                      Trap Trick
                      SR Rarity
                      Trap Trick
                      Trap Trick
                      Trap Normal
                      Trap Trick

                        Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.


                        Trap Trick can help you pull 1 more Gift Card , or The Paths of Destiny or Tri-and-Guess from the deck and place that card face down on the field, that card can be used immediately during the turn.

                        Forbidden Droplet, Forbidden Lance and Condemned Witch (Support)

                        UR Rarity
                        Forbidden Droplet
                        UR Rarity
                        Forbidden Droplet
                        Forbidden Droplet
                        Spell Quick
                        Forbidden Droplet

                          Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                          Tag(s):

                          SR Rarity
                          Forbidden Lance
                          SR Rarity
                          Forbidden Lance
                          Forbidden Lance
                          Spell Quick
                          Forbidden Lance

                            Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


                            R Rarity
                            Condemned Witch
                            R Rarity
                            Condemned Witch
                            Condemned Witch
                            DARK 4
                            Condemned Witch
                            • ATK:

                            • 100

                            • DEF:

                            • 2000


                            When this card is Normal Summoned: You can add 1 "Forbidden" Quick-Play Spell from your Deck to your hand. During your opponent's Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 Level 4 Fairy monster from your Deck, except "Condemned Witch". You can only use each effect of "Condemned Witch" once per turn.


                            Condemned Witch can special summon Nurse from your opponent's Main Phase deck by sacrificing this monster. Furthermore, when Condemned Witch is summoned normally, you can get 1 Forbidden quick-play spell card into your hand from the deck. Forbidden Droplet is a hot card in the current meta that you can get into your hand thanks to this monster's effect.

                            Forbidden Lance is a card that can protect Nurse from effects from spells and traps such as Raigeki , Infinite Impermanence , etc. This card can be taken from the deck to hand thanks to Condemned Witch .

                            Called by the Grave (Support)

                            UR Rarity
                            Called by the Grave
                            UR Rarity
                            Called by the Grave
                            Called by the Grave
                            Spell Quick
                            Called by the Grave

                              Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                              Tag(s):

                              Anti-hand trap cards are also reasonable choices when building decks at the present time.

                              A few other support cards can be played

                              R Rarity
                              Cauldron of the Old Man
                              R Rarity
                              Cauldron of the Old Man
                              Cauldron of the Old Man
                              Spell Continuous
                              Cauldron of the Old Man

                                When this card is activated: Place 1 counter on it. Once per turn, during your Standby Phase: Place 1 counter on this card. Once per turn: You can activate 1 of these effects; ● Gain 500 LP for each counter on this card. ● Inflict 300 damage to your opponent for each counter on this card.


                                R Rarity
                                Psychic Eraser Laser
                                R Rarity
                                Psychic Eraser Laser
                                Psychic Eraser Laser
                                Spell Normal
                                Psychic Eraser Laser

                                  Send 1 monster your opponent controls that was Special Summoned from the Extra Deck to the GY, then your opponent gains LP equal to the original ATK or DEF of that monster (whichever is higher). You can only activate 1 "Psychic Eraser Laser" per turn.


                                  N Rarity
                                  Rain of Mercy
                                  N Rarity
                                  Rain of Mercy
                                  Rain of Mercy
                                  Spell Normal
                                  Rain of Mercy

                                    Increases the Life Points of both players by 1000 points.


                                    R Rarity
                                    Dark Cure
                                    R Rarity
                                    Dark Cure
                                    Dark Cure
                                    Trap Continuous
                                    Dark Cure

                                      When your opponent Summons a monster(s), they gain Life Points equal to half the ATK of 1 of the Summoned monsters of your choice.


                                       

                                      Cards deal other damage

                                      SR Rarity
                                      Magic Cylinder
                                      SR Rarity
                                      Magic Cylinder
                                      Magic Cylinder
                                      Trap Normal
                                      Magic Cylinder

                                        When an opponent's monster declares an attack: Target the attacking monster; negate the attack, and if you do, inflict damage to your opponent equal to its ATK.


                                        R Rarity
                                        Secret Barrel
                                        R Rarity
                                        Secret Barrel
                                        Secret Barrel
                                        Trap Normal
                                        Secret Barrel

                                          Inflict 200 damage to your opponent for each card in their hand and for each card they control.


                                          SR Rarity
                                          Just Desserts
                                          SR Rarity
                                          Just Desserts
                                          Just Desserts
                                          Trap Normal
                                          Just Desserts

                                            Inflict 500 damage to your opponent for each monster they control.


                                            R Rarity
                                            Ring of Destruction
                                            R Rarity
                                            Ring of Destruction
                                            Ring of Destruction
                                            Trap Normal
                                            Ring of Destruction

                                              During your opponent's turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP; destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 "Ring of Destruction" per turn.


                                              R Rarity
                                              Secret Blast
                                              R Rarity
                                              Secret Blast
                                              Secret Blast
                                              Trap Normal
                                              Secret Blast

                                                Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.


                                                 



                                                Things to keep in mind when using this strategy

                                                 

                                                Notes when using drawing cards

                                                SR Rarity
                                                Into the Void
                                                SR Rarity
                                                Into the Void
                                                Into the Void
                                                Spell Normal
                                                Into the Void

                                                  If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                                                  SR Rarity
                                                  Pot of Extravagance
                                                  SR Rarity
                                                  Pot of Extravagance
                                                  Pot of Extravagance
                                                  Spell Normal
                                                  Pot of Extravagance

                                                    At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                                    Tag(s):

                                                    SR Rarity
                                                    Card of Demise
                                                    SR Rarity
                                                    Card of Demise
                                                    Card of Demise
                                                    Spell Normal
                                                    Card of Demise

                                                      Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.


                                                      SR Rarity
                                                      Pot of Prosperity
                                                      SR Rarity
                                                      Pot of Prosperity
                                                      Pot of Prosperity
                                                      Spell Normal
                                                      Pot of Prosperity

                                                        Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                                        Tag(s):

                                                        UR Rarity
                                                        Chicken Game
                                                        UR Rarity
                                                        Chicken Game
                                                        Chicken Game
                                                        Spell Field
                                                        Chicken Game

                                                          The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects; ● Draw 1 card. ● Destroy this card. ● Your opponent gains 1000 LP. Neither player can activate cards or effects in response to this effect's activation.


                                                          At the end of the turn when you use Into the Void or Card of Demise , you must discard all cards in your hand to the Graveyard.

                                                          Extra decks may not be necessary for the Nurse burn strategy, but you cannot use strong card draw supports like Pot of Extravagance or Pot of Prosperity . The reason is that these cards will not let you draw more cards during the turn you use them and the number of cards with card drawing effects in this deck is not small.

                                                          Chicken Game is also a good card drawing support but is not suitable for LP burning strategies.

                                                          Notes when using Trap Trick

                                                          R Rarity
                                                          Bad Reaction to Simochi
                                                          R Rarity
                                                          Bad Reaction to Simochi
                                                          Bad Reaction to Simochi
                                                          Trap Continuous
                                                          Bad Reaction to Simochi

                                                            As long as this card remains face-up on the field, any effect of increasing your opponent's Life Points is changed to inflict the same amount of points in damage to your opponent's Life Points.


                                                            SR Rarity
                                                            Trap Trick
                                                            SR Rarity
                                                            Trap Trick
                                                            Trap Trick
                                                            Trap Normal
                                                            Trap Trick

                                                              Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.


                                                              SR Rarity
                                                              Card of Demise
                                                              SR Rarity
                                                              Card of Demise
                                                              Card of Demise
                                                              Spell Normal
                                                              Card of Demise

                                                                Draw until you have 3 cards in your hand, also for the rest of this turn after this card resolves, your opponent takes no damage. During the End Phase of this turn, send your entire hand to the GY. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.


                                                                R Rarity
                                                                Secret Blast
                                                                R Rarity
                                                                Secret Blast
                                                                Secret Blast
                                                                Trap Normal
                                                                Secret Blast

                                                                  Inflict 300 damage to your opponent for each card they control. If this card you control is destroyed by an opponent's card and sent to your Graveyard: Inflict 1000 damage to your opponent.


                                                                  Trap Trick allows you to immediately use the card placed face down by this card's effect. However, you can only activate 1 trap card after activating Trap Trick until the end of your turn. You need to chain before successfully activating Trap Trick to avoid discarding your trap cards.

                                                                  Trap Trick can only place normal trap cards from the deck face down and you need to have at least 2 of those cards with the same name in the deck to be able to place it face down on the field. You cannot set Simochi from the deck onto the field thanks to Trap Trick , instead you can set Gift Card or Secret Blast .

                                                                  To be able to activate Trap Trick , you need to have 1 more empty box in the magic and trap area. You should not be too greedy and need to consider the situation before wanting to put all the cards in your hand face down in the grave to draw 3 cards thanks to Card of Demise or regret having to discard all the cards drawn by Into the Void . Card of Demise at the end phase.

                                                                  The best time to activate trap cards is during your opponent's draw phase or standby phase. The possibility of cards like Lightning Storm or Harpie's Feather Duster appearing is not low. During your opponent's main phase, your trap cards can be chained to Lightning Storm or Harpie's Feather Duster , however the card placed face down by Trap Trick will be destroyed and you will not have a chance to activate it.

                                                                  In case you encounter Lightning Storm or Harpie's Feather Duster , you can use Trap Trick to place Secret Blast on the field to deal a little more damage to the opponent when the Secret Blast is destroyed by the opponent.



                                                                  Epilogue

                                                                  The Nurse burn strategy has existed for a long time in the game with a style of play that "takes profits to make losses" for the opponent. Over time, trap cards are no longer used much in the game, supports Trap Trick was also introduced to help trap cards regain their position ( Trap Trick ) making the strategy still viable when playing at the present time. Wishing you have fun experiences with Nurse .

                                                                  Lord of the Heavenly Prison (Monsters provide strong support for face-down strategies)

                                                                  UR Rarity
                                                                  Lord of the Heavenly Prison
                                                                  UR Rarity
                                                                  Lord of the Heavenly Prison
                                                                  Lord of the Heavenly Prison
                                                                  DARK 10
                                                                  Lord of the Heavenly Prison
                                                                  • ATK:

                                                                  • 3000

                                                                  • DEF:

                                                                  • 3000


                                                                  During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.


                                                                  Lord of the Heavenly Prison can protect face-down cards on the field to be used in decks or set up many trap cards. In addition, this monster also has the effect of pulling an additional spell or trap card from the deck onto the field, creating an additional advantage for your strategy. This is also a monster that helps Eldlich fill the void in the deck created by the ban list.




                                                                  Companion unit:

                                                                  - Yu-Gi-Oh! Guidance Vietnam





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