meme deck, simply throw a bunch of cards into the grave and fuse in the grave, Fiendsmith can fuse into Cubic boss

Sections covered in this guide:
Cubic
quite fun, not destroyed by combat, after punching the enemy monster, attach yourself to the spell & trap zone and place a Cubic Counter on the enemy monster, any monster with counter cannot be punched or use effects
has the effect of milling 1 Cubic monster/spell/trap from the deck to the grave
Must be special summoned by showing your opponent 3 Cubic monsters/spells/traps of different names in hand
inDIOra : burn 800, 2400 ATK, draw 3 monsters and search 1 monster/spell/trap from deck or graveyard if sent to graveyard by opponent's card
You can banish this card from the grave and search any Cubic monster from your deck.
Protect Cubic monsters from taking combat damage when punching each other. Combined with Vijam the Cubic Seed, they are quite annoying.
If a Cubic monster is destroyed by battle and leaves the field, you can banish it from the graveyard and jump 1 Level 4 or lower Cubic monster from your hand or deck to the field, ignoring summoning conditions, that monster cannot be destroyed by battle or effects, you can jump Duza and Duza mills 1 Cubic card to extend the combo if you want
ommm x1 is fine, if you like to play 2 copies is also fine
Fiendsmith
easy to level up, need 2 monsters including 1 LIGHT Fiend
Although normal summons can also combo, they are not the deck's main normal summons.
Search for a LIGHT Fiend monster then send 1 card from hand to graveyard, synergizes well with "Fiendsmith" monster Lurrie
This card can only be special summoned once per turn.
easy to level up, only need 2 LIGHT Fiend monsters, has the ability to pick up 1 Light Fiend monster from the grave or banish or special summon that monster (very important effect because pulling 1 more body = full combo fiendsmith)
Can negate multiple cards at once by targeting and negating, the number of times negated is equal to the Link Rating of the monster equipped to this card
Tears
Send a Tearlament monster from the deck to the grave, which makes these Tearlaments extremely fierce, and even fiercer with luck
which turn? whose?
level 4, very good for Xyz
Jump 1 Tearlaments or Visas StarBUCK monster from the deck or graveyard to the field, then send 1 monster you control to the graveyard, with the same Type or Attribute as the special summoned monster (yep, this is sent by effect so it will trigger the Tearlaments' effect)
When a friendly or enemy monster is summoned and you control a Tearlaments or Visas StarBUCK monster, mill 3 top decks, then reduce all enemy monsters' ATK by 500
permanently negate monsters on the enemy field, and then send 1 monster you control to the graveyard (this is sent by effect) while you control a Tearlaments or Visas StarBUCK monster
book of moon and send 1 Tearlaments monster from deck to grave (this is sent by effect) if you are controlling Tearlaments monster or Visas StarBUCK, this disrupt and fusion helps you play very well in the opponent's turn, or put Winda :)
counter trap, omni-negate, negate then shuffle the card straight to the deck and send 1 monster from hand to graveyard (when you have Tearlaments or Visas StarBUCK monster)
This card has nothing to do with Tearlaments, it only has to do with Visas StarBUCK, and the Tearlaments' cards say Visas StarBUCK so it can still be used.
easy to level up, just need 1 Tearlaments monster + 1 Aqua monster, because of this you can mix in other Aqua mercenary cards
need Kitkallos above and 1 Tearlaments monster (if Kitkallos is banned you can bring in King of the Swamp :))
please don't NTR me
Staple
Winda has 2 extremely powerful mercenary effects
If your deck has more cards than your opponent's, send your top deck to the grave, so that both decks are equal, you have 60 cards, your opponent has 40 cards, so if you draw this card in your hand, you will send 20 cards to the grave, which is very effective in baiting Ash Blossom.
Maxx "C" destroyer, both players throw all their cards to the grave and draw cards equal to the number thrown, and this deck uses the grave so even if the enemy also benefits, then forget it, you won, so what's there to be afraid of (unless opp draws 5 handtrap or floodgay banish card)
Play whatever you like, I recommend:
S:P Little Knight : banish card, very good when both players are weak












































































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