Instructions for Playing Prank-Kids

Instructions for Playing Prank-Kids

Prank-Kids Master Duel is currently at the top of the development event. It can be said that Prank-Kids is the king of card decks. Having both money and power. Medium earns a lot of $ and is important to society.


My younger brother studied mechanical engineering, was born in 1996. He studied government by himself and then worked as a manager for a Japanese company for 2 years. Online 3-4 hours every night to complete the work. Monthly salary 3k6. But the government still refused to accept the external project. Easy 2-3 jobs per week, 9.10k in fresh rice, real rice, no tax. I've been working for almost 3 years and I've already bought all the garages. But crave.


When a girl says she's playing Prank-Kids, it makes her watery. There was a girl who was an international student in Australia. When she returned, she introduced Konami Bank. No matter how he opened the card signal, he caught her too. 3, he lives in the same luxury apartment. The other child's family initially responded after learning that the guy was playing Prank-Kids. Their attitude changed, asking every three times, five times giving gifts, constantly being startled and regretful.

Sections covered in this guide:




CORE

The prank-kids deck is a midrange deck with mainly 1 card or 2 combo cards so it has a strange handtrap :(

Prank-Kids Fansies, Prank-Kids Lampsies and Prank-Kids Dropsies (x3 but if you are a handtrap enjoyer then x2)
N rarity
Prank-Kids Fansies
N rarity
Prank-Kids Fansies
N rarity
Prank-Kids Lampsies
N rarity
Prank-Kids Lampsies
N rarity
Prank-Kids Dropsies
N rarity
Prank-Kids Dropsies

All 3 cards have a super vjp effect on the final boss battte butler, all 3 when SENT TO THE GRAVE as link or fusion materials, will do an action, then will summon 1 Prank-kids from hand or deck (should be prioritized from the deck because if summoned from the hand there is nothing available for the next turn to combo).


Out of these 3 cards, I find Sida fire the most, because sometimes opp has a few protection cards that won't let you burn and so you won't be able to jump prank-kids monsters, meanwhile, recovering LP because of water is difficult. more negated, the wind one should say vjp, it allows you to mill 1 prank-kids from the deck to the grave, and of course you have cards to pick up prank-kids from the grave back into your hand :D and the wind mill both monsters, magic, prank-kids traps so it can be considered a search :D.

Prank-Kids Rocksies (x1-2)
N rarity
Prank-Kids Rocksies
N rarity
Prank-Kids Rocksies

Poor brother, not only is he the stepchild of this ministry, but he is limited because he is a mercenary for the adas. Rocksies are similar to the ones above, but the effect is to banish 1 card from hand and draw 1. Because it is not a fusion material for battle butler, getting this one into the hands of prank-kids is not very fun. But if you lack a handtrap in your hand, you can use this card to banish another piece of prank-kids from your hand (another copy of this card, for example), to draw a card and hope it's spring, maxx C or destiny fusion.


Play x1 to prove it's a stepchild :D
x2 if playing control style with phoenix and handtrap
Don't x0 because this card is also prank-kids and has the ability to draw cards to help you prevent bricking.

Prank-Kids Place (x2-3)
SR rarity
Prank-Kids Place
SR rarity
Prank-Kids Place

The best spring bait card in the deck :D, please don't spring into this card


Place allows you to search for 1 prank-kids from your deck to your hand, which is an extremely reputable searcher. In addition, it also allows you to reduce the ATK of opp monsters by 500 to make it easier to kill them. Yes, I just said the 2 side effects of this card :), its main purpose is CHAIN ​​LINK 2 to avoid opp's handtrap after jumping Meow-Mu - their weakness and a place for you to throw spring into .

Prank-Kids Pandemonium (x1-2)
N rarity
Prank-Kids Pandemonium
N rarity
Prank-Kids Pandemonium

is a card that can be searched or thrown into the grave to have the prank-kids pick it up into their hand. Pandemonium allows you to fusion during the opponent's turn (avoiding raigeki or lightning storm). And after playing this card, you can only summon Prank-Kids monsters, so before playing this card, if you feel like both a boss and apollousa appear, you should play apollousa first. If you click on turn opp, you will avoid the self-squeeze effect :D

Prank-Kids Pranks (x1-2)
N rarity
Prank-Kids Pranks
N rarity
Prank-Kids Pranks

is a card that helps these prank-kids play in a controlled way with a handtrap, this card has both extremely OP effects, but if you peel it on your hand, it will be bricked and searchable, so you should play x1, but if you want to do opp suffering can consider x2.


Effect 1 allows you to discard 1 prank-kids monster/spell or trap to create 1 token to link, so you can continue playing when capturing the handtrap

Effect 2 allows you to recycle any 3 prank-kids cards (spell/trap/monster) from the grave into the deck and draw 1. This effect helps the prank-kids both have items to play the next turn and also increase their odds. Peel the handtrap onto your hand.

Prank-Kids Plan (x0-1)
N rarity
Prank-Kids Plan
N rarity
Prank-Kids Plan

The card was boycotted because it was too wasteful, it can be said that reading it is a waste, but the recycling ability of this card is strong and cannot be criticized. Unfortunately, it's a trap so peeling it can't help the prank-kids play on their turn, they have to set it first, with the prank-kids trying to prevent bricking so that a combo card can be equal to the prank-kids monster in the deck, if you peel a monster. prank-kids and 4 handtraps, the game is easy, but if you peel this card and 4 handtraps then set 1 end turn.


This card goes with Roaster to destroy spells/traps, but prank-kids can play with both x3 skill drain and in the meta raigeki team opp auto is stronger than the current team opp broom so roaster is not used.



Extra Deck

 Just A Extra Deck

Prank-Kids Meow-Meow-Mu (x2-3)
SR rarity
Prank-Kids Meow-Meow-Mu
SR rarity
Prank-Kids Meow-Meow-Mu

is DECK'S SOUL!!!


is a card that allows prank-kids to get a combo card by linking a prank-kids monster to this card and rotating the combo. In addition, it also banishes itself to protect the boss from sacrificing himself.

Prank-Kids Dodo-Doodle-Doo (x2-3)
R rarity
Prank-Kids Dodo-Doodle-Doo
R rarity
Prank-Kids Dodo-Doodle-Doo

After playing Meow-Mu, the prank-kids player will usually play this card. This card allows you to search for 1 spell/trap prank-kids from the deck to your hand, usually searching for pandemonium. In addition, it also tributes itself to pick up 2 monsters with different names from the grave to the hand. This card has both of its effs supporting the deck's boss.

Prank-Kids Bow-Wow-Bark (x1)
R rarity
Prank-Kids Bow-Wow-Bark
R rarity
Prank-Kids Bow-Wow-Bark

This is a card that helps you OTK more easily, has the ability to pick up cards from the grave to your hand and protect your prank-kids monsters from being destroyed. If your chickens don't pick up enough ingredients, the dog can help you pick up more. 2 cards from the grave to have enough materials to create the boss.

Prank-Kids Weather Washer (x1)
R rarity
Prank-Kids Weather Washer
R rarity
Prank-Kids Weather Washer

card helps your prank-kids monsters to OTK safely, but this card is mainly for jumping 2 non-fusion prank-kids monsters from the grave and those cards are not destroyed by battle, that's why it helps you more difficult to get OTK. There's nothing to talk about until you pull the chickens and dogs from the grave :)

Prank-Kids Battle Butler (x1-2)
UR rarity
Prank-Kids Battle Butler
UR rarity
Prank-Kids Battle Butler

The final boss of the deck, sum is very easy and if it is sum, the 3 prank-kids monsters will also have a trigger effect that calls out 3 more prank-kids, in addition, this card donates itself to the opponent's raigeki, if you have Meow- Mu can be used twice because this raigeki effect is not even once per turn :D. Effect 2 hasn't been used yet, you already won so don't care :v


Play x2 if you are afraid of banishing and losing 1 piece, mix many extra deck cards, then bring x1

Prank-Kids Rocket Ride (x0-1)
SR rarity
Prank-Kids Rocket Ride
SR rarity
Prank-Kids Rocket Ride

If you play instant fusion, take x1 of this card. Rocket 1h allows you to pull back 2 prank-kids from the grave after certain incidents, such as eating nibiru. Besides that effect, there is only the stealing effect that no one cares about :v

Prank-Kids Rip-Roarin-Roaster (x0)
UR rarity
Prank-Kids Rip-Roarin-Roaster
UR rarity
Prank-Kids Rip-Roarin-Roaster

If you play bo3 with an opp using spells/traps like true draco or eldlich,... then x1 this card. effect 2 is like the boss of this deck, if you don't use it, you'll lose



Staple

Just A Staple

Hand kick go brrrr
UR rarity
Forbidden Droplet
UR rarity
Forbidden Droplet
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Maxx "C"
UR rarity
Maxx "C"
UR rarity
Nibiru, the Primal Being
UR rarity
Nibiru, the Primal Being
UR rarity
Ghost Ogre & Snow Rabbit
UR rarity
Ghost Ogre & Snow Rabbit
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Effect Veiler
UR rarity
Effect Veiler

Xuan and maxx C must play x3, while veiler should consider x2-3. nibiru is x1-2, I personally play x3 nibiru :D, ghost ogre depends on each person's taste x0-2, in addition, you can get negate from droplet, anti handtrap or deck that specializes in playing graves like eldlich so called by the graved auto x2, as for crossout, it depends because bringing too many handtraps or staples can easily cause bricks, so x0-3.



Engine

The engines in prank-kids are mainly to make things difficult for the opponent rather than to create extremely strong combos in the field (because this is not a combo deck).

Junk engine
SR rarity
Fateful Adventure
SR rarity
Fateful Adventure
UR rarity
Wandering Gryphon Rider
UR rarity
Wandering Gryphon Rider
R rarity
Dracoback, the Rideable Dragon
R rarity
Dracoback, the Rideable Dragon
UR rarity
Limited to 2 copies
Rite of Aramesir
UR rarity
Limited to 2 copies
Rite of Aramesir
UR rarity
Limited to 2 copies
Water Enchantress of the Temple
UR rarity
Limited to 2 copies
Water Enchantress of the Temple

The 3-star water type is a super vjp starter for combos, not only that, you can use it on anaconda


the bird is an omni negate that jumps itself super trash of the deck, negates the handtrap so you can combo out into the field and can play it, besides 2k8 defense is something that's hard to punch through

Rate of aramesia is the second starter, although it doesn't let you activate monster effects on the field, but prank-kids play in the grave so don't care.

Journey Of Destiny is another trash card, not only does it search for dracoback, it also chain link 2 to protect the prank-kids from being scammed.

When dracoback is thrown into the grave, you can re-equip it to the token. When it is equipped to a group that has no effect, it can also push the opponent's card back to the hand, which is very miserable.

Engine DPE
R rarity
Forbidden
Destiny HERO - Celestial
R rarity
Forbidden
Destiny HERO - Celestial
R rarity
Destiny HERO - Dasher
R rarity
Destiny HERO - Dasher
UR rarity
Destiny HERO - Destroyer Phoenix Enforcer
UR rarity
Destiny HERO - Destroyer Phoenix Enforcer
R rarity
Limited to 2 copies
Fusion Destiny
R rarity
Limited to 2 copies
Fusion Destiny

Celestial : PoT oF gReEd


Dasher: allows you to free summon or tribute it to kill negate opps like Arc Light

Fusion Destiny: a super OP card that allows you to create a phoenix using materials from your deck and hand, but the field and graveyard are at your mercy :). Also, after using it, you cannot summon monsters other than DARK HERO monsters, so use it last after you have finished spinning other combos.

Phuong: not only punches well thanks to reducing the opponent's body, also shoots his own cards as well as opp, and also revives the destiny hero monster from the grave if this card is destroyed by anything, and he is also a destiny hero so he pulls it himself. it works :).

Verte Anaconda: cosplay any fusion or poly card, it is link 2 and is very easy to build so there are many decks playing this engine because anaconda is so reputable as an intermediary.

Link Engine
SR rarity
Link Spider
SR rarity
Link Spider
UR rarity
Forbidden
Crystron Halqifibrax
UR rarity
Forbidden
Crystron Halqifibrax
SR rarity
Knightmare Phoenix
SR rarity
Knightmare Phoenix
UR rarity
Knightmare Unicorn
UR rarity
Knightmare Unicorn
UR rarity
Selene, Queen of the Master Magicians
UR rarity
Selene, Queen of the Master Magicians
UR rarity
I:P Masquerena
UR rarity
I:P Masquerena
UR rarity
Accesscode Talker
UR rarity
Accesscode Talker

This engine has 2 main gameplay styles


OTK: use Halqi to pull the Veiler out to Selene, Selene pulls back the veiler and accesses the OTK accesscode

Control: use I:P + 1 monster on Unicorn and push 1 opp card back, if Unicorn is still on the field, go to Acesscode and OTK.




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