Sacred Beast

14 cards in this archetype

Playing Style

The ideal end board for a Sacred Beast deck has all three divine monsters — Uria, Lord of Searing Flames, Hamon, Lord of Striking Thunder, and Raviel, Lord of Phantasms — on the field simultaneously alongside Fallen Paradise and Awakening of the Sacred Beasts. That combination grants the Sacred Beasts full targeting and destruction immunity through Fallen Paradise, lets Awakening negate opponent monster effects and banish anything sent to their graveyard, and draws two cards per turn to sustain the advantage. Reaching that state is the deck's entire objective.

Getting there typically begins with Dark Beckoning Beast, which on Normal Summon searches any of the three Sacred Beasts or a card listing them, while also granting a bonus Normal Summon for another zero-ATK/DEF Fiend. That second Summon is usually Chaos Summoning Beast, which can tribute itself to put a Sacred Beast onto the field ignoring its normal Summoning conditions, then later banish itself from the graveyard to search Fallen Paradise. Chaos Core accelerates the graveyard setup by sending all three Sacred Beasts there when targeted or attacked, loading the yard for Hyper Blaze's recovery effect or Uria's ATK scaling off Continuous Traps. Opening of the Spirit Gates recurs Continuous Spells each turn while Fallen Paradise is live, keeping the engine churning.

The deck is distinctly going-first in orientation: the protection and negation it generates means very little without the Sacred Beasts already on board. Hamon's defence-position lock and Uria's spell/trap destruction chip away at the opponent once the board is established, and Raviel generates Phantasm Tokens that feed Shimmering Scraper's ATK-doubling effect should a single attacker need to push through for lethal damage.

Archetype Relationships

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