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Mike the Entei's Pure Yummy Decklist

July 2026

The List


This deck has gone through many iterations, but I think it still counts as being "Pure Yummy" due to its ideal endboard of Spright Elf, Herald of the Arc Light, and I:P Masquerena. In my experience, 2 starters and 3 handtraps with different names is basically "god hand" with a ~70% winrate. This deck is designed to combo through multiple early negates and/or stop the opponent before they can do anything. A brief explanation of each card follows.

STARTERS

DOTSCAPER: Alternate Reis Map target and Normal Summon. Can make Almiraj then revive itself to make Cupsyway, and if Almiraj is destroyed and you have a Yummy in hand, you can link into Linkuriboh instead.
COOKY: Usually its destruction effect makes it better than Lollipo, but with so many Branded decks this might be the first Yummy I'd choose to run fewer than 3 copies of. 1000 ATK plus Mignon and its own effect lets it hit over most things when necessary.
CUPSY: The best 1cc in the deck. Reis Map target. Grabs Surprise. If you open this, your opponent needs to negate it AND Snatchy to fully stop you.
LOLLIPO: GY disruption. Excellent against Branded since a lot of their cards rely on staying in there until the End Phase.
MARSHMAO: 1cc resistant to destruction since you don't need Snatchy to stay on the board to use it. It can get a bit awkward if you have Marshmao AND Hornet/Dotscaper; I usually go Hornet before Marshmao and Marshmao before Dotscaper, since at worst you can NS Marshmao with Kagari on the board. If I have any other Yummy plus Dotscaper, I'll NS and Link Dotscaper off because that's the least valuable effect for them to negate, but I like to use a Yummy to make Cupsyway in case they Imperm me.
SKY STRIKER ENGAGE AND HORNET DRONES: Three Engage is too many. Opening any engage plus Hornet just feels bad. It is a 1cc that doesn't require your NS, though, so it helps with resistance a lot. I've seen Widow Anchor here and there but I don't want to run any more bricks than I have to.
PIRI REIS MAP: Frankly, this card works better as bait than as an actual search. Droll makes this card annoying, but if they Ash/Purge you when you have another 1cc in your hand, it feels great.

HANDTRAPS

MAXX C: If you're a beginner, you may be surprised to hear that I sometimes discard this when I use Cupsyway. It doesn't happen often, but if I have a bunch of better handtraps already, I'd rather keep stuff that I can use whenever I want. MC can only be used after tributing Herald, and keeping MC in hand instead of Ash or Purge might mean giving up on the aggression that this list is made for.
GHOST OGRE: If I go first, this is the handtrap I discard, since it also needs to be sent to GY to work. Going second, though, nobody expects it, and some people concede as soon as their Normal Summon gets negated, particularly if they're running a deck that relies on them already having a card on the board....such as Yummy. If your Snatchy gets Ghost Ogre'd, you might just lose instantly.
ASH BLOSSOM: Stops your opponent from playing the game. Keep in mind that you can't use this after Purge. While Ash is more versatile, trying to "save" it for later is a rookie mistake I've made a lot. You can still Normal Summon it and go into Almiraj, so if you know what your opponent is doing, there are times when you should Purge first, but those are few and far between.
GHOST BELLE: Stops some of your opponents from playing the game. A lot of modern cards seem to like getting stuff out of the deck OR the GY, so I like this card almost as much as Ash.
MOONLIT CHILL: When I was pulling to try and get three full-art Dominus Impulse, I was hoping to hit three of this card as well, because I reasoned that it was better than Effect Veiler due to being able to use it with Herald on the field. After lots of playing, though, I'm not even sure that it's better than Veiler, let alone good enough to run at 3. I would probably put in a second one over my Ghost Ogre if I had it, but one's alright. It's another card that trips people up.
MULCHARMY FUWALOS AND PURULIA: I play only 1 Fuwa and 2 Puru because I tend to think "I wish I could be nearly guaranteed one or two cards" more often than "I wish I could have a chance to draw a bunch of cards" in my experience. A concerning amount of decks Special Summon from places other than the deck, and this list benefits more from having a 7-card hand most of the time than a 10-card hand sometimes. Both cards are still good, though. Taking out, say, Ghost Ogre or Moonlit Chill to run extras isn't a bad idea at all. After all, you do need to discard something with Cupsyway anyhow.
IMPERM: I try not to let my opponent breathe. This card helps with that a lot. If I open this and Purge, I'll often use Imperm on the first card-gain effect so I have a Trap in the GY. (Sometimes this creates one of those edge cases where Purge is a better card to use than Ash!)
DOMINUS PURGE: I find that it's often worth stopping yourself from using half of your Extra Deck to stop your opponent from getting the cards they need. If your opponent gets to their full combo, you probably won't be able to end on your Fire/Dark cards anyway. Just be careful when using this. I've lost way too many matches from Purging myself out of a TY-PHON or the like without realizing until it's too late.

BRICKS

ACROQUEY: If I draw it, I might activate it in case my opponent has Fydraulis or the like, but otherwise you don't want to see this in your opening hand. You want to place it from Snatchy on your opponent's turn, or maybe even during your own turn if you open Mignon and use its revive effect early on. But even if I open Mignon, I like to use Snatchy as bait for Imperm etc.
MIGNON: Not terrible if you draw this and a Yummy card, since you can place it from hand if your Snatchy gets negated, but you don't want to have to do that. It's obviously necessary to win the game, though.
CALLED BY: There's a nonzero chance I take this card out of the deck. If Branded weren't as strong as it is, I'd playtest without it, but it's extremely relieving to have if your opponent activates a handtrap or plays a GY-centric deck. It's kind of like an extender that also functions as a Trap Card if you happen to hit full combo. I think I've lost more games with it in hand going second than won games with it going first, though...
SURPRISE: Another extender that you don't necessarily want in your hand, but not the worst thing you can open. If your opponent destroys your Snatchy and you've already used up your Normal Summon, you can use this to salvage your combo. Ideally, you grab it with Cupsy, revive Marshmao late in your turn with it, and set it to use whichever effect helps you out the most during your opponent's turn, which will probably be the bounce-2-to-bounce-2 effect combined with Snatchy's Quick Synchro Summon.
ASSIST: The newest card, and it's better than I thought it'd be. This card probably pushed my list over the edge to let me get into Master Rank in the first place. It bounces cards without targeting them, unlike almost all of this deck's other options, and in certain situations (such as you not having any Yummy Ways in the GY) it's not even that bad to send your own card off the board.

EXTRA DECK

COOKYWAY: The black sheep of the Yummyways. It's not necessary for the combo, but its disruption effect is extremely annoying. Plenty of people concede when they see this.
CUPSYWAY: Lets you +1 during your turn, and if needed you can discard a Yummy during your opponent's. What more could you ask for?
LOLLIPOWAY: Please pay attention to the negation. Lollipoway's negation doesn't go away at the end of your turn, so you can't just sit on a Snatchy and use it later.
MARTIAL MARCHER: Synchro climbing go brrr. You make this and then you make Herald.
HERALD: Omni-negate go brrr. Put this in the center or one of the far left/right columns so your Spright Elf will point to it at the end of your turn.
TY-PHON: Sometimes works as a comeback card, but I almost feel like this is the weakest card in the Extra Deck, since there aren't too many situations that you can get out of with this card alone. Not being able to summon after making it means you can't do much to actually fight through an opponent's board if they have more than one 3000-ATK monster. They'll just destroy TY-PHON in battle and you'll have to fight through their board next turn. You probably won't have much else on the board, so even if they only have one big monster, they can just build into another one and hit over you.
SNATCHY: You don't need 3. Almiraj and Linkuriboh are much more versatile. But you do need 2 for the ideal version of the combo, since you Link your first summon of the turn into one and then link Cupsyway into another before going into Lollipoway. I didn't think it used to matter, but it helps slightly against Nibiru, especially if you run Link Spider like I used to.
LINKURIBOH: You can link Dotscaper or a Yummy into this, which might be necessary on turn 3. If you use Dotscaper to link into Almiraj, and Almiraj gets destroyed, you can Special Summon Dotscaper and link it into Linkuriboh, and Special Summon a Yummy monster if you have it. However, you can't go from Dotscaper to Linkuriboh and then make an Almiraj with the revived Dotscaper if Linkuriboh dies.
KAGARI: Makes your Engage/Hornet a 1cc. Play Engage and/or Hornet to make a token, then use Kagari to get Hornet back and make another token. Keep in mind you can summon Kagari after Purge, but you can't use her effect if you do.
ALMIRAJ: Turns handtraps into extenders. If you open a Mulcharmy going first, and arguably if you open any handtrap, plus one Yummy card, you can Normal Summon it and go into Almiraj, thus making your combo resilient against stuff like Imperm at the cost of a card in your hand. If you play Jester Confit, the combo's particularly meaningful, since Jester doesn't actually go into Cupsyway on its own.
I:P MASQUERENA: You want to end on this, and usually you'll use it and Spright Elf to make S:P Little Knight to banish your opponent's favorite cards.
SPRIGHT ELF: It revives Yummyways. Your board will usually consist of this, I:P Masquerena, and Herald, and Sprelf will get you another Yummyway ASAP during your opponent's Main Phase. If Sprelf somehow dies before it can revive a Yummy, you might want to use Surprise to do it.
S:P LITTLE KNIGHT: Banishes stuff at the cost of your Extra Zone being taken up by something that doesn't point down at all. You can temporarily banish this card if your opponent lets you, but keep in mind that S:P will go back to the Main Monster Zone and the inherited effect from I:P that prevents S:P from being destroyed won't apply anymore.
GORGON OF ZILOFTHONIA: Admittedly, this one's a bit of a noobtrap. If your opponent has two, let alone three, cards aligned in front of its arrows, this card can be devastating. It effectively turns I:P's Quick Effect into a monster negate if your opponent doesn't control an Extra Monster Zone, which people tend not to expect. It's not always useful, though, and I can see why people take it out for more versatile cards like Azalea. Unlike S:P with its temp-banish effect, Gorgon is pretty much stuck on the board once I summon it, which has lost me games before.

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