Hey Lex, great video as always, love what you do for the community! That being said, some things in this video are unfortunately not correct, but I hope I can clear them up as well as add my own thoughts on deckbuilding! Please don't take any of this as a personal attack, I only wish to help you and the community! Playing around Nibiru: First off, using Nibiru with that timing is a misplay. Nibiru should be used after resolving Pranks, or simply at the end of the main phase, since PK does not set up negates (Gryphon would be out already). Secondly, the Bird is the 4th summon, not the 5th. This is the key to outplaying Nib. With the starting hand of 2 different RGB kids, summon kid > Cat > summon missing kid > summon bird > bird CL1, kid CL2 > bird adds pandemonium, DO NOT use optional effect of kid to summon > bird eff to add back kids from GY > set pandemonium pass. This will give you butler in under 5 summons. Of course, this loses to ash and you don't get pranks. Prank Kids cannot OTK: If you draw a way to access Adventure or DPE in addition to your kid, you have lethal. Get into a board with bird + kid + pranks token > bird + token make unicorn > unicorn + kid make Accesscode with 5300 ATK. If you need another pop, link bird and kid into dog first to give Accesscode another Attribute in GY. OTK with adventure is simple, since it provides an additional 4k attack. OTK with DPE requires you to resolve the red kid during your combo. This gives you 5300 + 2500 + 500 = 8300 damage. Playing through token collector: Assume you used adventure and they use TC. Your one card combo no longer works, due to lack of pranks token. There is a combo line to still get Butler out, by adding Pandemonium instead of Pranks off of bird eff, but it's too long to type on my phone :( Pranks end phase effect: Your view on this is not wrong, I just wanted to shed light on an alternative approach. You shuffle back more kids into the main deck for follow up. The other way is shuffling back 2 birds and a rock (or rocket if you used it) to deck-thin as much as possible to draw into a hand trap. This is also why we use Rocksies as the last kid. If you draw into a hand trap, you generally don't need that many kids in your main deck to win, since the opponent will have a suboptimal board. This is also another reason to play veiler over Imperm, but that discussion is a bit more nuanced. Instant Fusion: Instand Fusion is your third copy of fusion destiny. At the end of your combo, make rocket > rocket eff > materials for Verte > DPE. The combos that use rocket already with pandemonium can't make DPE anyway. This also lets you shuffle back only ED monsters off of pranks and can leave you with a Link 2 as material for next turn. Terraforming: Deck thinning is great when you draw twice during your combo, since you have a higher chance of getting hand traps. I run Terraforming + 2 Place instead of 3 place. Terraforming as your only starter loses just as hard to ash and droll as drawing place does, so it has no drawback over place, however, you remove 1 card from your deck for free, which is definitely an advantage. Sorry for the formatting, I'm currently on my phone, if you want to pin this comment for others to see I can reformat it. Thanks for reading and I hope it helped!
This is great. I was thinking of picking Prank Kids back up for the latter half of the season but I’m completely unfamiliar with the Adventure DPE iteration of them.
Tbh I’ve been running prank kids plan, it’s been a great addition. I don’t mind switching 40 to 42, because the consistency isn’t too affected. Plan is a dope card I use it as dump fodder for fansies. It’s a great card to recycle all your cards when your opponent attacks and lowering the attacking monsters attack. Ideally the effect is never used but a sky striker player forfeited.
Recently I removed Toadally Awesome from my deck. I realized that what's more important is being able to scare my opponent of my having Toadally Awesome than actually having and playing it. I would just summon out 2 Prank-Kids Dropsies in my opponent's turn just to terrify my opponent and have him hastily get rid of them as soon as possible :D taking the focus away from better things for my opponent to target for destruction.
You know, that's actually a really good point! The threat of Toad is often as powerful as the Toad itself. I'll have to see if there's anything I might potentially want to replace Toad with in the Extra Deck.
I think Thunder Dragon Fusion is a good card to run at 2, it can be used after one prank kid combo, and can be searched off Anaconda. I think it runs good if you draw your DPE fusion card. TDF also resets your prank kid combo, because it send them back to the deck.
Great tutorial! Im a new player and was having a hard time choosing a deck but this deck to me seems pretty simple to understand and has cool combos, artwork and ability to play around hand traps which is a plus. New sub gained, thank you!
It’s been really entertaining playing against people using this deck as well as Despia. They summon Chimera and think they’re about to draw a bunch of cards, nothing happens for like ten seconds while they read it, then they scoop after realizing they just went neg 4 for a vanilla beater.
Thanks lex your tutos are among the best out there, minimal background noise and your deck list in the last couple of videos was top notch imo. I just want to mention that leaving Rocksies last is not the optimal play, better to use them 3rd or 2nd ( if you draw fansies ) Why? If you don't have your adventurer engine you might get it with rocksies, now you can get draco back when you summon bark, now if you search gryphon you can discard dracoback... equip dracoback to the token. If you left rocksies last and you got an adventurer, you would need to discard a card to get dracoback...
Thank you so much for your support! Tbf that's not a bad reason to use Rocksies 2nd/3rd, I mostly save them for last to increase my odds of drawing a hand trap. Either way the difference isn't something you'd notice in 99% of games but you do bring up that there are pros for each method! Thank you for your input! ^^
I've been absolutely destroying Prank Kids in the tournament with Live Twins. Live Twins always seems to have the answer to Prank Kids. They feel tier 3ish.
@@strugs3782 That proves my point. Due to Twins having so much more flexibility in their deck it's an easy match up. There is very little deviation from the typical Prank Kids deck. Way more often than not, a well made Twins deck will have the outs in hand regardless of going first or second due to having more chances of having what they need. 16 activatable hand traps in deck going second for Twins vs 8-9 for pranks. But even then, hand traps are no where near as effective against Twins as it is against Pranks. In addition to 3 crossouts, 2 called by and 7 extenders it becomes extremely easy for Twins to play through Ash, Imperm, and so on. Twins have more starters, more extenders and more hand traps. This isn't even a debate, just facts.
You also have to take in consideration prank kids is an archetype with a lot of combos. It is not an on rails deck and actually requires some time practicing the combos. Ngl it actually took me a while figuring how do you summon Toadally awesome with this deck, the branching path are sometimes overwhelming. I hadn't faced many evil twins players but the few I battled didn't gave me much trouble beating them, but to be honest it seemed they also were quite green so my experience isn't reliable.
Then you make Anaconda for DPE, actually I think DPE is better than Butler, and both die to called by the grave, if the enemy calls bow wow bark you can't make Butler, and DPE survives trough destruction
I dont think u need to put battle butler in defense position when u summon him on the opponents turn, lightning storm wouldnt kill him because he's protected by bow wow bark anyways
This very true! The main reasons to put him in defense mode (these can apply to other boss monsters too) are to avoid ATK dropping effects like Forbidden Droplet and to prevent the opponent from getting monsters into the GY by running them into Butler. These are niche scenarios, but there's also not really much upside to keeping him in Attack mode, so you may as well summon him in Defense!
How do you stop this deck when having negates already on board? You start of by negating the first prank right? Sometimes I don’t even know if I should negate the adventure cards first. Still new to Yugioh…
It's tough and that's what makes this deck so strong, the Adventure-line is great negation-bait cause if you don't interrupt it they'll end up with not only a negate of their own but also the ability to chainblock their first Prank-Kids monster effect through the use of the Fateful Adventure. I sadly can't really give you a good answer, it's pretty tough
I don't get why prank kids is tier 1 now. I keep bricking even with a 40 card deck. Always get negated before the board can be set up. I get bricky hands instead of the usual adventurer + prank cards to set up board. Am I just unlucky or is the deck just bricky?
1 prank kids alone is a combo, and you had 3 x for 3 kids and 2 x for rocksies not to mention prank kids place and terra forming, thats a total 15 starter, how the hell you get bricked so hard with prank kids
@@rellnell41910 Damn, thanks for the nostalgic notification. I don't even remember making this comment. It's been a year? Time flies, damn. That said, really? You gonna be a troll on a 1 year old comment? How boring is your life that you go around crapping on 1 year old comments lol? Thanks for the nostalgia but you need to get your life sorted out, if you are wasting your time replying to 1 year old comments.
Now, to be fair to people playing AGAINST Adventure Prank Kids, here are some things you can do to try and win against them 😀 Use Called by the Grave on Battle Butler and pray. Use Artifact Scythe, Summon Limit, or Non Fusion Area and pray. Pray that they are an absolutely terrible Prank Kids pilot. Pray that their internet crashes. Pray that Prank Kids gets hit on a future banlist. If all else fails, perish :)
I'm trying to play Prankid, thanks for the guide, but .. i've the feeling to play Adventurer/DPE .... and when I finally get the good endboard i get the fucking Lava Golem or Kaiju 😭
Hey Lex, great video as always, love what you do for the community! That being said, some things in this video are unfortunately not correct, but I hope I can clear them up as well as add my own thoughts on deckbuilding! Please don't take any of this as a personal attack, I only wish to help you and the community!
Playing around Nibiru: First off, using Nibiru with that timing is a misplay. Nibiru should be used after resolving Pranks, or simply at the end of the main phase, since PK does not set up negates (Gryphon would be out already). Secondly, the Bird is the 4th summon, not the 5th. This is the key to outplaying Nib. With the starting hand of 2 different RGB kids, summon kid > Cat > summon missing kid > summon bird > bird CL1, kid CL2 > bird adds pandemonium, DO NOT use optional effect of kid to summon > bird eff to add back kids from GY > set pandemonium pass. This will give you butler in under 5 summons. Of course, this loses to ash and you don't get pranks.
Prank Kids cannot OTK: If you draw a way to access Adventure or DPE in addition to your kid, you have lethal. Get into a board with bird + kid + pranks token > bird + token make unicorn > unicorn + kid make Accesscode with 5300 ATK. If you need another pop, link bird and kid into dog first to give Accesscode another Attribute in GY.
OTK with adventure is simple, since it provides an additional 4k attack. OTK with DPE requires you to resolve the red kid during your combo. This gives you 5300 + 2500 + 500 = 8300 damage.
Playing through token collector: Assume you used adventure and they use TC. Your one card combo no longer works, due to lack of pranks token. There is a combo line to still get Butler out, by adding Pandemonium instead of Pranks off of bird eff, but it's too long to type on my phone :(
Pranks end phase effect: Your view on this is not wrong, I just wanted to shed light on an alternative approach. You shuffle back more kids into the main deck for follow up. The other way is shuffling back 2 birds and a rock (or rocket if you used it) to deck-thin as much as possible to draw into a hand trap. This is also why we use Rocksies as the last kid. If you draw into a hand trap, you generally don't need that many kids in your main deck to win, since the opponent will have a suboptimal board. This is also another reason to play veiler over Imperm, but that discussion is a bit more nuanced.
Instant Fusion: Instand Fusion is your third copy of fusion destiny. At the end of your combo, make rocket > rocket eff > materials for Verte > DPE. The combos that use rocket already with pandemonium can't make DPE anyway. This also lets you shuffle back only ED monsters off of pranks and can leave you with a Link 2 as material for next turn.
Terraforming: Deck thinning is great when you draw twice during your combo, since you have a higher chance of getting hand traps. I run Terraforming + 2 Place instead of 3 place. Terraforming as your only starter loses just as hard to ash and droll as drawing place does, so it has no drawback over place, however, you remove 1 card from your deck for free, which is definitely an advantage.
Sorry for the formatting, I'm currently on my phone, if you want to pin this comment for others to see I can reformat it. Thanks for reading and I hope it helped!
Great write up, thanks for this. Started playing the deck recently and I just feel like I'm not playing it optimally a lot of the time.
This is great. I was thinking of picking Prank Kids back up for the latter half of the season but I’m completely unfamiliar with the Adventure DPE iteration of them.
My favorite line is to use Maxx c on their draw phase, wait to see if it gets called by then use my bark.
This gonna be my first meta deck sick of losing 🤣
Tbh I’ve been running prank kids plan, it’s been a great addition. I don’t mind switching 40 to 42, because the consistency isn’t too affected. Plan is a dope card I use it as dump fodder for fansies.
It’s a great card to recycle all your cards when your opponent attacks and lowering the attacking monsters attack.
Ideally the effect is never used but a sky striker player forfeited.
I was hoping that this guide had the Rocket ride line (which a lot of guides forget about). GG
Can't wait to play this deck again after the banlist comes out
Recently I removed Toadally Awesome from my deck. I realized that what's more important is being able to scare my opponent of my having Toadally Awesome than actually having and playing it. I would just summon out 2 Prank-Kids Dropsies in my opponent's turn just to terrify my opponent and have him hastily get rid of them as soon as possible :D taking the focus away from better things for my opponent to target for destruction.
You know, that's actually a really good point! The threat of Toad is often as powerful as the Toad itself. I'll have to see if there's anything I might potentially want to replace Toad with in the Extra Deck.
I think Thunder Dragon Fusion is a good card to run at 2, it can be used after one prank kid combo, and can be searched off Anaconda. I think it runs good if you draw your DPE fusion card. TDF also resets your prank kid combo, because it send them back to the deck.
Great tutorial! Im a new player and was having a hard time choosing a deck but this deck to me seems pretty simple to understand and has cool combos, artwork and ability to play around hand traps which is a plus. New sub gained, thank you!
It’s been really entertaining playing against people using this deck as well as Despia. They summon Chimera and think they’re about to draw a bunch of cards, nothing happens for like ten seconds while they read it, then they scoop after realizing they just went neg 4 for a vanilla beater.
Thanks lex your tutos are among the best out there, minimal background noise and your deck list in the last couple of videos was top notch imo.
I just want to mention that leaving Rocksies last is not the optimal play, better to use them 3rd or 2nd ( if you draw fansies )
Why? If you don't have your adventurer engine you might get it with rocksies, now you can get draco back when you summon bark, now if you search gryphon you can discard dracoback... equip dracoback to the token.
If you left rocksies last and you got an adventurer, you would need to discard a card to get dracoback...
Thank you so much for your support! Tbf that's not a bad reason to use Rocksies 2nd/3rd, I mostly save them for last to increase my odds of drawing a hand trap. Either way the difference isn't something you'd notice in 99% of games but you do bring up that there are pros for each method! Thank you for your input! ^^
So much has changed for prank kids in a month lol. Maybe an updated video soon?
I've been absolutely destroying Prank Kids in the tournament with Live Twins. Live Twins always seems to have the answer to Prank Kids. They feel tier 3ish.
Funny I feel like I always end up stomping live twins with APK even going second that’s odd just variance
It depends on the hand they both open. Ofcourse if the live twins player open 3-4 handtraps and know the choke points then it's going to be one sided.
@@strugs3782 That proves my point. Due to Twins having so much more flexibility in their deck it's an easy match up. There is very little deviation from the typical Prank Kids deck. Way more often than not, a well made Twins deck will have the outs in hand regardless of going first or second due to having more chances of having what they need. 16 activatable hand traps in deck going second for Twins vs 8-9 for pranks. But even then, hand traps are no where near as effective against Twins as it is against Pranks. In addition to 3 crossouts, 2 called by and 7 extenders it becomes extremely easy for Twins to play through Ash, Imperm, and so on. Twins have more starters, more extenders and more hand traps. This isn't even a debate, just facts.
Put ya deck list up dude.. I'll give it a try.
You also have to take in consideration prank kids is an archetype with a lot of combos. It is not an on rails deck and actually requires some time practicing the combos. Ngl it actually took me a while figuring how do you summon Toadally awesome with this deck, the branching path are sometimes overwhelming. I hadn't faced many evil twins players but the few I battled didn't gave me much trouble beating them, but to be honest it seemed they also were quite green so my experience isn't reliable.
Droplet, not a highly recommended card as the deck has the capability to run lots of hand traps for it’s tech slots instead but still a solid option.
I think thunder dragon fusion's a great tech card to add here, lets you summon butler after nib which is arguably a better disruption than dpe
Great guide, recently started playing this deck because of your videos and it is now one of my favourite decks! Keep it up :)
Great stuff as always Lex, thanks so much!
Much needed hex
You’re the man hex lex
When will the next viewer special be? Those are always a blast. Also have an interesting game I had this Cup, just might submit it
If the dodo gets negated, you say send pranks to gy, but that way youll not have pandemónium at the end of the combo
Then you make Anaconda for DPE, actually I think DPE is better than Butler, and both die to called by the grave, if the enemy calls bow wow bark you can't make Butler, and DPE survives trough destruction
I play on mobile and I’m never able to use meow-meows effect in the GY for battle butler. Am I doing something wrong??
I dont think u need to put battle butler in defense position when u summon him on the opponents turn, lightning storm wouldnt kill him because he's protected by bow wow bark anyways
This very true! The main reasons to put him in defense mode (these can apply to other boss monsters too) are to avoid ATK dropping effects like Forbidden Droplet and to prevent the opponent from getting monsters into the GY by running them into Butler. These are niche scenarios, but there's also not really much upside to keeping him in Attack mode, so you may as well summon him in Defense!
Hello, how many UR and SR Craft point did it take for you to make this deck?
What about adding in the halq + selene combo for another way to combo into code talker fast? (Halq pulls out your effect veiler)
And the ban list came for it
are you gonna stream anytime soon?
I made this deck on a whim because I had to spend gems, and I regret it so much. Nice guide though.
Don’t see why u regret it i been running thru people with this deck
Is this 3 axis deck good to use?
hi everyone. Can someone explain why and when to use foolish burial? i cant work out how it fits in a combo
yo man, use it on the water enchantress to start your adventure combo off brother
The day I make this deck this video comes out what luck lmao
How do you stop this deck when having negates already on board? You start of by negating the first prank right? Sometimes I don’t even know if I should negate the adventure cards first. Still new to Yugioh…
It's tough and that's what makes this deck so strong, the Adventure-line is great negation-bait cause if you don't interrupt it they'll end up with not only a negate of their own but also the ability to chainblock their first Prank-Kids monster effect through the use of the Fateful Adventure. I sadly can't really give you a good answer, it's pretty tough
I don't get why prank kids is tier 1 now. I keep bricking even with a 40 card deck. Always get negated before the board can be set up. I get bricky hands instead of the usual adventurer + prank cards to set up board. Am I just unlucky or is the deck just bricky?
1 prank kids alone is a combo, and you had 3 x for 3 kids and 2 x for rocksies not to mention prank kids place and terra forming, thats a total 15 starter, how the hell you get bricked so hard with prank kids
I prolly brick once out of every 10 games idk what u doing wrong lol
@@rellnell41910 Damn, thanks for the nostalgic notification. I don't even remember making this comment. It's been a year? Time flies, damn.
That said, really? You gonna be a troll on a 1 year old comment? How boring is your life that you go around crapping on 1 year old comments lol?
Thanks for the nostalgia but you need to get your life sorted out, if you are wasting your time replying to 1 year old comments.
Why are you running link spider all cards are effect monsters expect tokens
Yea u gotta be slow
Every game i go with prank kids my oponent has raigeki and/or niburu (im not joking its every game)
My man, plz go off Meta, and make us a guide on them Resonator Archfiends... Your explanations are better than everyone else 🙏
Yo can you do a video for beetroopers ?
Would you do a subterror deck profile?
N E A T !
Now, to be fair to people playing AGAINST Adventure Prank Kids, here are some things you can do to try and win against them 😀
Use Called by the Grave on Battle Butler and pray.
Use Artifact Scythe, Summon Limit, or Non Fusion Area and pray.
Pray that they are an absolutely terrible Prank Kids pilot.
Pray that their internet crashes.
Pray that Prank Kids gets hit on a future banlist.
If all else fails, perish :)
Prank kids are definitely fun I just hope they don’t hit it on the banlist. It finally got its time to shine on masterduel
I'm trying to play Prankid, thanks for the guide, but .. i've the feeling to play Adventurer/DPE .... and when I finally get the good endboard i get the fucking Lava Golem or Kaiju 😭