Deck Profile
















































Archetype Overview
Introduction
The Yummy archetype is made up of LIGHT Beast monsters and focuses on Synchro Summoning, with the unique ability to perform Syncho Summons on your opponents turn. Its playstyle centers on Yummy Snatchy, a Link-1 monster that allows you to Synchro Summon during the opponent’s Main Phase or Battle Phase for the cost of 100 Life Points.
Main Deck Monsters
A defining characteristic of Yummy Synchro monsters is their alternative summoning condition. They allow any Link-1 monster to be treated as a Level 1 Tuner for their Summon. Consequently, Snatchy (or any Link-1) combined with any Level 1 monster satisfies the material requirements. This generic condition enables synergy with other engines such as the “Sky Striker” engine. By activating Sky Striker Mobilize – Engage! to search for Sky Striker Mecha – Hornet Drones, a player can summon a token, use the token to Link Summon Sky Striker Ace – Kagari, a Link Monster who’s effect on summon retrieves Hornet Drones back to the hand, allowing it to be activated again. This sequence produces a Link-1 monster and a Level 1 Token, which can be used to Sychro Summon any of the level 2 Yummy Synchro monsters without using your Normal Summon.
Each of the Main Deck monsters (Except Marshmao) have the same special summoning condition. This makes the deck easy to learn, as players need to remember fewer unique effects. Cupsy, Cooky, and Lollipo have identical Special Summoning requirements: they can be Special Summoned from the hand if the player controls a Link-1 or a Level 2 Synchro Monster. Marshmao is slightly different, Special Summoning itself when the player controls NO monsters or ONLY LIGHT Beast monsters. Upon being Normal or Special Summoned, each monster activates a unique effect:
- Marshmao: “If this card is Normal or Special Summoned: You can add 1 “Yummy” Spell/Trap from your GY to your hand, or, if it was Special Summoned by a Synchro Monster’s effect, you can place 1 “Yummy” Field Spell or Continuous Spell/Trap from your Deck or banishment face-up on your field instead.”
- Cupsy: “If this card is Normal or Special Summoned: You can add 1 “Yummy” card from your Deck to your hand, except “Cupsy☆Yummy”, or, if this card was Special Summoned by the effect of a Synchro Monster, you can draw 1 card instead.”
- Cooky: “If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; it loses 1000 ATK, or, if this card was Special Summoned by the effect of a Synchro Monster, you can destroy that monster instead.”
- Lollipo: “If this card is Normal or Special Summoned: You can target 1 card in your opponent’s GY; shuffle it into the Deck, or, if this card was Special Summoned by the effect of a Synchro Monster, you can banish that card instead.”
Extra Deck Monsters
Each Synchro Monster triggers a unique effect upon Special Summon to either extend combos or disrupt your opponent. Cupsy Yummy Way and Lollipo Yummy Way function primarily as extenders by generating card advantage or board presence. Cookie Yummy Way functions as interruption and is usually summoned on your opponents turn using Snatchy’s Synchro Summon effect if you are going first, or into your opponent’s established board if going second. Using Snatchy‘s effect to Synchro Summon during the opponent’s turn allows Cookie Yummy Way to flip multiple monsters into face-down Defense Position. Cupsy Yummy Way can also provide value on the opponent’s turn. Its effect to add two “Yummy” monsters and discard can help to get more Yummy monsters into the Graveyard. This discard can increase the available targets for the Synchro Monsters’ tag-out effect (discussed below) later in the turn.
- Cupsy Yummy Way: “If this card is Special Summoned: You can add up to 2 “Yummy” monsters from your Deck to your hand, then discard 1 card.”
- Cookie Yummy Way: “If this card is Special Summoned: You can change up to 2 face-up monsters on the field to face-down Defense Position.”
- Lollipo Yummy Way: “If this card is Special Summoned: You can target 1 “Yummy” monster in your GY; Special Summon it.”
Every Yummy Synchro monster has the same Quick Effect: “When your opponent activates a card or effect (Quick Effect): You can return this card to the Extra Deck; Special Summon 2 ‘Yummy’ monsters from your GY.” This effect returns the Synchro monster to the Extra Deck on activation of the effect, allowing it to dodge effects that target it. Since a target must remain in its original location for a targeting effect to resolve, moving the monster to the Extra Deck results in the opponent’s effect resolving without affecting it. On resolution of this effect, two Yummy monsters can be Special Summoned from the Graveyard, triggering their on-summon effects. When summoned via a Synchro monster’s effect, the Main Deck monsters offer versatile options such as searching or drawing a card, destroying a card on the field, or banishing/shuffling into the deck from your opponent’s Graveyard.
Herald of the Arc Light is a staple within the strategy due to its accessibility as a Level 4 Synchro. Players can summon it during their own turn or the opponent’s turn via Snatchy. Its primary utility lies in its omni-negate, which requires tributing itself to negate an activation. Furthermore, it asserts a continuous effect: any monster sent from the hand or Main Deck to the Graveyard is banished. This effectively counters decks dependent on Graveyard resources for their engine. Beyond negation, Herald of the Arc Light serves as a critical bridge for Yummy Mitsurugi variants. When sent to the Graveyard, it adds a Ritual Monster or Ritual Spell from the Deck to the hand. This search effect allows players to access key Mitsurugi pieces immediately after tributing Herald for a negate or using it as Synchro material, seamlessly integrating the Ritual engine into the Synchro strategy.
Spell Cards
The card Yummy Surprise provides versatile utility through three selectable effects. Its first option acts as potent removal. By targeting two controlled LIGHT Beast monsters and two opposing cards, it returns all targets to the hand. This clears threats while recovering resources. The second effect offers extension by Special Summoning a “Yummy” monster from the hand or Graveyard, facilitating Synchro plays. The third effect enables Field Spell rotation. It returns a Field Spell from the field or Graveyard to the hand to place a “Yummy” Field Spell from the hand, allowing the player to swap between Mignon and Acroquey as needed.
- “Activate 1 of these effects (but you can only use each effect of “Yummy☆Surprise” once per turn);”
- “● Target 2 LIGHT Beast monsters you control and 2 cards your opponent controls; return them to the hand.”
- “● Special Summon 1 “Yummy” monster from your hand or GY, but it cannot attack directly this turn.”
- “● Return 1 Field Spell from your face-up field or GY to the hand, then you can place 1 “Yummy” Field Spell from your hand, face-up on your field.”
Field Spells anchor the board presence. Mignon increases the ATK of all “Yummy” monsters by 500 for each LIGHT Beast on the field. This bonus applies to both players’ monsters during a mirror match. Mignon also provides combo extension by reviving a “Yummy” monster from the Graveyard if the player controls a Link-1 monster. Acroquey offers removal capabilities as an alternative stadium; when a monster is Synchro Summoned, the player can target and destroy one monster on the field.


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