Chapter 115. The Simplest Numeron Gameplan! Numeron players are generous!
ZEXAL World.
While the other worlds were stunned by that "victory formula," in Barian World, Don Thousand could no longer sit still.
How could a mere @Ignister deck beat a Numeron deck?
No.
Impossible.
The Field Spell had already been activated, and all four Numeron Gates were online.
After one full sequence, he was hard-locked to 100 LP.
Unforgivable.
He had to learn the real situation of the Numeron deck in the Higher World.
Having decided, Don Thousand spoke up in the chat group for the first time.
Don Thousand: "Honored Mr. Yuki of the Higher World, may we learn about the Numeron deck's build and core gameplan?"
Don Thousand: "Nothing else — only to fully understand the Numeron deck."
Astral: "You? As expected, you're still alive. Was it Vector who helped revive you?"
Astral: "Do you still intend to destroy Astral World?"
Yuma Tsukumo: "Give it up! If that's all Numeron has, I'll be honest — I'll have Utopia pound you!"
Yugi Muto: "Uh? What are you talking about? I don't get it."
Jaden Yuki: "Probably the clash between the villains and heroes of their world. Just watch."
Main World.
Sei Yuki quickly noticed the lively "friendly exchange" between Don Thousand, Astral, and the others in the chat group.
He smiled to himself.
One side was trying hard to insist he'd given up on going after Astral World and had reformed.
The other two didn't believe a word of it and started furiously "greeting his family."
Sei Yuki couldn't stop grinning after reading it.
He already knew what was on Don Thousand's mind.
In the Master Duel app, he could see the good and evil in each person's heart.
So he was well aware that Don Thousand simply wanted to know how Numeron performs in the Higher World.
And if he ever grew malicious, he would disappear like data.
Astral and Yuma Tsukumo were different.
But it didn't matter.
These parallel-world things — Sei Yuki couldn't be bothered to deal with them.
Sei Yuki: "Alright, everyone, settle down."
Sei Yuki: "It's just a Numeron gameplan explainer video."
Sei Yuki: "Yuma, Astral — don't worry, Don Thousand currently bears no ill will."
Sei Yuki: "Let's find one for everyone first."
In the Main World, Sei Yuki tapped into the Numeron player's profile from the short video.
After a bit of searching — as expected — he found a Numeron deck gameplan and combo explanation.
To be honest, Sei Yuki originally felt such a simple deck hardly needed any explanation.
But since Don Thousand asked, pulling it up wouldn't hurt.
Decision made.
The title appeared:
"Numeron Gameplan Made Easy! Just follow my line and you're set!"
ZEXAL World.
Seeing that the next video truly was a Numeron deck video, Don Thousand quietly exhaled.
Finally, the Numeron video.
At the same time, duelists across every world focused their attention on the short video.
The host — our Numeron player — began the explanation at once.
Numeron Player: "Hello! Good evening, Duelists!"
Numeron Player: "Today I'm bringing you the Numeron deck!"
Numeron Player: "As we all know, Numeron's framework and gameplay are both very simple."
"So you need to understand one thing about this deck."
"And recognize this one thing: this is not a combo deck that builds boards with a bunch of negates."
"It's not a full back-row stun deck either."
"And it's not a slow deck at all — it's a very simple going-second OTK deck."
"Once you get that, let's look at the main-deck build."
"First, the must-haves you max at three."
"Field Spell 'Numeron Network' ×3 — the key extender."
"Monster 'Numeron Wall' ×3 — the key card that searches the Field Spell."
"Monster 'Planet Pathfinder' ×3 — searches the Field Spell."
"Spell 'Numeron Calling' ×2–3 — core extender."
"Spell 'Terraforming' ×1. Don't ask me why you can't run it at three — I wish I could. If it were at three, Numeron wouldn't be anyone else's problem anymore."
"..."
With that simple opener — plus a few must-have Numeron cards and other staples — plenty of duelists wore thoughtful looks.
Indeed.
The Field Spell's effect is outrageous.
After activation, you can send a "Numeron" Normal Spell from your Deck to the Graveyard and copy its effect.
In other words, sending "Numeron Calling" lets you start your plays.
And once you're going, just like in the previous video, you power through with the four ridiculous Numeron Gates.
So this is the line and core concept?
The explanation continued.
Numeron Player: "Then for the Extra Deck — it's even simpler."
Numeron Player: "'Number 1: Numeron Gate Ekam,' 'Number 2: Numeron Gate Dve,' 'Number 3: Numeron Gate Trini,' and 'Number 4: Numeron Gate Catvari.'"
Numeron Player: "These are your main Numeron Extra Deck slots."
"Basically 2–3 copies each."
"So if you look at it, you'll notice."
"Going second, Numeron basically only OTKs through those four Numeron Gates."
"If you don't finish the opponent, you can go into four consecutive Link Summons."
"So we can include 'Apollousa, Bow of the Goddess.'"
"'Underworld Goddess of the Closed World,' 'Mekk-Knight Crusadia Avramax,' or 'Infinitrack Fortress Megaclops.'"
"These are Link monsters. After the four Gates swing, you can Link climb freely."
"Choose what to make based on the situation."
"If you want more Xyz lines, you can play 'Number C1: Numeron Chaos Gate Sunya,' 'Number 100: Numeron Dragon,' etc."
"That's the basic Extra Deck."
Simple.
Ridiculously simple.
Both the build and the Extra Deck were so simple it left everyone a little at a loss.
"Mekk-Knight Crusadia Avramax" — they'd already seen it many times.
A fight king, with the added resistance of not being a valid target for effects.
And it even spins a card on leaving the field.
"Underworld Goddess of the Closed World" — no need to say much.
Whether you make it or not — just include it.
As for "Apollousa, Bow of the Goddess" — also seen plenty.
When the opponent activates a monster effect, it can drop its ATK by 800 to negate.
An important monster-effect negate for going first or stabilizing.
But "Infinitrack Fortress Megaclops" was more puzzling to some.
Looking at it alone for resilience:
As long as it's on the field, it's unaffected by other monsters' effects except those of Xyz Monsters, and it can't be destroyed by battle except by an Xyz Monster.
Just that — and 4000 ATK — makes it a very outrageous Link Monster.
Definitely worth making.
What's more, its second effect targets an Xyz in your GY and 1 card your opponent controls — revives that Xyz and overlays the opponent's card to it as material.
After that effect resolves, all damage your opponent takes is halved until the end of the turn.
That weakens your OTK potential in exchange for removal.
But it's still a rare way to clear boards.
As for the remaining Xyz monsters, many duelists glanced at each other.
"Number C1: Numeron Chaos Gate Sunya."
When it's Xyz Summoned, it banishes all monsters on the field.
A terrifying, non-targeting, non-destruction board wipe.
Judging by this alone, Numeron is already no slouch.
...
The explanation continued.
Numeron Player: "Next are the general staples."
Numeron Player: "Kaijus like 'Gameciel, the Sea Turtle Kaiju' and 'Lava Golem' help remove the opponent's unkillable boss."
Numeron Player: "'Maxx 'C',' 'Infinite Impermanence,' and other hand traps — run what you need."
"Then cards that help push OTKs."
"For example, 'Limiter Removal' to enable doubling and follow-up swings."
"'Lightning Storm,' 'Dark Hole,' and other powerful cards can go in too."
"Beyond that, you can include some defensive hand traps or Traps/Spells to buy time."
"That's it for other main-deck options you can reference."
"In summary, you basically get how Numeron operates, right?"
"The core is very simple."
"Win the die roll — usually you'll go second; if the opponent wins the die roll, odds are you're still going second."
"Nothing more to say."
"Going second, if you've got interrupts, use them."
"If you don't, look for your chance to blow them out."
"For example, with 'Numeron Network,' send 'Numeron Calling.'"
"Then we pull out the four little 'Numeron Gate' guys."
"Note this key point: the Gates' effect to detach and double all your 'Numeron' monsters' ATK triggers at the end of the Damage Step after they battle an opponent's monster."
"So if you don't have lethal windows —"
"Try to Link after swinging to stabilize."
"For example, 'Infinitrack Fortress Megaclops.'"
"As long as it's on the field, it's unaffected by other monsters' effects except Xyz Monsters, and it can't be destroyed by battle except by an Xyz Monster."
"It's a pretty solid on-board wall."
"Of course, if you make Avramax or Apollousa, I've got no objections."
What?
That's it?
No other lines?
Huh?
After hearing the combo and going-second plan they'd most been looking forward to, duelists in every world were stunned on the spot.
Wait — this isn't quite what they imagined.
This is… Numeron?
The line is seriously just "one card starts, and you're done"?
Duel Monsters World.
Yugi Muto, Seto Kaiba, Joey Wheeler, and the others stared blankly at the simple line in the short video.
No different from the earlier clip.
Just casually explode onto the board — and OTK in one turn.
This deck's plan—
Even my grandma could play it.
You basically don't need to think.
All you need to move are your fingers.
GX World.
After hearing the combo line, the students and teachers at Duel Academy paused.
"Uh? That simple? Seems like you don't have to think."
"That's how bruiser decks are — succeed or perish. Looks like Don Thousand isn't that strong, playing something like this."
"Hey, don't say that. I feel like it suits me. I like it."
"Me too. I love these brain-off bruiser decks."
Voices around them were mixed.
Some liked it, some didn't.
In the short video, the final part of the explanation was about to begin.
Numeron Player: "If you go first, there's not much to say."
Numeron Player: "Activate the Field Spell and do the same thing — pull out all four."
Numeron Player: "Then Link off and wait to die if they have it."
"If the opponent can't OTK you, you'll have a chance to OTK them."
"If they OTK you, then you lose."
"So, see it now?"
"Numeron players are just that simple."
"That's why I always say — be kind to Numeron players."
"Numeron players are our friends in Dueling, and every Numeron pilot carries on the traditional virtues of duelists."
"First, modesty — let the opponent take first."
"Second, tolerance — let the opponent combo the way they like."
"Then, generosity — occasionally gifting the opponent a mysterious Kaiju."
"After that, thrift — knowing how to save resources; one card to start the engine."
"And they're courteous — swinging with all their 1000-ATK monsters and dying with dignity."
"Then courage — 1000 ATK facing down any high-ATK monster head-on."
"Finally, sincerity — one full line and it's either you or me, with no fancy frills."
"That is our beloved Numeron player."
He cried.
He truly cried out loud.
Hearing that last, heartfelt summary, Don Thousand nearly fainted on his throne.
It would've been fine if he hadn't watched it.
But after watching it, Don Thousand felt his Numeron deck was nothing like he'd imagined.
It is strong.
Yes.
But why did it feel like a foolhardy deck in the Higher World?
As if it can only rely on attacking to take the duel.
And that wasn't all.
What really broke him was how the gameplan seemed a bit too simple.
Can't it be played with more fancy lines?
5D's World.
Hearing the host's affectionate, positive take on Numeron, Yusei Fudo, Crow Hogan, and Jack Atlas couldn't help but burst into laughter.
They'd seen so many decks.
But this was the first time they'd seen a framework this easy to grasp.
Unlike the Utopia lines they'd seen before.
Also unlike the full-power Stardust Dragon Junk-Doppel system.
Those combos — just watching them overloaded your brain and made it feel like it might explode.
Numeron, by contrast, was clear and direct.
It truly was one of the few refreshing streams in the many duel environments.
VRAINS World.
After hearing the Numeron explanation, Go Onizuka wore a wry smile and said nothing.
The deck feels great when it OTKs successfully.
But the process is really quick.
No wonder the Numeron in the earlier video had no follow-up.
"I see. Looked at this way—"
"The Field Spell is indeed critical."
"In other words, just negate the Field and it's over."
"And because the Field Spell can copy 'Numeron Calling'—"
"The more Field-searchers you play, the higher your start rate."
"As for resources, in theory you're playing for about two pushes."
"It's a tiny bit like my Gouki."
"..."
Go Onizuka quickly organized the Numeron deck's pros and cons.
Hearing that, the other duelists fell into thought.
It really was just as he said.
The deck is simple and direct.
Which means it's very easy to run out of gas.
So this deck is only built to swing once.
If it wins, it wins.
If it loses, it loses.
Thinking about it that way… it's kind of refreshing, isn't it?
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