Stun

Master I from on May 18th, 2025
cp-ur 900 + cp-sr 510
40 cards

Notes & Combos

Stun is in a very fragile spot this Format, especially since Primite cards give Blue-Eyes, the most popular Deck, such an insane resilience.

The climb was harder than usual, and I had to test multiple variants of the Deck before arriving to this final build.

  • Some people are running both Impulse and Purge alongside Typhoon to defend themselves going 2nd, especially against Blue-Eyes (Typhoon on True Light). Although not a bad strategy, in my testing it didn't prove to be enough, seeing as most of the times you tend to draw 1 or maybe 2 interruptions, which is not enough to stop most Meta Decks, while simultaneously making your going 1st weaker, which is something you never wanna see. You'd be much better running Super Poly tbh. The Dominus line will become THE one and only way to play Stun once Psalms of Kings is released, a card which literally revolutionizes Stun and turns it from a Meme to a solid Tier 2 strategy. As of now, I'd not recommend.
  • Also tested the Macro Cosmos build, which sounds much more interesting than usual in such a heavy GY Format. However, it once again proved to be extremely mediocre. Necrovalley is infinitely better, while also allowing you to run Dogmatika cards which are essential for Stun, especially Punishment. Macro was also clogging up the backrow a little bit, and unlike Necrovalley is weak to Imperm which is actually quite relevant. It also makes Golgonda useless beyond its protection aspect, which makes it feel a little bit lackluster. Ideally you wanna benefit from Titaniklad as well.
  • Tried Super Poly. Felt lackluster, as usual. Going 1st it is such a weird card in Stun, being dead most of the times. And going 2nd it rarely proved to be enough to break most boards. Having to discard 1 card also hurts. Don't get me wrong, it's a good card for current Stun, but I don't like it personally. My personal approach for boardbreaking revolves around the Dogmatika cards, TY-PHON, and the Statues/Boarder, which are natural boardbreakers, especially when paired with Mirror Force or Punishment. It's not really great and requires a very skilled Pilot to break most boards, and even then a lot of times you will lose no matter what (especially if your opponent ends on Desirae). The Deck will not be a real Deck going 2nd until we get Psalms.
  • WATER Statue is weaker than usual due to Mermail's presence in the Format, but I wouldn't recommend cutting it anyways.
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Replays

EXTRA NOTES

  • Necrovalley is once again Godlike, hence why I'm running 3 Commandant. Card wins games on its own.
  • Speaking of Commandant, quite frequently you will draw it "dead" alongside Necrovalley, which makes it useful as a Bait for Ash/Purge when you need your important Spells such as Desires or Nadir to resolve. I'd recommend setting 1 S/T, and then activating Commandant. This baits not only Ash but also Purge, which is very important considering Blue-Eyes' predominance.