Introduction
Prank-Kids is an archetype (found in the secret pack Prank Panic) that focused around Link and Fusion Summoning, and is comprised of several different types and attributes. All of the main deck Prank-Kids Monsters have the effect to Summon another Prank-Kids Monster from the hand or deck when used as Link or Fusion material for a Prank-Kids Monster, allowing them several 1-to-2 card combo lines that can use any of the Monsters are a starter. With one exception the archetypal Extra Deck Monsters are separated into two categories; two with 3000 ATK and quick effect destruction, and four with 2000 ATK that have effects relating to battle and recurring your Prank-Kids cards.
The high power of this deck is owed to Loading... , a Link-1 that makes our 3000 ATK bosses that much stronger and is the enabler of all of our 1 card combos.
This guide is an upgrade to the introduction one, 80% of the Deck Building section was written by by
, I edited some of that section, change little thing here and there, wrote the whole Basic Combos, Technical Combos section and formatted to whole thing to be more user friendly. Fell free to message the #prank-kids channel for any questions and help and if I miss anything that you would like to have included or updated in this guide message me I will gladly include/update it.- Deck Building
- Basic Combos
- Technical Combos
Archetypal Cards
Main Deck
Monsters
Prank-Kids Dropsies, Fansies, Lampsies x 3, Rocksies x2-3
The three main trio are played at 3 without question. All of them accomplish our basic combos and bring other effects to the table, such as gaining LP, cycling a card from the hand, inflicting damage to the opponent, or sending a Prank-Kids card to the GY. Keep in mind you must fulfil the former effect before Summoning a new Prank-Kids Monster from your hand or deck! This means you must have a card in hand for Rocksies to banish if you use it during your combo. For budget reasons you could run Rocksies at 3 but because it is not essential for our game plan we manly run it at 2.
Spells and Traps
Prank-Kids Place x3
Place boosts our consistency by functioning as 3 extra copies of a Prank-Kids Monster. While the ATK modification for both our and the opponent's Monsters is a useful effect, the true power of this card allows us to structure chain links in a way that makes it impossible to negate our Prank-Kid Monster effects. By selecting Place as the final chain link, the opponent cannot respond to our searching and Summon effects with cards like Loading... . Keep in mind the opponent must control a Monster for this to be usable.
Prank-Kids Pandemonium x2-3
Pandemonium is our Fusion Spell, searchable during our combo lines and most importantly a quick-play allowing us to Summon our most powerful boss Monster on the opponent's turn. 2 copies is the absolute minimum but 3 copies can't go wrong.
Prank-Kids Pranks x1-2
This card acts as both an extender or recovery, providing decent protection against hand traps that threaten to end our combos. It also recycles cards in the GY during the End Phase, allowing us to grind and potentially draw a hand trap.
Prank-Kids Plan x0
Plan is a decent card to send to the GY with Fansies in order to give a massive grind game, however Loading... and Loading... fulfil this niche better. The card is usually dead if you draw it, but has some limited uses against Trap-heavy decks to dodge disruption. Feel free to not play this at all.
Extra Deck
Our Extra Deck has 4 Link and 3 Fusion Monsters, and as mentioned earlier are divided into 2 categories: 1 Fusion and 1 Link-4 with 3000 ATK that are our game winners, and 2 Fusion and 2 Link-2 Monsters with 2000 ATK that aid with recursion, combos, and battle. The final Link Monster, our one exception mentioned earlier, is:
Prank-Kids Meow-Meow-Mu x2-3
Meow-Meow-Mu is this deck's steering wheel. As a Link 1 it turns any of our Prank-Kid Monsters into full combo while also having an extremely strong GY effect that allows us to banish it instead of tributing our other Prank-Kid Extra Deck Monsters for their effects. 3 is optimal but the deck is playable with 2.
The 2000 ATK Monsters
Prank-Kids Rocket Ride x1-2
Rocket Ride is an Loading... target that acts as a double Monster revival, but can less commonly be used to cheese out victories. We use 1 for the aforementioned revival effect and for the "just in case" situations. There are cases that you could play 2 but those are for technical combos.
Prank-Kids Weather Washer x1
Functionally similar to Loading... except with a more useful battle effect. While battle effects have diminished in recent times, the effect still has use and will force the opponent to use any effects before you begin attacking. Keep in mind that the reborn effect is only on the opponent's turn.
Prank-Kids Dodo-Doodle-Doo x2-3
Dodo is our Spell searcher and is a lynchpin in the combo, searching and recurring our Spells and other Prank-Kids cards from the GY. Without having access to Loading... our combo is significantly weaker. Play 2 or 3 as you will definitely use them across multiple turns.
Prank-Kids Bow-Wow-Bark x1-2
Bow-Wow-Bark gives a moderate ATK boost which can help with getting over Monsters, but more importantly can tribute itself during the opponent's turn to add 2 Prank-Kids cards with different names from your GY to your hand. This also makes our Prank-Kids immune to card effect destruction for the turn. We play 1 or 2 because it is a key card in the Battle Butler combo.
The 3000 ATK Monsters
The big guys. These will be your path to victory with their powerful destruction effects.
Prank-Kids Battle Butler x1-2
Battle Butler is an immensely powerful card with the ability to destroy all Monsters your opponent controls at any time by tributing himself. As mentioned earlier, Loading... can banish itself instead of your Prank-Kid Monster tributing itself during the opponents turn, and this is the best target for it. Butler is not once per turn OR even once per chain, so a chained negation can be responded to with Butler's effect again. He also has a useful floating effect if removed from the field before being able to use his effect.
Prank-Kids Rip-Roarin-Roaster x0-1
This card is functionally the same as Loading... , but for Spells and Traps instead. The text in the previous section also applies to this. Due to Monsters being a higher priority, we play less copies of this, if any.
Tech Cards and Extra Deck
Due to our 1-card combos and how interchangeable our Monsters are, we have a lot of free space to use for disruption, disruption protection, and other strategies. Some of these are:
Instant Fusion
Instant Fusion functions as a double Loading... in this deck, or as a method of dodging Loading... . You can use it if your combo gets disrupted, or as an extender to OTK the opponent or build a board.
Thunder Dragon Fusion and Predaplant Verte Anaconda
Did you know Loading... is a thunder Monster? Loading... allows us to Summon a copy of him by returning our Prank-Kids in the GY, field, and that are banished back to the deck. Verte Anaconda allows us to send the Fusion Spell from the Deck, making this even stronger.
Crossout Designator and Called by the Grave
This deck is extremely vulnerable to your first Summon from the Deck getting negated by cards like Loading... , or having Loading... or Loading... dropped on you. These two cards allow us to combo off in peace, though keep in mind Loading... will also negate the effects of those cards if you have copies during the next turn, too. You must have a copy of the card in deck for Crossout to banish, so play at least 1 copy of Nibiru, Ash, and Maxx "C" if you do so.
Nemeses Corridor and Thunder Dragon Colossus
For some reason these two cards are coexisting in Master Duel. Nemeses Corridor fulfills both of the Summoning conditions of Loading... by returning a banished Monster, which is easily accomplishable with Loading... . Colossus is a huge floodgate and is provided protection via its own effect by banishing Corridor from the GY. If you play the Loading... package, the Spell itself can be banished to search Loading... from your deck.
Accesscode Talker
Accesscode is a generic Link-4 Monster that can easily clean up games. Being easily Summoned due to the Prank-Kid trigger effects, playing one copy is highly advised. Our wide variety of attributes gives plenty of ammunition.
Toadally Awesome and Polymerization
Polymerization can be used as an extender if you open more than 1 Prank-Kid in your hand and if you didn't it allows to build up your board with an XYZ + Loading... on your opponents turn. The best XYZ in our case is Loading... , if you haven't notice Loading... is a LV2 Aqua.
Floodgates
Don't you love floodgates? Of course you do, when you are not on the receiving end. Thanks to this deck playstyle and cards these floodgates can be simply abused. If people summon Loading... why shouldn't I be able to just simply flip Loading... and Loading... ?
Links to fill the ED
If you happen to have space in your extra deck, then use some of theses recommendations and of course they are many others to consider it all depends on what you have or you luckily pulled.
Link Spider and Linkuriboh
This small extra deck package is for playing around Loading... , for budget reasons you could run 2 Loading... and not run Loading... .
The Rest
We have space for disruption so we have to use it. There is a wide selection to pick from but I would recommend to Loading... and Loading... , if you happen to have others put them in to fill up your deck.
Example Decklists
Note: Chain-Link orders and Chain-Blocks are not mentioned here on purpose to simplify the combos, go the technical combos section to learn about these.
The Standard Combo
This is your standard one card combo (1.5 with Rocksies) that ends with a +1 from Loading... , a Loading... and a set Loading... .
This will turn into Loading... that can use his effect twice on your opponent's turn, a summon of 3 Prank-Kids from the deck and thanks to Loading... destruction effect immunity to all your Monsters.
Open 1 of these cards
- Normal Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect (if your normal summon was Loading... send Loading... ) and Special Summon Loading... (if it was your normal summon special summon any other Prank-Kids)
- Link Summon Loading...
- Activate both effects, when asked to add a Prank-Kids spell/trap from your deck add Loading... , if asked to sent a Prank-Kids card to the GY send Loading... and then Special Summon a Prank-Kids Monster
- Activate Loading... effect to tribute itself, when asked what Prank-Kids cards to add to your hand from the GY, add the Loading... and add a Prank-Kids Monster
- Activate Loading... to discard the added Prank-Kids to special summon a token on the field
- Link Summon Loading...
- Activate the Prank-Kids GY effect and Special Summon the last remaining Prank-Kids that hasn't used its effect
- Link Summon Loading...
- Activate the Prank-Kids GY effect and Special Summon Loading... because it has 2000 DEF
- Set your Loading... and end your turn
- In the end phase activate Loading... effect and return Loading... ,Loading... and Loading... from the GY to the deck to draw 1
The next turn:
On the next turn you can active Loading... effect to add 2 Prank Kids cards from the GY (press no when asked to use Loading... effect), add the Non-Link monsters(Loading... ,Loading... ) to make your Loading... be able to summon Loading...
Summon Loading... at the right time and use its effect at the right moment when you first use its effect use Loading... effect to banish itself to become the tribute cost of Loading... .
Turn 2
Prank-Kids prefer to go first, so turn 2 is really match-up dependent. But hopefully if you go second your starting hand would be one or more of your hand traps to make it easier to OTK turn 2 or get overwhelming advantage for the future turns. You have to utilize your extra deck, Loading... and Loading... are essential here.
A usual turn 2 play will look like this, you must open two Prank-Kids cards one for your normal summon and one to discard with Loading... :
- Do the standard combo until you add Loading... using Loading...
- Activate Loading... to discard a Prank-Kids card to Special Summon a Prank-Kids token
- Link Summon Loading... using the Prank-Kids token and the Prank-Kids monster
- Activate the Prank-Kids GY effect and Special Summon the last remaining Prank-Kids that hasn't used its effect
- Link Summon Loading... using Loading... and Loading... then target one of the Links that was used to make it to have his ATK boosted by 2000
- Here you can activate Loading... two time to pop 2 cards your opponent controls
- Go to the battle phase and attack with Loading...
- Go to MP2 to Link Summon Loading... using Loading... and the Prank-Kids Monster
- Activate Loading... effect to pay 2000LP and send Loading... to the GY to Fusion Summon Loading... then end your turn
- In the end phase activate Loading... effect (unless the card you discarded to use Loading... effect was a Loading... ) and return Loading... , the card you discarded to use Loading... effect and Loading... from the GY to the deck to draw 1
The Polymerization Combo
This combo utilizes Loading... to make the standard combo even better making the board that the standard combo makes plus a XYZ(rank 1-4) of your choice. The best XYZ to summon is Loading... , not only offers a negate but it adds our Loading... to our hand to make sure we will be able to summon Loading... . We can work around the missing card when we summon an XYZ that isn't Loading... by adding Loading... instead of Loading... as the added Prank-Kids spell/trap from Loading... effect.
Open 1 of these cards
and Polymerization
- Normal Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect (if your normal summon was Loading... send Loading... ) and Special Summon Loading... (if it was your normal summon special summon any other Prank-Kids)
- Link Summon Loading...
- Activate both effects, when asked to add a Prank-Kids spell/trap from your deck add Loading... , if asked to sent a Prank-Kids card to the GY send Loading... and then Special Summon the Prank-Kids you want to XYZ with (Loading... ) if it wasn't your normal summon
- Activate Loading... effect to tribute itself, when asked what Prank-Kids cards to add to your hand from the GY, add the Loading... and add a Prank-Kids Monster
- Activate Loading... to fusion summon Loading...
- Activate the Prank-Kids GY effect (Loading... fusion summoned effect can be activated as well if you know how chain-blocking works then go ahead and chain CL2 Rocket but if you don't ignore this and continue, I am going to discuss about this in the technical combos section) and Special Summon the last remaining Prank-Kids that hasn't used its effect
- Activate Loading... to tribute itself to Special Summon two Prank-Kids Non-Fusion monsters from the GY, Special Summon the Prank-Kids Monster we will XYZ with (Loading... ) and another Prank-Kids Monster
- Link Summon Loading... with the other two Prank-Kids that are not the one we want to XYZ with (Loading... )
- Activate the Prank-Kids GY effect and Special Summon the Prank-Kid we want to XYZ (Loading... )
- XYZ summon into our wanted XYZ (Loading... )
- Set your Loading... , activate Loading... and end your turn
- In the end phase activate Loading... effect and return Loading... ,Loading... and Loading... from the GY to the deck to draw 1
The Triple Board Wipe Combo
This combo is used when you open 2 Prank-Kids with different names that ends with a Loading... , Loading... and a set Loading... .
This will turn into Loading... that can use his effect twice on your opponent's turn, a summon of 3 Prank-Kids from the deck, destruction effect immunity to all your Monsters from Loading... AND a backrow board wipe thanks to Loading... (if you playing against a control deck you can this effect twice and use Butlers only once).
Open 1 of these cards
and 1 of these
- Normal Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect (if your normal summon was Loading... send whatever spell because it doesn't matter) and Special Summon a Prank-Kids Monster.
- Link Summon Loading...
- Activate both effects, when asked to add a Prank-Kids spell/trap from your deck add Loading... , (if asked to sent a Prank-Kids card to the GY send whatever spell) and then Special Summon the last Prank-Kids that isn't in your hand
- Activate Loading... to fusion summon Loading... and DO NOT place it under Loading...
- Activate both Prank-Kids GY effect to special summon two Prank-Kids Monsters (activate Rocket as CL3 if you don't understand ignore this for now)
- Link Summon Loading... using those two Prank-Kids
- Link Summon Loading... using Loading... and Loading...
- Activate Loading... effect to tribute itself to Special Summon Loading... and Loading... from the GY
- Activate Loading... to add Loading... and a Prank-Kids monster from the GY to the hand
- Set your Loading... and end your turn
After understanding the basic combos you are able to start mastering the deck with some technical plays that in competitive play will give you the edge of winning duels. Before I start discussing of some technical plays/combos you can do, I HIGHLY recommend watching this video.
Chain-Blocking
I haven't mentions most chain blocking moments in the basic combos sections because this is something you need to understand after learning the basics not while learning.
To simplify, chain-blocking is when multiple trigger effects trigger simultaneously then you choose the chain link order so you can play around negates like Loading... . You choose the effect that is most important to resolve as CL1(chain-link one) and the others ac CL2,CL3 etc.
In Prank-Kids case there are multiple times that effects can activate at the same time like when you Link Summon Loading... . When that happens you can choose which effect should go first or second (this is the reason you prefer to summon Loading... as your second Prank-Kids so you can Chain-Block with Loading... ).
You want to CL1 Loading... then CL2 Loading... that's because Loading... is the important effect here and while Loading... is on the field there are more cards that can negate it. For example if Loading... gets negated you can still Link Summon another one because Loading... resolved and you have another body on the field.
Furthermore, if you hard open for example Loading... , you will send Loading... with Loading... and they Loading... your Loading... you can still tribute and get the remaining spell that you want.
Another Chain-Block you can do when you summon Loading... in the Polymerization combo and the Triple Board Wipe combo, when you summon it CL1 the Prank-Kids then CL2(or CL3 for the TBW combo) Loading... .
If you happen to open Loading... then is better to normal summon Loading... Link Summon into Loading... then dont activate Loading... so you could Loading... it to Link Summon Loading... so you could chain-block. The exact same thing can be said for Loading...
Lastly, when you are playing on later turns Loading... lets you chain-block if they have a monster on the field and you fusion summoned. Example being when you activate Loading... to fusion summon a monster then both Loading... and the Prank-Kids GY effects want to activate so you can CL1,CL2 the Prank-Kids then CL3 the Loading... .
These were the simple chain-blocks you can accomplish now I am going to explain some of the more advance ones.
Loading...
Play throughWith Instant Fusion
With both Loading... and Loading... being Loading... targets we are able to able to chain-block our way into Loading... without worrying about cards like Loading... .
Open 1 of these cards
and Instant Fusion
- Normal Summon a Prank-Kids Monster
- Activate Loading... and Fusion Summon Loading...
- Link Summon Loading...
- Activate both effects, CL1 the Prank-Kids and CL2 Loading... , if they Loading... here we can get our Loading... by using Loading... to send it to the GY then grabbing it using Loading... effect to tribute it self:
- We would Special Summon Loading... as our second Prank-Kids (if it wasn't our normal summon)
- Link Summon Loading... with the Prank-Kids
- Activate the Prank-Kids GY effect and Special Summon a Prank-Kids Monster.
- Link Summon Loading... with Loading... and the Prank-Kids
- Activate the Prank-Kids GY effect and Special Summon the last Prank-Kids Monster that hasn't used its effect
- Activate Loading... effect to tribute itself to add the Loading... and add a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect and Special Summon Loading... because it has 2000 DEF
- Set your Loading... and end your turn
- Now if they didn't Loading... back when we first Link Summon Loading... we continue like this:
- We activate our Loading... to fusion summon Loading...
- Activate both effects, CL1 the Prank-Kids monster and CL2 Loading... , they cant Loading... here
- Activate Loading... effect to tribute itself to Special Summon Loading... and a Prank-Kids monster from the GY
- Link Summon Loading... with the Prank-Kids that hasn't use its effect (not the one that you special summoned using Loading... )
- Activate the Prank-Kids GY effect and Special Summon the last remaining Prank-Kids that hasn't use its effect, here they can Loading... if they do then:
- Activate Loading... effect to tribute itself to add the Loading... and add a Prank-Kids Monster
- Link Summon Loading...
- Set your Loading... and end your turn
- If they didn't you activate Loading... effect to tribute itself to add the Loading... and add Loading... (if you didn't send it to the GY using Loading... when your Loading... wasn't negated the first time around just add a Prank-Kids Monster) this is another chance they can Loading... if they do then:
- Link Summon Loading... with the Prank-Kids that hasn't use its effect and Loading...
- Activate the Prank-Kids GY effect and Special Summon a Prank-Kids monster
- Activate Loading... effect to tribute itself to add the Loading... and add a Prank-Kids Monster
- Link Summon Loading...
- Set your Loading... and end your turn
- If they didn't they made a big mistake because you will plus 1 here thanks to Loading... .
- Link Summon Loading... using that last remaining Prank-Kids that hasn't use its effect and Loading...
- Activate the Prank-Kids GY effect and Special Summon Loading... because it has 2000 DEF, here is the last chance they can Loading... (if they don't they let you play the whole turn without activating so we assume they will here at least)
- Set your Loading... , activate Loading... and end your turn
- In the end phase activate Loading... effect and return Loading... ,Loading... and Loading... from the GY to the deck to draw 1
Loading...
WithThis combo is for the budget/F2P players that will likely have this card in their deck.
Open 2 of these cards (not the same card twice)
Loading...
and- Normal Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect, this is where the will Loading...
- Activate Loading... to Special Summon the Prank-Kids from the GY
- Link Summon Loading... and add Loading...
- Activate Loading... to fusion summon Loading...
- Activate both effects, CL1 the Prank-Kids monster and CL2 Loading... , special summon a Prank-Kids Monster and if asked what card to send to the GY send Loading...
- Activate Loading... effect to tribute itself to Special Summon Loading... and a Prank-Kids Monster
- Link Summon Loading... using the two Prank-Kids Monsters
- Activate the Prank-Kids GY effect and Special Summon the last remaining Prank-Kids that hasn't used its effect
- Link Summon Loading... using the Prank-Kids monster and a Loading...
- Activate the Prank-Kids GY effect and Special Summon Loading... because it has 2000 DEF
- Activate Loading... effect to tribute itself to add the Loading... and Loading...
- Set your Loading... , activate Loading... and end your turn
- In the end phase activate Loading... effect and return Loading... ,Loading... and Loading... from the GY to the deck to draw 1
Loading...
Play throughLoading... and Loading... package
Not using theIf you afraid of Loading... there is line you could do to avoid it and be able to summon Loading... on your opponent turn. You want to open 2 of your main 3 monsters.
Open 1 of these cards
and 1 of these
- Normal Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate the Prank-Kids GY effect (if your normal summon was Loading... send Loading... to the GY) and Special Summon a Prank-Kids Monster
- Link Summon Loading...
- Activate both effects, CL1 Loading... and CL2 Prank-Kids (this is one if the instances where the Loading... is more important) add Loading... and PRESS NO so you don't to Special Summon another Prank-Kids
- Activate Loading... effect to tribute itself to add the Loading... and add a Prank-Kids Monster
- Activate Loading... to add the missing trio of the Prank-Kids
- Set your Loading... and end your turn
Loading... and Loading... package
Using theYou would do the standard combo normally then get Loading... at the time you added Loading... , for you to continue you MUST have a Prank-Kids card to discard to summon a token then:
- Link Summon Loading... with the Loading... token
- Link Summon Loading... with the Loading... token
- Link Summon Loading... with Loading... and Loading...
- Activate Loading... effect to pay 2000LP and send Loading... to the GY to Fusion Summon Loading... (usually in defence unless you have Loading... on the field to make sure Loading... is 2500 ATK)
- In the end phase you would be asked to activate Loading... , if you have cards to send that isn't Loading... then say Yes but if not then say No
Loading...
Play throughI am putting this here because you are going to Loading... a lot in the early ranks because its a free to play card and in cases of control decks.
Basically if you open Loading... and 2 Prank-Kids monsters you can fusion summon into a fusion monster and make Loading... miss timing. Your opponent would wait for you to summon your last Prank-Kids then activate so they can destroy all of your monsters that where summoned (if that wasn't the case and they chain immediately they would pop only one card).
-
In the case that you summoned Loading... what you basically need to do is make Loading... CL1.
-
In the case that you summoned Loading... make sure that the Prank-Kids that is in CL1 doesn't special summon from the deck. Since is CL1 and not a summon was made Loading... cannot activate.