D-Reaper Program
x Mydia x


To be perfectly honest, it looks terrible. No offense.
It's better than your build, at least it wins. =P
ilu
heart 

In a day of testing, mine won 50+ games (without even using the special Side Deck) and lost under 10 (two of which because I double drew Thunder Dragon). These people knew what they were playing against too, and they still couldn't do much against it. :V
I don't see how this would win consistently at all. This build is less dependent on your opponent's opening actions, but it lacks any means to definitively search Jar outside of Sangan. You're relying almost entirely on luck to get your engine going, and that's bad. If Jar is in the bottom 10-15 cards of your deck, unless you draw Sangan early on, there's virtually no way that you can win. If they're both down there, you're completely boned. Don't sacrifice consistent search for random draws. Drop the Browws and add three Deep Divers. Triple Moon is a waste of deck space, as you will draw it in excess with Eclipse quite often and just end up throwing the multiples away (you can't even Set them for later use because you're not running Trunade; another thing I don't understand). One, maybe two Moon with the three Eclipse is okay, but not three. Use those slot(s) for more consistent cards, such as a third A/D changer. I believe this guy should be at three without question. Why? You get you initial Set of Morphing Jar for free, but you need to flip it face-up on that same turn to win. Your first priority after you have Jar should always be to make that happen, and 3 Changers with 3 Taiyou coupled with your large amounts draw power accomplishes this with amazing consistency. I'd even add a RotA to search the Changers (Foolish Burial is nice too, but I wouldn't put it in this build). It's a 1-1 that gives you an ideal discard target, thins your deck by a card and flawlessly searches step 2 of your engine. Three Feathers, while I under stand the logic behind it, is also a waste of space. Two and your two Stones should always be enough to accommodate your needs if you don't misplay. Spell Reproduction is unnecessary for the same reason. As I stated earlier on, I don't understand why you're not running Trunade, but you should be. I love Pot of Duality, and I would try it too if it weren't so expensive, but I don't think I like three Main Decked. I'd use two. This way, you'd see it often enough to make use of it but be less likely to dead draw it in multiples. Assuming the game lasts an average of two turns, you ideally have one for each of those turns. If you're lucky and get the engine going on turn 1, you'll still have one live and the other can just be discard fodder. With all that said, let me show you exactly how I'd revamp this particular build.
Monsters: 8
[3] A/D Changer
[3] Deep Diver
[1] Sangan
[1] Morphing Jar
Spells: 32
[3] Upstart Goblin
[3] Into the Void
[3] Dark World Dealings
[3] Hand Destruction
[3] Cup of Ace
[3] Book of Taiyou
[3] Book of Eclipse
[2] Pot of Duality
[2] Magical Stone Excavation
[2] A Feather of the Phoenix
[1] Book of Moon
[1] Reinforcement of the Army
[1] Giant Trunade
[1] Card Destruction
[1] Serial Spell
Traps: 0
Cup of Ace is the only change I haven't already addressed, and you're probably thinking "wut?", so let me explain. This card in this build when played correctly is absolutely amazing. You either get a Pot of Greed or you take 2 cards out of your opponent's Deck without taking anything out of your own. The first part is obviously good, and the second part is a lot better than it may seem at first glance. This is because your own deck count dictates how many times you can use Morphing Jar, and, as a result, how close you can bring your opponent to defeat before you can't rely on the Jar anymore. It is at this point that Needle Worm would come into play, milling them out for as much as 10 cards on average (not to mention Book of Eclipse kicking in at the End Phase, making them draw 2+ cards on average) and ensuring your victory. However, you aren't running Needle Worm, and are instead choosing to rely on Card Destruction + Serial Spell for your finisher. There's nothing wrong with that, but there is a chance (no matter how small) that, depending on the flow of the game prior to this point, it won't be enough to finish the job. The 2+ cards that your opponent may have drawn off your Cups (in addition to the fact that it can turn a 10 card draw from Card Destruction + Serial Spell into a 14 card draw) could be the difference between them surviving and you winning. Cup of Ace is a preference card, but I think it's definitely worth using in something like this.