Harnessing the Shadows
The "Wicked God" cards are a unique series of high-risk, high-reward boss monsters, acting as dark counterparts to the Egyptian God Cards. They lack a formal archetype, possessing no inherent searchers or support monsters. Instead, these three distinct entities are united by their demanding summoning condition: a Normal Summon requiring the Tribute of three monsters. This challenge forces duelists to build elaborate strategies around them, grafting modern engines onto an archaic win condition.
Locks the opponent out of Spell & Trap Cards for two of their turns after it's Normal Summoned. This is a devastating lockdown capable of winning games on its own.
Mechanic: Its ATK/DEF are always 100 points higher than the strongest monster on the field, ensuring it perpetually dominates in battle.
Vulnerability: Relies on other monsters to have ATK (it's 100 ATK on an empty field) and is vulnerable to monster effects.
A 4000 ATK body that continuously halves the ATK/DEF of all other monsters on the field (including your own).
Mechanic: This immediately establishes battle dominance, crippling opposing monsters and turning its own 4000 ATK into a game-ending threat.
Synergy: Does not affect The Wicked Avatar, which recalculates its ATK *after* Dreadroot's effect, creating a formidable lock.
A high-impact, "go-second" tool for breaking an established board. Its ATK/DEF are 1000x the number of cards your opponent controls.
Mechanic: You can destroy this card during your Main Phase, and when it's destroyed and sent to the GY, it destroys *all* cards on the field.
Vulnerability: The board wipe is symmetrical, destroying your cards too. It's a high-risk, all-or-nothing reset button.
This is the *only* card with named support for the Wicked Gods. It grants 1000 ATK/DEF, protects its effect activations from being negated, and provides non-targeting removal when it attacks.
Limitation: It's a "win-more" card. It offers no help in the difficult task of summoning a Wicked God and is a dead card until one is on the field.
The core challenge is generating three monsters for Tribute. This requires integrating external engines designed to swarm the field.
Core Cards: Reactor Slime, Egyptian God Slime.
A compact, 1-card combo via Reactor Slime. However, it requires entering the Battle Phase, making it a "go-second" strategy.
Core Cards: Imsety, King's Sarcophagus.
An incredibly resilient stream of tribute fodder. The Horus monsters Special Summon themselves from the GY, providing 3+ bodies easily.
Core Cards: Lair of Darkness, Lilith.
A control-oriented choice that allows you to use your *opponent's* monsters as Tributes for your card effects, and eventually for the summon itself.
Core Cards: Kashtira Unicorn, Fenrir, Birth.
A self-starting, aggressive package that places multiple Level 7 bodies on the field for free, which can then be Tributed.
As of the current TCG format, the Wicked Gods archetype is entirely unrestricted, allowing it to operate at full capacity.
Play any card at your preferred ratio without restrictions
Access to all archetype synergies without limitations
No banlist constraints holding back your strategy
Banlist Status Summary
Core cards checked:
• Divine Evolution
• Egyptian God Slime
• Imsety, Glory of Horus
• Kashtira Fenrir
• Mound of the Bound Creator
• The Wicked Avatar
• The Wicked Dreadroot
• The Wicked Eraser
+ Related cards checked:
• Lair of Darkness analyzed •
0 restrictions found •
All cards legal at 3 copies
Explore deck lists from the YGOProDeck community featuring Wicked Gods. Find inspiration for your next build!
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