Get Out of the Garbage! A Guide to Raccoons.

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agentkuo
Ultimate Rare Duelist
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Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Tue May 27, 2014 8:32 pm

Table of Contents

(Search these terms with control+F to jump to the desired section.)

(Images are links to the respective Wikia page)

I. Introduction
II. Overview
III. The Raccoons
IV. Support and Tech
V. General Strategy
VI. Weaknesses
VII. Deck Types
VIII. Updates
IX. Special Thanks
X. See it in Action


I. Introduction

Very few decks leave a mark on my heart, and for some reason those decks always seem to focus on Level 2 monsters (see Frogs). Raccoons are an archetype I instantly fell in love with and one that I will probably play with for a long time. I wanted to share this under-appreciated archetype with you all in hopes that more people will discover them and will be encouraged to build them.

II. Overview

Raccoons are an archetype consisting mostly of Level 2 Beast-Type monsters, namely the 2 Raccoon Effect Monsters, Baby Raccoon Ponpoko and Baby Raccoon Tantan, and the Extra deck monster, Number 64: Ronin Raccoon Sandayu. Other important cards include Junk Synchron, Kalantosa, Mystical Beast of the Forest and Wind-Up Kitten. The deck uses lots of low-strength monsters with versatile effects to overwhelm the opponent and create massive beatsticks to push for game.

The deck can play defensively if it needs to, but can also be extremely aggressive and can even OTK/FTK if the right cards are drawn.


III. The Raccoons

Baby Raccoon Tantan (Run 3)
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Tantan's ATK and DEF are nothing to write home about, and his ability seems simple and limited at first. Special summon 1 Level 2 Beast-Type monster from your deck except itself. However, the deck works because of Level 2 Beasts. Kalantosa, Mystical Beast of the Forest (which I'll talk about later) can be very devastating for an opponent attacking an unsuspecting Tantan. Even better, if you manually flip Tantan for his effect, and summon Kalantosa, you now get to destroy an opponents card and make a Rank 2 Xyz without ever normal summoning.

Tantan can also summon a Nimble Momonga mid-battle phase, meaning your opponents supposed OTK won't do the trick, plus if they do choose to continue attacking, you're gaining life points every time. There's a lot of little tricks you can do with Tantan, which makes him one of the stars of the deck.

Baby Raccoon Ponpoko (Run 2-3)
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Pompoko is your tutor. Normal summon him to put a beast face-down on the field and you start your engine. Tantan will usually be your target, but there are times when cards like Ryko, Lightsworn Hunter or Nimble Momonga are the better choice.

Pompoko has the limitation that you can only special summon Beast-Type monsters the turn you use his effect, but this is hardly a limitation as you will want to be special summoning Beast-Type monsters a lot. And you have plenty to summon.

800 ATK doesn't seem like much, and you probably will take some damage from your opponent attacking Ponpoko, but don't worry, one attack usually won't kill you. And I'll explain why that 800 ATK comes in handy later on.

Number 64: Ronin Raccoon Sendayu (Run 3)
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Ronin Raccoon is one of the stars of this deck too. He's easy to make (2 Level 2 Beast-Type monsters. That's nearly every monster in the deck). His effect is incredible, too. You summon a token with ATK equal to the ATK of the monster on the field with the highest ATK. That's right. If your opponent has a 3000 beater on board, just detach an Xyz material, and you can get rid of that beater. Or you can summon your own Leo, the Keeper of the Sacred Tree and make a 3100 beater.

Did I mention Ronin Raccoon can't be destroyed by battle or card effects while you control a beast type monster? That includes the token. That's right, Ronin Raccoon is almost like a mini Dracossack.

IV. Support and Tech
Spoiler:
Kalantosa, Mystical Beast of the Forest (Run 2)
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Kalantosa is the main method of destruction in this deck. His effect can be triggered with Baby Raccoon Tantan or with Valerifawn, Mystical Beast of the Forest, or even Giant Rat if you choose to include him. The downside of Kalantosa is that he can be somewhat of a dead draw if you draw him from the deck, but Valerifawn mostly solves this problem. Still, having a generic Level 2 Beast-Type Monster can often be more helpful than you would think, so it's not all bad.

It's important to note, that if your opponent attacks Tantan, and you use the effect to summon Kalantosa, it will summon during the damage step, which makes it very hard for your opponent to negate the effect.

Valerifawn, Mystical Beast of the Forest (Run 2-3)
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Valerifawn is our Level 2, EARTH, Tuner, but it's so much more than that, too! Valerifawn's effect is so versatile in this deck, it's ridiculous. "You can discard 1 card, then target 1 Level 2 or lower Beast-Type Monster in your graveyard, except "Valerifawn, Mystical Beast of the Forest"; Special Summon in Attack Position or Face-Down Defense Position." A couple of important notes about this effect. 1.The way it's worded "discard, then target," means you can special summon the same card you discarded (making those dead Kalantosa's in hand not as dead.) 2.You can bring back Tantan's in face-down Defense position to reuse their effect!

Note: Valerifawn was released in The New Challengers. Elephun was the Level 2 EARTH Tuner before Valerifawn, but Elephun is no longer needed.

Junk Synchron (Run 2-3)
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Junk Synchron is a brilliant card in this deck. Normal summon him and special summon a Level 2 or lower monster (nearly every monster in the deck) from your graveyard. But what makes him so great is that he gives you access to Level 5 synchros, and there are plenty of great Level 5 synchros:
•Junk Warrior: Which gains the ATK of all Level 2 or lower monsters you control. (Its ATK can get upwards of 5000)
•Ally of Justice Catastor: Plows through Leo, the Keeper of the Sacred Tree and other tough-to-play-around monsters.
•Armades, Keeper of Boundaries: Keeps you protected when you attack, letting you get hits in and stop your opponent from activating the effects of monsters destroyed by battle.

Performapal Cheermole (Run 0-2)
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Cheermole isn't going to help with Pendulum summons, but it's Monster effect is pretty badass in this deck in a couple ways:
1.It can make any token summoned by Ronin Raccoon 1000 ATK higher PERMENANTLY! (Yes, the ATK change is permenant) As
2.After Tree Otter increases a monsters ATK, you can then increase that monsters ATK again for a total boost of 2000 ATK!
3.After activating Ayers Rock Sunrise, your opponents monsters will lose ATK, so you can use Cheermole's effect and make their ATK even lower!

Cheermole is kind of like Tree Otter in that it lets you boost up your monsters, but I don't think it replaces Tree Otter in the deck, in fact, I think it works great in combination with Tree Otter. Consider using Tree Otter to boost himself, then using Cheermole to make Tree Otter 1000 ATK bigger and then making a 3200 ATK token! Cheermole is a tad situational, but I think the benefits outweight the consequences.

You want to be careful with Cheermole, though. If it gets destroyed, it goes to the extra deck, making it inaccessible for the rest of the duel. It will not go to the extra deck, however, if it is detached as an Xyz material or used as a synchro material.

Key Mouse (Run 0-3)
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Key Mouse is a Level 1 EARTH Tuner. Another tuner option for the deck, and with a decent effect, "When this card is destroyed by battle and sent to the graveyard, you can add 1 Level 3 or lower Beast-Type Monster from your deck to your hand." It lets you search out the cards you need, and works especially well in decks that play Creature Swap. Also, being Level 1 can help with making different synchro monsters. Key Mouse isn't necessary in the deck, but he is certainly worth considering.

The Fabled Cerburrel (Run 0-2)
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The Fabled Cerburrel is another Tuner option. He allows access to the Fabled synchros, most-notably, The Fabled Unicore, which can shut down all of your opponents cards, when you both have the same number of cards in your hand, and The Fabled Kudabbi, which becomes immune to destruction by battle or card effects while you have no cards in your hand.

The Fabled Cerburrel has an effect that if it is discarded, you special summon it. This means that if you discard it for the effect of Valerifawn, you get to special summon 2 monsters. 1 from the grave by Valerifawn's effect, and the Cerburrel from your hand. This combo opens up all sorts of plays.

The downside to The Fabled Cerburrel is that he is LIGHT Attribute, which means he can't be used for the Naturia Synchros.

Nimble Momonga (Run 0, 2, or 3)
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Nimble Momonga is a brilliant card and OTK-stopper. If your opponent attacks it, it goes to the graveyard and you gain 1000 LP, plus you can special summon 1 or 2 more from the deck in face-down defense position. This does 2 things. 1.It sets you up for Xyz or Synchro plays next turn, or it stops multiple attacks. This card becomes even better if your opponent is playing Upstart Goblin, because it means you can end up with a total gain of +6000 LP throughout the game. This LP gain mitigates the use of cards like Burst Rebirth or Solemn Warning, or allows you to take attack damage that would otherwise be significant.

Nimble Momonga is a playstyle choice. Because you have to run 3 to get the most out of its effect, you won't be able to use those slots for other monsters. Momonga may or may not be a good side-deck option for those games when you're going to time.

Ryko, Lightsworn Hunter (Run 0-1)
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Ryko can be set with Baby Raccoon Ponpoko, and it can help destroy cards on the field. Being a LIGHT monster, it's not ideal for the deck, and the fact that it mills 3 cards can sometimes be a drawback.

Wind-Up Kitten (Run 1-2)
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Wind-Up Kitten is like Compulsory Evacuation Device in Monster form. Great for getting rid of troublesome monsters.

Hane-Hane (Run 0-1)
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Hane-Hane is like a FLIP effect version of Wind-Up Kitten. The downside being that you'll have to wait for your opponent to attack it, or wait til your next turn to activate it. The upsides being that you can set it with Baby Raccoon Ponpoko or Valerifawn, Mystical Beast of the Forest, and it's not vulnerable to attacks the way Wind-Up Kitten is.

You can also summon Hane-Hane with Burst Rebirth, letting you get rid of tricky monsters that can't be destroyed, but can be returned.

Tree Otter (Run 1)
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Tree Otter is really good for decks that focus on the OTK's. His ability is almost always live in this deck, which means at the very least, you can make him 2200 to attack your opponent. Usually you'll want to boost him or another monster to make them really big and then use Sandayu to make an equally big token.

You don't need Tree Otter in this deck, but he can be a very good addition. Being that he's WATER and not EARTH, he can't be used to make the Naturia Synchros, so that's important to keep in mind.

Really fantastic example of why Tree Otter is so great is because you can use his ability to boost Daigusto Phoenix up to 2500 ATK and attack twice for 5000 damage. I can't tell you how many times I've done this, and when you do it's just so satisfying. Even better if you can make Phoenix, give him 2500 ATK, and then summon a token with Ronin Raccoon with 2500 ATK. This creates an OTK (Daigusto Phoenix 5000 + Ronin Raccoon 1000 + Token 2500 = 8500).

Sea Koala (Run 0-1)
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Sea Koala is the opposite end of Tree Otter. Instead of boosting ATK, Sea Koala makes the opponents monster have 0 ATK. Sea Koala is also good for those high-ATK problem monsters, but if they're in DEF position, Sea Koala's effect doesn't always do so great. Another downside to Sea Koala is that, unlike Tree Otter, if the opponents field is empty, its effect doesn't really help in any way.

Beast King Barbaros (Run 0-2)
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Barbaros works great in here. Because he's a Level 8 monster that can be normal summoned, it's easy to summon him with Elephun on the field to summon Leo, the Keeper of the Sacred Tree. His 1900 ATK is great too, and with Obedience Schooled, you can tribute summon him for 3000 ATK and blow up your opponents field.

Granmarg the Mega Monarch (Run 0-2)
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All of the Mega Monarch's are viable options, but I chose to feature Gramarg because he's EARTH, which means you're more likely to gain the additional effect when you tribute for him. Mobius and Zaborg are probably the best options after Granmarg because you can easily fit Tree Otter (WATER for Mobius) and Ryko, or the Fabled tuner(s) (LIGHT for Zaborg). It's even possible to build the deck with Monarch's as the main focus as Ooarai pointed out in the comments.

Even if you're not building the deck to focus around the Monarch's, it's a viable option to play 2 of them instead of the Beast King Barbaros's. You won't be able to normal summon them like Barbaros, of course, but they will be live most of the time.


Thunder King Rai-Oh (Run 0-1)
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This deck does not add cards from the deck to the hand, but a lot of decks do. On top of that, 1900 ATK is fantastic, and the ability to negate an inherent summon is just brilliant. All around great card in this deck.
Spoiler:
Obedience Schooled (Run 2-3)
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Arguably the most important card in the deck and what makes the deck work in general. Obedience Schooled lets you summon 3 of your Level 2 Beast's from the deck. From there, there's a ton of amazing plays you can make (I'll get into those a bit later). The downside to this card is that you can only special summon Beast-Type monsters after you activate it, but that's not that bad, and you can still normal summon non-beast monsters.

I highly recommend running 3, but some people prefer 2.

Ayers Rock Sunrise (Run 1-3)
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Simply an amazing card. Not only for the special summon, but for the effect that lowers the opponents monsters ATK. Its like a monster reborn for beasts. Just fantastic. Sometimes you'll want to use it just for the second effect (to lower the opponents monsters ATK)

Book of Moon (Run 0-1)
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Great card in general, but in here it helps if you have a face-up ATK position Tantan, or just to thwart your opponent from making an attack.

Book of Tayou (Run 0-3)
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Book of Taiyou is a very interesting choice, but can actually allow for some very cool plays. For instance, if you don't open with Obedience Schooled, but you do open with Ponpoko and Book of Taiyou, you can actually create the double-Ronin Raccoon lock by first summoning Ponpoko, using Ponpoko's effect to summon Tantan face-down. Then using Book of Taiyou to flip Tantan, and special summon Valerifawn. From there, make the first Ronin Raccoon, detach a material to summon a token, then discard for Valerifawn to special summon the detached material, and make another Ronin Raccoon.

Creature Swap (Run 0-3)
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Most of the monsters in the main deck have 1000 or less ATK, making them the perfect targets for Creature Swap. Nimble Momonga is a great option for Creature Swap, too, because you can swap him, and then attack him to gain his effect. If you're playing Key Mouse, you can swap him, and attack him to not only inflict damage, but also add a Beast-Type monster to your hand. If your opponent has a decent set-up, normal summoning a Ponpoko to get a Tantan set is a great option if you can Creature Swap Ponpoko for a high-ATK opponents monster and then attack into Ponpoko.

Closed Forest (Run 0-3)
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Closed Forest is a good option for formats where field spell cards are big in the meta. It's also good for variants that look to fill up the grave quickly (As it gives your Beast-Type monsters +100 ATK for every monster in your graveyard.) It may be a good side deck option as well.
Spoiler:
Burst Rebirth (Play 0-3)
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Burst Rebirth lets you pay 2000 Lifepoints to special summon a monster from your graveyard in face-down defense position. 2000 LP seems like a lot to pay, but this card alone can set up wins. Activating it at the end of your opponents turn can mean 2 free monsters at the beginning of your next turn. Special summon Tantan from the grave, then on your turn, flip him, summon Kalantosa or Valerifawn (or whatever you need for the situation).

Burst Rebirth makes Naturia Barkion or Goyo Guardian plays very easy. It can also put your opponent in a tight situation. Say they attack an open field, and you summon Tantan. They can attack Tantan, knowing you'll summon Kalantosa, destroying their monster, but if they leave it alone, they know to expect it on your next turn.

It can be a little slow if you draw it early game, and don't have your set up in the grave, but mid to late game, it's almost always live.

I find playing 3 Nimble Momonga balances out the LP loss from Burst Rebirth, but it's a great card even if you're not playing Nimble Momonga.

Waboku/Threatening Roar (Run 0-3)
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Having an Attack-stopping option in here is a good idea. Waboku is especially good, because if your opponent attacks a set Tantan, you'll have 2 extra monsters during your next turn. It's also great if you summoned Tantan with Ponpoko, because it means that 800 ATK Ponpoko won't make you as vulnerable to big attacks.

Super Rush Recklessly (Run 0-3)
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Super Rush Recklessly is similar to Phoenix Wing Wind Blast. The downside being that you have to give up one of your monsters. But because of the swarming nature of the deck, this isn't often an issue.

Trap Stun, Seven Tools of the Bandit or Wiretap (Run 0-3)
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Vanity's Emptiness, Skill Drain, Breakthrough Skill, and other effect-negating cards can really hurt this deck, so being able to stop them is very helpful. If nothing else, counters to these types of cards should be sided.

Mistake (Run 0, 2 or 3)
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Just about every deck right now searches cards to their hand. Nekroz has a bunch of cards that do it, HERO's rely on E-Call, ROTA, Shadow Mist, etc., Qliphort's use Scout, Yosenju have Tenki. Every deck searches...well, every deck except one. This one. There's a reason why most Raccoon decks have Thunder King Rai-Oh, and it's not because he stops summons, it's because he stops players from adding cards to the hand. Mistake does the same thing, only unlike Thunder King, you can run 3. Mistake is a truly underestimated card, but a very powerful one!
Spoiler:
-Aside from 3 Ronin Raccoon and maybe 1 or 2 other Rank 2 Xyz's, this is a synchro deck. As a rule, you probably shouldn't have more than 5 Xyz monsters.

Gachi Gachi Gantetsu (Run 1)
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Gachi is one of the best Rank 2's in the game. Hard to get past and gives all monsters you control +200 ATK for each Xyz material attached.

While Gachi is great, there are few times when making him will be more ideal than making Ronin Raccoon, and so at the most, play 2 Gachi.

Herald of Pure Light (Run 0-1)
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Herald of Pure Light's only real purpose here is to put Kalantosa back in the deck. Otherwise, it's a rather mediocre card. It can get you back a Beast King Barbaros or some other decent monster, but you really want to use it when you need Kalantosa in the deck. Run 1 at most.

Daigusto Phoenix (Run 1)
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Daigusto Phoenix is one of the best Rank 2's in the game, and is amazing for making pushes on your opponents lifepoints. If you're worried about it being left vulnerable on your opponents turn, you can always overlay with it for Downerd Magician, or set a Waboku/Threatening Roar to protect it.

Cat Shark (Run 0-1)
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Cat Shark was released in PGL2. It's a new Rank 2 Beast-Type Xyz monster. Yes, Beast-Type, which means you can summon it even after using Ponpoko's effect or playing Obedience Schooled. Although it's effect is rather situational, it can mean bringing Ronin Raccoon's ATK up to 2000 before summoning that token. Cat Shark really shines when you've got Daigusto Phoenix on the field as it can bring Phoenix's already decent 1500 ATK up to 3000, which means 6000 damage from one monster. Cat Shark also works well if you already have a Downerd Magician on the field, bringing it's original ATK up to 4200 plus the boost from any Xyz materials it has.

Cat Shark will also get its continuous effect ("While this card has an Xyz Material attached that was originally WATER, it cannot be destroyed by battle.") if it has Tree Otter as an Xyz material.

Cat Shark is situational at best, but if you have the room in the extra deck, it's worth considering.

Downerd Magician (Run 2-3)
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Downerd Magician is a great choice in here. Once you use up all your Xyz materials on Ronin Raccoon, summon Downerd Magician for an easy 2300 ATK monster, or if your opponent Fiendish Chain's Ronin Raccoon, summon Downerd for a 2700 ATK beatstick.

Naturia Beast (Run 1)
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Naturia Beast lets you send the top 2 cards of your deck to the graveyard to negate the activation of your opponents Spell cards. Beast also boasts a decent 2200 ATK.

Naturia Barkion (Run 0-1)
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Naturia Barkion lets you banish 2 cards from your graveyard to negate the activation of opponents trap cards. He also posesses a decent 2500 ATK. All of the synchro materials need to be EARTH, but that's rarely a problem in this deck. You can easily make him by flipping Tantan, summoning Valerifawn, and using Valerifawn's effect to summon a monster from the grave.

Junk Warrior (Run 1-2)
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Often your biggest beater. and OTK maker. Junk Warrior's ATK can get as high as 6000, or even higher. He flat out wins games. You need at least 1 in your extra deck). How many monsters do you know that can easily attack over an Obelisk?

Leo, the Keeper of the Sacred Tree (Run 1)
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Even if you're not playing Beast King Barbaros, you should have 1 of these guys in your extra deck. He may be harder to make, but he's worth it. 3100 ATK is incredible, and only being able to target it during your main phase 2 makes it very difficult to play around.

Since Leo is a Beast, even if your opponent does destroy it, you can special summon it with Ayers Rock Sunrise.

Frozen Fitzgerald (Run 0-1)
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Frozen Fitzgerald has the highest original ATK of any Level 5 synchro (2500). He also has 2 really neat abilities. First, if he attacks or is attacked, your opponent can't activate any spell or traps until the end of the damage step. And second, if he's the only card you control when he's destroyed by battle, you can discard a card to special summon him. All around worth considering. In any other deck, he would be harder to summon, being that he needs both a DARK tuner and a Beast-type monster, but Junk Synchron and any beast in the main deck will do.

Armades, Keeper of Boundaries (Run 1-2)
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Armades is great because when it attacks, the opponent can't activate cards or effects. Which means you can have a lot of big beaters in ATK position and only attack with Armades, keeping them alive and still doing damage. You can even equip Armades with Armory Arm, making it even harder to stop from attacking.

Armades is great against any archetype that gains effects when their monsters are destroyed by battle (Madolche, Zombie, Fire/Ice Hand, Shaddolls, Burning Abyss, etc.)

Armory Arm (Run 0-1)
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Armory Arm is mostly a "Win More" card, but there are some situations where you actually need it to get past problem cards. 1 is enough, and you probably won't have more than 1 opportunity to make it anyway.

The Fabled Kudabbi (Run 1 if you're running The Fabled Cerburrel)
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Kudabbi is a monster to be reckoned with. It's a beast, so you can summon it after playing Obedience Schooled. It can't be destroyed by battle or card effects while you have no cards in your hand, and it has 2300 ATK, which is not bad.

The Fabled Unicore (Run 1 if you're running The Fabled Cerburrel)
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Also a beast. A hard card to use well, but if you can, this card flat out stops your opponent. Any effect they activate while you and your opponent have the same number of cards in your hand becomes nullified. What's more is it destroys the cards in addition to negating their effects.

The rest of the extra deck should be staple Level 5, 6, 7, and 8 synchros

V. General Strategy and Deckbuilding

Deck Skeleton
-Use this as a basic guide to building the deck. Fill in the gaps or replace cards as you see fit.
[spoiler]Monsters:
3 Baby Raccoon Ponpoko
3 Baby Raccoon Tantan
3 Junk Synchron
2 Kalantosa, Mystical Beast of the Forest
2 Valerifawn, Mystical Beast of the Forest

Spells:
3 Obedience Schooled
2 Ayers Rock Sunrise


Traps:
3 Waboku[/spoiler]

Ideal Openings
-Ideally, you want to open with 1 Obedience Schooled and any Level 2 Beast-Type monster in your hand (Even better if you have Baby Raccoon Ponpoko in hand). Everything else should be traps or other protection. If you don't open with Obedience Schooled, hopefully you'll have Ponpoko or at least Tantan. If you have none of this, hopefully you'll have Nimble Momongo and at least 2 traps for protection.

Opening 1 (Any build): Number 64: Ronin Raccoon Sendayu + Number 64: Ronin Raccoon Sendayu

1.Activate Obedience Schooled and special summon 3 Level 2 Beast-Type monsters (avoid summoning Kalantosa. And avoid summoning Elephun for this opening unless you have Ayer's Rock Sunrise in hand). Generally, I'll summon 1 Wind-Up Kitten, 1 Baby Raccoon Ponpoko, and 1 Baby Raccoon Tantan.
2.Overlay 2 of the summoned monsters to special summon Number 64: Ronin Raccoon in Defense Position.
3.Normal summon a Level 2 Beast from your hand.
4.Overlay the normal summoned monster and the left over monster from Obedience Schooled for a second Number 64: Ronin Raccoon.
-This creates a lock, as both Ronin Raccoon's can't be destroyed because the other one is present.

Opening 2 (Any build): Number 64: Ronin Raccoon + Naturia Beast

1.Activate Obedience Schooled and Special summon 3 Level 2 Beast-Type monsters from your deck. (One of these should be Elephun)
2.Normal summon a Level 2 Beast from your hand.
3.Overlay 2 of the Level 2 Beasts (leaving Elephun and 1 Level 2 EARTH Beast) for Number 64: Ronin Raccoon Sendayu.
4.Activate Ronin Raccoon's effect, special summoning a Level 1, EARTH token.
5.Synchro summon using Elephun, the other Level 2 Earth monster and the token to make Naturia Beast.
-Naturia Beast protects from spells and as long as Beast is on the field, Ronin Raccoon can't be destroyed by battle or card effects.

Opening 3 (Must be running Beast King Barbaros): Number 64: Ronin Raccoon + Leo, the Keeper of the Sacred Tree + 3100 ATK Token.[/b]

1.Activate Obedience Schooled, summon 3 Level 2 Beasts including Elephun.
2.Normal summon Beast King Barbaros from your hand.
3.Synchro summon using Beast King Barbaros and Elephun for Leo, the Keeper of the Sacred Tree.
4.Overlay the other 2 Level 2 monsters for Ronin Raccoon.
5.Activate Ronin Raccoon's effect to summon a 3100 ATK token.
-As long as Leo or the Token are on the field, Ronin Raccoon won't be destroyed by battle or card effects.

Opening 4 (Must be running Tree Otter): 2 Number 64: Ronin Raccoon Sendayu + 2 2200 ATK Tokens.
1.Activate Obedience Schooled, summon 3 level 2 beasts.
2.Normal Summon Tree Otter
3.Use Tree Otter's effect to make itself have 2200 ATK
4.Overlay 2 monsters other than Tree Otter to make Ronin Raccoon.
5.Detach an Xyz material from Ronin Raccoon to summon a 2200 ATK token.
6.Overlay Tree Otter and the other Level 2 beast to summon a second Ronin Raccoon.
7.Detach an Xyz material from Ronin Raccoon to summon a second 2200 ATK token.

Opening 5: Number 64: Ronin Raccoon + Naturia Beast + Face-down Baby Raccoon Tantan

1.Activate Obedience Schooled summoning Baby Raccoon Tantan and 2 other Level 2 Beast-Type monsters including at least 1 other EARTH monster.
2.Overlay Baby Raccoon Tantan and one of the other 2 monsters, leaving 1 EARTH monster, to make Number 64: Ronin Raccoon.
3.Activate Ronin Raccoon's effect creating a token.
3.Normal summon Valerifawn, Mystical Beast of the Forest.
4.Activate Valerifawn's effect, discard a card and special summoning Baby Raccoon Tantan in face-down Defense position.
5.Synchro summon Naturia Beast using Valerifawn, the other EARTH monster, and the token.

VI. Weaknesses

Hand Traps:
-This deck does really bad with hand traps, especially Maxx "C" and Effect Veiler. Maxx "C" is especially bad if chained to an Obedience Schooled, because the monsters are destroyed at the end phase, so you either have to go off, letting your opponent draw, or don't, wasting the whole thing. Effect Veiler hurts a lot, too, if chained to Ponpoko, Tantan, Tree Otter, Sea Koala, Ronin Raccoon. It hurts nearly every monster in the deck. In addition to Maxx "C" and Effect Veiler, Gorz, the Emissary of Darkness can be tough too if summoned after a high-ATK token attacks, giving them an equally large token. Other hand traps, like Honest and Bujingi Crane are problems for most decks, so they're certainly no exception.

Effect Negation:
-This deck really thrives on effects. Nearly every monster in the deck either has an effect when it's summoned (either special, normal, or Flip) or one that can be activated while it's on the field. Not being able to activate these effects can be very crucial. I already mentioned Effect Veiler, but Fiendish Chain, Breakthrough Skill and other effect-negation cards are equally hindering. I should also mention Skill Drain.

OTK's:
-If you can't get your set up going, or if your opponent is able to burn through your resources and exhaust your protection traps, they have a good chance of winning. OTK's hurt pretty much every deck, and if you're not playing any protection (Battle Fader, Gorz, etc.), it can really suck to watch your field get cleared.

VII. Deck Types

My Current Decklist:
Monsters: 20
3 Baby Raccoon Ponpoko
3 Baby Raccoon Tantan
3 Valerifawn, Mystical Beast of the Forest
3 Nimble Momonga
2 Kalantosa, Mystical Beast of the Forest
2 Junk Synchron
1 Wind-Up Kitten
1 Tree Otter
1 Beast King Barbaros
1 The Fabled Cerburrel

Spells: 7
3 Obedience Schooled
3 Ayers Rock Sunrise
1 Book of Moon

Traps 13
3 Fiendish Chain
3 Dimensional Prison
2 Burst Rebirth
1 Bottomless Trap Hole
1 Trap Hole
1 Solemn Warning
1 Torrential Tribute
1 Compulsory Evacuation Device

Extra: 15
3 Number 64: Ronin Raccoon Sandayu
1 Daigusto Phoenix
1 Gachi Gachi Gantetsu
1 The Fabled Kudabbi
1 The Fabled Unicore
1 Naturia Beast
1 Ally of Justice Catastor
1 Armades, Keeper of Boundaries
1 Junk Warrior
1 Naturia Barkion
1 Leo, the Keeper of the Sacred Tree


VIII. Updates

[spoiler]5/27/2014: Original Post.
5/28/2014: Fixed Typo, added pic for Twinhead Beast.
5/28/2014: Added Spoiler tags to condense images.
5/29/2014: Updated my current build.
5/29/2014: Added the "Weaknesses" section.
5/30/2014: Added more cards to all sections. Made a lot of the images links to the wikia page.
6/4/2014: Added "See it in Action" section
11/4/2014: Revised Support section and updated current deck list.
11/19/2014: Updated Valerifawns Pic to the TCG version. Changed the description for The Fabled Cerburrel, Naturia Beast, Kalantosa, Mystical Beast of the Forest, and Valerifawn, Mystical Beast of the Forest. Added Naturia Barkion and Burst Rebirth sections. Condensed Waboku and Threatening Roar into one section. Updated my current decklist.
11/20/2014: Updated broken image for Hane-Hane. Added Book of Tayou to Spells Section.
3/20/2015: Added Performapal Cheermole to the Monsters section under the Support and Tech Heading. Fixed the broken image for Wind-Up Kitten.
3/25/2015: Added "Cat Shark" to the Extra Deck monster section. Updated a lot of the pictures with links to the wikia page. Fixed the broken Armory Arm image.[/spoiler]

IX. Special Thanks

I'd like to thank everyone on this forum who has posted a decklist for Raccoons, and all the youtubers and article-writers whose videos I've watched and articles I've read to learn about this brilliant archetype.

IX. See it in Action

Last edited by agentkuo on Wed Mar 25, 2015 8:56 pm, edited 38 times in total.

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dracostrike
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by dracostrike » Tue May 27, 2014 8:47 pm

Barbaros cannot be summoned after Schooled, he is a Beast-Warrior type ^^
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agentkuo
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Tue May 27, 2014 8:52 pm

dracostrike wrote:Barbaros cannot be summoned after Schooled, he is a Beast-Warrior type ^^
Beast King Barbaros can, in fact, be normal summoned after playing Obedience Schooled. Obedience Schooled only prevents SPECIAL SUMMONS of non-beast-type monsters, it does not prevent normal summons.

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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by Zanrith » Tue May 27, 2014 10:26 pm

You should add a warning that people shouldn't play this deck against their friends.
insert clever signature here

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agentkuo
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Tue May 27, 2014 10:39 pm

Zanrith wrote:You should add a warning that people shouldn't play this deck against their friends.
Ha ha, but you totally should! :D

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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by Zanrith » Tue May 27, 2014 10:48 pm

agentkuo wrote:
Zanrith wrote:You should add a warning that people shouldn't play this deck against their friends.
Ha ha, but you totally should! :D
I wasn't kidding around.
insert clever signature here

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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by GenexKing352 » Tue May 27, 2014 11:46 pm

Zanrith wrote:
agentkuo wrote:
Zanrith wrote:You should add a warning that people shouldn't play this deck against their friends.
Ha ha, but you totally should! :D
I wasn't kidding around.
I don't get why not. Because it's a good budget deck? Because giant monsters?

This is an overall well done guide btw.

As a note I would never run more than one tree otter and only maybe one sea koala. You could technically tech an Obilisk the Tormentor in here for obedience school abuse but it's not recommended as it's not very consistent.
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Wed May 28, 2014 12:10 am

GenexKing352 wrote:This is an overall well done guide btw.

As a note I would never run more than one tree otter and only maybe one sea koala. You could technically tech an Obilisk the Tormentor in here for obedience school abuse but it's not recommended as it's not very consistent.
Thanks! I agree, I would never run more than 1 of either, but I believe if a deck was built with Tree Otter as a main focus, then 3 could be justified. And I could see 2 Sea Koala working for some people.

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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by jwestbro11 » Wed May 28, 2014 12:27 am

good guide just to point their is a little typo it out the fabled is a light not a dark and i would add a picture for twin headed.
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by XYZ Dragon Cannon » Wed May 28, 2014 12:27 am

GenexKing352 wrote:
Zanrith wrote:
agentkuo wrote:Ha ha, but you totally should! :D
I wasn't kidding around.
I don't get why not. Because it's a good budget deck? Because giant monsters?
Because he doesn't like Naturia Beast/Barkion ;)
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by jwestbro11 » Wed May 28, 2014 12:31 am

cards are annoying mutiple use monsters that negate stuff just can be a bumber
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XYZ Dragon Cannon wrote:Surely you have plenty of normal monsters :lol:
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Wed May 28, 2014 12:41 am

jwestbro11 wrote:good guide just to point their is a little typo it out the fabled is a light not a dark and i would add a picture for twin headed.
Good catch, thanks! I'll change that and add a pic for Twinhead.

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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by XYZ Dragon Cannon » Wed May 28, 2014 12:48 am

Also, you should put all the images in spoilers. It's really a pain to have to scroll down quite a bit just to see other posts.
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by Rowwdy Yisb » Wed May 28, 2014 7:20 am

This is a really awesome guide, good job! :D
ChaosDraGon00 wrote:Rowwdy's right
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Re: Get Out of the Garbage! A Guide to Raccoons.

Post by agentkuo » Wed May 28, 2014 10:04 am

Rowwdy Yisb wrote:This is a really awesome guide, good job! :D
Thanks!
XYZ Dragon Cannon wrote:Also, you should put all the images in spoilers. It's really a pain to have to scroll down quite a bit just to see other posts.
I would rather put the whole section in spoilers than to put each individual picture in a spoiler. So I'll consider doing that.

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