Yu-Gi-Oh! Master Duel

Yu-Gi-Oh! Master Duel

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Phantom Restrict; How to make Millennium-Eyes Restrict work
By Zusk
Want to play a "Relinquished" deck that can take you to Platinum? Like stealing your opponents monsters? Love playing solitaire? Then this deck might be for you!
   
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Primer
Why he got so many eyes tho
Millennium-Eyes Restrict[yugioh.fandom.com] Fusion Monster Level 1 DARK Spellcaster, 0 ATK/0 DEF "Relinquished" + 1 Effect Monster Once per turn, when your opponent activates a monster effect (Quick Effect): You can target 1 Effect Monster your opponent controls or in their GY; equip that target to this card you control. This card gains ATK/DEF equal to that equipped monster's. Monsters with that equipped monster's name cannot attack, also their effects on the field and their activated effects are negated.

Millennium-Eyes Restrict is a deceptively strong card in modern Yu-Gi-Oh. It trades the battle protection effects of Thousand-Eyes Restrict[yugioh.fandom.com] and Relinquished[yugioh.fandom.com] with a strong interruption effect better suited to cancelling out today's decks.

However, its lack of battle protection is its biggest flaw. Being zero attack and only being able to respond to monsters as a chain to effect activation means that there will be several situations where you will summon him out, only for him to get outed by a normal summoned monster your opponent summons to run over it.

However, when it comes to building a deck with this card, there is a number of questions you have to ask yourself.
  • How do we use this card in a way where its actually threatening to the opponent and can't be outted by a single destruction effect?
  • How do we solve its issue of lacking battle protection?
  • Is there a way to play additional interruption cards alongside Restrict?
  • How do we consistently get it out when the archetype has no searchers or draw cards?

That's where Phantom Restrict comes in.
Opening Play Rundown

This decks usual end board. Dragonox to protect Restrict from battle, I:P to offer a level of flexible protection/additional negates, and a set Phantom Knights' Wing to protect against card destruction.

Your usual opener is to normal summon Tourguide from the Underworld or The Phantom Knights of Torn Scales, use their respective effects to get another level 3 body on board. Then make a Cherubini. Cherubini is important, as you use it to send a The Dark - Hex-Sealed Fusion from your deck to the graveyard.

From there, you go into The Phantom Knights of Rusty Bardiche, then you go into Isolde, Two Tales of the Noble Knights, and after the Isolde resolves you are usually left with four monsters, meaning you can make both a Predaplant Verte Anaconda and a I:P Masquerena.

Included below is two examples of the most common opening hands you will get and how to play through those hands, as the process is slightly different depending on how many extenders you have and whether you have Torn Scales or Tour Guide.


Example Decklist

Main Deck:

Extra Deck:
Alternative Cards to Consider
  • This list, notably, does not run the actual "Relinquished" monster. Instead using Hex-Sealed Fusion as a fusion substitute, using Miracle Rupture and Cherubini to send it to the graveyard so that you can summon it with Relinquished Fusion off of Verte. If you want to play with the ritual monster more, consider making a going second deck with Kaiju's - as this guide is focused on the fusion monster itself.
  • Millennium-Eyes Illusionist is really strong in the deck. It can be searched by Union Carrier, Sangan and Foolish Burial pretty easily and offers one of the strongest effects a handtrap can offer in Yugioh. However, in this specific list its more important you actually get to Restrict then it is to get Restrict and a Illusionist. If Konami ever adds a Relinquished archetype searcher then this card could be amazing, but until then I would advise you be careful with how many of this you run. A notable thing is that each of its effects are a hard once per turn, meaning that additional copies tend to be bricks if you draw more then one.
  • Illusionist Faceless Magician is great, but the deck's lack of a searcher makes it difficult to search out. Your best avenues being Sangan and Beatrice, Lady of the Eternal. Additionally, its more of a "win more" card, as you don't want to be investing resources to send this to the graveyard when at best its a fallback option. Feel free to include it in more control versions of this deck, however!
  • Golden Idol is actually really bad. Its effect is nearly impossible to trigger on your opponents turn unless you use Beatrice. At most, only include it as a one-of in a control version of the deck.
  • Kaiju's are better suited for the other kind of Relinquished deck people make, where they run the ritual monster and try to play it as a going second deck. If you steal your own kaiju you aren't benefiting from Millennium-Eyes Illusionist's effect negation effect.
  • More Burning Abyss cards, such as Skarm, Dante and Beatrice can help lean your deck into a bit more of a control variant - if this "all in" going first version isn't to your liking. Typically in a more Burning Abyss restrict list your goal would be to try to end your turn 1 on Beatrice, where you can ditch a Golden Idol or Faceless Magician in response to one of your opponents cards. In the Burning Abyss list you can exchange a lot of the Extenders/Phantom Knights stuff for a small invoked engine, as you can use Mechaba discards to trigger your Skarm's in hand.
  • What cards you play as your extenders is pretty flexible. In my list I use the Danger monsters, as they have synergy with Torn Scales and DDR's discard effects. You can also run a Emergency Teleport engine as well if you want!
  • If you aren't running Dangers, Living Fossil is a acceptable replacement for DDR. DDR can sometimes put more pressure on your hand, but it really helps to help preserve your graveyard resources for turn 3 to help with the Borrelsword summon.
  • Notably, if you use "Instant Fusion" instead of Relinquished fusion, and leave Restrict within Cherubini's link arrows, Cherubini will protect Restrict from Instant Fusions destruction effect. However, Instant Fusion's destruction effect is a lingering effect, so if your opponent is able to out Cherubini it means that Restrict will kill itself at the end of the turn. Pay attention if Konami ever adds a spellcaster-equip spell to protect against card destruction, as searching that off of Isolde could mean that you could cut Hex-Seal and Relinquished Fusion entirely - just having Verte pull Instant Fusion instead.
  • If you aren't running Dangers, Living Fossil is a acceptable replacement for DDR.
Deck Matchups, Strengths and Weaknesses
Deck Strengths
  • You can out a lot of decks going first, and in the Best of 1 format you wont have to worry about your opponent siding in more hand traps to stop your turn 1 play.
  • IP gives you a lot of flexibility in how you fight certain decks.
  • Its fun to steal your opponents monsters.

Deck Weaknesses
  • Even with Instant Fusion, Called By, and Crossout Designator there will still be games where your first normal summon is stopped and you have to concede right there.
  • With Rhongo legal in the format sometimes you get the impression that you would just be better off making Rhongo.
  • Your opening turn can be a little long, especially since its rare for this deck to go to Turn 4. Meaning that most of the time of each game will be you playing through your opening combo.

Deck
Matchup Strength
Additional Information
Drytron
If you go first, you often entirely own this deck. If you go second, you usually have to pray for Maxx-C, and have to hope that the Maxx-C is enough to scare them into passing turn.
Use Millenium Eyes Restrict on Cyber Angel Benten, make a Appolousa as soon as you can with the I:P.
Eldlich
This deck is your hard counter, and you will lose a majority of games against this deck depending on whether they draw their floodgates ( They usually do ). However, if they do not draw floodgates you can sometimes squeeze wins against them.
Use Millenium Eyes Restrict on Eldlich the Golden Lord, save the IP for going into Borrelsword on turn 3 if you can.
Dragonmaids
You tend to do very well against this deck, as their normal summons are usually stopped by hand traps and Maxx-C is more then enough to scare them into letting you play your turn.
IP into Appolousa, Restrict on their normal summons.
Prankids
You do really well against this deck, since restrict gets around the quick effects of their monsters by being able to equip them from the graveyard.
IP into Appolousa, Restrict on their link monsters.
Blue-Eyes
Restrict is actually really really bad against this matchup, but that is what the rest of your extra deck is for. Borrelsword, summoned off of IP, is your win condition in this matchup - as Blue-Eyes doesn't have a archetype out to it.
Steal something as soon as you can with Restrict, then IP into Borrelsword when faced with a pop. Alternatively, you can make a Underworld Goddess of the Closed World in response to a Chaos MAX summon.
Heroes
This deck tends to get out a lot of value really really fast. Honesly a hard matchup since they can usually play through your negates! Mask Change is a great out to your negate activations.
Make Appolousa as quick as you can for the additional negates. Save your negates for their fusion monsters if you can - since they can often, even if you stop their searchers, go into additional fusions.
Dragonlink
You tend to do very well against this deck if you go first!
Make Appolousa early and negate the Darkness Metal and Striker Dragon.
Tribrigade
If you go first, you can usually out this deck pretty hard. If you go second and don't have hand traps them summoning off a Stormwinds is a loss condition for you.
Negate in response to the effect to banish monsters from the graveyard.
Shaddol Invoked
Winda is pretty tough to out for your deck if you go second and your hand traps aren't really enough to scare them from making Winda, meaning that your matchup against this deck is pretty rough.
Be conservative with your negates, as Shaddol Fusion can create a lot of value.
Cyber Dragon
Go into Appolousa early. As you want to keep them from resolving Machine Duplication if you can..
Stop their early play makers, as Infinity can be a bit tricky to get rid of..
Numeron
Dragonox offers a level of protection from the OTK, but its safer to summon Knightmare Phoenix to get rid of their field spell, and to use Restrict on Numeron Wall..
If you can't stop their play, use Dragonox to end the battle phase to keep yourself from dying.