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Burn · Time Travel 2006

Burn Field Guide — Time Travel 2006

How to play the 2006 burn deck in the Time Travel 2006 event: stall their attacks, stack Dark Room of Nightmare and Lava Golem, and burn 8000 without attacking. Every card's damage, the cards that hurt you too, and the order to play them.

Updated 31 October 2026

Written for the Time Travel 2006 event, which runs until 1 November 2026.

This event has ended. Time Travel 2006 finished on 1 November 2026. Event-specific details here (rules, loaner lists, bonuses) may no longer apply.

A cheap, 2006-legal deck with no URs that never needs to attack. Three wins in the event give you a free Selection Pack. Walls and Traps stop their monsters, Continuous cards burn them every turn, and Dark Room of Nightmare adds 300 to every hit. Every number on this page is from the Master Duel card text.

Engine
Dark Room of Nightmare
+300 on every burn
Clock
Wave-Motion Cannon
1000 per Standby Phase
Gift
Lava Golem
Their monster · 1000 a turn
Wall
Dimension Wall
Their attack hits them
Finisher
Secret Barrel
200 per card they have

The plan

  1. Survive the attacksObnoxious Celtic Guard, Marshmallon, Spirit Reaper and Zoma hold the field. Dimension Wall and Magic Cylinder turn an attack into damage for them. Toll charges them 500 to attack.
  2. Start the clocksDark Room of Nightmare, Wave-Motion Cannon, Mask of the Accursed and Lava Golem deal damage every turn on their own.
  3. Finish with TrapsSecret Barrel, Just Desserts and Ceasefire scale with how many cards they have. Fire them when their board is biggest.

↺ You never have to attack: every point of damage can come from card effects.

Dark Room of Nightmare

Every time they take damage from a card effect, they take 300 more. It counts each hit, not its size, so many small burns beat one big one.

  • Two Dark Rooms each add 300: 600 more per hit. They don’t trigger each other.
  • Battle damage doesn’t count. Dimension Wall and Spirit Reaper deal battle damage, so no bonus. Magic Cylinder, Marshmallon and Zoma deal effect damage, so they get it.

Count hits, not cards

Lava Golem with one Dark Room is 1300 a turn. Wave-Motion Cannon after three of your Standby Phases is 3300. A turn where Coffin Seller and Skull Invitation both fire on the same monster is two hits: 600 more with one Dark Room.

Play Dark Room before the rest of your burn: a hit before it’s face-up gets no bonus.

Your burn

Damage to them, then with one Dark Room of Nightmare face-up.
Card What it deals With one Dark Room
Lava Golem 1000 to them in each of their Standby Phases, while it’s on their field 1300 a turn
Wave-Motion Cannon 1000 for each of your Standby Phases since you activated it; send it to the GY in your Main Phase to fire 1000 × turns + 300
Mask of the Accursed 500 in each of your Standby Phases to whoever controls the equipped monster. It also can’t attack 800 a turn
Magic Cylinder Negates an attack and deals the attacker’s ATK Lava Golem: 3300
Zoma the Spirit When it’s destroyed by battle, the attacker’s ATK Lava Golem: 3300
Marshmallon 1000 when they attack it while it’s face-down. It can’t be destroyed by battle 1300
Ring of Destruction On their turn: destroys their face-up monster (its ATK can’t be more than their Life Points) and you both take its ATK ATK + 300 to them
Des Koala When flipped face-up, 400 for each card in their hand 400 × cards + 300
Secret Barrel 200 for each card in their hand and on their field 200 × cards + 300
Just Desserts 500 for each monster they control 500 × monsters + 300
Ceasefire 500 for each Effect Monster on the field, yours included; flips face-down monsters face-up (no Flip effects) 500 × monsters + 300
Blast Held by a Tribute When their Tribute Summoned monster attacks: destroys their face-up Attack Position monsters, then 1000 1300
Coffin Seller 300 each time their monsters go to the GY 600
Skull Invitation 300 per card each time cards go to the GY, to the cards’ owner: you too 300 × cards + 300 to them
Curse of Darkness 1000 to whoever activates a Spell Card, after it resolves: you too 1300 to them
Dimension Wall Their attack’s battle damage goes to them instead of you No bonus (battle damage)
Spirit Reaper Its direct attack discards a random card from their hand. It can’t be destroyed by battle No bonus

Lava Golem

A gift that burns

Lava Golem goes to their field from your hand by Tributing two of their monsters. It removes their two best monsters, past “can’t be destroyed” and “can’t be targeted”, and then burns them 1000 in each of their Standby Phases.

  • The two Tributes go to their GY: Coffin Seller deals 300 and Skull Invitation 600, plus Dark Room on each.
  • Just Desserts counts it as one of their monsters.
  • You can’t Normal Summon or Set a monster the turn you summon it.

Then stop it attacking

It’s a 3000 ATK monster on their side. Have an answer before you give it to them:

  • Mask of the Accursed on it: it can’t attack, and they take 500 more in each of your Standby Phases.
  • Obnoxious Celtic Guard can’t be destroyed by a monster with 1900 or more ATK: it walls Lava Golem in Defense Position.
  • Magic Cylinder or Zoma turn its attack into 3000 for them; Dimension Wall sends the battle damage back.
  • Toll charges them 500 for every attack.

Cards that hurt you too

Read these before you play them

  • Curse of Darkness charges 1000 to whoever activates a Spell Card, you included. Activate your Continuous Spells before it’s face-up.
  • Skull Invitation hits the owner of every card sent to the GY. Each Normal Trap you use goes to your GY afterwards: 300 to you. It’s worth it when they send more cards than you, which is most turns of a combo deck.
  • Chain Energy charges both players 500 for every card summoned, Set or activated from the hand. Set your own Traps first, then activate it.
  • Toll charges you too when you attack, so attack only with Spirit Reaper, and only for its discard.
  • Ring of Destruction deals you the same damage as them. Only use it when you’ll still be alive, and check you aren’t both at 0: that’s a draw.
  • Ceasefire counts your Effect Monsters too, which is fine: the damage only goes to them.

Life Points are your clock too

Chain Energy and Toll are paid, not damage, so Dark Room doesn’t add to them. Count your own Life Points before you chain Ring of Destruction or flip Curse of Darkness on a turn you’ll activate Spells.

Going first

Turn 1

  1. Dark Room of Nightmare first, then Wave-Motion Cannon: it counts from your next Standby Phase, so the earlier the better.
  2. Set a monster face-down: Marshmallon or Des Koala (it burns when it’s flipped, and their hand is fullest early).
  3. Set your Traps: Dimension Wall, Magic Cylinder, Zoma.
  4. Toll or Chain Energy last, once your own cards are down.

Their turn

  • Let their first attack hit Dimension Wall or Magic Cylinder, not your wall monster.
  • Ring of Destruction works only on their turn: use it on their biggest face-up monster while you have the Life Points.
  • Save Secret Barrel for when they’ve just summoned and Set the most cards.

Going second

Their board is your damage

  • Lava Golem first: it takes two of their monsters off the field, and both go to their GY.
  • Secret Barrel, Just Desserts and Ceasefire count their cards: the turn they’ve built their board is when these hit hardest. Set them now, fire them on their turn.
  • Then the same as going first: Dark Room, Wave-Motion Cannon and your walls.

Against the loaner decks

  • ☆3 Heavenly Surge (Fairies and Counter Traps) can negate your Traps: bait a Counter Trap with a small burn before you fire the big one.
  • ☆2 Prehistoric Pulse (Dinosaurs) attacks with big ATK: that’s exactly what Magic Cylinder and Zoma turn into damage, and what Obnoxious Celtic Guard walls.
  • ☆1 Sovereign of the Gale (WIND): spread your burn between Continuous Spells and Traps, so one removal card doesn’t stop it all.

Decklist

Section Cards
Monsters (11) 3 Des Koala, 3 Obnoxious Celtic Guard, 3 Lava Golem, 1 Marshmallon, 1 Spirit Reaper
Spells (8) 2 Dark Room of Nightmare, 2 Toll, 2 Chain Energy, 1 Wave-Motion Cannon, 1 Mask of the Accursed
Traps (21) 3 Secret Barrel, 3 Dimension Wall, 3 Skull Invitation, 3 Zoma the Spirit, 2 Just Desserts, 2 Curse of Darkness, 1 Ceasefire, 1 Ring of Destruction, 1 Magic Cylinder, 1 Blast Held by a Tribute, 1 Coffin Seller
Ultimate Archfiend’s list, built for the Time Travel 2006 event’s card pool. 40 cards, no Extra Deck. No URs: 10 SRs (3 Lava Golem, 2 Dark Room of Nightmare, 2 Just Desserts, Ceasefire, Magic Cylinder, Wave-Motion Cannon), the rest Rares and one Normal.

The list as a ydke code:

ydke://WxhiAfGzJQTxsyUE8bMlBLew3QGtpBoDraQaA62kGgPsjwEA7I8BAOyPAQCV9mQDk0fjBJNH4wTGYboExmG6BHmVGQV5lRkFX/tSAoxBbwGMQW8BTHcsAlL1+gSPTbYDk6pOBcLNnAHCzZwBws2cAebK/wPmyv8D5sr/A0B+2QVAftkFQH7ZBU997ANFjRAFRY0QBSZzwgQmc8IEJnPCBA==!!!

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