Ghostrick Deck Breakdown
Top Main Deck
Top Extra Deck
automated based on the last few weeks of Ladder + tournament decks
Best Ghostrick Decks
- New Registration Log in
- Sort by Release Date (Desc.)
Yu-gi-oh trading card game - card database, my card list, forbidden & limited list forbidden & limited list, skeleton mill.
- Remove Forbidden Card "Barrier Statue of the Stormwinds" x 2.
Total in Main Deck
Total in extra deck, total in side deck.
- View as Detailed List
- View as List
- View as Gallery
- View history
A Mill Deck (デッキ破壊 Dekki Hakai , Deck Destruction) centers around getting through the contents of your opponent's Deck very rapidly, usually resulting in a Deck Out .
- 2 Typical cards used
- 3.1 Morphing Jar Mill Deck
- 3.2 Zombiefrog Mill OTK
- 3.3 Fabled/Monarch Mill
- 4 Weaknesses
The name "Mill Deck" comes from Millstone, a card in the first widely-popular TCG, Magic the Gathering. Millstone allows the user to put two cards from the top of one player's deck (called the "library" in Magic) into their graveyard; as the first card with this kind of effect Millstone, the act of putting cards from the deck into the discard pile directly became known as "Milling." Decks that centered around the alternate win-condition of depleting the opponents' deck became known as "Mill Decks," a term that has since spread to most other card games with this win condition.
Typical cards used [ ]
- " A/D Changer "
- " Book of Eclipse "
- " Book of Moon "
- " Book of Taiyou "
- " Burial from a Different Dimension " (combined with A/D Changer )
- " Assault on GHQ "
- " The Bistro Butcher "
- " Chainsaw Insect "
- " Card Destruction " (powerful when combined with " Serial Spell " or " Giant Trunade ")
- " Cyber Jar " (Traditional Format only)
- " Dark Diviner "
- " DNA Checkup "
- " Dragged Down into the Grave " (powerful when combined with " Serial Spell ")
- " Gravekeeper's Servant " (vicious with multiple copies on the field and with " Savage Colosseum " or " Final Attack Orders " active)
- " Hand Destruction "
- " Hiro's Shadow Scout "
- Most " Iron Chain " monsters or cards
- " Level Modulation " (forces opponent to draw 2 cards while leaving you defense)
- " Morphing Jar " (which may be vicious when combined with Book of Eclipse ) (Traditional Format)
- " Morphing Jar #2 " (Traditional Format)
- " Needle Worm "
- " Necroface " (in combination with " Gold Sarcophagus ")
- " Inferno Tempest " (mills more cards if "Necroface" is in either player's deck or Graveyard; easier to activate with " Grinder Golem ")
- " Goblin Zombie "
- " Robbin' Zombie "
- " Destiny HERO - Defender "
- " Vampire Lady "
- " Vampire Lord "
- " Neo-Spacian Glow Moss "
- " Kuraz the Light Monarch "
- " Warm Worm "
- " Dark Bribe "
- " Don Zaloog " (easier to activate its effect with " Shrink ")
- " Bicorn Re'em "
- " Voltic Bicorn "
- " Dark World Dealings "
- " One Day of Peace "
- " Ghost of a Grudge "
- " The Gift of Greed "
- " Soul Levy "
It is best to either mill through your opponent's Deck quickly, have more cards in your Deck than your opponent does, or fill your Deck up with cards like " Pot of Avarice " or " The Transmigration Prophecy ".
" Sasuke Samurai #3 ", " Cup of Ace ", etc, are also helpful. " Destiny HERO - Defender " makes your opponent draw a card during their Standby Phase while offering the second-highest DEF for a Level 4 monster. " Chainsaw Insect " is an offensive counterpart to "Destiny HERO - Defender", with 2400 ATK at Level 4. " Night Assailant " can also help you bring back " Needle Worm ", " Morphing Jar ", and " Morphing Jar #2 ". " Desertapir " can also help reuse " Needle Worm " or similar cards, and " Soul Reversal " can be used for a similar purpose. " The Shallow Grave " is also helpful for re-using Flip Effect Monsters, also " Dark Bribe " can be very useful, it negates 1 your opponent's spell or trap card and let's them draw an extra card. " Book of Eclipse " is also very good in stopping a swarm of monsters from attacking you while at the same time putting all monsters including your own into face down defense position, then at the end phase your opponent must flip all their face down monsters face up while drawing a card for each one flipped face up in this manner. This is also a very good way to counter-act " Red Dragon Archfiend " when destroying all defense position monsters for the fact that it puts all of your opponent's monsters into defense position as well to feel the effect. Also, even though " Kuraz the Light Monarch " may be out of place among level four or less flip effect monsters, he will allow you to destroy two cards on the field and make your opponent draw two cards.
" Gokipon " and " Danipon " can be useful in a mill deck since they allow you to search out Needle Worm or Warm Worm .
The " Iron Chain " cards in Crossroads of Chaos also aid this purpose. Another useful card from the OCG released in the TCG Crossroads of Chaos is the Virus Cannon .
When " Necroface " is banished , it banishes five cards from both player's Decks. You can easily trigger this by Summoning Necroface while " Future Visions " is on the field.
Another strategy is to have 3 " Soul-Absorbing Bone Towers " in play (most likely summoned with " Inferno Reckless Summon "), then suicide a " Pyramid Turtle " to Special Summon another " Pyramid Turtle " (This combo will mill out 6 cards at a time), then repeat the step until you're at your last one, which you should summon a monster that can revive one of the " Turtles " like " Zombie Master ", and then activate " The Transmigration Prophecy " or " Pot of Avarice " to return the other ones (at least 2) in the Graveyard back to your deck. Afterwards, you could use " Zombie Master " to Special Summon 1 of the "Turtles" and repeat, if this method is repeated it is possible to end the duel in one turn (One Turn Mill). It is optional to have a " Spirit Barrier " or a 4 countered " Clock Tower Prison " in place to protect your life points.
There's even a combo that might force your opponent to Mill their Deck every time they attack. Use " Vampire's Curse " in Defense Position, " Soul-Absorbing Bone Tower ". Every time your opponent destroys " Vampire's Curse ", Special Summon it in Defense Position, allowing you to draw a card and discard two cards from your opponent's Deck. That'll lock your opponent into a never ending Mill (Mill Lockdown).
Such a Deck can also have Virus Control elements in it. Any cards that fit in the category of " Crush Card Virus "(And subsequently, " Doom Virus Dragon "), " Deck Devastation Virus ", " Eradicator Epidemic Virus ", or " Full Force Virus " can deplete your opponent's hand. If multiple Viruses are active and used in a Mill Combo(Such as using " Present Card " while their Lingering Effects are still in play) your opponent's new hand may be destroyed altogether.
Examples [ ]
Morphing jar mill deck [ ].
Widely considered to be the best Mill Deck, this deck consists of using " Morphing Jar "'s effect and getting cards to recycle itself.
Use " Spear Cretin "" and " The Shallow Grave ", to revive " Morphing Jar " face down. " Book of Eclipse ", " Book of Moon " and " Book of Taiyou " also works well in this deck. " Magical Stone Excavation ", " Card Destruction ", " Soul Reversal ", " Giant Rat " and " Sangan " works well, too.
Giving control of " Morphing Jar " to your opponent with cards such as " Shien's Spy ", " Bone Temple Block ", " Give and Take ", " Creature Swap " and others makes flipping " Morphing Jar " simpler with cards like " Swords of Revealing Light " and " Swords of Concealing Light ". However, keep in mind that adding trap cards will make the deck much slower. Over a long duel, " Gravekeeper's Servant " will prove useful and set in pressure on your opponent when their deck is down to around 8 cards.
Zombiefrog Mill OTK [ ]
This strategy is based into the effect of " Substitoad " (although currently banned) to Special Summon " Frogs " from your Deck continuously and Mill your opponent in just one turn. Due to the banning of " Substitoad ", this strategy was eradicated. Step by step, this is how it works: you should Special Summon " Substitoad ", preferably with " One for One ", and Normal Summon a "Frog". Activate " DNA Surgery " or " Zombie World " to change all your Frogs to Zombie. Make sure you have Summoned " Soul-Absorbing Bone Tower " in this turn. Tribute and Special Summon "Frogs" continuously; " Soul-Absorbing Bone Tower " will Mill your opponent whilst doing that. Up to 14 "Frogs" may be Special Summoned for you to win.
Fabled/Monarch Mill [ ]
This deck has you use Delg the Dark Monarch and Kuraz the Light Monarch to mill your opponent's deck. Since you won't be attacking, their downsides don't affect you, and you can even special summon via Call of the Haunted , Monster Gate or Reasoning to also get these mill/draw effects. Kuraz especially helps since it removes cards that can counter, such as Dark Simorgh or Macro Cosmos . You can even Xyz Summon with both Kuraz and Delg for Pilgrim Reaper to do more milling.
Fabled works here too when you use their tuners, and Beckoning Light can add Kuraz to your hand while getting off their effects/reusing them. Beckoning Light can even help you get back Magician of Faith to lockdown with Book of Eclipse .
By using Obedience Schooled (possibly add Nimble Momonga , since it only gets 1), you can get The Fabled Peggulsus , The Fabled Catsith , and The Fabled Cerburrel to start some combos. Since they're all Beast-type Tuners, Voltic Bicorn also becomes an option. Discarding Fabled or Peten the Dark Clown for Dark World Dealings (or Dragged Down into the Grave if you want to disrupt your opponent) is much faster than using Treeborn Frog .
Weaknesses [ ]
Decks that require milling will love the fact that you are rifling through their cards. " Lightsworns " are the biggest threat to mill decks. If you have a deck that sends cards from your opponent's deck to the graveyard, that will just put more monsters in there ready for " Judgment Dragon ". If your deck is a Draw Mill, it will result in getting a higher chance of " Judgment Dragon " or any other " Lightsworns " that may appear. Some " B.E.S. " decks have milling capabilities, but are not as strong as " Lightsworns ".
Banish Decks are a nasty threat too, especially Decks that revolve around the effect of " Helios - The Primordial Sun ", " Helios Duo Megistus " and " Helios Trice Megistus ". It doesn't really matter from whose Graveyard the monsters/other cards are getting banished , either way it will end badly for a Mill Deck. If it revolves around banishing your cards, your mills will be negated, your " Morphing Jar " won't be flipped and any backup solutions will probably be dealt with. If it revolves around banishing their cards, then getting cards into the Graveyard will be a breeze for them.
" Volcanic " Decks are a minor threat, as they can't or won't attack your face-downs, they inflict decent damage over time and like " Volcanic Scattershot " can be a threat if milled. These decks usually end up getting Hand Advantage because, (on average) little to no cards are used per turn. Beware of cards like " Solar Flare Dragon " and " Volcanic Slicer " that inflict damage over time. " Volcanic Doomfire " is something to worry about. 3000 ATK means that (considering the current Metagame ) it is not easily destroyed. Its' other effect will do a nice burn to you and take out a lot of your face-downs without them being flipped. Keep " Lightning Vortex " side decked.
A Dark Simorgh Lockdown Deck is something to be wary of. By making you unable to Set cards, you won't be able to make use of " Morphing Jar ", " Needle Worm ", " Destiny HERO - Defender ", " Hiro's Shadow Scout " and " Warm Worm ". Most importantly, beware its ATK (2700) and the fact that it can be Summoned from the Hand or the Graveyard. Use its low DEF to your advantage and serve with " Macro Cosmos ".
There are some cards that can counter a Mill Deck, including " Exchange of the Spirit ", " Fiber Jar " and " Blasting the Ruins ".
" Localized Tornado " will completely wreck non-macro mill decks in games 2 and 3.
- 1 Age of Overlord
- 2 Phantom Nightmare
- 3 Yu-Gi-Oh!
Can Ghostrick Angel of Mischief make Ghostricks relevant to competition? That's the question on Loukas' mind as he fixes up a Ghostrick deck that might be headed for disaster, in this week's Rerouting!
By Loukas Peterson | @kangarookas | Published 2/7/2023 | 13 min read
Since Shadow Specters , the Ghostrick theme's received support in four more major releases and yet they've managed to do virtually nothing on the competitive scene. Without much of an offensive front, Ghostricks didn't really have a win condition until Ghostrick Angel of MIschief .
Ghostrick Angel of Mischief's alternate win condition joins the shortlist of ridiculous strategies like Destiny Board , Exchange of Spirit and Exodia that win without reducing your opponent's Life Points to zero. Today's submission is a Ghostrick deck throwing all the punches the deck can offer. Kameron R. from Spokane, WA writes…
Ghostricks are one of the decks I'd never explored until newer support arrived. I think the art is amazing and goofy, and now Ghostricks actually have a way to win. I'm sure you know, but Angel of Mischief wins games in just a few short turns. You need ten materials under her to win the game, and since you stack her on another Ghostrick, that's three materials already! The point of the deck is simple – claim victory with the snazzy win condition.
My favorite card in this deck is probably Ghostrick Scare - it blocks your opponent's monsters and punishes them. Cards like Ghostrick Scare are great outs to the Djinn lock, right? My worst matchup is Satellars and that's why I run Kaiser Colosseum . Anything you can do to make the deck better!
Ghostrick Angel of Mischief requires two Level four monsters… Just kidding! No one's going to do that. Similar to Downerd Magician , Angel of Mischief stacks onto any Ghostrick Xyz besides another Angel of Mischief for a free Xyz Summon, bypassing its normal Xyz Summoning requirements. Once per turn, you can detach a material to search a Ghostrick spell or trap card. Additionally, you can attach a Ghostrick monster from your hand or field to it as an Xyz Material, and if Mischief gets ten materials you win the game.
To keep her alive long enough to get ten materials, the Ghostrick cards fly to her aid. Ghostrick Lantern protects Mischief in battle; Ghostrick Vanish and Ghostrick Scare ward off other threats; and Ghostrick Parade can combo with cards like Ghostrick Go-Round to save your monsters in battle. Safe Zone 's played to keep Mischief immune to destruction, and Imperial Custom keeps Safe Zone alive. Pairing Kaiser Colosseum with Mischief can keep your opponent from swarming the field and digging into their Extra Deck.
I'll go ahead and say it, though - that Ghostrick strategy is awful. Not only is it incredibly slow, but it's fragile, inconsistent and has a win-ratio so low you have to dig for it. To be honest, most people haven't wasted a second considering rogue alternate win conditions, and this one's about as consistent, viable and fun as Destiny Board . An errant Mystical Space Typhoon hitting your Ghostrick Parade , Kaiser Colosseum or Safe Zone would cripple your strategy harder than Mistake cripples Spellbooks.
That said, Ghostrick Angel of MIschief 's actual effect is really good. Ignore the last ability – this Ghostrick is all about stockpiling resources! Detaching any of your Ghostricks to get a spell or trap from the deck is nuts. To use the spells and traps well, you need a lot of them; Mischief can give you that. Granted, the spells and traps don't directly press your opponent for damage or destroy cards, but let me introduce you to Ghostrick's real win condition.
Ghostrick Vanish can protect your monsters; Ghostrick Break gets stuff back from the graveyard; Ghostrick Scare can be used offensively and defensively; and Ghostrick-Go-Round is downright amazing when used correctly. Instead of wasting all your monsters to try to get ten Xyz Materials on Mischief, use her effect to grab free cards from the deck! And remember: when you detach Dullahan and Alucard from her, you'll trigger their abilities as well.
Then Ghostrick-Go-Round comes in. Once per Battle Phase on either player's turn, the wrath of annoyance kicks in with two effects. You can either flip your face-down Ghostrick face-up and flip your opponent's monster face-down, or do the exact opposite, flipping yours face-down and theirs face-up. It sounds lackluster at first, but once you start to look how things play out, it'll get really annoying for your opponent – multiple copies of Go-Round means you can control the board during the Battle Phase while still getting in damage. Your Ghostricks, no matter how small, can always attack directly.
For example, say you have a Go-Round and Parade on board with Ghostrick Stein in hand, and your opponent has a big monster. Ghostrick Stein can't be Summoned without another Ghostrick, but set it and enter the Battle Phase. Trigger Go-Round, flip your Stein to attack directly, search a Ghostrick spell or trap, and set your Stein again thanks to Parade (or even its own effect). The same kind of thing works with Ghostrick Mummy , where you can artificially flip your Mummy with Go-Round, set your opponent's monster and Normal Summon a second time in Main Phase 2. Plop an Alucard on the board, pop your opponent's now face-down monster, stack Angel of Mischief and search another spell or trap.
The problem with Ghostricks inherently is their lack of "power" cards. It's a lot of intricately playing through your opponent's threats and striking at the right time. Foresight is key because you have no cards or turns to waste with Ghostricks. You're already fighting a losing battle before you even start! I added Spirit Barrier to keep you alive longer while your painstaking combos develop, but there'll be a lot of changes.
I've danced around the issue, but let's get onto the actual deck fixes. I've already lambasted the deck enough, so let me be specific when I criticize certain cards. Kameron played just about every Ghostrick card in the deck, but some of the Main Deck monsters are awful, and I'm being nice when I say that. Ghostrick Skeleton , Ghostrick Warwolf , Ghostrick Yuki-onna , and Ghostrick Yeti are all basically useless. Skeleton's mill effect is subpar, Ghostrick Warwolf 's burn damage is negligible, Yuki-Onna is mediocre at best and I don't know what Ghostrick Yeti is or what it does, but I'm going to say it's bad. All of those have to be cut.
But to replace the subpar monsters, you'll need to play the good Ghostricks (feel free to laugh when I say "good" in that context). Ghostrick Jiangshi , the searcher for monsters, is by far the best one. Ghostrick Doll and Ghostrick Mary Special Summon from the deck, and Jiangshi's a good place to start for options. Ghostrick Spectre and Lantern are also great defensive Ghostricks, and single copies of Stein, Mummy and Witch are aggressive enough to warrant use. Ghostrick Ghoul 's almost another win condition, boosting the ATK of one of your Ghostricks to great heights for the turn and working well in conjunction with the aforementioned monsters.
The real problem is speed. You also can't stuff your deck with too many copies of any one card or you'll draw a ton of useless cards at the wrong time; that means powerful cards like Ghostrick Ghoul could be maxed out on, but I'm only playing one.
And outside of Ghostrick Break or Ghostrick Mummy , Xyz plays are almost always a two turn process involving Ghostrick Jiangshi , Ghostrick Mary or Ghostrick Lantern . With those cards, you'll pile up your graveyard quite quickly and give yourself an excuse to play Kinka-Byo and Crane Crane . Kinka-Byo gets to Mischief via the Rank 1 Ghostrick Dullahan , and Crane Crane is a Ghostrick Alucard for a one card investment. The Ghostrick combos are valid, but it's a breath of fresh air to have plays that only take one card. Without a consistent way to make Rank 2's Ghostrick Socuteboss is infinitely harder to Summon, so you can't max out on it at three copies.
As I finished the deck, almost all of the stall-oriented cards came out. Protecting Mischief with Safe Zone 's not the way to win a match, and Imperial Custom 's hardly worth the space without the Safe Zone s. Kaiser Colosseum and Ghostrick Night offer a soft lock to keep your opponent down, but that's kind of just a waste of cards.
Honestly, there are hardly any cards that really counter your opponent's moves in Kameron's original build. The deck will get ripped to shreds by a Nekroz of Trishula or Stellarknight Triverr . I know space is tight to keep your fragile combos alive, but I thought Breakthrough Skill and Needle Ceiling were multi-purpose counters that offers defense, negation and removal. Book of Moon lets you whack pretty much anything with Ghostrick Alucard , and Pot of Dichotomy recycles vital combo pieces.
Here are the final changes.
And after gutting almost half of the deck, here's the final list!
Ghostricks really take a lot of patience and leave no room for Error . Any miscalculation or premature activation is a giant Self-Destruct Button that'll leave you up a creek without a paddle. Ghostricks aren't for the weak of heart – beware!
Just remember, beat your opponents before they beat you.
Loukas Peterson is finally moving back to the cold and desolate North to fulfill his dream as a popsicle in Madison, Wisconsin. When he's not playing Spellbooks, his days are spent shaking his fist in the direction of Konami's North American headquarters requesting new Fabled support. In his spare time, Loukas enjoys cooking Minute Rice in 57 seconds, painting with all the colors of the wind and pretending his Etsy account is something to write home about.
Do you love winning with unconventional strategies? Do you love creating mash-ups? Does your deck need an injection of crazy? Send the following to [email protected] to have your deck featured in the "Re-Routing" deck fix column!
-Your Main and Extra Deck list. (No Side Deck needed, but please send a written deck list, not a screencap; screencapped deck lists will be filed and then burned in the furnace accordingly… and your deck should be TCG legal).
-Your name and city.
-Remember, please use full card names! Abbrevs and mis-sipllngs make Loukas' life sad. Try your darndest to get the TCG name on there.
-A paragraph or two describing your deck: what it does, why you're playing it, and its strengths and weaknesses. "Winning" is not a strategy per se, and neither is "beating your opponents before they beat you."
-Your favorite card from the build and why – make me fall in love with the deck!
The cooler your strategy the more I'll want to fix it, and if you throw in funny jokes, that'll surely get my attention too; be warned, unfunny jokes will push your deck to the back of the stack. Don't be afraid to get creative! New stuff takes priority, because I'm not bored of it yet! -LJP
- Bahasa Indonesia
- Science & Tech
- Russian Kitchen
Moscow-City: 7 surprising facts about the Russian capital’s business center
1. Guinness World Record in highlining
The record was set in 2019 by a team of seven athletes from Russia, Germany, France and Canada. They did it on September 8, on which the ‘Moscow-City Day’ is celebrated. The cord was stretched at the height of 350 m between the ‘OKO’ (“Eye”) and ‘Neva Towers’ skyscrapers. The distance between them is 245 m. The first of the athletes to cross was Friede Kuhne from Germany. The athletes didn't just walk, but also performed some daredevil tricks. Their record is 103 meters higher than the previous one set in Mexico City in December 2016.
2. Domination of Europe's top-10 highest skyscrapers
7 out of 10 Europe’s highest skyscrapers are located in Moscow-City. Earlier, the ‘Federation Tower’ complex’s ‘Vostok’ (“East”) skyscraper was the considered the tallest in Europe.
Left to right: the lower of the ‘Neva Towers’ (296 m), Commerzbank Tower in Frankfurt (300 m), Gorod Stolits (“City of Capitals”) Moscow tower (302 m), Eurasia tower (309 m), The Shard’ skyscraper in London (310 m), Mercury City Tower (339 m), Neva Towers (345 m).
However, in 2018, the construction of the 462 meter tall ‘Lakhta Center’ in Saint-Petersburg was completed, pushing ‘Vostok’ (374 m) into 2nd place. The 3rd place is taken by OKO’s southern tower (354 m).
3. The unrealized ‘Rossiya’ tower
If all the building plans of Moscow-City were realized, the ‘Lakhta Center’ in St. Petersburg wouldn't have a chance to be Europe's highest skyscraper. Boris Tkhor, the architect who designed the concept of Moscow-City, had planned for the ‘Rossiya’ tower to be the tallest. In his project, it was a 600 meter tall golden cylindrical skyscraper ending with a spire that was inspired by traditional Russian bell towers. Then, the project was reinvented by famous British architect Sir Norman Foster. He had designed ‘Rossiya’ as a pyramid ending with a spire. The skyscraper itself would have been 612 meters tall, and the height including the spire would have reached 744,5 meters (for comparison, the ‘Burj Khalifa’ in Dubai, UAE, would have been just 83,5 meters taller). Unfortunately, the investors faced a lot of economic problems, due to the 2008 financial crisis, so the ‘Rossiya’ skyscraper was never built. A shopping mall and the ‘Neva Towers’ complex was constructed at its place in 2019.
4. Changed appearance of ‘Federation Tower’
In its first project, the ‘Federation Tower’ was designed to resemble a ship with a mast and two sails. The mast was to be represented by a tall glass spire with passages between the towers. It was planned to make a high-speed lift in it. The top of the spire was going to be turned into an observation deck. But the ship lost its mast in the middle of its construction. Experts at the Moscow-city Museum based in the ‘Imperia’ (“Empire”) tower say, that the construction of the spire was stopped, firstly, due to fire safety reasons and secondly, because it posed a threat to helicopter flights – the flickering glass of the spire could potentially blind the pilots. So, the half-built construction was disassembled. However, an observation deck was opened in the ‘Vostok’ tower.
5. Open windows of ‘Federation Tower’
We all know that the windows of the upper floors in different buildings don’t usually open. Experts say that it’s not actually for people’s safety. Falling from a big height is likely to be fatal in any building. The actual reason is the ventilation system. In a skyscraper, it’s managed with a mechanical system, and the building has its own climate. But in the ‘Zapad’ (“West”) tower of the ‘Federation Tower’ complex, the windows can open. The 62nd and last floor of the tower are taken up by a restaurant called ‘Sixty’. There, the windows are equipped with a special hydraulic system. They open for a short period of time accompanied by classical music, so the guests can take breathtaking photos of Moscow.
6. Broken glass units of ‘Federation Tower’
The guests of the ‘Sixty’ restaurant at the top of the ‘Zapad’ tower can be surprised to see cracked glass window panes. It is particularly strange, if we take into consideration the special type of this glass. It is extremely solid and can’t be broken once installed. For example, during experiments people threw all sorts of heavy items at the windows, but the glass wouldn’t break. The broken glass units of ‘Zapad’ were already damaged during shipment . As each of them is curved in its own way to make the tower’s curvature smooth, making a new set of window panes and bringing them to Russia was deemed too expensive . Moreover, the investors had financial problems (again, due to the 2008 financial crisis), so the ‘Vostok’ tower even stood unfinished for several years. Eventually, the cracked window panes were installed in their place.
7. The highest restaurant in Europe
‘Birds’, another restaurant in Moscow-City, is remarkable for its location. It was opened at the end of 2019 on the 84th floor of the ‘OKO’ complex’s southern tower. Guests at the restaurant can enjoy an amazing panoramic view at a height of 336 meters. On January 28, the experts of ‘Kniga Recordov Rossii’ (“Russian Records Book”) declared ‘Birds’ the highest restaurant in Europe, a step toward an application for a Guinness World Record.
If using any of Russia Beyond's content, partly or in full, always provide an active hyperlink to the original material.
to our newsletter!
Get the week's best stories straight to your inbox
- The evolution of Russia's No. 1 news program - from the USSR to now
- The Khodynka tragedy: A coronation ruined by a stampede
- ‘Moskvitch’: the triumph and sad end of a famous Moscow car plant (PHOTOS)