
Blue-Eyes Gameplay Guide (October 2025)
Sections covered in this guide:
Skill
Master of Blue-Eyes (Skill Card) (100%)




Master of Blue-Eyes (Skill Card)
ATK:
0
DEF:
0
You can use this Skill's first and second effects once per Duel if your Deck contains a total of 15 or more "Blue-Eyes White Dragon" cards or cards that mention it. 1: Reveal 1 "Blue-Eyes" monster from your hand and add 1 "Blue-Eyes White Dragon" or another card that mentions it from your Deck to your hand. Then, send 1 "Blue-Eyes Ultimate Dragon" and 1 "Black Luster Soldier" from outside your Deck to the Graveyard. 2: If you control a "Blue-Eyes" monster or only your opponent controls a monster, Set 1 Spell/Trap card that mentions "Blue-Eyes White Dragon". (This card can be activated the same turn.)
Thanks to this new ability, the deck can consistently pull off level 9, link 2, or rank 8 synchro summons. Go first with a backrow of TRUE LIGHT , ULTIMATE FUSION , MAJESTY , or any common staple you have.
When going later, we can use the trap MAJESTY to blow up the whole field, summon ritual monsters to otk, summon fusion, destroy cards in the process. We can also summon link, summon synchro, or xyz summon.
Main Deck Monsters
Blue-Eyes White Dragon (x3)
Blue-Eyes Alternative White Dragon (x3)




LIGHT
8Blue-Eyes Alternative White Dragon
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by revealing "Blue-Eyes White Dragon" in your hand. You can only Special Summon "Blue-Eyes Alternative White Dragon" once per turn this way. This card's name becomes "Blue-Eyes White Dragon" while it is on the field or in the Graveyard. Once per turn: You can target 1 monster your opponent controls; destroy it. This card cannot attack the turn this effect is activated.
- Firstly, its summoning mechanism is very simple: Just show 1 Blue-Eyes in hand and we will have an 8-star body with 3000 ATK/2500 Def on the field.
- Second, it has the effect of selecting a target and destroying an enemy monster. It is rare for the enemy to let their boss be destroyed by this effect, but we can use it to Bait the enemy, forcing them to use effects.
- Third, when on the field or in the graveyard, its name will change to Blue-Eyes White Dragon . This is important because it can combine with effects like Majesty of the White Dragons or Kaibaman ,..
- Fourth, Skill along with Melody of the Awakening Dragons will be easy to search or to search for other cards
Kaibaman the Legend (x2-3)




LIGHT
1Kaibaman the Legend
ATK:
200
DEF:
700
If this card is Normal or Special Summoned: You can show 3 "Blue-Eyes White Dragon" in your hand, Deck, face-up field, and/or GY, then Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, or GY. If you Special Summon "Blue-Eyes White Dragon" while this card is in your GY (except during the Damage Step): You can banish this card; add 1 "Blue-Eyes" monster from your Deck to your hand. You can only use each effect of "Kaibaman the Legend" once per turn.
Blue-Eyes Jet Dragon (x1-2)




LIGHT
8Blue-Eyes Jet Dragon
ATK:
3000
DEF:
0
Other cards you control cannot be destroyed by your opponent's card effects. You can only use each of the following effects of "Blue-Eyes Jet Dragon" once per turn, and can only activate them while "Blue-Eyes White Dragon" is on your field or in your GY. If a card(s) on the field is destroyed by battle or card effect: You can Special Summon this card from the GY (if it was there when the card was destroyed) or hand (even if not). At the start of the Damage Step, if this card battles: You can target 1 card your opponent controls; return it to the hand.
Blue-Eyes Chaos Dragon (x1)




DARK
8Blue-Eyes Chaos Dragon
ATK:
3000
DEF:
0
You can Ritual Summon this card with "Chaos Form". Must be Ritual Summoned. Your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this card was Ritual Summoned using "Blue-Eyes White Dragon", when it declares an attack: You can change the battle positions of as many monsters your opponent controls as possible, and if you do, the ATK/DEF of those changed monsters become 0, also, this turn, if this card attacks a Defense Position monster, inflict piercing battle damage.
Shinobaron Peacock (x0-1)




WIND
8Shinobaron Peacock
ATK:
3000
DEF:
2500
You can Ritual Summon this card with "Shinobird's Calling". Must be Ritual Summoned, and cannot be Special Summoned by other ways. If this card is Ritual Summoned: You can return up to 3 monsters your opponent controls to the hand, then you can Special Summon 1 Level 4 or lower Spirit monster from your hand, ignoring its Summoning conditions. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return it to the hand, and if you do, Special Summon 2 "Shinobird Tokens" (Winged Beast-Type/WIND/Level 4/ATK 1500/DEF 1500).
Spell/Trap
Majesty of the White Dragons (x3)




Trap
NormalMajesty of the White Dragons
Show up to 3 of the "Blue-Eyes White Dragon" in your hand, face-up Monster Zone, and/or GY, then destroy an equal number of cards your opponent controls. You can banish this card from your GY; Ritual Summon 1 Ritual Monster from your hand, by Tributing "Blue-Eyes White Dragon(s)" from your hand or field whose total Levels equal its Level. You can only use each effect of "Majesty of the White Dragons" once per turn.
True Light (x1)




Trap
ContinuousTrue Light
Your opponent cannot target "Blue-Eyes White Dragon" in your Monster Zone with card effects. If this face-up card is sent from the Spell & Trap Zone to the GY: Destroy all monsters you control. You can only use the following effect of "True Light" once per turn. You can activate 1 of these effects; ● Special Summon 1 "Blue-Eyes White Dragon" from your hand or GY. ● Set 1 Spell/Trap directly from your Deck, that specifically lists "Blue-Eyes White Dragon" in its text, with a different name from the cards you control and in your GY.
- Because it is sent from the YARD to the GRAVE, Banish effects like Cosmic Cyclone 's will not destroy the entire yard.
- Jet protects this card from being destroyed.
- If we don't have Jet and we already have Synchro Azure with its effect activated, it will protect all our Dragon-type monsters from being destroyed by card effects.
Bingo Machine Go!!! (x1-2)




Spell
NormalBingo Machine, Go!!!
Reveal 3 cards from your Deck that each meets at least 1 of the criteria listed below, your opponent randomly picks 1 for you to add to your hand, and you shuffle the rest into your Deck. You can only activate 1 "Bingo Machine, Go!!!" per turn. ● "Blue-Eyes" monster ● Spell/Trap that specifically lists the card "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon", except "Bingo Machine, Go!!!"
Ultimate Fusion (x1)




Spell
QuickUltimate Fusion
During the Main Phase: Fusion Summon 1 Fusion Monster from your Extra Deck that mentions "Blue-Eyes White Dragon" or "Blue-Eyes Ultimate Dragon" as material, by shuffling the Fusion Materials listed on it from your hand, field, and/or GY into the Deck, then, you can destroy face-up cards your opponent controls, up to the number of "Blue-Eyes White Dragon" and "Blue-Eyes Ultimate Dragon" used from the field as material. You can only activate 1 "Ultimate Fusion" per turn.
Staple




EARTH
3Guardragon Garmides
ATK:
1600
DEF:
1000
If a Normal Monster(s) is sent to your GY (except during the Damage Step): You can Special Summon this card from your hand. If this card is in your GY: You can send 1 Dragon monster from your hand to the GY; add this card to your hand. You can only use each effect of "Guardragon Garmides" once per turn.




LIGHT
11Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.




Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.




Trap
NormalInfinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.
Current decks can be played with 24-30 cards. Staples that are highly rated by the community include:
BOOK OF ECLIPSE: Very powerful to flip the opponent's entire Field, removing protectors and Negate.
INFINITE IMPERMANENCE: A powerful all-purpose NEGATE .
NIBIRU, THE PRIMAL BEING: Essential in a meta that favors long combos.
GUARDRAGON GARMIDES: Some people play it to be able to Synchro Summon HERALD OF THE ARC LIGHT (Omni-Negate).
Extra Deck
Blue-Eyes Tyrant Dragon (x1)




LIGHT
8Blue-Eyes Tyrant Dragon
ATK:
3400
DEF:
2900
"Blue-Eyes White Dragon" + 1 Dragon monster Must first be either Fusion Summoned, or Special Summoned from your Extra Deck by Tributing 1 "Blue-Eyes White Dragon" equipped with a Fusion Monster. Unaffected by Trap Cards or effects. This card can attack all monsters your opponent controls, once each. Once per turn, at the end of the Damage Step, if this card battled: You can target 1 Trap in your GY; Set it to your Spell & Trap Zone.
Blue-Eyes Spirit Dragon (x1)




LIGHT
9Blue-Eyes Spirit Dragon
ATK:
2500
DEF:
3000
1 Tuner + 1 or more non-Tuner "Blue-Eyes" monsters Neither player can Special Summon 2 or more monsters at the same time. Once per turn, during either player's turn, when an effect of a card in the Graveyard is activated: You can negate the activation. During either player's turn: You can Tribute this Synchro Summoned card; Special Summon 1 LIGHT Dragon-Type Synchro Monster from your Extra Deck in Defense Position, except "Blue-Eyes Spirit Dragon", but destroy it during the End Phase of this turn.
- If an effect is activated from the grave, we can negate it.
- We can sacrifice this card (Quick Effect) to summon 1 Light Synchro Dragon card from Extra Deck in defense position. We can use this effect to avoid Disruption
- There is a pretty cool effect of this card that you might not notice: Spirit will prohibit both players from special summoning 2 monsters at the same time. This accidentally counters many decks like Pendulum, Infernity,...
Dingirsu the Orcust of the Evening Star (x1)




DARK
Dingirsu, the Orcust of the Evening Star
ATK:
2600
DEF:
2100
2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.
Lightstorm Dragon, Azure-Eyes Silver Dragon and Black Rose Moonlight Dragon (x1)




LIGHT
9Lightstorm Dragon
ATK:
2700
DEF:
3000
1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can target Spells/Traps on the field up to the number of Normal Monsters in your GY +1; destroy them. If this card is destroyed by battle or card effect: You can target 1 Spell/Trap in your GY; Set it, but it cannot be activated unless you control a Normal Monster. You can only use each effect of "Lightstorm Dragon" once per turn.




LIGHT
9Azure-Eyes Silver Dragon
ATK:
2500
DEF:
3000
1 Tuner + 1+ non-Tuner Normal Monsters If this card is Special Summoned: Until the end of the next turn, neither player can target Dragon monsters you currently control with card effects, also they cannot be destroyed by card effects. Once per turn, during your Standby Phase: You can target 1 Normal Monster in your GY; Special Summon it.




LIGHT
7Black Rose Moonlight Dragon
ATK:
2400
DEF:
1800
1 Tuner + 1 or more non-Tuner monsters If this card is Special Summoned, or a Level 5 or higher monster(s) is Special Summoned to your opponent's side of the field: Target 1 Special Summoned monster your opponent controls; return that target to the hand. You can only use this effect of "Black Rose Moonlight Dragon" once per turn.
- Azure: Will have the ability to protect Dragon cards, and at the same time protect itself so it will not be affected by the side effect of Spirit, which is that the summoned card will be destroyed at the end of the turn. At the same time, the ability to revive 1 BE from the grave at the beginning of each turn, although slow, will sometimes be useful.
- LightStorm: We can Synchro this card normally, not necessarily through Spirit. This card gives us the ability to destroy a large amount of Backrow, quite good, however, if we summon this card through Spirit, we must have Jet on the field or it will be destroyed at the end of the turn. However, that is not necessarily bad because when this card is destroyed to the grave, it will put a Spell/Trap from below onto the field.
- Black Rose Moonlight: This card must go through Spirit because it's level 7. It can remove 1 opponent's boss without Destroying, which is considered a pretty good disruption.
Hieratic Seal of the Heavenly Spheres (x1)




LIGHTHieratic Seal of the Heavenly Spheres
ATK:
0
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Dragon monsters Once per opponent's turn, if this card is in the Extra Monster Zone (Quick Effect): You can Tribute 1 monster from your hand or field; return 1 face-up card on the field to the hand. If this card is Tributed: Special Summon 1 Dragon monster from your hand or Deck, but make its ATK/DEF 0. You can only use this effect of "Hieratic Seal of the Heavenly Spheres" once per turn.
Divine Dragon Knight Felgrand (x1)
Herald of the Arc Light (x0-1)




LIGHT
4Herald of the Arc Light
ATK:
600
DEF:
1000
1 Tuner + 1+ non-Tuner monsters Any monster sent from the hand or Main Deck to the GY is banished instead. When a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy that card. If this card is sent to the GY: You can add 1 Ritual Monster or 1 Ritual Spell from your Deck to your hand.
Other Extra Deck cards can be added to fill




DARKLinkuriboh
ATK:
300
LINK-1
Link Arrow:
Bottom
1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.




LIGHT
12Neo Blue-Eyes Ultimate Dragon
ATK:
4500
DEF:
3800
"Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" At the end of the Damage Step, if this is the only face-up card you control, and this Fusion Summoned card attacked: You can send 1 "Blue-Eyes" Fusion Monster from your Extra Deck to the Graveyard; this card can attack again in a row. You can use this effect of "Neo Blue-Eyes Ultimate Dragon" up to twice per turn. During either player's turn, when a card or effect is activated that targets a "Blue-Eyes" monster(s) you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card.




DARK
Number 68: Sanaphond the Sky Prison
ATK:
2100
DEF:
2700
2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.




DARKI:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.




WATER
9Ravenous Crocodragon Archethys
ATK:
1000
DEF:
1000
1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.




LIGHT
10Blue-Eyes Twin Burst Dragon
ATK:
3000
DEF:
2500
"Blue-Eyes White Dragon" + "Blue-Eyes White Dragon" Must be either Fusion Summoned, or Special Summoned by sending the above monsters you control to the GY (in which case you do not use "Polymerization"). Cannot be destroyed by battle. This card can make up to 2 attacks on monsters during each Battle Phase. At the end of the Damage Step, when this card attacks an opponent's monster, but the opponent's monster was not destroyed by the battle: You can banish that opponent's monster.




LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.




DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
How to play/ How to counter
BASIC COMBO: GO FIRST
The optimal goal when going first is to set up a board that has both NEGATE (disable), BOUNCE (push), and TRUE LIGHT to maintain resources.
1. Core Combo Sequence (One-Card Synchro Play)
To reach a Full Board, you need access to KAIBAMAN , TRUE LIGHT , ULTIMATE FUSION , MAJESTY , and a BLUE-EYES WHITE DRAGON or ALTERNATIVE in your hand.
Activate the MASTER OF BLUE EYES Skill to search for the missing piece (usually MAJESTY or BLUE-EYES WHITE DRAGON ).
Normal Summon KAIBAMAN. Activate KAIBAMAN 's effect to Special Summon a BLUE-EYES WHITE DRAGON from your hand, Deck, or Graveyard.
SYNCHRO Level 9: Use KAIBAMAN (Level 1) and BLUE-EYES WHITE DRAGON (Level 8) to summon BLUE-EYES SPIRIT DRAGON (Level 9).
Set TRUE LIGHT: Activate the second part of MASTER OF BLUE EYES to set TRUE LIGHT onto the field.
Re-Summon: Activate TRUE LIGHT to Special Summon BLUE-EYES WHITE DRAGON from the Graveyard (the same one just used to Synchro).
Making Use of KAIBAMAN: KAIBAMAN 's effect in the Graveyard activates: banish it to search for a BLUE-EYES monster from the Deck (usually BLUE-EYES ALTERNATIVE WHITE DRAGON if there is already a BLUE-EYES WHITE DRAGON on the field, or BLUE-EYES JET DRAGON for protection).
RANK 8/LINK 2: Special Summon BLUE-EYES ALTERNATIVE WHITE DRAGON to the field. Use ALTERNATIVE and BLUE-EYES WHITE DRAGON to LINK 2 into HIERATIC SEAL OF THE HEAVENLY SHERES .
2. End Board
After the combo, your Arena will have:
BLUE-EYES SPIRIT DRAGON: Prevents your opponent from Special Summoning multiple monsters at once (e.g., PENDULUM or NEBULA DRAGON effects) and can Negate an effect from the Graveyard.
HIERATIC SEAL OF THE HEAVENLY SPHERES: Can be Tributed to BOUNCE an opponent's face-up card back to the hand. When Tributed, it "floats" a BLUE-EYES WHITE DRAGON or BLUE-EYES JET DRAGON from the Deck.
TRUE LIGHT (Face/Face): Maintain resource pressure.
MAJESTY WITH EYES OF BLUE / ULTIMATE FUSION (Up): Interrupt and Fusion.
FLEXIBLE AND DEADLY
When going second, BLUE-EYES switches to OTK (One Turn Kill) mode and clears the field.
1. Yard Clearance Strategy
Harnessing the MAJESTY: If your opponent has a monster, use the Skill MASTER OF BLUE EYES to turn MAJESTY face down. Activate MAJESTY by displaying 3 BLUE-EYES WHITE DRAGONs from anywhere to detonate the corresponding number of cards on the field. This is an extremely powerful "non-target destroy".
ULTIMATE FUSION: Activate to Fusion out Pressure Monsters:
BLUE-EYED TYRANT DRAGON: Easily summoned, can explode opponent's face-up cards.
- DRAGON MASTER KNIGHT: "Big Boy" 5000 ATK (or more) for OTK finishing. Summon him every now and then just to... BANG!
COUNTERWEAR AND STAPLES (MATCHUP & COUNTERS)
Understanding how to get COUNTER will help you play this deck better.
1. Weak Points to Note
Negate KAIBAMAN: If you are the opponent, use NEGATE (like INFINITE IMPERMANENCE or EFFECT VEILER ) on KAIBAMAN . This is an opening "One-Card Play", Negate will stop most Combos.
Banish KAIBAMAN: Use DD CROW or SKULL MEISTER to banish KAIBAMAN when it activates an effect from the GY to Search.
TRUE LIGHT's Weakness: If TRUE LIGHT is SENT TO THE GY by any means (e.g. Negated and sent), it will destroy ALL monsters you control. Make sure to always have BLUE-EYES JET DRAGON or AZURE-EYES SILVER DRAGON on the field to protect them.
Note: If TRUE LIGHT is EXPELLED ( COSMIC CYCLONE ), your Yard will be safe.
















