Guide to playing Shinobird

Guide to playing Shinobird

No AMANO-IWATO ? No problem. This is a guide to Shinobird after the balist of December 1, 2025. They were affected but are still Tier 1.




Overview

Overview


SHINOBIRD is a Ritual and Spirit deck that focuses on patching up the weaknesses of both Ritual and Spirit. Konami really wanted to show that these guys know nothing about ritual & spirit. That's why they made them "infinite profit" (+ continuous card advantage) just to make them work/ but maybe that's a bit too much buff...

This deck is all about setting up their trap card, STARS ALIGN ACROSS THE MILKY WAY . You flip it face up during your opponent's turn to find a Ritual monster. You can then banish it from the Graveyard as a Quick Effect and banish a Ritual card to copy the effect of that Ritual card, allowing you to Ritual Summon it during your opponent's turn.

And we want to Ritual Summon one of our two boss monsters, SHINOBARON PEACOCK and SHINOBARONESS PEACOCK . And we can help set this all up with SHINOBARON SHADE PEACOCK and SHINOBARONESS SHADE PEACOCK . ( Okay, Konami, why do all four Ritual monsters have the exact same name ?)

Important mechanism:

  • Spirit monsters (including Ritual) return to the hand during the End Phase.

  • However, summoning Ritual during your opponent's turn (with the Trap STARS ALIGN ACROSS THE MILKY WAY ) allows you to both interrupt their combo and keep a (body) on the field for the next turn.



Important cards in the main deck

 

Shinobaron Peacock (x1-2)

 Rarity
Shinobaron Peacock
 Rarity
Shinobaron Peacock
Shinobaron Peacock
WIND 8
Shinobaron 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).


  • Effect: Push up to 3 opponent monsters to your hand, then Special Summon 1 Spirit from your hand (regardless of conditions).

  • Role: Clear monsters to get an OTK or disrupt the opponent's turn.

Shinobaroness Peacock (x1-2)

 Rarity
Shinobaroness Peacock
 Rarity
Shinobaroness Peacock
Shinobaroness Peacock
WIND 8
Shinobaroness Peacock
  • ATK:

  • 2500

  • DEF:

  • 3000


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 shuffle up to 3 Spell/Trap Cards your opponent controls into the Deck, then you can Special Summon 1 Level 4 or lower Spirit monster from your Deck, 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).


  • Effect: Bounce up to 3 backrow cards of your opponent to the Deck, then special summon 1 Spirit from the Deck (regardless of conditions).

  • Role: Clear Spell/Traps and call for additional resources.

Note for both Boss cards

You can think of these two cards as board wipers that you can use on your turn to help you OTK or as Deck disruption that you can use on your opponent's turn with the trap card Milky . (By the way, if you're facing Shinobird you should COSMIC CYCLONE the Milky.)

Spirit monsters cannot be Special Summoned. They must be Normal Summoned, and they return to your hand at the end of the turn they are summoned. So, if you're playing a Spirit deck, it means your field can easily become empty at the end of the turn with all the Spirits returning to your hand. And Ritual cards in the deck also count as Spirits. So even those aren't immune to returning to your hand.

But being able to summon Ritual during your opponent's turn, not only to disrupt them but also to summon an additional bonus Spirit monster, is a really good way to counteract that weakness because we can always have a Spirit monster on the field whenever we want. The Spirit card you summon with the effects of the two Shinobird bosses during your turn can be used to help you summon more cards from your Extra Deck, and during your opponent's turn, it can help you survive and have more resources for subsequent turns.

So, if we want to perform this kind of disruption , we have a few things to keep in mind. We need a way to get two Level 4 Spirits on the field as well as the environment card STARS ALIGN ABOVE THE SHRINE . Then, we need to make sure we have a Ritual Spell to banish on the opponent's turn with Milky's effect so we can actually perform a Ritual Summon.

Finally, we need a Level 8 Ritual card in our hand, so we can use Milky to show one of them to find the other card to send Milky to the Graveyard.

Stars Align across the Milky Way (x1)

 Rarity
Stars Align across the Milky Way
 Rarity
Stars Align across the Milky Way
Stars Align across the Milky Way
Trap Normal
Stars Align across the Milky Way

    Reveal 1 Ritual Monster in your hand; add 1 Ritual Monster with the same Level but a different name from your Deck to your hand. You can banish this card from your GY and send 1 Ritual Spell from your hand to the GY; this effect becomes that card's effect that Ritual Summons a monster when the card is activated. You can only use each effect of "Stars Align across the Milky Way" once per turn.


    The Milky that has been mentioned so far is actually this trap card.

    On our opponent's turn, we can activate Milky, returning one of the two level 8 Boss ritual cards to search for the other. And whenever we like, we can banish Milky from the Graveyard to summon a Boss that disrupts the situation. That's the bare minimum of what this deck does, but it can easily go further than that.

    x1 is enough because we'll have many ways to get this card into our hand.

    Shinobaron Shade Peacock (x1)

     Rarity
    Shinobaron Shade Peacock
     Rarity
    Shinobaron Shade Peacock
    Shinobaron Shade Peacock
    WIND 4
    Shinobaron Shade Peacock
    • ATK:

    • 2000

    • DEF:

    • 1500


    You can Ritual Summon this card with "Shinobird's Calling". This card's name becomes "Shinobaron Peacock" while in the hand or on the field. You can Tribute this Ritual Summoned card; add 1 Spirit monster and 1 Ritual Spell from your Deck to your hand. You can only use this effect of "Shinobaron Shade Peacock" once per turn. Once per turn, during the Standby Phase of the next turn after this card was banished: Special Summon this banished card. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return this card to the hand.


    Sacrifice yourself to gain 1 Spirit and 1 Ritual Spell.

    Shinobaroness Shade Peacock (x1)

     Rarity
    Shinobaroness Shade Peacock
     Rarity
    Shinobaroness Shade Peacock
    Shinobaroness Shade Peacock
    WIND 4
    Shinobaroness Shade Peacock
    • ATK:

    • 1500

    • DEF:

    • 2000


    You can Ritual Summon this card with "Shinobird's Calling". This card's name becomes "Shinobaroness Peacock" while in the hand or on the field. If this card is Ritual Summoned: You can add 1 Spell/Trap from your Deck to your hand that mentions "Spirit monster" in its text. You can only use this effect of "Shinobaroness Shade Peacock" once per turn. Once per turn, during the Standby Phase of the next turn after this card was banished: Special Summon this banished card. Once per turn, during the End Phase, if this card was Special Summoned this turn: Return this card to the hand.


    When summoned, it searches for the STARS ALIGN ABOVE THE SHRINE (or Ritual Magic) Field card.

    General notes with 2 small Ritual cards (4 stars)

    • We never want these two 4-star ritual cards in our hand, because we will summon them from our deck. (But if we do happen to have them in our hand, it's okay because we can use a Skill to return them to our deck)

    • A common playstyle is for the Field card to sacrifice a Tama (more on this later) from the field to Ritual Summon a 4-star female from the deck, and when summoned, it will search for another copy of the Field card. She can also search for a Ritual Spell if you already have the Field card. You can then use the second Field card to sacrifice another Tama that you Normal Summoned to Ritual Summon a 4-star male from the deck. The male can then sacrifice himself to search for a Ritual Spell and/or 1 of 2 Level 8 boss rituals.

    • Our Ritual Spell allows us to banish Spirits from the Graveyard as material. So we can actually banish 2 baby birds, usually male, for Ritual Summon because the turn after they are banished, they will Special Summon themselves, which is great for long matches.

    Aratama, Nikitama and Sakitama (x3)

    R Rarity
    Aratama
    R Rarity
    Aratama
    Aratama
    DARK 4
    Aratama
    • ATK:

    • 800

    • DEF:

    • 1800


    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: You can add 1 Spirit monster from your Deck to your hand, except "Aratama".


    R Rarity
    Nikitama
    R Rarity
    Nikitama
    Nikitama
    LIGHT 4
    Nikitama
    • ATK:

    • 800

    • DEF:

    • 1800


    Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. During the turn this card was Normal Summoned or flipped face-up, you can Normal Summon 1 Spirit monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) When this card is sent to the Graveyard: Draw 1 card. You must control a Spirit monster to activate and to resolve this effect.


    SR Rarity
    Sakitama
    SR Rarity
    Sakitama
    Sakitama
    LIGHT 4
    Sakitama
    • ATK:

    • 400

    • DEF:

    • 900


    Cannot be Special Summoned. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. You can only use each of the following effects of "Sakitama" once per turn. You can reveal this card in your hand; immediately after this effect resolves, Normal Summon 1 Spirit monster from your hand. If this card is Tributed: Target 1 Spirit monster in your GY; add it to your hand.


    Aratama & Nikitama: x3; Sakitama: x1. These are the TAMA cards mentioned above.

    ARATAMA can search for any Spirit when Normal Summoned.

    • The skill actually gives us two Normal Summons. So we can use its skill more than once. Also, NIKITAMA gives us one bonus Normal Summon when we Normal Summon, and SAKITAMA can show itself to give you another bonus Normal Summon. SAKITAMA also has an effect if it is sacrificed; it can add a Spirit from its Graveyard back to its hand.

    • So you have the ability to add ARATAMA again to Normal Summon it for another card search. And if NIKITAMA is sent to the Graveyard, you get to draw one card. So you can use any extra searches you don't need for NIKITAMA . You could get a whole bunch of card draws, and if you're lucky, Staples to prevent your opponents from disrupting you.

    • This deck technically only has one playstyle, but sometimes you can do different things with that playstyle. You can also do some things in any order. For example, you're guaranteed to Normal Summon two of your Aratama/Nikitama/Sakitama cards at some point, but you don't necessarily have to do them at the same time.

    NIKITAMA 's draw if sacrificed can really be spammed to draw a ton of Staples. And if our hand is good enough, we'll do that a lot. There are many ways you can use NIKITAMA . But this is just one example of how you can do it.

    1. Summon ARATAMA and have it search for NIKITAMA . Use a Environment card to sacrifice ARATAMA to summon a level 4 female bird from your deck, which, once summoned, will search for another copy of the Environment card. Then you can use SAKITAMA from your hand to Normal Summon yourself and use an Environment card to sacrifice SAKITAMA to summon a level 4 male bird from your deck.

    2. SAKITAMA will activate to add ARATAMA back to your hand. Then the level 4 male bird will sacrifice itself to find another NIKITAMA and a Ritual. Normal Summon NIKITAMA , which will give you one bonus Normal Summon. You can then use the bonus to Normal Summon ARATAMA to find a third NIKITAMA . You can Link NIKITAMA to ALMIRAJ , and that will activate NIKITAMA to draw a card.

    3. You can then use Ritual to summon a Level 8 by sacrificing two NIKITAMA in your hand. So that way both NIKITAMA will also trigger the draw. In the process, hopefully you'll draw the Staples you need.


    Shinobird's Calling (x3)

     Rarity
    Shinobird's Calling
     Rarity
    Shinobird's Calling
    Shinobird's Calling
    Spell Normal
    Shinobird's Calling

      This card is used to Ritual Summon "Shinobaroness Peacock" or "Shinobaron Peacock". You must also Tribute monsters from your hand or field and/or banish Spirit monsters from your Graveyard, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon.


      The deck's main ritual card. Must be in the Graveyard (to cost Traps) or in your hand.

      Stars Align Above the Shrine (x2)

       Rarity
      Stars Align Above the Shrine
       Rarity
      Stars Align Above the Shrine
      Stars Align Above the Shrine
      Spell Field
      Stars Align Above the Shrine

        Once per turn: You can Ritual Summon 1 WIND Ritual Monster from your Deck, by Tributing Spirit monsters and/or "Shinobird Token(s)" from your field, whose total Levels equal or exceed the Ritual Monster's Level. Twice per turn, if a face-up WIND monster(s) you control is returned to your hand (except during the Damage Step): You can activate 1 of these effects; ● Add 1 of your Spirit monsters or Ritual Spells that is banished or in your GY to your hand. ● Set 1 "Stars Align across the Milky Way" directly from your Deck.


        The deck's most important field card. Use STARS ALIGN ABOVE THE SHRINE to sacrifice Spirits on the field to Ritual Summon from the Deck. It can also search/restore and set the deck's most important Milky trap card on the field.

        Shinobird Crane and Yaksha (x1)

        R Rarity
        Shinobird Crane
        R Rarity
        Shinobird Crane
        Shinobird Crane
        WIND 4
        Shinobird Crane
        • ATK:

        • 1500

        • DEF:

        • 1500


        Cannot be Special Summoned. Once per turn, if another Spirit monster is Normal or Special Summoned while this monster is on the field: You can draw 1 card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return it to the hand.


        SR Rarity
        Yaksha
        SR Rarity
        Yaksha
        Yaksha
        WATER 4
        Yaksha
        • ATK:

        • 1900

        • DEF:

        • 1500


        Cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: Return it to the hand. When this card is Normal Summoned or flipped face-up: You can target 1 Spell/Trap Card your opponent controls; return that target to the hand.


        Two cards fill the deck. YAKSHA will push one Spell/Trap card. And Crane will help you draw another one.

        Amano-Iwato (x0)

        SR Rarity
        Amano-Iwato
        SR Rarity
        Amano-Iwato
        Amano-Iwato
        EARTH 4
        Amano-Iwato
        • ATK:

        • 1900

        • DEF:

        • 1200


        Cannot be Special Summoned. Monsters cannot activate their effects, except Spirit monsters. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.


        You might think that because AMANO-IWATO is banned, this deck is doomed. But in reality, it opens up a whole new way of playing that's even more challenging than when AMANO-IWATO was still legal.



        Staple/Tech & Extra Deck

        I combined these two parts because this deck doesn't have a specific extra deck, they are all selectable.

        Pre-Preparation of Rites (x1-3)

         Rarity
        Pre-Preparation of Rites
         Rarity
        Pre-Preparation of Rites
        Pre-Preparation of Rites
        Spell Normal
        Pre-Preparation of Rites

          Add 1 Ritual Spell from your Deck to your hand, and add 1 Ritual Monster from your Deck or GY to your hand whose name is listed on that Ritual Spell. You can only activate 1 "Pre-Preparation of Rites" per turn.


          PRE-PREPARATION OF RITES can search for our Ritual Spell card and then search for one of the two Boss cards as well, since our Ritual Spell card happens to mention their names. So that's a really easy setup for our skill and combo.

          Right now, this isn't a card you absolutely have to play because it's in the Selection Box. But I mean, if you have it, you should have it because it's a 1-point advantage card.

          Abyss Dweller (x1)

          UR Rarity
          Abyss Dweller
          UR Rarity
          Abyss Dweller
          Abyss Dweller
          WATER
          Abyss Dweller
          • ATK:

          • 1700

          • DEF:

          • 1400


          2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


          Since this deck has many level 4 cards and they are incredibly easy to summon, the best XYZ rank 4 card we'd choose would be Abyss Dweller, even with the level 1 limit.

          Tornado Dragon (x1)

           Rarity
          Tornado Dragon
           Rarity
          Tornado Dragon
          Tornado Dragon
          WIND
          Tornado Dragon
          • ATK:

          • 2100

          • DEF:

          • 2000


          2 Level 4 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it.


          It has a quick effect that destroys 1 Spell/Trap on the field. However, it doesn't necessarily destroy the opponent's spell/trap; you can chain to destroy your own Trap Milky when it's affected by Cosmic Cyclone , ensuring the trap card stays in the graveyard and can activate its full potential.

          Other XYZs can be added

          SR Rarity
          Cairngorgon, Antiluminescent Knight
          SR Rarity
          Cairngorgon, Antiluminescent Knight
          Cairngorgon, Antiluminescent Knight
          DARK
          Cairngorgon, Antiluminescent Knight
          • ATK:

          • 2450

          • DEF:

          • 1950


          2 Level 4 monsters During either player's turn, when another card or effect is activated that targets exactly 1 card on the field (and no other cards): You can detach 1 Xyz Material from this card, then target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.


          UR Rarity
          Dingirsu, the Orcust of the Evening Star
          UR Rarity
          Dingirsu, the Orcust of the Evening Star
          Dingirsu, the Orcust of the Evening Star
          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.


          SR Rarity
          Steelswarm Roach
          SR Rarity
          Steelswarm Roach
          Steelswarm Roach
          DARK
          Steelswarm Roach
          • ATK:

          • 1900

          • DEF:

          • 0


          2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


          SR Rarity
          Evilswarm Exciton Knight
          SR Rarity
          Evilswarm Exciton Knight
          Evilswarm Exciton Knight
          LIGHT
          Evilswarm Exciton Knight
          • ATK:

          • 1900

          • DEF:

          • 0


          2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


           

          x1

          SR Rarity
          Underworld Goddess of the Closed World
          SR Rarity
          Underworld Goddess of the Closed World
          Underworld Goddess of the Closed World
          LIGHT
          Underworld 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.


          UR Rarity
          Knightmare Unicorn
          UR Rarity
          Knightmare Unicorn
          Knightmare Unicorn
          DARK
          Knightmare 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.


          SR Rarity
          Knightmare Phoenix
          SR Rarity
          Knightmare Phoenix
          Knightmare Phoenix
          FIRE
          Knightmare Phoenix
          • ATK:

          • 1900

          • LINK-2

          Link Arrow:

          Top

          Right


          2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, 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 Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


           Rarity
          I:P Masquerena
           Rarity
          I:P Masquerena
          I:P Masquerena
          DARK
          I: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.


          Engine Link is a great way to harass enemies during their turn.

          Salamangreat Almiraj (x1)

           Rarity
          Salamangreat Almiraj
           Rarity
          Salamangreat Almiraj
          Salamangreat Almiraj
          FIRE
          Salamangreat Almiraj
          • ATK:

          • 0

          • LINK-1

          Link Arrow:

          Bottom-Right


          1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


          We can play this card as follows:

          • We can use one of our Normal Summoned Level 4s to summon SALAMANGREAT ALMIRAJ . Then use the Level 4 female next to one of our Level 4 monsters -> summon I:P MASQUERENA or any Rank 4 depending on the matchup. This way, if our opponent wants to destroy the thing we summoned to interrupt them, ALMIRAJ can sacrifice itself to protect it from destruction that turn.

            The downside to this playstyle is that your Lisa won't be able to bounce back to hand anymore. So your Environment card won't activate to set Milky from deck. But that's why we're going this route when we have our second Ritual card. So we can also Ritual Summon Homer or Marge to the board just so it can return to hand in End Phase and activate the Environment card so we can still get Milky.

          You can Link ARATAMA to ALMIRAJ in the left Extra Monster Zone. Then, if there are two monsters on the field, use them to Link PROXY DRAGON to the space ALMIRAJ points to, Linking the two monsters into DECODE TALKER HEATSOUL , which can pay Life Points to draw a card as a Quick Effect, which can help you draw another Ritual Spell to allow you to expand further.

          Decode Talker Heatsoul and Proxy Dragon (x1)

           Rarity
          Decode Talker Heatsoul
           Rarity
          Decode Talker Heatsoul
          Decode Talker Heatsoul
          FIRE
          Decode Talker Heatsoul
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Bottom-Left

          Bottom-Right


          2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


          UR Rarity
          Proxy Dragon
          UR Rarity
          Proxy Dragon
          Proxy Dragon
          LIGHT
          Proxy Dragon
          • ATK:

          • 1400

          • LINK-2

          Link Arrow:

          Left

          Right


          2 monsters If a card(s) you control would be destroyed by battle or card effect, you can destroy 1 of your monsters this card points to, instead.


          Mentioned in the above leaf

          Hot meta cards

          UR Rarity
          Droll & Lock Bird
          UR Rarity
          Droll & Lock Bird
          Droll & Lock Bird
          WIND 1
          Droll & Lock Bird
          • ATK:

          • 0

          • DEF:

          • 0


          If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


          SR Rarity
          Book of Eclipse
          SR Rarity
          Book of Eclipse
          Book of Eclipse
          Spell Quick
          Book 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.


            UR Rarity
            Forbidden Droplet
            UR Rarity
            Forbidden Droplet
            Forbidden Droplet
            Spell Quick
            Forbidden Droplet

              Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




              Tag(s):

              UR Rarity
              Cosmic Cyclone
              UR Rarity
              Cosmic Cyclone
              Cosmic Cyclone
              Spell Quick
              Cosmic Cyclone

                Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


                 Rarity
                Infinite Impermanence
                 Rarity
                Infinite Impermanence
                Infinite Impermanence
                Trap Normal
                Infinite 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.


                  UR Rarity
                  Book of Moon
                  UR Rarity
                  Book of Moon
                  Book of Moon
                  Spell Quick
                  Book of Moon

                    Target 1 face-up monster on the field; change that target to face-down Defense Position.


                     



                    Skill

                     

                    Shinato's Judgment (Skill Card) (100%)

                    UR Rarity
                    Shinato's Judgment (Skill Card)
                    UR Rarity
                    Shinato's Judgment (Skill Card)
                    Shinato's Judgment (Skill Card)
                    Shinato's Judgment (Skill Card)
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    You can only use this Skill's second, third, and fourth effect once per Duel. 1: You cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) Effect monsters, except Spirit monsters. You can Normal Summon/Set twice a turn. 2: Reveal up to 2 Spirit monsters or Ritual Spell Cards from your hand and shuffle 1 card from your hand into the Deck. Then for the number of cards revealed this way, add Spirit monsters or Spell/Trap Cards that mention Spirit monsters from the Deck to your hand. 3: If only your opponent controls a monster, play 1 "Shinato, King of a Higher Plane" from outside your Deck in face-down Defense Position. (Its battle position can be changed.) 4: If you control "Shinato, King of a Higher Plane", add 1 "Change of Heart" from outside your Deck to your hand.


                    • This deck is probably the only deck in the game that can search more than DARK MAGICIAN . We have an Ability that allows us to reveal our Spirits and Ritual Spells, then return a card from our hand to the deck to search for two cards that mention the Spirit. (+1 search). Shuffling a card back means we can return unnecessary cards like 2 level 4 Ritual cards to the deck, and that search can help us get any Spirit we want to put on the board, including our Ritual boss monsters, and it can get us a Ritual Spell or Field card.

                      The level 4 male bird will be summoned in our combo, and he will sacrifice himself to find a Spirit and a Ritual Spell. (+1 more Search).   PRE-PREPARATION OF RITES can be +2. Finally, the TAMA group has a ton of search + draw abilities.


                    • Enough rambling, this skill actually gives us two Normal Summons. So we can use its skill more than once.

                      If your opponent is the only player with a field monster (which will essentially happen) or if you go second , you can play a face-down SHINAT O, KING OF HIGHER PLANE from outside the deck.

                      You can flip it face up, then if it's face up, you can use an Ability to add a copy of CHANGE OF HEART from nowhere to your hand. This card can steal a monster from your opponent that turn. But unlike a lot of other steal effects, you can actually attack and use the effect of the monster you stole. This is such a good field destruction ability that it almost always forces your opponent to waste their disruptions on this phase.



                    Combo

                    1. The Standard Play

                    Objective: Set up the STARS ALIGN ACROSS THE MILKY WAY Trap from the Deck.

                    1. Use STARS ALIGN ABOVE THE SHRINE (Field), Tribute 1 Spirit on the field (e.g. ARATAMA ) to Ritual Summon a 4-star Female Bird from the Deck.

                    2. When summoned, it will search for a second copy of the Environment (or Ritual Spell).

                    3. Activate the 2nd Environment, sacrificing the 2nd Spirit on the field to Ritual Summon a 4-star Male Bird from the Deck.

                    4. Male Bird Sacrifices Himself: Search for 8-star Boss Ritual and Spell Ritual.

                    5. End Phase: The 4-star female returns to hand (because she is a Spirit).

                    6. Field Activate: When Spirit returns to hand, Field allows the Trap STARS ALIGN ACROSS THE MILKY WAY to be Set directly from the Deck to the field.

                    -> Result: You have a Trap on the field, a Level 8 Ritual in your hand, and a Ritual Spell in your Graveyard/Hand. Ready to harass your opponent.

                    2. Combo Extension (Extra Deck & Advanced)

                    With the abundant Normal Summons from "Tama", you can do more than that:

                    • SALAMANGREAT ALMIRAJ: Use 1 Level 4 to Link out. If your opponent tries to destroy your Ritual monster, Almiraj can cover for it.

                    • I:P MASQUERENA: Use 2 spare monsters to Link out. During your opponent's turn, use I:P + a Ritual Monster (just called with Trap) to build KNIGHTMARE UNICORN or UNDERWORLD GODDESS OF THE CLOSED WORLD .

                    • ABYSS DWELLER / TORNADO DRAGON / STEELSWARM ROACH: Rank 4 options depending on the matchup (lock Grave, destroy backline, or block Synchro).

                    3. Make the Most of Resources

                    • Resource Recovery: When the turn ends with a 4-star Female Bird and an 8-star Boss Bird , both will return to the hand. The Field card will activate twice: Set the Trap from the Deck AND add the Spell Ritual/Spirit from the Graveyard back to the hand.

                    • Spam NIKITAMA: Use NIKITAMA as a continuous material to draw cards. You can easily draw 3-4 Staple cards ( BOOK OF MOON , DROPLET ) in one turn.

                    • Banishing: Ritual allows you to banish Spirits from the Graveyard as material. Banish 4-star ritual cards because they will Special Summon themselves back to the field next turn -> Infinite advantage.

                    4. New Strategy: DECODE TALKER HEATSOUL (Replaces Amano)

                    With AMANO-IWATO gone, we have a new gameplay:

                    1. Create 3 monsters on the field.

                    2. Link 1 child to SALAMANGREAT ALMIRAJ .

                    3. Link the remaining 2 into PROXY DRAGON .

                    4. Link ALMIRAJ + PROXY DRAGON to DECODE TALKER HEATSOUL .

                    5. Activate HEATSOUL : Pay 1000 LP to draw 1 card.

                    6. Opponent's turn: Activate HEATSOUL again to draw 1 more card. When LP drops below 2000, HEATSOUL transforms into I:P MASQUERENA (due to Skill/Effect) for Link Summoning to harass.




                    Companion unit:

                    - Yu-Gi-Oh! Guidance Vietnam

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