Instructions for playing ABC (XYZ Union)

Instructions for playing ABC (XYZ Union)

Welcome to this detailed guide on the Tier 2 ABC deck, also known as XYZ Union – a deck that isn't really an archetype e but possesses immense historical value and incredible power in Yu-Gi-Oh! Duel Links.

Once the game's first Contact Fusion and Union monsters, ABCXYZ are back stronger than ever thanks to several brand-new support cards and a Kaiba-exclusive Skill. The core gameplay revolves around leveraging B-Buster Drake 's infinite search ability and the Level 4 Machine/Light monsters to create an overwhelming card advantage. While the deck demands careful resource management and is locked to the Light type, its ability to set up an end board filled with negates and devastating Hyper Dragon Cannon machines will certainly make opponents wary.




A few words about Deck

The history of the development of the ABCXYZ Union deck.

Although not officially classified as an "archetype" in Yu-Gi-Oh! standards, the ABCXYZ series of Machine/Light Machine cards boasts a fascinating and iconic history within the game:

  • 2003 - The Legendary Beginning: The XYZ card series debuted in the Magician's Force box. The trio of X-Head Cannon, Y-Dragon Head, and Z-Metal Tank were the first Union and Contact Fusion monsters ever to exist in the game. They could flexibly fuse into two-material versions or create the main XYZ-Dragon Cannon – a card so cool that it had two different alternate artworks at the time. Associated with Seto Kaiba in Battle City and the Pyramid of Light anime, this card represents the childhood of many duelists.

  • 2005 - The GX Era & VWXYZ Expansion: Received a major boost in Elemental Energy boxes with the introduction of the V-Tiger Jet and W-Wing Catapult. From here, players could craft the colossal monster VWXYZ-Dragon Catapult Cannon. This card series continued to shine on screen through the hands of Chazz Princeton in Yu-Gi-Oh! GX.

  • 2016 - The golden age of meta dominance: Seto Kaiba's Structure Deck brought about spirit-oriented remakes: A-Assault Core, B-Buster Drake, and C-Crush Wyvern, along with the flagship ABC-Dragon Buster. The ABC deck truly became a dominant force in the meta throughout 2016-2017.

  • A peculiar combination with Ojama: Thanks to the Chazz Princeton character, XYZ received incredibly unique cross-support cards with Ojama and Armed Dragon. This "bizarre" combination gave rise to Armed Dragon Catapult Cannon and helped transform XYZ-Armed Dragon Ojamas into a highly effective deck for competitive play in tournaments.

  • 2025 - A true revival: The Maze of the Master card box brings live, modern remakes of three original pieces: X-Cross Cannon, Y-Dragon Head (new version), and Zillion Tank, along with the new main carry XYZ Hyper Dragon Cannon.

  • The journey in Duel Links: The original XYZ cards, which had long been obscured in the Electric Overload box, along with the solitary contributions of B-Buster Drake and Union Scramble thousands of days ago, have only now, with the wave of new support cards combined with Kaiba's exclusive skill, truly exploded and had the chance to shine in their rightful place.



Monsters in the main deck

Original XYZ Pieces (OG XYZ): A crucial point to remember when building your team is that you should absolutely avoid using older generation XYZ pieces (X-Head Cannon, Y-Dragon Head, Z-Metal Tank). They have been completely overshadowed by the current meta (powercrept), and attempting to include them in your Main Deck will only reduce the stability and overall strength of the deck.

X-Cross Cannon (x1)

 Rarity
X-Cross Cannon
 Rarity
X-Cross Cannon
X-Cross Cannon
LIGHT 4
X-Cross Cannon
  • ATK:

  • 1800

  • DEF:

  • 1500


If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster's effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of "X-Cross Cannon" once per turn.


It's especially versatile if you already have a Fusion or Union monster of the same type on your field. Furthermore, it can directly draw a Union monster from your deck to equip itself. While using this effect locks you to a Light monster for the entire turn and it's not a Union monster itself, it's still an excellent starter monster.

Y-Yare Head (x1-2)

 Rarity
Y-Yare Head
 Rarity
Y-Yare Head
Y-Yare Head
LIGHT 4
Y-Yare Head
  • ATK:

  • 1500

  • DEF:

  • 1600


If this card is Special Summoned: You can equip 1 Level 4 LIGHT Machine monster from your hand or GY to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


Upon being summoned to the field, this card allows you to equip a 4-star Machine/Light monster from your hand or Graveyard to it (with the condition that it locks the Light type). It possesses the unique Union effect of removing equipment to Special Summon itself.

The most terrifying aspect that makes this card so powerful is that its effects are not limited to "not once per turn," opening up the potential for endless combo chains of summoning and re-equipping.

Z-Zillion Tank (x1)

 Rarity
Z-Zillion Tank
 Rarity
Z-Zillion Tank
Z-Zillion Tank
LIGHT 4
Z-Zillion Tank
  • ATK:

  • 1500

  • DEF:

  • 1300


If this card is Special Summoned: You can equip 1 of your banished Level 4 LIGHT Machine monsters to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


This card possesses mechanics and combat stats that are almost identical to the new Y-Dragon Head. The only difference, and also the core strategic value of Zillion Tank, lies in the fact that it equips a monster from the Banishment area instead of from your hand or graveyard. This allows you to recycle and completely rotate resources that were discarded in previous combos.

B-Buster Drake (x3)

UR Rarity
B-Buster Drake
UR Rarity
B-Buster Drake
B-Buster Drake
LIGHT 4
B-Buster Drake
  • ATK:

  • 1500

  • DEF:

  • 1800


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Spell effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 Union monster from your Deck to your hand.


B-Buster Drake is the most formidable card advantage generator in this deck. Besides providing a shield against spell cards when used as an item, its true power lies in its search ability: whenever it's sent from the field to the graveyard, you are allowed to draw any Union monster from your deck into your hand.

Similar to the two pieces above, this effect isn't limited to "once per turn," turning it into a massive search engine when combined with continuous combos that bring it onto the field and then push it down to the Graveyard.

Union Driver, Union Pilot and Unauthorized Bootup Device (.)

 Rarity
Union Driver
 Rarity
Union Driver
Union Driver
LIGHT 5
Union Driver
  • ATK:

  • 2100

  • DEF:

  • 1000


Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. While this card is equipped to a monster: You can banish this Equip Card; equip 1 Level 4 or lower appropriate Union monster from your Deck to the monster this card was equipped to. You can only use this effect of "Union Driver" once per turn.


 Rarity
Union Pilot
 Rarity
Union Pilot
Union Pilot
LIGHT 5
Union Pilot
  • ATK:

  • 2100

  • DEF:

  • 1000


Once per turn, you can either: Target 1 Effect Monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can return this card equipped to a monster to your hand; equip 1 appropriate, banished Union monster to 1 monster you control as an Equip Spell, as if it were equipped by that Union monster's effect, and if you do, Special Summon this card from your hand. You can only use this effect of "Union Pilot" once per turn.


UR Rarity
Unauthorized Bootup Device
UR Rarity
Unauthorized Bootup Device
Unauthorized Bootup Device
DARK 1
Unauthorized Bootup Device
  • ATK:

  • 500

  • DEF:

  • 0


Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is destroyed and sent to the GY while equipped to a monster: You can Special Summon this card. You can only use this effect of "Unauthorized Bootup Device" once per turn.


Support Union monsters like Union Driver have a rather interesting self-replacement effect, but when paired with Union Pilot, they become too conditional and cumbersome. Similarly, Unauthorized Bootup Device doesn't offer much practical value. Overall, you can completely ignore this group of monsters as they aren't really necessary or highly effective within the 20-card space limit of the Duel Links format.

C-Crush Wyvern (x2)

 Rarity
C-Crush Wyvern
 Rarity
C-Crush Wyvern
C-Crush Wyvern
LIGHT 4
C-Crush Wyvern
  • ATK:

  • 1200

  • DEF:

  • 2000


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can Special Summon 1 Union monster from your hand.


It acts as a useful extender when being taken to the grave.

With B-Buster, you'll have plenty of resources in hand, so C-Crush Wyrem can summon the monsters in your hand, making full use of those resources.

A-Assault Core (x2)

 Rarity
A-Assault Core
 Rarity
A-Assault Core
A-Assault Core
LIGHT 4
A-Assault Core
  • ATK:

  • 1900

  • DEF:

  • 200


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects (except its own), also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 other Union monster from your GY to your hand.


Besides its primary purpose of restoring resources from the graveyard, this card also has a very interesting effect: IT MAKES THE MONSTER EQUIPPED WITH THIS CARD UNAFFECTED BY OPPONENT MONSTER EFFECTS . Therefore, when combined with Unauthorized Reactivation , it becomes a formidable weapon to protect boss monsters.

Heavy Mech Support Armor and Torque Tune Gear (x1)

UR Rarity
Heavy Mech Support Armor
UR Rarity
Heavy Mech Support Armor
Heavy Mech Support Armor
LIGHT 3
Heavy Mech Support Armor
  • ATK:

  • 500

  • DEF:

  • 500


If this card is Normal Summoned: You can target 1 Union monster in your GY; Special Summon it. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. Your opponent cannot target a monster equipped with this card with card effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.


R Rarity
Torque Tune Gear
R Rarity
Torque Tune Gear
Torque Tune Gear
LIGHT 1
Torque Tune Gear
  • ATK:

  • 0

  • DEF:

  • 0


Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is treated as a Tuner, it gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.


These two cards are not part of the Archetype but are incredibly powerful mercenary cards for Union.
  • Torque : acts as the main tuner, enabling us to perform Synchro maneuvers such as Ancient Fairy Dragon, Arc Light, Dawn Dragster, etc.

  • Heavy Mech : revives Union monsters from the graveyard, usually Torque, to instantly Synchro Summon Arc Light. Even without Synchro Summoning, Heavy Mech is still very useful as an extender to prolong combo chains.



Spell/Trap

 

Union Activation (x0-1)

 Rarity
Union Activation
 Rarity
Union Activation
Union Activation
Spell Normal
Union Activation

    Send 1 LIGHT Machine Normal or Union monster from your hand or Deck to the GY and add 1 LIGHT Machine monster with the same ATK but a different original name from your Deck to your hand. If you Special Summon 3 LIGHT Machine monsters at the same time, while this card is in your GY: You can banish this card; add 1 monster with 3000 or more ATK from your Deck to your hand, then immediately after this effect resolves, Normal Summon that monster. You can only use each effect of "Union Activation" once per turn.


    This card is described by the author as the perfect combination of Reinforcement of the Army and Foolish Burial . Activating this card allows you to send one card from your deck to the Graveyard, then search for another card with the same attack power but a different name to add to your hand.

    Additionally, it has a Graveyard effect with a strong anime feel: if you summon multiple Machine/Light-type monsters at the same time, you can instantly search for and Normal Summon a giant monster ( like the god Obelisk ).

    However, in the 20-card format, this card isn't really useful, and we already have a Skill and more than enough search capabilities. Therefore, this card is often removed to make room for more useful Tech/Staple cards.

    Union Scramble (x1)

    SR Rarity
    Union Scramble
    SR Rarity
    Union Scramble
    Union Scramble
    Trap Normal
    Union Scramble

      Target up to 3 of your banished LIGHT Machine-Type Normal Monsters and/or LIGHT Machine-Type Union monsters; Special Summon them. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 of your banished LIGHT Machine-Type Normal Monsters or LIGHT Machine-Type Union monsters; return it to the hand. You can only activate 1 "Union Scramble" per turn.


      This is an incredibly powerful Trap Card, serving as a field-filling and resource-recovering tool. It can revive up to three Normal or Union Mechanical/Light monsters that are currently banished. Furthermore, you can banish this Trap Card from the Graveyard to retrieve one of its type monsters from the banished area back to your hand. The best part is Kaiba's exclusive ability, which allows you to directly set this card from your deck and activate it immediately during that turn.

      Unauthorized Reactivation (x0-1)

       Rarity
      Unauthorized Reactivation
       Rarity
      Unauthorized Reactivation
      Unauthorized Reactivation
      Spell Quick
      Unauthorized Reactivation

        Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Unauthorized Reactivation" per turn.


        This is a pretty good Union support spell. It allows you to directly draw a Union monster from your deck and equip it to a monster you control, in exchange for which the equipped monster cannot Special Summon this turn.

        Although it has good combo potential, it's primarily used for protecting bosses and can be omitted.

        XYZ Combine and XYZ Hyper Cannon (x0)

         Rarity
        XYZ Combine
         Rarity
        XYZ Combine
        XYZ Combine
        Spell Continuous
        XYZ Combine

          If your LIGHT Machine Union Monster Card is banished (except during the Damage Step): You can Special Summon 1 "X-Head Cannon", "Y-Dragon Head", or "Z-Metal Tank" from your Deck. You can return 1 Fusion Monster you control to the Extra Deck; Special Summon up to 2 of your banished monsters with different names, from among "X-Head Cannon", "Y-Dragon Head", and "Z-Metal Tank". You can only use each effect of "XYZ Combine" once per turn.


           Rarity
          XYZ Hyper Cannon
           Rarity
          XYZ Hyper Cannon
          XYZ Hyper Cannon
          Trap Continuous
          XYZ Hyper Cannon

            You must control "XYZ-Dragon Cannon", or a Fusion Monster that lists "XYZ-Dragon Cannon" as material, to activate this card's effect. This card's effect depends on whose turn it is. ● Your turn: You can target 1 of your banished Union monsters; place it on the bottom of your Deck, and if you do, draw 1 card. ● Your opponent's turn: You can discard any number of cards, then target the same number of cards your opponent controls; destroy those cards. You can only use this effect of "XYZ Hyper Cannon" once per turn.


            These two cards have a fatal flaw: they are designed to support the original XYZ Combine or old Fusion monsters. Since these older cards are outdated and you absolutely shouldn't include them in your deck, XYZ Combine and XYZ Hyper Cannon become useless as a result. The advice is to remove them from your deck list.

            A-to-Z Energy Load (x0-1)

             Rarity
            A-to-Z Energy Load
             Rarity
            A-to-Z Energy Load
            A-to-Z Energy Load
            Trap Normal
            A-to-Z Energy Load

              When your opponent activates a card or effect: Draw cards equal to the number of Level 8 or higher LIGHT Machine Fusion Monsters you control. During your Standby Phase: You can banish this card from your GY; shuffle up to 6 of your banished LIGHT Machine monsters into the Deck, including a Union monster. You can only use each effect of "A-to-Z Energy Load" once per turn.


              This is a truly disappointing support card. Despite being designed as a trap card to grant draw potential, its mechanism is cumbersome and far less effective than traditional cards like Pot of Avarice . You shouldn't waste deck space on this trap card.

              Union Hangar (x2-3)

               Rarity
              Union Hangar
               Rarity
              Union Hangar
              Union Hangar
              Spell Field
              Union Hangar

                When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn.


                This new Field card is a must-have in the deck. It has both the ability to search and directly equip Union monsters. Although those monsters cannot be Special Summoned during the turn, you can utilize their effects when they are sent to the graveyard, such as B-Buster or C-Crush Wyren.

                Galaxy Journey (x0-1)

                 Rarity
                Galaxy Journey
                 Rarity
                Galaxy Journey
                Galaxy Journey
                Spell Quick
                Galaxy Journey

                  Special Summon 1 of your banished LIGHT or DARK monsters. If a face-up Xyz Monster(s) you control is banished, while this card is in your GY (except during the Damage Step): You can banish this card, then target 1 of those monsters; Special Summon it. You can only use each effect of "Galaxy Journey" once per turn.


                  Extender directly summons a Light/Dark monster from the banish zone where your deck is full of Light-type monsters.

                  This card is mainly conveniently searched for by Galaxy Photon Dragon during combos performed by GPD, who is of the "Dragon" type and can therefore be used to summon Hieratic Seal, making it an extremely powerful Endboard piece.

                  Powerful and incredibly useful Tech/Staple

                  UR Rarity
                  Necrovalley
                  UR Rarity
                  Necrovalley
                  Necrovalley
                  Spell Field
                  Necrovalley

                    All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


                    UR Rarity
                    Effect Veiler
                    UR Rarity
                    Effect Veiler
                    Effect Veiler
                    LIGHT 1
                    Effect Veiler
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                    UR Rarity
                    Artifact Lancea
                    UR Rarity
                    Artifact Lancea
                    Artifact Lancea
                    LIGHT 5
                    Artifact Lancea
                    • ATK:

                    • 1700

                    • DEF:

                    • 2300


                    You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


                    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
                      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.


                      UR Rarity
                      Sauravis, the Ancient and Ascended
                      UR Rarity
                      Sauravis, the Ancient and Ascended
                      Sauravis, the Ancient and Ascended
                      LIGHT 7
                      Sauravis, the Ancient and Ascended
                      • ATK:

                      • 2600

                      • DEF:

                      • 2800


                      You can Ritual Summon this card with "Sprite's Blessing". When your opponent activates a card or effect that targets a monster you control (Quick Effect): You can discard this card; negate the activation. When your opponent would Special Summon a monster(s) (Quick Effect): You can return this card to the hand; negate the Special Summon, and if you do, banish that monster(s).


                      UR Rarity
                      Infinite Impermanence
                      UR 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.


                         



                        Extra Deck Monsters

                         

                        XYZ-Dragon Cannon (x0)

                        UR Rarity
                        XYZ-Dragon Cannon
                        UR Rarity
                        XYZ-Dragon Cannon
                        XYZ-Dragon Cannon
                        LIGHT 8
                        XYZ-Dragon Cannon
                        • ATK:

                        • 2800

                        • DEF:

                        • 2600


                        "X-Head Cannon" + "Y-Dragon Head" + "Z-Metal Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. (You do not use "Polymerization".) Cannot be Special Summoned from the GY. You can discard 1 card, then target 1 card your opponent controls; destroy that target.


                        This is Seto Kaiba's classic Fusion Monster. Its effect is incredibly simple yet effective: discard one card from your hand to destroy one card on the field. Its most terrifying strength is that this effect is not limited to "once per turn." This means that as long as you have cards in your hand to discard, you can continuously clear your opponent's field. This monster is extremely useful in situations where you go second and need to break through your opponent's defenses.

                        But since the skill has already put this card into Extra, we don't need to bring it. Also, although it clears the field quite well, it's not a quick effect, so we can't use it as an endboard.

                        Union Controller (x0-1)

                         Rarity
                        Union Controller
                         Rarity
                        Union Controller
                        Union Controller
                        LIGHT 6
                        Union Controller
                        • ATK:

                        • 2200

                        • DEF:

                        • 1900


                        1 LIGHT Machine monster + "Y-Yare Head" or "Z-Zillion Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. If this card is Special Summoned from the Extra Deck: You can add 1 Spell/Trap from your Deck to your hand that mentions "Union monster" in its text. You can only use this effect of "Union Controller" once per turn. Once per turn, during your Main Phase: You can Special Summon 1 LIGHT Machine Normal or Union monster from your hand.


                        This is a Contact Fusion beast that acts as an indispensable combo extender in 90% of combos.
                        It requires a Machine/Light type monster combined with Y-Dragon Head (new version) or Zillion Tank. When played, it retrieves a Union Spell/Trap card and allows you to Special Summon a Union monster. This card helps maintain a consistent combo rhythm.

                        However, as above, this card is also added to the extras thanks to its skin, so we can skip it.

                        XYZ-Hyper Dragon Cannon (x1)

                         Rarity
                        XYZ-Hyper Dragon Cannon
                         Rarity
                        XYZ-Hyper Dragon Cannon
                        XYZ-Hyper Dragon Cannon
                        LIGHT 9
                        XYZ-Hyper Dragon Cannon
                        • ATK:

                        • 3000

                        • DEF:

                        • 2800


                        "X-Cross Cannon" + "Y-Yare Head" + "Z-Zillion Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. Once per opponent's turn (Quick Effect): You can discard 1 card, then target 1 card your opponent controls; destroy it. You can banish this card from your field or GY and reveal 1 Level 8 LIGHT Machine Fusion Monster in your Extra Deck; Special Summon up to 3 of the Fusion Materials mentioned on it from your GY and/or banishment.


                        This is a remake and also the new, massive flagship of the deck.

                        Its card-destroying effect is similar to the original but is limited to "soft once per turn," meaning if you have multiple copies on the field, each copy is destroyed only once. However, it possesses an incredibly powerful self-replacement ability: by banishing this card from the Graveyard, then revealing a level 8 Light Machine Fusion from another Extra Deck, you are allowed to Special Summon all three of its materials from the Graveyard or the banishment area to the field.

                        Your optimal end board will always feature this destructive machine.

                        Platinum Gadget (x1)

                         Rarity
                        Platinum Gadget
                         Rarity
                        Platinum Gadget
                        Platinum Gadget
                        LIGHT
                        Platinum Gadget
                        • ATK:

                        • 1600

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 Machine monsters Cannot be used as Link Material the turn it is Link Summoned. During your Main Phase: You can Special Summon 1 Level 4 or lower Machine monster from your hand to your zone this card points to. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck. You can only use each effect of "Platinum Gadget" once per turn.


                        A Link monster is incredibly important for connecting long combo chains. Often summoned by Link Summoning from X-Cross Cannon and a Union monster, Platinum Gadget allows you to Special Summon a Tier 4 Machine monster (like Y-Dragon Head) directly from your hand to the field, creating the perfect springboard to continue Fusion or summon an Xyz monster.

                        Cyber Dragon Infinity, Cyber Dragon Nova and Tellarknight Ptolemaeus (Rank-up)

                        UR Rarity
                        Cyber Dragon Infinity
                        UR Rarity
                        Cyber Dragon Infinity
                        Cyber Dragon Infinity
                        LIGHT
                        Cyber Dragon Infinity
                        • ATK:

                        • 2100

                        • DEF:

                        • 1600


                        3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.


                        UR Rarity
                        Cyber Dragon Nova
                        UR Rarity
                        Cyber Dragon Nova
                        Cyber Dragon Nova
                        LIGHT
                        Cyber Dragon Nova
                        • ATK:

                        • 2100

                        • DEF:

                        • 1600


                        2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.


                        UR Rarity
                        Tellarknight Ptolemaeus
                        UR Rarity
                        Tellarknight Ptolemaeus
                        Tellarknight Ptolemaeus
                        LIGHT
                        Tellarknight Ptolemaeus
                        • ATK:

                        • 550

                        • DEF:

                        • 2600


                        2 or more Level 4 monsters Once per Chain, during either player's turn: You can detach 3 Xyz Materials from this card; Special Summon from your Extra Deck, 1 Xyz Monster that is 1 Rank higher than this card, except a "Number" monster, by using this face-up card you control as the Xyz Material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) You can detach 7 Xyz Materials from this card; skip your opponent's next turn. During each player's End Phase: You can attach 1 "Stellarknight" card from your Extra Deck to this card as a face-up Xyz Material.


                        This is an Xyz Summon (Rank-up) chain that provides ultimate protection for your team. By using 3 Tier 4 monsters to summon Ptolemaeus, you can dismantle the materials to upgrade it to Cyber ​​Dragon Nova, instantly transforming it into Cyber ​​Dragon Infinity. Infinity not only has the ability to draw monsters for materials but also provides an omni-negate, allowing you to confidently shut down any comeback attempts by your opponent.

                        Galaxy Photon Dragon and Protector Whelp of the Destruction Swordsman (x1)

                         Rarity
                        Galaxy Photon Dragon
                         Rarity
                        Galaxy Photon Dragon
                        Galaxy Photon Dragon
                        LIGHT
                        Galaxy Photon Dragon
                        • ATK:

                        • 2000

                        • DEF:

                        • 0


                        2 Level 4 monsters Other LIGHT monsters you control gain 500 ATK. You can only use each of the following effects of "Galaxy Photon Dragon" once per turn. You can detach 1 material from this card; either add 1 "Photon" or "Galaxy" card from your Deck to your hand, or send it to the GY. If a LIGHT monster(s) is Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; its Level becomes 4 or 8 until the end of this turn.


                        SR Rarity
                        Protector Whelp of the Destruction Swordsman
                        SR Rarity
                        Protector Whelp of the Destruction Swordsman
                        Protector Whelp of the Destruction Swordsman
                        LIGHT
                        Protector Whelp of the Destruction Swordsman
                        • ATK:

                        • 400

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 monsters If this card is Link Summoned: You can send 1 "Destruction Sword" card from your Deck to the GY, then, you can Special Summon 1 "Buster Blader" monster from your hand. At the end of your Battle Phase, if your opponent controls no monsters: You can target 1 "Buster Blader" monster you control that did not declare an attack this turn; inflict damage to your opponent equal to that monster's ATK. You can only use each effect of "Protector Whelp of the Destruction Swordsman" once per turn.


                        This Xyz card is the key piece to create the optimal Hieratic Seal defense. You will use 2 Tier 4 monsters to summon Galaxy Photon Dragon in order to find the spell Galaxy Journey , and then use it as Dragon material to Link Summon.

                        Protector Whelp has the exact same function, but it's inferior to GPD because it can't utilize any of its effects.

                        Ancient Fairy Dragon (x1)

                        UR Rarity
                        Ancient Fairy Dragon
                        UR Rarity
                        Ancient Fairy Dragon
                        Ancient Fairy Dragon
                        LIGHT 7
                        Ancient Fairy Dragon
                        • ATK:

                        • 2100

                        • DEF:

                        • 3000


                        1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. During your Main Phase: You can destroy as many cards in the Field Zones as possible (min. 1), and if you do, gain 1000 LP, then you can add 1 Field Spell with a different name than the destroyed card(s), from your Deck to your hand. You can only use each effect of "Ancient Fairy Dragon" once per turn.


                        Easily summoned by Torque (the deck's only tuner) + Controller
                        90% of textbook combos want this card. It can help you trade a Union Hangar with its effect depleted for a succulent Necro Valley . Additionally, it can give you an extra minion summon from your hand (something ABZ-XYZ cards really need).

                        ABC-Dragon Buster (x0-1)

                         Rarity
                        ABC-Dragon Buster
                         Rarity
                        ABC-Dragon Buster
                        ABC-Dragon Buster
                        LIGHT 8
                        ABC-Dragon Buster
                        • ATK:

                        • 3000

                        • DEF:

                        • 2800


                        "A-Assault Core" + "B-Buster Drake" + "C-Crush Wyvern" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; banish it. During your opponent's turn (Quick Effect): You can Tribute this card, then target 3 of your banished LIGHT Machine Union monsters with different names; Special Summon them.


                        One of the two bosses of the archetype, instead of destroying, it banishes, but when paired with XYZ, this duo drains resources quite badly.

                        Herald of the Arc Light (x1)

                        UR Rarity
                        Herald of the Arc Light
                        UR Rarity
                        Herald of the Arc Light
                        Herald of the Arc Light
                        LIGHT 4
                        Herald 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.


                        There's nothing more to say about this card.

                        Additional Extra Deck options

                        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.


                        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.


                        R Rarity
                        Hip Hoshiningen
                        R Rarity
                        Hip Hoshiningen
                        Hip Hoshiningen
                        LIGHT
                        Hip Hoshiningen
                        • ATK:

                        • 1400

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 LIGHT monsters All LIGHT monsters on the field gain 500 ATK/DEF, also all DARK monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 LIGHT monster in your GY; add it to your hand. You can only use this effect of "Hip Hoshiningen" once per turn.


                         Rarity
                        F.A. Dawn Dragster
                         Rarity
                        F.A. Dawn Dragster
                        F.A. Dawn Dragster
                        LIGHT 7
                        F.A. Dawn Dragster
                        • ATK:

                        • 0

                        • DEF:

                        • 2000


                        1 Tuner + 1+ non-Tuner monsters Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.


                         



                        Skill

                         

                        Hyper Cannon Activation (Skill Card) (100%)

                        UR Rarity
                        Hyper Cannon Activation (Skill Card)
                        UR Rarity
                        Hyper Cannon Activation (Skill Card)
                        Hyper Cannon Activation (Skill Card)
                        Hyper Cannon Activation (Skill Card)
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        You can use this Skill's second and third effects once per Duel if your Extra Deck contains "XYZ-Hyper Dragon Cannon". 1: At the beginning of the Duel, add 3 LIGHT Machine Fusion Monsters to your Extra Deck and banish 3 monsters from outside of your Deck. During this Duel, you can only Normal or Special Summon "Obelisk the Tormentor", "X-Cross Cannon", or LIGHT Machine Normal or Union monsters (excluding Special Summons from the Extra Deck). 2: During your main phase, play 1 LIGHT Machine Union monster from your hand, then add 1 Level 4 LIGHT Machine monster from your Deck to your hand. 3: If you control a Level 8 or 9 LIGHT Machine Fusion Monster, or if your opponent controls a monster, set 1 Spell/Trap Card that mentions "Union monster" in its text from your Deck to your field. (This card can be activated the same turn.)


                        Thanks to this skill, the awkwardness of assembling Union pieces on the field and in the Graveyard is almost completely eliminated. It outlines a clear and stable path for you to quickly fuse powerful "final bosses" like XYZ-Hyper Dragon Cannon or ABC-Dragon Buster , ready to sweep your opponent's board clean.

                        Thanks to this skill, we can free up quite a few extra deck slots, assist with searching, and directly summon a Union spell/trap. Frankly, these are just some of the basic things a support skill for archetypes in general can do for a deck in the current Duel Links meta.



                        Combo/How to play

                         

                        Union Hangar (Combo 1)

                         Rarity
                        Union Hangar
                         Rarity
                        Union Hangar
                        Union Hangar
                        Spell Field
                        Union Hangar

                          When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn.


                          Combo ABC #1: Union Hangar 1-Card Basic Combo

                          Click here to view

                          Y-Yare Head (Combo 2)

                           Rarity
                          Y-Yare Head
                           Rarity
                          Y-Yare Head
                          Y-Yare Head
                          LIGHT 4
                          Y-Yare Head
                          • ATK:

                          • 1500

                          • DEF:

                          • 1600


                          If this card is Special Summoned: You can equip 1 Level 4 LIGHT Machine monster from your hand or GY to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


                          Combo ABC #1: 1 Any ABC-XYZ Monster (1 Basic Combo Card)

                          B-Buster Drake (Combo 3)

                          UR Rarity
                          B-Buster Drake
                          UR Rarity
                          B-Buster Drake
                          B-Buster Drake
                          LIGHT 4
                          B-Buster Drake
                          • ATK:

                          • 1500

                          • DEF:

                          • 1800


                          Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Spell effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 Union monster from your Deck to your hand.


                          Combo ABC #4: Herald Arc Light combo (Using only 1 B-Buster card)


                          Union Hangar (Combo 4 - Second Direction Field)

                           Rarity
                          Union Hangar
                           Rarity
                          Union Hangar
                          Union Hangar
                          Spell Field
                          Union Hangar

                            When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn.


                            Combo ABC #5: Herald Arc Light combo (Using only 1 Field Union Hangar card)



                            Conclusion


                            XYZ Union is not only a ticket to take players back to their childhood with Seto Kaiba's iconic machines, but also a true "Heavy-Combo" force with extremely high power in Duel Links.

                            Although it requires players to have the skill to memorize complex combo sequences, cleverly manage board space, and calculate how to dodge Hand Traps, the satisfying feeling of setting up a bunch of disruptions to throw at your opponent is undeniable. If you love resource-intensive gameplay and are passionate about destructive light machines, XYZ Union is definitely a deck worth investing in to climb the ranks.




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                            - Yu-Gi-Oh! Guidance Vietnam

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