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.

Instructions for playing ABC (XYZ Union)
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
X-Cross Cannon (x1)




LIGHT
4X-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.
Y-Yare Head (x1-2)




LIGHT
4Y-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.
Z-Zillion Tank (x1)




LIGHT
4Z-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.
B-Buster Drake (x3)




LIGHT
4B-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.
Union Driver, Union Pilot and Unauthorized Bootup Device (.)




LIGHT
5Union 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.




LIGHT
5Union 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.




DARK
1Unauthorized 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.
C-Crush Wyvern (x2)




LIGHT
4C-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.
A-Assault Core (x2)




LIGHT
4A-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.
Heavy Mech Support Armor and Torque Tune Gear (x1)




LIGHT
3Heavy 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.




LIGHT
1Torque 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.
- 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)




Spell
NormalUnion 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.
Union Scramble (x1)




Trap
NormalUnion 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.
Unauthorized Reactivation (x0-1)
XYZ Combine and XYZ Hyper Cannon (x0)




Spell
ContinuousXYZ 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.




Trap
ContinuousXYZ 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.
A-to-Z Energy Load (x0-1)




Trap
NormalA-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.
Union Hangar (x2-3)




Spell
FieldUnion 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.
Galaxy Journey (x0-1)




Spell
QuickGalaxy 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.
Powerful and incredibly useful Tech/Staple




LIGHT
5Artifact 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.




Spell
QuickForbidden 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.




LIGHT
7Sauravis, 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).




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.
Extra Deck Monsters
XYZ-Dragon Cannon (x0)




LIGHT
8XYZ-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.
Union Controller (x0-1)




LIGHT
6Union 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.
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)




LIGHT
9XYZ-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.
Platinum Gadget (x1)




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




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.




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.




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




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.




LIGHTProtector 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.
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)




LIGHT
7Ancient 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.
ABC-Dragon Buster (x0-1)




LIGHT
8ABC-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)




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.
There's nothing more to say about this card.
Additional Extra Deck options




FIREKnightmare 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.




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.




LIGHTHip 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.




LIGHT
7F.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%)




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, 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)




Spell
FieldUnion 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)




LIGHT
4Y-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.
B-Buster Drake (Combo 3)




LIGHT
4B-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)




Spell
FieldUnion 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.
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.













