Resonators gameplay guide

Resonators gameplay guide

Welcome to the Resonator gameplay guide !

Embodying the fiery and arrogant style of King Jack Atlas, Resonator has officially returned, stronger than ever, thanks to its new skill, Invincible Crimson Star. The core strength of this strategy lies in its ability to control the pace of the battle with incredible precision through colossal bosses. From the Omni-negate shield that shuts down all of Hot Red Dragon Archfiend Abyss 's schemes, to the flames that obliterate the entire opponent 's battlefield, Resonator delivers breathtaking pressure that forces every opponent to be wary. Discover how to master this destructive machine and incinerate every obstacle in Duel Links!




Skill

 

Invincible Crimson Star (Skill Card) (100%)

UR Rarity
Invincible Crimson Star (Skill Card)
UR Rarity
Invincible Crimson Star (Skill Card)
Invincible Crimson Star (Skill Card)
Invincible Crimson Star (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second and third effects once per Duel. 1: At the beginning of the Duel, add 2 Synchro Monsters to your Extra Deck. During this Duel, you can cannot Normal Summon or Special Summon any monsters, except DARK Dragon Synchro Monsters, Level 5 or lower Dragon or Fiend monsters, or "Crimson Dragon". 2: Send 1 card from your hand and 1 card you control to the Graveyard, then play 1 Level 8 "Red Dragon Archfiend" monster from your Extra Deck in face-down Defense Position. (Its battle position can be changed.) If "Red Familiar" was sent to the Graveyard for this activation, you can also play up to 2 "Resonator" monsters from your Deck. 3: If you control "Red Nova Dragon", or your opponent controls a monster, add 1 Dragon or Fiend Tuner from your Deck to your hand, then Set 1 "Fiendish Chain" from outside your Deck to your field. (This card can be activated the same turn.)


Invin Cible Crimson Star is the perfect accelerator to help the Resonator deck run smoothly and unleash its power with two extremely potent effects:

  • By sending one card from your hand and one from your field to the Graveyard (ideally using Red Familiar ), you can directly summon Scar-Red Dragon Archfiend from outside your deck to the field, and Special Summon up to two additional Resonator monsters from your deck. This is the perfect way to start any Synchro Chain.

  • When you're controlling Red Nova Dragon or when your opponent has a monster on the field (going second), this skill allows you to draw a Dragon or Fiend Tuner from your hand and instantly cast a valuable Fiendish Chain Trap from outside your deck for free. When going first, the primary target is always Shining Star Dragon to clear the way for the final boss , Red Supernova Dragon . When going second, you can flexibly look for Trap Eater to directly "eat" the hindering Traps in your opponent's backline.



The monsters in the main deck

 

Soul Resonator (x3)

UR Rarity
Soul Resonator
UR Rarity
Soul Resonator
Soul Resonator
FIRE 3
Soul Resonator
  • ATK:

  • 500

  • DEF:

  • 200


If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Fiend monster from your Deck to your hand, except "Soul Resonator", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Synchro Monsters. If a card(s) you control would be destroyed by card effect, while you control "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can banish this card from your GY instead. You can only use each effect of "Soul Resonator" once per turn.


This is an extremely important starter for the deck. When Normal Summoned, it allows you to summon a 4-star or lower Fiend monster (usually a Red Familiar ) from your deck to your hand.

However, Soul Resonator 's most terrifying hidden value lies in the Graveyard. While it's in the Graveyard, if one or more of your cards are about to be destroyed by a spell (while you have Red Dragon Archfiend or a Synchro monster that mentions it on the field), you can banish Soul Resonator to protect your entire field from that destruction. This is an incredibly effective defense that players often overlook.

Red Familiar (x1-3)

 Rarity
Red Familiar
 Rarity
Red Familiar
Red Familiar
DARK 4
Red Familiar
  • ATK:

  • 1600

  • DEF:

  • 0


You can Tribute 1 Fiend monster, then target 1 DARK Dragon Synchro Monster in your GY; Special Summon it in Defense Position, but negate its effects. You can banish this card from your GY, then target 1 DARK Dragon Synchro Monster you control and declare a Level from 1 to 8; that monster becomes that Level until the end of this turn. You can only use each effect of "Red Familiar" once per turn.


This monster's primary role is usually to be in your hand as the perfect cost for the Invin cible Crimson Star ability . Sending it to the Graveyard not only activates the ability to summon a boss monster to the field but also allows you to draw two additional Resonators from your deck.

Additionally, Red Familiar 's Graveyard effect is a great saving grace when combos go off track. It can banish itself to change the Level of a Red Dragon Archfiend Synchro monster on the field (e.g., turning it to Level 6), thereby creating the perfect leveling opportunity to Synchro Summon Hot Red Dragon Archfiend Abyss .

Crimson Resonator (x2-3)

SR Rarity
Crimson Resonator
SR Rarity
Crimson Resonator
Crimson Resonator
DARK 2
Crimson Resonator
  • ATK:

  • 800

  • DEF:

  • 300


If you control no monsters: You can Special Summon this card from your hand. If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator". You can only use each effect of "Crimson Resonator" once per turn. You cannot Special Summon monsters from the Extra Deck, except DARK Dragon Synchro Monsters, the turn you activate either of this card's effects.


Crimson Resonator is a type of monster that specializes in summoning all its minions. It's usually summoned directly from the deck using a Skill, or you can Special Summon it from your hand if you don't have any monsters in control.

As soon as it's on the field along with a Synchro Dark monster - Dragon, it unleashes its power by summoning up to two additional Resonator monsters from your deck (usually Vision and Synchron or Soul). This overwhelming resource-generating ability is the foundation for your continuous Synchro scaling.

Vision Resonator (x1-2)

R Rarity
Vision Resonator
R Rarity
Vision Resonator
Vision Resonator
DARK 2
Vision Resonator
  • ATK:

  • 400

  • DEF:

  • 400


If a Level 5 or higher DARK monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Vision Resonator" once per turn this way. If this card is sent to the GY: You can add 1 Spell/Trap that mentions "Red Dragon Archfiend" from your Deck to your hand. You can only use this effect of "Vision Resonator" once per turn.


This is an indispensable Synchro link and also a key Spell/Trap search tool. When sent from the field to the Graveyard, it allows you to search for Spell/Trap cards that mention " Red Dragon Archfiend " (such as Crimson Gaia or Fiendish Golem ).

One excellent advanced strategy is to use Vision Resonator to chain block. When you Synchro Summon Red Nova Dragon , you can use Scar-Red's effect as Chain Link 1 and Vision's summoning effect as Chain Link 2. This will prevent your opponent from using cards like Skull Meister to disable Scar-Red's summoning effect.

Synkron Resonator (x1)

R Rarity
Synkron Resonator
R Rarity
Synkron Resonator
Synkron Resonator
DARK 1
Synkron Resonator
  • ATK:

  • 100

  • DEF:

  • 100


If a Synchro Monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Synkron Resonator" once per turn this way. If this card is sent from the field to the Graveyard: You can target 1 "Resonator" monster in your Graveyard, except "Synkron Resonator"; add it to your hand.


The final piece to complete the defensive wall is the Hot Red Dragon Archfiend Abyss . After being used as Synchro Material and falling to the Graveyard, it will immediately activate an effect that allows you to retrieve a Tuner monster from the Graveyard (such as Crimson Resonator for use in the next turn). Note that you should absolutely not retrieve Soul Resonator , as leaving it in the Graveyard as a shield is much more beneficial.

Shining Star Dragon (x1)

 Rarity
Shining Star Dragon
 Rarity
Shining Star Dragon
Shining Star Dragon
LIGHT 4
Shining Star Dragon
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase, if this card is in your hand (Quick Effect): You can target 1 Dragon Synchro Monster in your GY; Special Summon this card, and if you do, Special Summon that monster but negate its effects, then immediately after this effect resolves, you can Synchro Summon 1 Dragon Synchro Monster using this card you control. You can only use this effect of "Shining Star Dragon" once per turn. A Dragon monster that was Synchro Summoned using this card as material cannot be destroyed by battle.


This "hidden" card is often favored by the Skill to be played directly into your hand when you go first. The most accurate way to use it is to keep it in your hand until your opponent's Main Phase, wait for them to play a card, and then activate Quickk Effect to Summon it.

As soon as it hits the board, you'll use it to Synchro Summon immediately (usually Crimson Dragon ) to trigger the Supernova board-clearing monster chain. Even if your opponent somehow takes your Nova first, Shining Star Dragon can still save the day by Synchro Summoning Centur-Ion Auxila to destroy all of your opponent's attack monsters.

Bone Archfiend (x1)

R Rarity
Bone Archfiend
R Rarity
Bone Archfiend
Bone Archfiend
DARK 4
Bone Archfiend
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is in your hand or GY: You can send 1 other card from your hand or field to the GY; Special Summon this card, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except DARK Dragon Synchro Monsters. You can target 1 face-up monster you control that has a Level; send 1 Fiend Tuner from your hand or Deck to the GY, and if you do, increase or decrease that monster's Level by 1. You can only use each effect of "Bone Archfiend" once per turn.


Although it doesn't appear as frequently as other cards, this is still a quality backup option, especially when your opponent plays Droll & Lock Bird and disables your search ability. It can be sent directly to the Graveyard via Skill, or Summoned to the field to send a Tuner from your hand/deck to the Graveyard and adjust its Level, allowing you to unlock side combo branches like Synchro Summoning Red Rising Dragon .

Trap Eater (x0-1)

N Rarity
Trap Eater
N Rarity
Trap Eater
Trap Eater
DARK 4
Trap Eater
  • ATK:

  • 1900

  • DEF:

  • 1600


Cannot be Normal Summoned/Set. Must be Special Summoned by sending 1 face-up Trap Card your opponent controls to the Graveyard, and cannot be Special Summoned by other ways.


Dubbed the "natural enemy" of decks heavy on Trap cards (especially Stardust/Centurion), this skill allows you to acquire this card for your hand when you go second.

Instead of a regular Summon, Trap Eater can jump onto the field by "eating" (sending to the Graveyard) an opponent's face-up Trap card. This tactic is extremely effective for directly eliminating Centurion monsters located in the opponent's Spell/Trap zone, completely disabling their Counter system before they can react.

Handtrap

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
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
D.D. Crow
UR Rarity
D.D. Crow
D.D. Crow
DARK 1
D.D. Crow
  • ATK:

  • 100

  • DEF:

  • 100


(Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


UR Rarity
Ghost Belle & Haunted Mansion
UR Rarity
Ghost Belle & Haunted Mansion
Ghost Belle & Haunted Mansion
EARTH 3
Ghost Belle & Haunted Mansion
  • ATK:

  • 0

  • DEF:

  • 1800


When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


SR Rarity
Skull Meister
SR Rarity
Skull Meister
Skull Meister
DARK 4
Skull Meister
  • ATK:

  • 1700

  • DEF:

  • 400


When a card effect is activated in your opponent's GY (Quick Effect): You can send this card from your hand to the GY; negate that effect.


 



Spell/Trap

 

Crimson Gaia (x3)

SR Rarity
Crimson Gaia
SR Rarity
Crimson Gaia
Crimson Gaia
Spell Continuous
Crimson Gaia

    During your Main Phase: You can add 1 "Red Dragon Archfiend" or 1 card that mentions it from your Deck or GY to your hand, except "Crimson Gaia". When your "Red Dragon Archfiend" declares an attack: You can change all monsters your opponent controls to face-down Defense Position. If a monster(s) on the field is destroyed by battle or card effect: You can Special Summon 1 "Red Dragon Archfiend" from your GY. You can only use each effect of "Crimson Gaia" once per turn.


    This is an extremely important core card and the key to activating the deck's combos. When activated, it allows you to instantly summon Soul Resonator or Fiendish Golem Trap from your deck to your hand.

    Beyond just resource gathering, this card offers impressive field sustain: if a monster on the field is destroyed (by battle or effect), you can instantly revive a Red Dragon Archfiend monster from the Graveyard. Furthermore, on the next turn, it allows you to draw another card mentioning Red Dragon Archfiend , ensuring your resources never run out.

    Resonator Call (x3)

    SR Rarity
    Resonator Call
    SR Rarity
    Resonator Call
    Resonator Call
    Spell Normal
    Resonator Call

      Add 1 "Resonator" monster from your Deck to your hand.


      This card maximizes deck stability by allowing you to draw any "Resonator" monster from your deck into your hand. While many current players tend to discard it to make room for board breakers, I usually decide to keep two in my deck to minimize the risk of being "bricked," ensuring you always have enough materials to execute smooth combos.

      Scarlet Security (x1)

      R Rarity
      Scarlet Security
      R Rarity
      Scarlet Security
      Scarlet Security
      Spell Normal
      Scarlet Security

        If you control a "Red Dragon Archfiend": Destroy all Spell and Trap Cards your opponent controls.


        This is an incredibly brutal backrow clearing tool. There's a great trick: when you're short on cards, you can set this card face down, send it straight to the Graveyard to cost your Skill, and then use Crimson Gaia 's effect to retrieve it from the Graveyard to your hand. When you have a Red Dragon Archfiend monster on the field, this card will wipe out your opponent's entire Spell/Trap lineup in a flash.

        Fiendish Golem (x1)

        SR Rarity
        Fiendish Golem
        SR Rarity
        Fiendish Golem
        Fiendish Golem
        Trap Normal
        Fiendish Golem

          Target 1 monster on the field with 2000 or more ATK; banish it (until the End Phase of the next turn), then if you activated this card while you controlled "Red Dragon Archfiend" or a Synchro Monster that mentions it, you can Set 1 "Fiendish Chain" directly from your Deck or GY.


          This Trap card is always a priority to acquire into your hand (via Crimson Gaia or Vision Resonator 's Graveyard effect) to create a solid disruption on Turn 1. It allows you to proactively intervene in your opponent's moves (for example, playing it early to force them to use their disabling effects). The appearance of this Trap card adds another layer of shield alongside the Boss cards in the deck.

          Fiendish Chain (x0 - skill)

          SR Rarity
          Fiendish Chain
          SR Rarity
          Fiendish Chain
          Fiendish Chain
          Trap Continuous
          Fiendish Chain

            Activate this card by targeting 1 Effect Monster on the field; negate the effects of that face-up monster while it is on the field, also that face-up monster cannot attack. When it is destroyed, destroy this card.


            The great thing is you don't need to take up space to put this card in your main deck, because the Invin cible Crimson Star skill will automatically place it face down directly onto your field from outside the deck. This is an incredibly valuable trap card, not only completely disabling an opponent's monster's effect but also binding it, preventing it from attacking.

            Dark Ruler No More and Forbidden Droplet (x3)

            UR Rarity
            Dark Ruler No More
            UR Rarity
            Dark Ruler No More
            Dark Ruler No More
            Spell Normal
            Dark Ruler No More

              Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




              Tag(s):

              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):

                This pair of spell board breakers is key to winning when you're unlucky enough to go second.
                While Dark Ruler No More safely disables all monster effects on the enemy field, Forbidden Droplet is far more versatile. If you have Droplet in your starting hand when going first, prioritize placing it face down instead of searching for Fiendish Golem , as Droplet's ability to halve Attack Power and its unreflectible negate effect gives it a significantly more overwhelming advantage in any situation.

                Alternatively, you can also choose Book of Eslipse as a cheaper board breaker option.

                Synchro Rumble (x1-0)

                 Rarity
                Synchro Rumble
                 Rarity
                Synchro Rumble
                Synchro Rumble
                Spell Normal
                Synchro Rumble

                  Target 1 Tuner or 1 Level 7 or 8 Dragon Synchro Monster in your GY; Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a Level 7 or 8 Dragon Synchro Monster(s) or "Crimson Dragon" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synchro Rumble" per turn.


                  Although this card is often considered more of a "treasure" of Yusei and the Stardust/Synchron Archetype, it's still an incredibly effective Synchro Summoner. When activated, it allows you to select and Special Summon a 7/8-star Tuner or Synchro Monster from the Graveyard onto the field in Defense Position.

                  In a Resonator deck, if you decide to use it, this card acts as an emergency extender. It makes it easy to pull back Tuners like Crimson Resonator or the original Red Dragon Archfiend from the Graveyard to continue high-level Synchro Ascents, especially useful in situations where your field is broken by your opponent and you need resources to counterattack immediately.

                  Red Reign (x0-1)

                  SR Rarity
                  Red Reign
                  SR Rarity
                  Red Reign
                  Red Reign
                  Trap Normal
                  Red Reign

                    If you control a Level 8 or higher Synchro Monster: Banish all monsters on the field, except the monster(s) with the highest Level, also the remaining face-up monsters on the field are unaffected by other card effects, except their own, until the end of this turn. If a DARK Dragon Synchro Monster is Synchro Summoned to your field while this card is in your GY: You can add this card to your hand. You can only use this effect of "Red Reign" once per turn.


                    This is one of the most iconic and fearsome traps of the Red Dragon Archfiend tribe. When activated, it automatically checks the Level of all monsters on the field, then banishes all monsters with a Level lower than the highest-level monster. If you have a Red Supernova Dragon (12 stars) on the field, this trap will almost completely clear your opponent's field without affecting your final boss.

                    Beyond its devastating power, Red Reign grants your highest-star Dark-Dragon Synchro Summoner immunity to other card effects for the remainder of their turn. Interestingly, this card is highly reusable: every time you Synchro Summon a Dark-Dragon, you can retrieve this trap card from your Graveyard, creating a devastating cycle that puts immense pressure on your opponent.



                    Extra Deck

                     

                    Scarred Dragon Archfiend (x1)

                    UR Rarity
                    Scarred Dragon Archfiend
                    UR Rarity
                    Scarred Dragon Archfiend
                    Scarred Dragon Archfiend
                    DARK 8
                    Scarred Dragon Archfiend
                    • ATK:

                    • 3000

                    • DEF:

                    • 2500


                    1 Tuner + 1+ non-Tuner DARK monsters This card's name becomes "Red Dragon Archfiend" while on the field or in the GY. If this card is sent from the Monster Zone to the GY: You can Special Summon 1 "Red Dragon Archfiend" from your Extra Deck (this is treated as a Synchro Summon), then, if this card was sent to the GY as Synchro Material for a DARK Dragon Synchro Monster, you can destroy all Attack Position monsters your opponent controls. You can only use this effect of "Scarred Dragon Archfiend" once per turn.


                    This is an extremely important resource transfer station that the Skill places directly onto the field without requiring any Summoning effort. It is used as the main material, combined with Tuners, to Synchro Summon Red Nova Dragon .

                    The true value of this monster lies in its accompanying effect: when sent to the Graveyard as Synchro material for a Dark-Dragon monster, it activates the effect of directly summoning the original Red Dragon Archfiend from the Extra Deck, instantly replenishing the resources you just spent.

                    Red Dragon Archfiend (x1)

                    R Rarity
                    Red Dragon Archfiend
                    R Rarity
                    Red Dragon Archfiend
                    Red Dragon Archfiend
                    DARK 8
                    Red Dragon Archfiend
                    • ATK:

                    • 3000

                    • DEF:

                    • 2000


                    1 Tuner + 1 or more non-Tuner monsters After damage calculation, if this card attacks a Defense Position monster your opponent controls: Destroy all Defense Position monsters your opponent controls. During your End Phase: Destroy all other monsters you control that did not declare an attack this turn. This card must be face-up on the field to activate and to resolve this effect.


                    Often appearing completely free thanks to the effect of ScarRed , this original monster serves as the perfect "stepping stone" to continue your Synchro climbing. It will combine with Synchron Resonator or Soul Resonator to summon the Hot Red Dragon Archfiend Abyss shield. Additionally, when in the Graveyard, it can easily be revived by the effect of Crimson Gaia if your field monster is unfortunately destroyed.

                    Red Nova Dragon (x1)

                    UR Rarity
                    Red Nova Dragon
                    UR Rarity
                    Red Nova Dragon
                    Red Nova Dragon
                    DARK 12
                    Red Nova Dragon
                    • ATK:

                    • 3500

                    • DEF:

                    • 3000


                    2 Tuners + "Red Dragon Archfiend" This card gains 500 ATK for each Tuner monster in your Graveyard. Cannot be destroyed by an opponent's card effects. When an opponent's monster declares an attack: You can target the attacking monster; banish this card, and if you do, negate that attack. During the next End Phase: Special Summon this card banished by this effect.


                    This card is Summoned using ScarRed along with two Tuner monsters. Its main role on the field in Turn 1 is not to battle, but to conditionally activate the second part of its Skill (to set free traps and get Shining Star Dragon into your hand).

                    When it's the opponent's turn, this monster will stand still, acting as a "launching pad" for the Crimson Dragon to target, thereby transforming into its final destructive form, the Red Supernova Dragon .

                    Hot Red Dragon Archfiend Abyss (x1)

                    UR Rarity
                    Hot Red Dragon Archfiend Abyss
                    UR Rarity
                    Hot Red Dragon Archfiend Abyss
                    Hot Red Dragon Archfiend Abyss
                    DARK 9
                    Hot Red Dragon Archfiend Abyss
                    • ATK:

                    • 3200

                    • DEF:

                    • 2500


                    1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.


                    This is the deck's vital defensive barrier. When on the field, Abyss provides an Omni-negate ability, allowing you to target and negate any face-up card of your opponent once per turn. It helps to nip your opponent's combo attempts in the bud and keeps your monster lineup safe.

                    Crimson Dragon (x1)

                    N Rarity
                    Crimson Dragon
                    N Rarity
                    Crimson Dragon
                    Crimson Dragon
                    LIGHT 12
                    Crimson Dragon
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


                    This monster rarely appears during your turn, but is usually summoned as a "surprise attack" during your opponent's turn by using Shining Star Dragon to jump from your hand. As soon as it touches the field, it immediately activates its Quick Effect, targets an allied Red Nova Dragon , then returns itself to the Extra Deck to bring Red Supernova Dragon straight into battle.

                    Red Supernova Dragon (x1)

                     Rarity
                    Red Supernova Dragon
                     Rarity
                    Red Supernova Dragon
                    Red Supernova Dragon
                    DARK 12
                    Red Supernova Dragon
                    • ATK:

                    • 4000

                    • DEF:

                    • 3000


                    3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.


                    Weapons of mass destruction and the true final boss of this game.
                    If your opponent dares to activate a monster effect or declare an attack, Supernova will activate its power: self-exile and sweep ALL cards your opponent controls into the discard area. After leaving an empty field for your opponent, it will calmly call itself back onto the field during the End Phase.

                    Red Rising Dragon (x1)

                    UR Rarity
                    Red Rising Dragon
                    UR Rarity
                    Red Rising Dragon
                    Red Rising Dragon
                    DARK 6
                    Red Rising Dragon
                    • ATK:

                    • 2100

                    • DEF:

                    • 1600


                    1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.


                    Although not included in the normal First-Switch combo, this Level 6 Synchro Monster is a powerful game-changing tool when you have to go Second. When summoned, it can revive Crimson Resonator from the Graveyard, setting the stage to activate its effect of generating 2 additional Tuners from your deck and initiating devastating Synchro chains.

                    Centur-Ion Auxila (x1)

                     Rarity
                    Centur-Ion Auxila
                     Rarity
                    Centur-Ion Auxila
                    Centur-Ion Auxila
                    DARK 12
                    Centur-Ion Auxila
                    • ATK:

                    • 3000

                    • DEF:

                    • 3000


                    1 Tuner + 1+ non-Tuner monsters Face-up cards in your Spell & Trap Zone cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Auxila" once per turn. If this card is Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand. During the End Phase: You can place 1 of your non-Synchro "Centur-Ion" monsters that is banished or in your GY, in your Spell & Trap Zone as a face-up Continuous Trap.


                    This is a workaround in case your Red Nova Dragon is eaten by an opponent's Kaiju, leaving Crimson Dragon with no target to copy its level from.

                    The strategy now is to wait for your opponent to summon a bunch of monsters in attack position, then use Shining Star Dragon and ScarRed to Synchro Summon Auxila. Since ScarRed is used as a material to Synchro Summon Dark Dragon, it will detonate an effect from the Graveyard, instantly destroying all of your opponent's attack monsters!

                    Hot Red Dragon Archfiend Bane (x1)

                    SR Rarity
                    Hot Red Dragon Archfiend Bane
                    SR Rarity
                    Hot Red Dragon Archfiend Bane
                    Hot Red Dragon Archfiend Bane
                    DARK 10
                    Hot Red Dragon Archfiend Bane
                    • ATK:

                    • 3500

                    • DEF:

                    • 3000


                    1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster You can Tribute 1 monster, then target 1 "Red Dragon Archfiend" monster in your GY; Special Summon it. When this card inflicts battle damage to your opponent: You can Special Summon 2 Tuners with the same Level (1 from your Deck and 1 from your GY) in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Bane" once per turn.


                    Although considered merely a fill card for a full Decklist, this Level 10 monster is a very resilient resource-gathering machine. It has the ability to sacrifice a monster on the field to summon a Synchro Red Dragon Archfiend monster from the Graveyard, allowing you to continuously maintain tremendous pressure on your opponent in the mid-game.




                    Companion unit:

                    - Yu-Gi-Oh! Guidance Vietnam

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