Instructions for playing Blue-Eyes

Instructions for playing Blue-Eyes

Blue-Eyes decks revolve around bringing out high-attack monsters like Blue-Eyes White Dragon and Dragon Spirit of White to put constant offensive pressure on your opponents. Cosmo Brain is another huge offensive threat and can help send Blue-Eyes monsters to the grave for Azure-Eyes Silver Dragon and Silver's Cry to use its effect to bring Blue-Eyes back to the field. The ability to use Stardust Dragon is another interesting feature of the deck thanks to Cosmo Brain and the level 1 Tuner monsters .




Skills

These are popular skills that are often used in large and small tournaments as well as in ranked matches.

Ultimate Dragons (Skill Card) (90%)

UR Rarity
Ultimate Dragons (Skill Card)
UR Rarity
Ultimate Dragons (Skill Card)
Ultimate Dragons (Skill Card)
Ultimate Dragons (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


At the beginning of the Duel, add "Blue-Eyes Ultimate Dragon", "Neo Blue-Eyes Ultimate Dragon", and "Blue-Eyes Twin Burst Dragon" to your Extra Deck. Can be used on turn 3 and onward by revealing 2 "Blue-Eyes White Dragon" in your hand to your opponent. Add "Polymerization" to your hand from outside of your Deck. This Skill can only be used once per Duel.


Ultimate Dragons is the best Skill to use with the current deck for a number of reasons. First of all, it overcomes the disadvantages of Blue-Eyes decks, by adding Blue-Eyes Ultimate Dragon , Neo Blue-Eyes Ultimate Dragon and Blue-Eyes Twin Burst Dragon to your Extra Deck. Then, with its second effect, it can turn useless Blue-Eyes cards in hand into Blue-Eyes Ultimate Dragon , Neo Blue-Eyes Ultimate Dragon , and Blue-Eyes Twin Burst Dragon using Polymerization . add up hand from nowhere. Additionally, the added Polymerization can sometimes be used as material for your trap cards. This skill will help make the deck more stable, which is an eternal problem for Blue-Eyes

Scorns of Ultimate Defeat (Skill Card) (5% - Rarely used because of low effectiveness)

UR Rarity
Scorns of Ultimate Defeat (Skill Card)
UR Rarity
Scorns of Ultimate Defeat (Skill Card)
Scorns of Ultimate Defeat (Skill Card)
Scorns of Ultimate Defeat (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used on turn 6 and onward. Add 1 "Blue-Eyes Chaos MAX Dragon" to the top of your Deck. In addition, add "Chaos Form" to your hand from outside of the Deck if your opponent controls monsters with 3500 or higher DEF. This Skill can only be used once per Duel.


This is a skill that goes along with the strategy with the ultimate goal of summoning the main monster Blue-Eyes Chaos MAX Dragon to the field and using its powerful effects to end the match. Decks that use this skill will aim to use a lot of Traps to prevent and harass opponents because this skill can only be used from turn 6 onwards. Although not used much in tournaments, this is a new way to change after a while of using Ultimate Dragon too much.

Alternative Evolution (Skill Card) (5% - Rarely used because of low effectiveness)

UR Rarity
Alternative Evolution (Skill Card)
UR Rarity
Alternative Evolution (Skill Card)
Alternative Evolution (Skill Card)
Alternative Evolution (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Select 1 monster you control with 3000 or more ATK, whose original name is "Blue-Eyes White Dragon". The selected monster becomes "Blue-Eyes Alternative White Dragon". This Skill can only be used once per Duel.


This is a skill that was used a lot before Ultimate Dragon was released. Now it is still used by some people when dealing with decks that use Spell/Trap by summoning Blue -Eye White Dragon and then using the skill to turn Blue-Eyes on the field into Blue-Eyes Alternative. White Dragon then uses A Wingbeat of Giant Dragon to destroy all Spell/Trap cards on the field   opponent , return Blue-Eyes Alternative White Dragon to the hand and then summon it to the field   again to continue the Synchro combo and bombard the opponent's field.



Core Cards

These are core and important cards for the Blue-Eyes deck in general, regardless of playing style or strategy. These are also the cards you should prioritize owning when deciding to invest in Blue-Eyes.

Blue-Eyes White Dragon (x3 - 100%)

SR Rarity
Blue-Eyes White Dragon
SR Rarity
Blue-Eyes White Dragon
Blue-Eyes White Dragon
LIGHT 8
Blue-Eyes White Dragon
  • ATK:

  • 3000

  • DEF:

  • 2500


This legendary dragon is a powerful engine of destruction. Virtually invincible, very few have faced this awesome creature and lived to tell the tale.


Blue-Eyes White Dragon is one of the most iconic monsters in Yu-Gi-Oh! This is an indispensable card when you build a Blue-Eyes deck. With a stat line of 3000 ATK and 2500 DEF, it can easily defeat other low attack monsters as well as put pressure on your opponents. It can also be special summoned quite easily by cards like The White Stone of Ancients , Maiden with Eyes of Blue or Sage with Eyes of Blue . Additionally, it allows you to summon your Synchro main monster Blue-Eyes Spirit Dragon and other Level 9 Synchro monsters when used in combination with one of your Tuner monsters.

Dragon Spirit of White (x1 - 100%)

SR Rarity
Dragon Spirit of White
SR Rarity
Dragon Spirit of White
Dragon Spirit of White
LIGHT 8
Dragon Spirit of White
  • ATK:

  • 2500

  • DEF:

  • 2000


(This card is always treated as a "Blue-Eyes" card.) This card is treated as a Normal Monster while in the hand or GY. When this card is Normal or Special Summoned: You can target 1 Spell/Trap your opponent controls; banish it. If your opponent controls a monster (Quick Effect): You can Tribute this card; Special Summon 1 "Blue-Eyes White Dragon" from your hand.


The card you don't want, but somehow always sees it on your first draw . Because of its ability to discard a Spell/Trap card (backrow) when it is summoned, Dragon Spirit of White is your best weapon against Spell/Trap heavy decks like Cyber ​​Dragons for example.


*Note that the Spell/Trap removal effect is only effective when Dragon Spirit Of White starts the Chain (Chain Link 1) . If you summon this card at Chain Link 2 or higher, it will miss timing because this effect is only activated WHEN this card is summoned to the field.

Additionally, it can also avoid targeted effects with its second effect by special summoning Blue-Eyes White Dragon from its hand.

*Note that your opponent must control a monster for you to activate this effect.

Blue-Eyes Alternative White Dragon (x1 - 100%)

UR Rarity
Blue-Eyes Alternative White Dragon
UR Rarity
Blue-Eyes Alternative White Dragon
Blue-Eyes Alternative White Dragon
LIGHT 8
Blue-Eyes Alternative White Dragon
  • ATK:

  • 3000

  • DEF:

  • 2500


Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by revealing "Blue-Eyes White Dragon" in your hand. You can only Special Summon "Blue-Eyes Alternative White Dragon" once per turn this way. This card's name becomes "Blue-Eyes White Dragon" while it is on the field or in the Graveyard. Once per turn: You can target 1 monster your opponent controls; destroy it. This card cannot attack the turn this effect is activated.


Each person only owns one card in Duel Links, Blue-Eyes Alternative White Dragon is one of the most important cards in the deck. Once per turn, by revealing Blue-Eyes White Dragon in your hand, Blue-Eyes Alternative White Dragon can special summon itself from your hand. This effect greatly increases the stability of Blue-Eyes decks in being able to summon Blue-Eyes Spirit Dragon , the deck's main monster, on their first turn. Blue-Eyes Alternative White Dragon 's other effect allows you to target once per turn a monster your opponent controls and destroy it. However, you cannot attack with Alternative during the turn you use this effect. Therefore, after using this effect, Alternative is often used as a Synchro or XYZ material.

The White Stone of Ancients (x3 - 95%)

UR Rarity
The White Stone of Ancients
UR Rarity
The White Stone of Ancients
The White Stone of Ancients
LIGHT 1
The White Stone of Ancients
  • ATK:

  • 600

  • DEF:

  • 500


Once per turn, during the End Phase, if this card is in the GY because it was sent there this turn: You can Special Summon 1 "Blue-Eyes" monster from your Deck. You can banish this card from your GY, then target 1 "Blue-Eyes" monster in your GY; add it to your hand. You can only use this effect of "The White Stone of Ancients" once per turn.


When The White Stone of Ancients was released, it greatly increased the stability of the deck. Today, it remains one of the deck's strongest cards as it allows you to summon Blue-Eyes White Dragon or Dragon Spirit of White during the End Phase of the turn in which it is sent to the grave. This effect is also extremely powerful when combined with Cards of Consonance , which will be covered later in the guide, as you essentially draw 2 cards and activate the effect of The White Stone of Ancients during the End Phase. The White Stone of Ancients ' second effect allows you to add a “Blue-Eyes” monster from the Graveyard to your hand by removing it from the Graveyard. This effect can be used to recycle your Blue-Eyes Alternative White Dragon . Since it is a Level 1 Tuner, you can easily summon your Synchro/Xyz monsters, for example: Blue-Eyes Spirit Dragon , Vermillion Dragon Mech, or Hieratic Sun Dragon Overlord of Heliopolis.

Sage with Eyes of Blue (x3 - 95%)

SR Rarity
Sage with Eyes of Blue
SR Rarity
Sage with Eyes of Blue
Sage with Eyes of Blue
LIGHT 1
Sage with Eyes of Blue
  • ATK:

  • 0

  • DEF:

  • 1500


When this card is Normal Summoned: You can add 1 Level 1 LIGHT Tuner from your Deck to your hand, except "Sage with Eyes of Blue". You can discard this card, then target 1 Effect Monster you control; send it to the GY, and if you do, Special Summon 1 "Blue-Eyes" monster from your Deck. You can only use this effect of "Sage with Eyes of Blue" once per turn.


One of the most powerful cards in the deck, Sage with Eyes of Blue allows you to add 1 Level 1 LIGHT Tuner from the deck to your hand. Most of the time, your target for this effect will be The White Stone of Ancients to then use it with Cards of Consonance or one of the traps that send The White Stone of Ancients to your grave. Sage with Eyes of Blue comes with another great effect. By sending itself to the grave, Sage with Eyes of Blue allows you to target an effect monster you control, sending it to the grave to then special summon a “Blue-Eyes” monster from your deck. This effect is useful in many situations but is mainly used to remove your opponent's Spell/Trap cards during your turn via Dragon Spirit of White .

The Melody of Awakening Dragon (x1 - 20%)

SR Rarity
The Melody of Awakening Dragon
SR Rarity
The Melody of Awakening Dragon
The Melody of Awakening Dragon
Spell Normal
The Melody of Awakening Dragon

    Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


    The Melody of Awakening Dragon was a card rarely seen in tournament Blue-Eyes decks until the release of Blue-Eyes Alternative White Dragon . By sending a card from your hand to the grave, Melody allows you to add up to 2 Dragon-type monsters with 3000 ATK or more and 2500 DEF or less from your deck to your hand. Now, in a Blue-Eyes deck, discarding a card can actually be quite good, if the discarded card is The White Stone of Ancients . The Melody of Awakening Dragon increases the frequency of Blue-Eyes Alternative White Dragon and the Ultimate Dragons skill, making it an essential card for the deck. Although being Limited 1 with Azure-Eyes Silver Dragon makes players have to choose 1 of 2 cards, most people will choose Azure-Eyes Silver Dragon because it makes Blue-Eyes play safe. than.



    Extra Deck

    These are cards commonly used in the Extra Deck

    Blue-Eyes Spirit Dragon (x2 - 50%)

    UR Rarity
    Blue-Eyes Spirit Dragon
    UR Rarity
    Blue-Eyes Spirit Dragon
    Blue-Eyes Spirit Dragon
    LIGHT 9
    Blue-Eyes Spirit Dragon
    • ATK:

    • 2500

    • DEF:

    • 3000


    1 Tuner + 1 or more non-Tuner "Blue-Eyes" monsters Neither player can Special Summon 2 or more monsters at the same time. Once per turn, during either player's turn, when an effect of a card in the Graveyard is activated: You can negate the activation. During either player's turn: You can Tribute this Synchro Summoned card; Special Summon 1 LIGHT Dragon-Type Synchro Monster from your Extra Deck in Defense Position, except "Blue-Eyes Spirit Dragon", but destroy it during the End Phase of this turn.


    Blue-Eyes Spirit Dragon is the main carry monster of the Blue-Eyes deck. With the first effect, it prevents your opponent from special summoning 2 monsters at the same time. By simply summoning this card, you can make your entire Ritual Beasts or Pendulum deck unable to use its effects. they. As a second effect, it also allows you to negate the activation of a graveyard effect such as Bacon Saver once per turn. And it has another beneficial effect. Its ultimate effect is great for dodging targeted effects by special summoning a LIGHT dragon-type Synchro Monster yourself from your Extra Deck in the Defense position. However, note that the monster you summoned from this effect will be destroyed during the End Phase. To solve this problem, your main target for this effect is Azure-Eyes Silver Dragon due to its protective effects.

    Azure-Eyes Silver Dragon (x1 - 70%)

    SR Rarity
    Azure-Eyes Silver Dragon
    SR Rarity
    Azure-Eyes Silver Dragon
    Azure-Eyes Silver Dragon
    LIGHT 9
    Azure-Eyes Silver Dragon
    • ATK:

    • 2500

    • DEF:

    • 3000


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


    When special summoned, Azure-Eyes Silver Dragon prevents your dragon monsters currently on the field from being targeted and destroys card effects until the end of your next turn. However, your opponent can solve this problem by Chaining a card with a target/destroy effect like Treacherous Trap Hole when it is summoned. Azure-Eyes Silver Dragon also keeps you from running out of resources as it is essentially a Revive Monster for your Blue-Eyes White Dragon or Dragon Spirit of White during your Standby Phase. With the release of Blue-Eyes Spirit Dragon , this card becomes much more viable as its protective effect can now be used during your opponent's turn.

    Vermillion Dragon Mech (x1 - 90%)

    UR Rarity
    Vermillion Dragon Mech
    UR Rarity
    Vermillion Dragon Mech
    Vermillion Dragon Mech
    FIRE 9
    Vermillion Dragon Mech
    • ATK:

    • 2700

    • DEF:

    • 1800


    1 Tuner + 1+ non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, GY, or face-up field, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the GY: You can target 1 of your banished Tuners; add it to your hand.


    Vermillion Dragon Mech is another powerful level 9 Synchro monster that the deck is capable of summoning. By discarding 1 Tuner from your hand, face-up on the field or your graveyard, you can target a card your opponent controls and destroy it. This effect is very useful because it allows you to remove both monsters and Spells/Traps. Your main target when it comes to removal is Sage with Eyes of Blue , as it will be added back to your hand when the Vermillion Dragon Mech is destroyed and sent to the Graveyard. Although this effect appears rarely, it can be put to good use to restore some of your resources.

    Hieratic Sun Dragon Overlord of Heliopolis (x1 - 80%)

    UR Rarity
    Hieratic Sun Dragon Overlord of Heliopolis
    UR Rarity
    Hieratic Sun Dragon Overlord of Heliopolis
    Hieratic Sun Dragon Overlord of Heliopolis
    LIGHT
    Hieratic Sun Dragon Overlord of Heliopolis
    • ATK:

    • 3000

    • DEF:

    • 2400


    2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field.


    Once per turn, by detaching XYZ material, Hieratic Sun Dragon Overlord of Heliopolis will Tribute any number of cards from your hand and/or field to then destroy cards on the field equal to the number of monsters sacrificed object. This effect does not select a target. It is therefore very important for Blue-Eyes decks as it is one of your only options for removing monsters that cannot be targeted, such as Lunalight Saber Dancer for example.



    Tech Cards

    Tech Cards are situational side cards that are played alongside Core Cards and serve the purpose of balancing out the deck's weakness(s) and/or against certain matchups.

    Cards of Consonance and The White Stone of Legend ( depending on preferences)

    UR Rarity
    Cards of Consonance
    UR Rarity
    Cards of Consonance
    Cards of Consonance
    Spell Normal
    Cards of Consonance

      Discard 1 Dragon Tuner with 1000 or less ATK; draw 2 cards.


      SR Rarity
      The White Stone of Legend
      SR Rarity
      The White Stone of Legend
      The White Stone of Legend
      LIGHT 1
      The White Stone of Legend
      • ATK:

      • 300

      • DEF:

      • 250


      If this card is sent to the GY: Add 1 "Blue-Eyes White Dragon" from your Deck to your hand.


      Cards of Consonance is a great card that both puts your The White Stone of Ancients in the grave and allows you to draw 2 cards. With Cards of Consonance and The White Stone of Legend, one can even choose to play 3 copies of these two cards for maximum draw potential. Additionally, it is recommended to play a 20-card deck when using Cards of Consonance. Be careful not to activate too many Cards of Consonances in one turn, as you can draw all of your The White Stone of Ancients cards, rendering it useless. In most cases, when you summon a Sage with Eyes of Blue while having Cards of Consonance in hand, you want to search for The White Stone of Ancients to then use it with Cards of Consonance . However, if you also have Cosmo Brain or Ancient Rules or even Blue-Eyes Alternative White Dragon in hand, you should seek out (if available) The White Stone of Legend . White Stone of Legend has increased playability in Blue-Eyes decks along with 3 Cards of Consonance as plays have shifted to the Ultimate Dragons skill, making Blue-Eyes in your hand even better.

      Book of Moon and Treacherous Trap Hole (depending on preference)

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

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


        SR Rarity
        Treacherous Trap Hole
        SR Rarity
        Treacherous Trap Hole
        Treacherous Trap Hole
        Trap Normal
        Treacherous Trap Hole

          If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.


          In recent lists, people are reusing Treacherous Trap Hole along with Book of Moon to harass opponents instead of regular trap cards. Treacherous Trap Hole has an extremely powerful effect as it allows you to target and then destroy 2 monsters on the field, as long as you have no trap cards in your graveyard. This card used to be one of the best Tech Cards for Blue-Eyes decks. But due to Sage with Eyes of Blue , the trap of sending cards in hand to the grave became increasingly popular, causing Treacherous Trap Hole to no longer be played in the tournament version of the deck. Book of Moon allows you to target a monster on the field and change it to a face-down defense position. This effect is extremely powerful for interrupting your opponent's turn, placing your opponent's monster with a strong effect face-down, and even dodging some of your opponent's interruptions, which is why the card This card is one of the most played Tech Cards. Therefore, it is also a good choice in Blue-Eyes decks. These two cards combine quite well. One of the main problems with Treacherous Trap Hole is that you must not have a trap card in your graveyard to activate it. This means you have to risk playing more traps or possibly lacking harassment with only 2 copies of Treacherous Trap Hole . Now Book of Moon is a great answer to this problem as it provides a powerful disruption in the form of a spell card, fixing said problem.

          Raigeki Break, Ultimate Providence and Karma Cut (hoặc Divine Wrath hoặc Hallowed Life Barrier)

          UR Rarity
          Raigeki Break
          UR Rarity
          Raigeki Break
          Raigeki Break
          Trap Normal
          Raigeki Break

            Discard 1 card, then target 1 card on the field; destroy it.


            R Rarity
            Ultimate Providence
            R Rarity
            Ultimate Providence
            Ultimate Providence
            Trap Counter
            Ultimate Providence

              When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy it.


              SR Rarity
              Karma Cut
              SR Rarity
              Karma Cut
              Karma Cut
              Trap Normal
              Karma Cut

                Discard 1 card, then target 1 face-up monster your opponent controls; banish that target, then banish all cards with the same name as that monster from your opponent's Graveyard.


                These trap cards for sending cards in your hand to the grave allow you to both get The White Stone of Ancients into the grave and gain advantage from their effects. Karma Cut is arguably one of the best trap cards in the game right now because it can bypass destructive protective effects like Shiranui Sunsaga 's effect by removing your opponent's monster instead of destroying it. It. Furthermore, it also removes additional copies of the discarded card from the graveyard. It's important to note that Karma Cut only works with face-up monsters on the field. Raigeki Break isn't quite as good as Karma Cut when it comes to eliminating monsters. Unlike Karma Cut , Raigeki Break can destroy your opponent's Spell/Trap cards. In the best case scenario, you would use Raigeki Break (during the End Phase of your opponent's turn in this example), discarding The White Stone of Ancients to destroy a Spell/Trap card. You then summon Dragon Spirit of White from the deck to discard another Spell/Trap card. Both Divine Wrath and Ultimate Providence are mostly used to negate monster effects and destroy them. Ultimate Providence shows more playability as it is more accessible since it is at R rarity compared to Divine Wrath , which is a UR. Since their effects are not exactly the same, there are very few situations in which one card is better than the other, but since your main goal is to get rid of The White Stone of Ancients when using either card , this doesn't matter that much. Hallowed Life Barrier may seem like an odd choice at first. However, this card is used a lot in OTK metas. By reducing all Battle Damage to 0, you are essentially guaranteed to survive this turn and, in the best case scenario, get The White Stone of Ancients in your grave.


                *Also, although it may not say this on the card, it also protects your monsters from being destroyed in battle the turn you use it. This is because Duel Links uses letters from the TCG (when this effect does not apply), but rulings from the OCG (when this effect applies).

                Ancient Rules and Cosmo Brain (Use depending on the situation)

                R Rarity
                Ancient Rules
                R Rarity
                Ancient Rules
                Ancient Rules
                Spell Normal
                Ancient Rules

                  Special Summon 1 Level 5 or higher Normal Monster from your hand.


                  R Rarity
                  Cosmo Brain
                  R Rarity
                  Cosmo Brain
                  Cosmo Brain
                  DARK 7
                  Cosmo Brain
                  • ATK:

                  • 1500

                  • DEF:

                  • 2450


                  Cannot be Normal Summoned/Set. Must first be Special Summoned by sending 1 non-Effect Monster from your hand or face-up field to the GY. This card gains ATK equal to the Level of the monster sent to the GY this way x 200. You can Tribute 1 Effect Monster; Special Summon 1 Normal Monster from your hand or Deck. You can only use this effect of "Cosmo Brain" once per turn.


                  These cards are one of the main reasons why Blue-Eyes White Dragon and Dragon Spirit of White are not considered completely useless in your hand. Cosmo Brain with an ATK of 3100 after being summoned by sending a normal monster to the grave will be a high ATK monster. This is very useful in mirror matches because it gives you a slight advantage over your opponent's Blue-Eyes monster with their 3000 ATK or 3000 DEF. Additionally, Cosmo Brain is not only a very strong monster with 3100 ATK, it also has an effect that allows you to summon Blue-Eyes White Dragon from your deck or hand by paying tribute to an effect monster. that you control. You can also use it to summon Dragon Spirit of White from your hand, although this only works if it is in your hand as it is not considered a normal monster while in your deck.
                  Deck builders have recently switched to Ancient Rules . Ancient Rules does not use resources from the main deck to summon Synchro while Cosmo Brain requires you to sacrifice itself to then special summon a Blue-Eyes monster from your deck, draining resources. your resources.

                  Chaos Dragon Levianeer and The Melody of Awakening Dragon (Combo)

                  UR Rarity
                  Chaos Dragon Levianeer
                  UR Rarity
                  Chaos Dragon Levianeer
                  Chaos Dragon Levianeer
                  DARK 8
                  Chaos Dragon Levianeer
                  • ATK:

                  • 3000

                  • DEF:

                  • 0


                  Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.


                  SR Rarity
                  The Melody of Awakening Dragon
                  SR Rarity
                  The Melody of Awakening Dragon
                  The Melody of Awakening Dragon
                  Spell Normal
                  The Melody of Awakening Dragon

                    Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


                    Chaos Dragon Levianeer gives the deck access to another strong ace monster that comes with 3 powerful effects.


                    - Mostly, you will only use its effect that activates when both LIGHT and DARK- elemental monsters are removed to summon it. When using this summon, it provides an effect that destroys 2 cards on the field and does not target, often useful for forcing Spell/Trap cards or bypassing target protection effects such as Lunalight Saber Dancer 's effect.

                    - In rare cases, the effect activates when only a LIGHT monster is removed to summon it to later yield a Tuner and Synchro Summon a level 9 Synchro monster. For example, Vermillion Dragon Mech .

                    - However, sometimes, the card can also be used as another high ATK monster to push damage. After using its effect, Chaos Dragon Levianeer cannot attack this turn, so using it as a Synchro or XYZ material is recommended in most cases. When using Chaos Dragon Levianeer in a standard Blue-Eyes deck, you should at least play Cosmo Brain and possibly Sphere Kuriboh , to get enough summoning materials for it. In addition, The Melody of Awakening Dragon is also very useful as you have an additional way to synergize with Chaos Dragon Levianeer . The reason Chaos Dragon Levianeer doesn't see a lot of play is that even though it allows for good mid to late game play, it's often a useless card in the early game when your grave doesn't have a lot of materials (it can still be used). called a brick). Since Blue-Eyes decks already suffer from poor stability, adding Chaos Dragon Levianeer will increase the likelihood of drawing inappropriate cards early in the game and thus reduce overall stability.

                    Ritual Beast Ulti-Pettlephin, Spiritual Beast Tamer Winda and Ritual Beast Ulti-Apelio (Use depending on the situation)

                    R Rarity
                    Ritual Beast Ulti-Pettlephin
                    R Rarity
                    Ritual Beast Ulti-Pettlephin
                    Ritual Beast Ulti-Pettlephin
                    WIND 6
                    Ritual Beast Ulti-Pettlephin
                    • ATK:

                    • 200

                    • DEF:

                    • 2800


                    1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Cannot be destroyed by card effects. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.


                    UR Rarity
                    Spiritual Beast Tamer Winda
                    UR Rarity
                    Spiritual Beast Tamer Winda
                    Spiritual Beast Tamer Winda
                    WIND 4
                    Spiritual Beast Tamer Winda
                    • ATK:

                    • 1600

                    • DEF:

                    • 1800


                    If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn.


                    UR Rarity
                    Ritual Beast Ulti-Apelio
                    UR Rarity
                    Ritual Beast Ulti-Apelio
                    Ritual Beast Ulti-Apelio
                    WIND 6
                    Ritual Beast Ulti-Apelio
                    • ATK:

                    • 2600

                    • DEF:

                    • 400


                    1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.


                    Spiritual Beast Tamer Winda is a Tech Card that is sometimes played in Blue-Eyes decks with more than 20 cards. Spiritual Beast Tamer Winda gives the deck a solid defensive option. Since normally getting rid of a Spiritual Beast Tamer Winda on the field is not easy, your opponent will have to waste some resources to get her off the field. Fusion Monsters can also be summoned through her effects Ritual Beast Ulti-Apelio and Ritual Beast Ulti-Pettlephin are also quite useful for the deck, although they take up some significant space in the Extra Deck but here is a good choice when facing archetypes with extremely good OTK abilities in the meta.
                    • Ritual Beast Ulti-Apelio is used as an attack card used to help pressure your opponents. It has the effect of making it immune to the effects of other cards when it attacks, especially useful now that Wall of Disruption is being widely used in the meta again.
                    • Ritual Beast Ulti-Pettlephin is a better defensive card that can help you slow down the game a bit. With its base stat of 2800 DEF and a protective effect that prevents it from being destroyed by card effects, it is not the easiest monster to kill and will cost your opponent some resources .
                    In most cases when your Spiritual Beast Tamer Winda is destroyed, you should summon another Spiritual Beast Tamer Winda from the deck. However, you can occasionally stab your own Spiritual Beast Tamer Winda into your opponent's monster to gain access to the Fusion Monster Ritual Beast Ulti-Apelio or Ritual Beast Ulti-Pettlephin .

                    Ninjitsu Art of Super-Transformation and Ninja Grandmaster Hanzo (Optional depending on the situation)

                    SR Rarity
                    Ninjitsu Art of Super-Transformation
                    SR Rarity
                    Ninjitsu Art of Super-Transformation
                    Ninjitsu Art of Super-Transformation
                    Trap Continuous
                    Ninjitsu Art of Super-Transformation

                      Activate this card by targeting 1 "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the GY, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monster(s). When this card leaves the field, banish that monster.


                      UR Rarity
                      Ninja Grandmaster Hanzo
                      UR Rarity
                      Ninja Grandmaster Hanzo
                      Ninja Grandmaster Hanzo
                      DARK 4
                      Ninja Grandmaster Hanzo
                      • ATK:

                      • 1800

                      • DEF:

                      • 1000


                      When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster from your Deck to your hand, except "Ninja Grandmaster Hanzo".


                      Ninja Grandmaster Hanzo , is a powerful game starter that the deck can use and is occasionally played in Blue-Eyes decks. However, similar to the gameplay of Spiritual Beast Tamer Winda , Ninja Grandmaster Hanzo is mainly played in Blue-Eyes decks with more than 20 cards. The Ninjitsu Art of Super-Transformation trap is useful because it both eliminates calloused monsters like Shiranui Sunsaga , and allows you to Special Summon a Dragon-type monster from your deck. For example, this allows Dragon Spirit of White to be Special Summoned to remove your opponent's Spell/Trap cards. However, this trap comes with some limitations:
                      • You need to have the “Ninja” card (in your case Ninja Grandmaster Hanzo ) on the field to use it.
                      • When the card's effect states “Special Summon 1 Dragon, Dinosaur, or Sea Serpent monster from your Deck whose Level is less than or equal to the combined initial Level of the sent monster(s)” , its other limitation requires you to at least send a Level 4 or higher Monster your opponent controls (since Ninja Grandmaster Hanzo is a Level 4 monster) to be able to summon Blue-Eyes White Dragon or Dragon Spirit of White from your deck. It's worth noting that you can always summon The White Stone of Ancients when using this card, as its Level is 1.

                      Ballista Squad and Dawn Knight (Use depending on the situation)

                      UR Rarity
                      Ballista Squad
                      UR Rarity
                      Ballista Squad
                      Ballista Squad
                      Trap Normal
                      Ballista Squad

                        Tribute 1 monster, then target 1 card your opponent controls; destroy it.


                        SR Rarity
                        Dawn Knight
                        SR Rarity
                        Dawn Knight
                        Dawn Knight
                        LIGHT 4
                        Dawn Knight
                        • ATK:

                        • 1400

                        • DEF:

                        • 1200


                        If this card is sent from the field to the Graveyard: You can send 1 LIGHT monster from your Deck to the Graveyard. If this card is sent from your Deck to the Graveyard: Target 1 LIGHT monster in your Graveyard; place that target on the top of your Deck. You can only use 1 "Dawn Knight" effect per turn, and only once that turn.


                        Dawn Knight is a Tech Card that was mainly played before the release of Sage With Eyes Of Blue and on its own, it is considered quite outdated today. However, with Ballista Squad making its debut in Duel Links, Dawn Knight was able to return to a number of Blue-Eyes decks in tournaments. The main target for your Dawn Knight effect is The White Stone of Ancients , then use its effect(s) in the grave. However, in some cases, one can also send Blue-Eyes White Dragon to use it in conjunction with The White Stone of Ancients in the grave to add it back to the hand. This can be useful for later using it to Special Summon Blue-Eyes Alternative White Dragon from your hand. Ballista Squad is one of the newer backrow cards in the game. In Blue-Eyes decks, the card occasionally gets some play as it's a great way to get your Dawn Knight or The White Stone of Ancients from the field to your graveyard, then summon a monster Blue-Eyes from your deck.



                        Summary about Tech Card

                        Now, neither Spiritual Beast Tamer Winda , Ninja Grandmaster Hanzo , nor Dawn Knight have seen play in deck builds in recent tournaments. But why is that so? Blue-Eyes decks have primarily switched to faster builds involving Cards of Consonance . However, all of these Tech Cards promote slower gameplay that doesn't fit the current meta. This does not mean that all of these Tech Cards are unplayable, but they are definitely inferior to the Tech Cards mentioned previously.



                        The Tech Cards are still in good use

                         

                        Maiden with Eyes of Blue and Mausoleum of White ((Play depending on the situation))

                        UR Rarity
                        Maiden with Eyes of Blue
                        UR Rarity
                        Maiden with Eyes of Blue
                        Maiden with Eyes of Blue
                        LIGHT 1
                        Maiden with Eyes of Blue
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        When a card or effect is activated that targets this card (Quick Effect): You can Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, or GY. When this card is targeted for an attack: You can negate the attack, and if you do, change the battle position of this card, then you can Special Summon 1 "Blue-Eyes White Dragon" from your hand, Deck, or GY. You can only use 1 "Maiden with Eyes of Blue" effect per turn, and only once that turn.


                        UR Rarity
                        Mausoleum of White
                        UR Rarity
                        Mausoleum of White
                        Mausoleum of White
                        Spell Field
                        Mausoleum of White

                          During your Main Phase, you can Normal Summon 1 Level 1 LIGHT Tuner in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 face-up monster you control; send 1 Normal Monster from your hand or Deck to the GY, and if you do, the targeted monster gains ATK/DEF equal to the Level of the monster sent to the GY x 100, until the end of this turn (even if this card leaves the field). You can banish this card from your GY; add 1 "Burst Stream of Destruction" from your Deck to your hand.


                          Maiden with Eyes of Blue allows you to special summon Blue-Eyes White Dragon when it is attacked or targeted. While this can be used defensively, it also opens up combos with Mausoleum of White as you can summon Blue-Eyes White Dragon from your hand, deck or grave, allowing for an easy Synchro Summon during the turn your first. It's important to note though that Maiden with Eyes of Blue can miss its activation, allowing opponents to play around it. If you activate Mausoleum of White and target your and your opponent's Maiden with Eyes of Blue , then activate a card that does not target your Maiden with Eyes of Blue like Cosmic Cyclone , then you it will not be possible to activate the effect of Maiden with Eyes of Blue . This combination of cards has also not been successful in recent tournaments due to a number of factors. First, it can be easily broken by simply destroying Mausoleum of White . Additionally, because space in the deck is taken up by copies of Maiden with Eyes of Blue and Mausoleum of White , you can play fewer cards, resulting in less disruption overall.

                          Sphere Kuriboh ((Choose according to defense orientation))

                          UR Rarity
                          Sphere Kuriboh
                          UR Rarity
                          Sphere Kuriboh
                          Sphere Kuriboh
                          DARK 1
                          Sphere Kuriboh
                          • ATK:

                          • 300

                          • DEF:

                          • 200


                          When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


                          Sphere Kuriboh is a useful card for preventing a game ending from your opponent or just for repositioning a monster your opponent controls into a defensive position to then attack it. Some very useful examples of this effect are Invoked Purgatrio , Lunalight Saber Dancer or Chimeratech Rampage Dragon . Additionally, with it being a DARK beast, Sphere Kuriboh is targeted by the Chaos Dragon Levianeer . Sphere Kuriboh has seen a lot of play in Blue-Eyes decks in past tournaments. However, its use has decreased over time. This is because regular attacks are no longer good in Blue-Eyes decks, as people like to have interruptions like Karma Cut or Treacherous Trap Hole that directly interrupt their opponent's turn. Additionally, monsters like the Lunalight Saber Dancer are easier to deal with today than before. However, due to its DARK attribute, Sphere Kuriboh still sees some play, mostly in combination with Chaos Dragon Levianeer or in Side Decks.



                          Other Extra Decks are used depending on the situation

                           

                          Giganticastle (x1 - 10%)

                          R Rarity
                          Giganticastle
                          R Rarity
                          Giganticastle
                          Giganticastle
                          EARTH 9
                          Giganticastle
                          • ATK:

                          • 2900

                          • DEF:

                          • 2800


                          1 Tuner + 1 or more non-Tuner monsters This card gains 200 ATK and DEF for each non-Tuner Synchro Material Monster used to Synchro Summon this card.


                          Giganticastle comes with a fairly simple effect that increases its stats to 3100 ATK and 3000 DEF. While this card is generally useful for defeating monsters with high ATK, it is especially useful in mirror matches as it can easily defeat Blue-Eyes Spirit Dragon or Azure-Eyes Silver Dragon in position. defense.

                          Cloudcastle (x1 - 10%)

                          N Rarity
                          Cloudcastle
                          N Rarity
                          Cloudcastle
                          Cloudcastle
                          WIND 9
                          Cloudcastle
                          • ATK:

                          • 0

                          • DEF:

                          • 3000


                          1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can target 1 Level 9 monster in your Graveyard; Special Summon that target. Level 8 or lower monsters cannot attack the turn they are Normal or Special Summoned.


                          Cloudcastle gives you the option to bring back a level 9 monster from your grave. This effect is used to revive Blue-Eyes Spirit Dragon , Vermillion Dragon Mech or Giganticastle . However, it has some disadvantages:


                          • Blue-Eyes Spirit Dragon will not be able to use the jump off the field effect if it is summoned by this effect.
                          • Monsters level 8 or lower cannot attack the turn they are summoned. (This applies to both your monsters and your opponent's monsters).
                          • It must be left in a defensive position, due to its 0 ATK value, clogging your field.

                          Number 46: Dragluon ((x1 - 60%))

                          SR Rarity
                          Number 46: Dragluon
                          SR Rarity
                          Number 46: Dragluon
                          Number 46: Dragluon
                          LIGHT
                          Number 46: Dragluon
                          • ATK:

                          • 3000

                          • DEF:

                          • 3000


                          2 Level 8 Dragon-Type monsters Once per turn, if you control no other monsters: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Special Summon 1 Dragon-Type monster from your hand. ● Target 1 Dragon-Type monster your opponent controls; take control of that target. ● Dragon-Type monsters your opponent controls cannot activate their effects until the end of your opponent's turn.


                          Only available in Selection Box Vol 4 and therefore not easily accessible, Number 46: Dragluon comes with 3 effects, however, can only be activated if you control no other monsters. By detaching an XYZ material, you can, once per turn, choose from the following effects:


                          • Special Summon a Dragon-Type monster from your hand. This effect can be used to end combos or extend combined combos (e.g. using additional materials to summon Synchro or XYZ).
                          • Target the Dragon-Type monster your opponent controls and take control of it. Now this effect is extremely useful in mirror match. You can easily turn the tide of a duel by controlling their key monsters, for example: Neo Blue-Eyes Ultimate Dragon .
                          • Prevent your opponent from activating the effect of their Dragon-Type monster until the end of your next turn. Another effect used in mirror match. This effect acts as a flood gate . Since you most likely won't be able to make this monster Turn 1, the effect won't appear much but can appear from time to time.

                          Number 68: Sanaphond the Sky Prison (x1 - 60%)

                          R Rarity
                          Number 68: Sanaphond the Sky Prison
                          R Rarity
                          Number 68: Sanaphond the Sky Prison
                          Number 68: Sanaphond the Sky Prison
                          DARK
                          Number 68: Sanaphond the Sky Prison
                          • ATK:

                          • 2100

                          • DEF:

                          • 2700


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


                          Number 68: Sanaphond the Sky Prison 's first effect allows it to gain 100 ATK and 100 DEF for each monster in the grave. Its second effect allows it, once per turn, to detach an XYZ material to prevent it from being destroyed by card effects. Additionally, no player can summon monsters from the grave. This can be useful against mirror matches or decks that summon from the grave.

                          Sylvan Princessprite (x1 - 40%)

                          SR Rarity
                          Sylvan Princessprite
                          SR Rarity
                          Sylvan Princessprite
                          Sylvan Princessprite
                          LIGHT
                          Sylvan Princessprite
                          • ATK:

                          • 1800

                          • DEF:

                          • 100


                          2 Level 1 monsters You can detach 1 Xyz Material from this card; excavate the top card of your Deck, and if it is a Spell/Trap, add it to your hand. Otherwise, send it to the GY. You can send 1 other Plant monster from your hand or face-up from your field to the GY, then target 1 "Sylvan" monster in your GY; Special Summon it. You can only use each effect of "Sylvan Princessprite" once per turn.


                          Although Sylvan Princessprite has two effects, only one of them is truly useful. Once per turn, by detaching XYZ material, Sylvan Princessprite allows you to send the top cards of your deck and if it's a Spell/Trap, add that card to your hand. However, if you send a monster, Sylvan Princessprite will send it to the grave. Either result of this effect is quite useful. In the case of Spell/Trap, you will essentially draw to one of your Tech Cards. In the case of a beast, you might get lucky and unearth The White Stone of Ancients . Though sending Blue-Eyes White Dragon or Blue-Eyes Alternative White Dragon to the grave isn't necessarily bad either, as you can add them back to your hand via The White Stone of Ancients .



                          Final thoughts on Blue-Eyes

                          Sometimes, Blue-Eyes decks can get Bricked when drawing all high-level monsters or Spells to their hand, but they can still compete with the top decks in the current meta. The deck has been avoiding banlists for quite some time, but I fear this streak will soon end. Even so, even if the deck ends up on the banlist, there are still some great cards that could be released in the future like Return of the Dragon Lords , The Ultimate Creature of Destruction or even Galaxy-Eyes Cipher Dragon and its Rank-Ups .




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