Basic instructions for playing Invoked

Basic instructions for playing Invoked

This article will help you learn how to play Invoked.




Gameplay overview

Invoked is a deck with a variety of deck building methods, played around a main monster, Aleister the Invoker, the Invocation card. Aleister is the main fusion material of all Invoked monsters. Invoked's fusion monsters have all the characteristics such as limiting the activation of monster effects, harassing opponents, and even having large attack monsters capable of quickly defeating opponents.



Core

Most Invoked monsters are in the side deck, so Invoked's core in the main deck is very thin.

Currently, almost all Invoked cards are limited in number when building a deck ( Aleister (3), Invocation (3), Magellanica (2), Cocytus (0)).

Aleister the Invoker and Invocation (Key)

UR Rarity
Aleister the Invoker
UR Rarity
Aleister the Invoker
Aleister the Invoker
DARK 4
Aleister the Invoker
  • ATK:

  • 1000

  • DEF:

  • 1800


(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


R Rarity
Invocation
R Rarity
Invocation
Invocation
Spell Normal
Invocation

    Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


    Aleister

    (first)

    (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn.

    (2)

    If this card is Normal Summoned or flipped face-up : You can add 1 "Invocation" from your Deck to your hand.

     

    Aleister is the main fusion material for Invoked monsters. Each Invoked monster has the fusion material Aleister and a monster with the same system as that Invoked, so having Aleister is a prerequisite. Most decks play the maximum number of Aleisters they can handle.

    Invocation

    (first)

    Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material.

    (2)

    If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; Shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.

     

    Invocation is a card that only allows you to fusion summon a monster using materials from your hand.

    However, for Invoked specifically, Invocation also allows you to use materials from your field and the graves of both players. This minimizes the subtraction of cards in your hand from fusion summons. You can take advantage of monsters that no longer have any effects from your grave and what makes Invocation even better is being able to use resources from your opponent's grave, using Invocation to banish monsters that may arise from the opponent's grave or they require being at the grave to activate the effect which can put some pressure on your opponent.

    You can get Invocation on your hand thanks to Aleister 's effect. So with just 1 Aleister in your hand, you can easily fuse 1 Invoked monster. However, to do this, you have to exchange the normal summon during the turn to normally summon Aleister , a completely reasonable exchange when the current game has many effects that can easily special summon Aleister. onto the field.

    Invoked's main deck only plays around Aleister and Invocation , so if Aleister is banished, it will cause you some difficulties when trying to fuse Invoked monsters. It's nice that Invocation also has a cooldown ability that allows you to put Aleister back in your hand and return Invocation to the deck. With this effect, in the next turns you can repeat the normal summon combo of Aleister for Invocation , fusion summon and then recycle both. Thus, each turn you can completely fuse 1 Invoked monster and do not need to worry about your monster force.

    Invoked Purgatrio (2)

    UR Rarity
    Invoked Purgatrio
    UR Rarity
    Invoked Purgatrio
    Invoked Purgatrio
    FIRE 7
    Invoked Purgatrio
    • ATK:

    • 2300

    • DEF:

    • 2000


    "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


    "Aleister the Invoker" + 1 FIRE monster

    (first)

    This card gains 200 ATK for each card your opponent controls.

    (2)

    This card can attack all monsters your opponent controls, once each.

    (3)

    If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

     

    Purgatrio is a monster that helps you defeat opponents with its attack and ability to scan enemy monsters in the battle phase. In addition, Purgatrio can cause penetrating damage, making it easier for you to otk.

    Invoked Magellanica (1)

    SR Rarity
    Invoked Magellanica
    SR Rarity
    Invoked Magellanica
    Invoked Magellanica
    EARTH 8
    Invoked Magellanica
    • ATK:

    • 3000

    • DEF:

    • 3300


    "Aleister the Invoker" + 1 EARTH monster


    "Aleister the Invoker" + 1 EARTH monster

     

     

     

    Magellanica has no effects at all, this is simply an Invoked that crushes people with its huge 3000 attack power. However, this does not turn Magellanica into a weak monster in the game. Firstly, you can summon a 3000 atk monster and moreover can use the opponent's resources very easily with just 1 Aleister normally summoned from your hand. Second, combined with the attack increasing effects from Aleister and Purgatrio almost turns Magellanica into a monster with unmatched attack power. And finally, Magellanica is not an effect monster, which makes Magellanica avoid strong cards and only target effect monsters like Fiendish Chain .

    Invoked Caliga (1)

    R Rarity
    Invoked Caliga
    R Rarity
    Invoked Caliga
    Invoked Caliga
    DARK 4
    Invoked Caliga
    • ATK:

    • 1000

    • DEF:

    • 1800


    "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


    "Aleister the Invoker" + 1 DARK monster

    (first)

    If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field.

    (2)

    Each player can attack with only 1 monster during each Battle Phase.

     

    Caliga has an effect that limits the number of times the player's monster effects can be activated to once per turn, making combos difficult. In addition, Caliga also limits the number of monsters that can be fought in a turn to 1 to help players buy more time.

    However, for other Invoked, Caliga has almost no impact on them. This creates a great advantage for you as Caliga 's entire effect is just annoying for your opponent.

    Invoked only needs to activate each of Aleister 's effects to get Invocation to his hand on his turn and can use Aleister to increase attack during the opponent's turn, Purgatrio and Magellanica do not have any active effects. You can also easily circumvent Caliga 's attack limit with Purgatrio because Caliga only limits the number of monsters that attack and does not limit the number of attacks.

    The opponent must deal with Caliga before they want to do anything else, so Caliga can be considered a shield for your other monsters. In return, Caliga cannot protect itself and accordingly its attack and defense stats are not very high.

    Caliga is also a level 4 monster, the same level as Aleister , you can easily use Caliga and Aleister as xyz materials when you feel Caliga is no longer needed.



    Other supports

    Although Invocation can use monsters in the opponent's grave as fusion materials, players cannot completely depend on their grave. Invoked's core is very thin so you can combine it with other monsters or other card races to create more initiative.

    Inari Fire (3)

    SR Rarity
    Inari Fire
    SR Rarity
    Inari Fire
    Inari Fire
    FIRE 4
    Inari Fire
    • ATK:

    • 1500

    • DEF:

    • 200


    You can only control 1 "Inari Fire". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). Once per turn, during your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.


    (first)

    You can only control 1 "Inari Fire".

    (2)

    If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand).

    (3)

    Once per turn, during your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.

     

    Use Inari Fire as an ingredient for Purgatrio .

    Inari Fire can be summoned after you normally summon Aleister .

    Invocation can use materials from the grave so you don't need to rush to summon Purgatrio . To make the most of your resources, you should use Aleister and Inari Fire to summon xyz 4 first.

    Ipiria and Volcanic Shell (3)

    SR Rarity
    Ipiria
    SR Rarity
    Ipiria
    Ipiria
    EARTH 2
    Ipiria
    • ATK:

    • 500

    • DEF:

    • 500


    If this card is Summoned: Draw 1 card. You can only use this effect of "Ipiria" once per turn.


    R Rarity
    Volcanic Shell
    R Rarity
    Volcanic Shell
    Volcanic Shell
    FIRE 1
    Volcanic Shell
    • ATK:

    • 100

    • DEF:

    • 0


    Once per turn: You can pay 500 LP; add 1 "Volcanic Shell" from your Deck to your hand. This card must be in the GY to activate and to resolve this effect.


    Volcanic Shell

    (first)

    Once per turn: You can pay 500 LP; add 1 "Volcanic Shell" from your Deck to your hand. This card must be in the GY to activate and to resolve this effect.

     

    Epiria

    (2)

    If this card is Summoned: Draw 1 card. You can only use this effect of "Ipiria" once per turn.

     

    Volcanic Shell and Ipiria are simply options that help players thin out their decks to get Aleister as soon as possible.

    Volcanic Shell and Ipiria will be used to pay the cost of effects from other cards such as Karma Cut , Raigeki Break , Ballista Squads if the deck plays towards controlling the game.

    Amano-Iwato (3)

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

    • 1900

    • DEF:

    • 1200


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


    Cannot be Special Summoned.

    (first)

    Monsters cannot activate their effects, except Spirit monsters.

    (2)

    Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.


    Purgatrio and Magellanica are monsters that do not carry any effects that require activation, so Amano-Iwato can work well with the deck allowing your Invoked to attack without having to worry about physical obstacles. Activation of monster effects from your opponent.



    Card clans can be played with Invoked

     

    Ritual Beast Ulti-Pettlephin, Spiritual Beast Tamer Winda and Ritual Beast Ulti-Apelio (support)

    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.


    (Ritual Beast)

    Elemental HERO Brave Neos, Elemental HERO Neos and Neos Fusion (support)

    UR Rarity
    Elemental HERO Brave Neos
    UR Rarity
    Elemental HERO Brave Neos
    Elemental HERO Brave Neos
    LIGHT 7
    Elemental HERO Brave Neos
    • ATK:

    • 2500

    • DEF:

    • 2000


    "Elemental HERO Neos" + 1 Level 4 or lower Effect Monster Must be Fusion Summoned. Gains 100 ATK for each "Neo-Spacian" and "HERO" monster in your GY. When this card destroys an opponent's monster by battle: You can add 1 Spell/Trap from your Deck to your hand that specifically lists the card "Elemental HERO Neos" in its text.


    UR Rarity
    Elemental HERO Neos
    UR Rarity
    Elemental HERO Neos
    Elemental HERO Neos
    LIGHT 7
    Elemental HERO Neos
    • ATK:

    • 2500

    • DEF:

    • 2000


    ''A new Elemental HERO has arrived from Neo-Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed.''


    SR Rarity
    Neos Fusion
    SR Rarity
    Neos Fusion
    Neos Fusion
    Spell Normal
    Neos Fusion

      Special Summon 1 Fusion Monster from your Extra Deck that lists exactly 2 monsters as material, including "Elemental HERO Neos", by sending those monsters from your hand, Deck, or field, ignoring its Summoning conditions. For the rest of this turn after this card resolves, you cannot Special Summon monsters. If a Fusion Monster(s) you control that lists "Elemental HERO Neos" as material would be destroyed by battle or card effect, or shuffled into the Extra Deck by its own effect, you can banish this card from your GY instead.


      (Neos Package)

      Ninjitsu Art of Super-Transformation, White Dragon Ninja and Ninja Grandmaster Hanzo (support)

      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.


        R Rarity
        White Dragon Ninja
        R Rarity
        White Dragon Ninja
        White Dragon Ninja
        LIGHT 7
        White Dragon Ninja
        • ATK:

        • 2700

        • DEF:

        • 1200


        Cannot be Special Summoned, except with a "Ninjitsu Art" card's effect. Spells/Traps you control cannot be destroyed by card effects.


        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)

        Vision HERO Vyon and Elemental HERO Blazeman (support)

        R Rarity
        Vision HERO Vyon
        R Rarity
        Vision HERO Vyon
        Vision HERO Vyon
        DARK 4
        Vision HERO Vyon
        • ATK:

        • 1000

        • DEF:

        • 1200


        If this card is Normal or Special Summoned: You can send 1 "HERO" monster from your Deck to the GY. You can only use this effect of "Vision HERO Vyon" once per turn. Once per turn: You can banish 1 "HERO" monster from your GY; add 1 "Polymerization" from your Deck to your hand.


        SR Rarity
        Elemental HERO Blazeman
        SR Rarity
        Elemental HERO Blazeman
        Elemental HERO Blazeman
        FIRE 4
        Elemental HERO Blazeman
        • ATK:

        • 1200

        • DEF:

        • 1800


        If this card is Normal or Special Summoned: You can add 1 "Polymerization" from your Deck to your hand. During your Main Phase: You can activate this effect; you cannot Special Summon monsters for the rest of this turn, except Fusion Monsters, also send 1 "Elemental HERO" monster from your Deck to the GY, except "Elemental HERO Blazeman", and if you do, this card's Attribute and ATK/DEF become the same as the monster sent to the GY, until the end of this turn. You can only use 1 "Elemental HERO Blazeman" effect per turn, and only once that turn.


        (HERO)

        Megaroid City, Rescueroid and Kiteroid (support)

        R Rarity
        Megaroid City
        R Rarity
        Megaroid City
        Megaroid City
        Spell Field
        Megaroid City

          You can target 1 other card you control; destroy it, and if you do, add 1 "roid" card from your Deck to your hand. During damage calculation, if your "roid" monster battles: You can send 1 "roid" monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only. You can only use each effect of "Megaroid City" once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card's effects (even if this card leaves the field).


          SR Rarity
          Rescueroid
          SR Rarity
          Rescueroid
          Rescueroid
          FIRE 6
          Rescueroid
          • ATK:

          • 1600

          • DEF:

          • 1800


          When a "roid" monster you control is destroyed by battle and sent to the Graveyard, you can return that monster to its owner's hand.


          SR Rarity
          Kiteroid
          SR Rarity
          Kiteroid
          Kiteroid
          WIND 1
          Kiteroid
          • ATK:

          • 200

          • DEF:

          • 400


          During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.


          (Rod)



          Deck Invoked

              

          Deck Mẫu Invoke

          Destiny Draw

          Need 10 UR

          UR Rarity
          Aleister the Invoker2 card
          UR Rarity
          Photon Thrasher2 card
          UR Rarity
          Red-Eyes Wyvern1 card
          UR Rarity
          Invoked Purgatrio1 card
          UR Rarity
          Red-Eyes Slash Dragon1 card
          UR Rarity
          Red-Eyes Black Dragon1 card
          UR Rarity
          Galaxy Cyclone2 card

          Main: 22 Extra: 7

          UR Rarity
          Aleister the Invoker
          UR Rarity
          Aleister the Invoker
          Aleister the Invoker
          DARK 4
          Aleister the Invoker
          • ATK:

          • 1000

          • DEF:

          • 1800


          (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


          UR Rarity
          Aleister the Invoker
          UR Rarity
          Aleister the Invoker
          Aleister the Invoker
          DARK 4
          Aleister the Invoker
          • ATK:

          • 1000

          • DEF:

          • 1800


          (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


          SR Rarity
          Inari Fire
          SR Rarity
          Inari Fire
          Inari Fire
          FIRE 4
          Inari Fire
          • ATK:

          • 1500

          • DEF:

          • 200


          You can only control 1 "Inari Fire". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). Once per turn, during your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.


          SR Rarity
          Inari Fire
          SR Rarity
          Inari Fire
          Inari Fire
          FIRE 4
          Inari Fire
          • ATK:

          • 1500

          • DEF:

          • 200


          You can only control 1 "Inari Fire". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). Once per turn, during your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.


          SR Rarity
          Kiteroid
          SR Rarity
          Kiteroid
          Kiteroid
          WIND 1
          Kiteroid
          • ATK:

          • 200

          • DEF:

          • 400


          During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.


          UR Rarity
          Photon Thrasher
          UR Rarity
          Photon Thrasher
          Photon Thrasher
          LIGHT 4
          Photon Thrasher
          • ATK:

          • 2100

          • DEF:

          • 0


          Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. Cannot attack if you control another monster.


          UR Rarity
          Photon Thrasher
          UR Rarity
          Photon Thrasher
          Photon Thrasher
          LIGHT 4
          Photon Thrasher
          • ATK:

          • 2100

          • DEF:

          • 0


          Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while you control no monsters. Cannot attack if you control another monster.


          UR Rarity
          Red-Eyes Wyvern
          UR Rarity
          Red-Eyes Wyvern
          Red-Eyes Wyvern
          WIND 4
          Red-Eyes Wyvern
          • ATK:

          • 1800

          • DEF:

          • 1600


          During your End Phase, if you did not Normal Summon/Set a monster this turn: You can banish this card from your Graveyard; Special Summon 1 "Red-Eyes" monster from your Graveyard, except "Red-Eyes B. Chick".


          UR Rarity
          Red-Eyes Black Dragon
          UR Rarity
          Red-Eyes Black Dragon
          Red-Eyes Black Dragon
          DARK 7
          Red-Eyes Black Dragon
          • ATK:

          • 2400

          • DEF:

          • 2000


          ''A ferocious dragon with a deadly attack.''


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

          • 1900

          • DEF:

          • 1200


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


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

          • 1900

          • DEF:

          • 1200


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


          SR Rarity
          Forbidden Chalice
          SR Rarity
          Forbidden Chalice
          Forbidden Chalice
          Spell Quick
          Forbidden Chalice

            Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


            SR Rarity
            Forbidden Chalice
            SR Rarity
            Forbidden Chalice
            Forbidden Chalice
            Spell Quick
            Forbidden Chalice

              Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


              UR Rarity
              Galaxy Cyclone
              UR Rarity
              Galaxy Cyclone
              Galaxy Cyclone
              Spell Normal
              Galaxy Cyclone

                Target 1 Set Spell/Trap on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.


                UR Rarity
                Galaxy Cyclone
                UR Rarity
                Galaxy Cyclone
                Galaxy Cyclone
                Spell Normal
                Galaxy Cyclone

                  Target 1 Set Spell/Trap on the field; destroy it. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 1 face-up Spell/Trap on the field; destroy it. You can only use this effect of "Galaxy Cyclone" once per turn.


                  R Rarity
                  Invocation
                  R Rarity
                  Invocation
                  Invocation
                  Spell Normal
                  Invocation

                    Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                    SR Rarity
                    Lightning Vortex
                    SR Rarity
                    Lightning Vortex
                    Lightning Vortex
                    Spell Normal
                    Lightning Vortex

                      Discard 1 card; destroy all face-up monsters your opponent controls.


                      SR Rarity
                      Red-Eyes Fusion
                      SR Rarity
                      Red-Eyes Fusion
                      Red-Eyes Fusion
                      Spell Normal
                      Red-Eyes Fusion

                        Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.


                        SR Rarity
                        Red-Eyes Insight
                        SR Rarity
                        Red-Eyes Insight
                        Red-Eyes Insight
                        Spell Normal
                        Red-Eyes Insight

                          Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn.


                          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.


                            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.


                              SR Rarity
                              Red-Eyes Spirit
                              SR Rarity
                              Red-Eyes Spirit
                              Red-Eyes Spirit
                              Trap Normal
                              Red-Eyes Spirit

                                Target 1 "Red-Eyes" monster in your GY; Special Summon it.


                                R Rarity
                                Invoked Caliga
                                R Rarity
                                Invoked Caliga
                                Invoked Caliga
                                DARK 4
                                Invoked Caliga
                                • ATK:

                                • 1000

                                • DEF:

                                • 1800


                                "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


                                SR Rarity
                                Invoked Magellanica
                                SR Rarity
                                Invoked Magellanica
                                Invoked Magellanica
                                EARTH 8
                                Invoked Magellanica
                                • ATK:

                                • 3000

                                • DEF:

                                • 3300


                                "Aleister the Invoker" + 1 EARTH monster


                                UR Rarity
                                Invoked Purgatrio
                                UR Rarity
                                Invoked Purgatrio
                                Invoked Purgatrio
                                FIRE 7
                                Invoked Purgatrio
                                • ATK:

                                • 2300

                                • DEF:

                                • 2000


                                "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                                UR Rarity
                                Red-Eyes Slash Dragon
                                UR Rarity
                                Red-Eyes Slash Dragon
                                Red-Eyes Slash Dragon
                                DARK 7
                                Red-Eyes Slash Dragon
                                • ATK:

                                • 2800

                                • DEF:

                                • 2400


                                "Red-Eyes B. Dragon" + 1 Warrior monster When a "Red-Eyes" monster declares an attack: You can target 1 Warrior monster in your GY; equip it to this card as an Equip Spell with this effect. ● The equipped monster gains 200 ATK. When a card or effect is activated that targets a card you control (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect: You can Special Summon as many monsters from your GY as possible, that were equipped to this card.


                                SR Rarity
                                Diamond Dire Wolf
                                SR Rarity
                                Diamond Dire Wolf
                                Diamond Dire Wolf
                                EARTH
                                Diamond Dire Wolf
                                • ATK:

                                • 2000

                                • DEF:

                                • 1200


                                2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.


                                SR Rarity
                                Number 70: Malevolent Sin
                                SR Rarity
                                Number 70: Malevolent Sin
                                Number 70: Malevolent Sin
                                DARK
                                Number 70: Malevolent Sin
                                • ATK:

                                • 2400

                                • DEF:

                                • 1200


                                2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


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

                                • 1900

                                • DEF:

                                • 0


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


                                    



                                Directions for playing the deck of cards

                                    

                                Aleister the Invoker and Inari Fire (States)

                                UR Rarity
                                Aleister the Invoker
                                UR Rarity
                                Aleister the Invoker
                                Aleister the Invoker
                                DARK 4
                                Aleister the Invoker
                                • ATK:

                                • 1000

                                • DEF:

                                • 1800


                                (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                                SR Rarity
                                Inari Fire
                                SR Rarity
                                Inari Fire
                                Inari Fire
                                FIRE 4
                                Inari Fire
                                • ATK:

                                • 1500

                                • DEF:

                                • 200


                                You can only control 1 "Inari Fire". If you control a Spellcaster-Type monster, you can Special Summon this card (from your hand). Once per turn, during your next Standby Phase after this face-up card on the field was destroyed by a card effect and sent to the Graveyard: Special Summon it from your Graveyard.


                                Cards in hand: Aleister , Inari Fire

                                • Normal summon Aleister . Use Aleister 's effect to add Invocation to your hand.
                                • Special Summon Inari Fire .

                                Number 70: Malevolent Sin and Diamond Dire Wolf (Summon xyz)

                                SR Rarity
                                Number 70: Malevolent Sin
                                SR Rarity
                                Number 70: Malevolent Sin
                                Number 70: Malevolent Sin
                                DARK
                                Number 70: Malevolent Sin
                                • ATK:

                                • 2400

                                • DEF:

                                • 1200


                                2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                                SR Rarity
                                Diamond Dire Wolf
                                SR Rarity
                                Diamond Dire Wolf
                                Diamond Dire Wolf
                                EARTH
                                Diamond Dire Wolf
                                • ATK:

                                • 2000

                                • DEF:

                                • 1200


                                2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.


                                • If the opponent's field has a monster, you can call Number 70 or Diamond DireWolf ( Dire Wolf 's target can be Caliga or itself because this deck does not focus much on Beast, Beast-Warrior, or Winged Beast)   to use the effect to clear your opponent's monsters.
                                You should prioritize using Aleister as a cost so you can use Invocation to banish Aleister from the grave.

                                Invoked Caliga, Invoked Purgatrio and Invoked Magellanica (Use Invocation!)

                                R Rarity
                                Invoked Caliga
                                R Rarity
                                Invoked Caliga
                                Invoked Caliga
                                DARK 4
                                Invoked Caliga
                                • ATK:

                                • 1000

                                • DEF:

                                • 1800


                                "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


                                UR Rarity
                                Invoked Purgatrio
                                UR Rarity
                                Invoked Purgatrio
                                Invoked Purgatrio
                                FIRE 7
                                Invoked Purgatrio
                                • ATK:

                                • 2300

                                • DEF:

                                • 2000


                                "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                                SR Rarity
                                Invoked Magellanica
                                SR Rarity
                                Invoked Magellanica
                                Invoked Magellanica
                                EARTH 8
                                Invoked Magellanica
                                • ATK:

                                • 3000

                                • DEF:

                                • 3300


                                "Aleister the Invoker" + 1 EARTH monster


                                When fusing with Invocation , to optimize resources, you should use Invocation and remove Aleister from the grave along with monsters in the opponent's grave.

                                After Dire Wolf uses its effect and destroys itself, you have the system needed to create Purgatrio (from Inari Fire ) or Magellanica (from Dire Wolf ) if the enemy grave doesn't have the system you need for the fusion.

                                Aleister the Invoker and Invocation (Restore resources!)

                                UR Rarity
                                Aleister the Invoker
                                UR Rarity
                                Aleister the Invoker
                                Aleister the Invoker
                                DARK 4
                                Aleister the Invoker
                                • ATK:

                                • 1000

                                • DEF:

                                • 1800


                                (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                                R Rarity
                                Invocation
                                R Rarity
                                Invocation
                                Invocation
                                Spell Normal
                                Invocation

                                  Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                                  Don't forget that you haven't used Invocation 's remaining effect yet. Return Invocation to your deck then add the discarded Aleister to your hand.

                                  Invocation will not return to the deck when you don't have an Aleister being discarded, so you should plan your moves ahead to ensure that there is an Aleister that will be discarded.

                                  Aleister can be used to increase the ATK of your fusion monsters by 1000, or you can normal summon Aleister or gain additional Invocation next turn!

                                  Invoked Caliga (Unforeseen danger!)

                                  R Rarity
                                  Invoked Caliga
                                  R Rarity
                                  Invoked Caliga
                                  Invoked Caliga
                                  DARK 4
                                  Invoked Caliga
                                  • ATK:

                                  • 1000

                                  • DEF:

                                  • 1800


                                  "Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.


                                  Don't forget that you still have Caliga in your deck. This is a monster that causes a lot of discomfort for opponents. Use Invocation to banish DARK-type monsters from your opponent's grave because most DARK-type monsters will have effects that affect the graveyard.

                                  Furthermore, Caliga is also a Beast-Type monster and has level 4, so it will be suitable as a target for Dire Wolf and used as a xyz 4 material.

                                  Red-Eyes Slash Dragon, Red-Eyes Fusion and Red-Eyes Black Dragon (Red-Eyes monsters)

                                  UR Rarity
                                  Red-Eyes Slash Dragon
                                  UR Rarity
                                  Red-Eyes Slash Dragon
                                  Red-Eyes Slash Dragon
                                  DARK 7
                                  Red-Eyes Slash Dragon
                                  • ATK:

                                  • 2800

                                  • DEF:

                                  • 2400


                                  "Red-Eyes B. Dragon" + 1 Warrior monster When a "Red-Eyes" monster declares an attack: You can target 1 Warrior monster in your GY; equip it to this card as an Equip Spell with this effect. ● The equipped monster gains 200 ATK. When a card or effect is activated that targets a card you control (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect: You can Special Summon as many monsters from your GY as possible, that were equipped to this card.


                                  SR Rarity
                                  Red-Eyes Fusion
                                  SR Rarity
                                  Red-Eyes Fusion
                                  Red-Eyes Fusion
                                  Spell Normal
                                  Red-Eyes Fusion

                                    Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.


                                    UR Rarity
                                    Red-Eyes Black Dragon
                                    UR Rarity
                                    Red-Eyes Black Dragon
                                    Red-Eyes Black Dragon
                                    DARK 7
                                    Red-Eyes Black Dragon
                                    • ATK:

                                    • 2400

                                    • DEF:

                                    • 2000


                                    ''A ferocious dragon with a deadly attack.''


                                    Call Red-Eyes Slash Dragon to stay on the field for the next turn. Red-Eyes Fusion allows you to send materials from the deck so it can help you thin out the deck and pull up Aleister as quickly as possible. However, you must give up the ability to summon other monsters this turn to use this effect!!!

                                    Polymerization and Invocation (tip)

                                    UR Rarity
                                    Polymerization
                                    UR Rarity
                                    Polymerization
                                    Polymerization
                                    Spell Normal
                                    Polymerization

                                      Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


                                      R Rarity
                                      Invocation
                                      R Rarity
                                      Invocation
                                      Invocation
                                      Spell Normal
                                      Invocation

                                        Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                                        Invocation is a fusion card that is not unique to Invoked!

                                        In case the cards in your hand are too bad like Red-Eyes Black Dragon, Invocation, Photon Thrasher (cards that should be in the deck instead of in hand), you can extinguish the fire by calling Red-Eyes Slash Dragon with Invocation .
                                        Invocation , if you summon a monster that is not Invoked, you can only use materials from your hand and cannot use materials from the field like normal Polymerization , so don't rush to summon Photon Thrasher but keep it on hand.



                                        Another way to play Invoked

                                        The deck has quite simple gameplay when you just need to summon monsters and then set up spells and traps to wait for the time.

                                        Sangan (Beasts help you get Aleister into your hand!)

                                        UR Rarity
                                        Sangan
                                        UR Rarity
                                        Sangan
                                        Sangan
                                        DARK 3
                                        Sangan
                                        • ATK:

                                        • 1000

                                        • DEF:

                                        • 600


                                        If this card is sent from the field to the GY: Add 1 monster with 1500 or less ATK from your Deck to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only use this effect of "Sangan" once per turn.


                                        (first)

                                        If this card is sent from the field to the GY : Add 1 monster with 1500 or less ATK from your Deck to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only use this effect of "Sangan" once per turn.


                                        Sangan can be used as a sacrifice to the Ballista Squad . When Sangan goes down from the field to the grave, you will gain Aleister to your hand. Remember that you will not be able to activate the effects of monsters that Sangan puts in your hand during the same turn.

                                        Volcanic Shell (skill)

                                        R Rarity
                                        Volcanic Shell
                                        R Rarity
                                        Volcanic Shell
                                        Volcanic Shell
                                        FIRE 1
                                        Volcanic Shell
                                        • ATK:

                                        • 100

                                        • DEF:

                                        • 0


                                        Once per turn: You can pay 500 LP; add 1 "Volcanic Shell" from your Deck to your hand. This card must be in the GY to activate and to resolve this effect.


                                        Skill: FIRE Reload

                                        Can be used if you only have FIRE Pyro-Type monsters in your hand. Return all cards in your hand to your Deck and shuffle it. Then draw the same number of cards that you returned to your Deck. This Skill can only be used once per Duel.


                                        Volcanic Shell is only effective in the grave and can do almost nothing in the hand and on the field. Combined with the FIRE Reload skill, it helps you filter the cards in your hand once if you accidentally get too many Volcanic Shells in your hand.

                                        Sample deck

                                        Swing Into Action: Pendulum Summon!

                                        Need 3 UR

                                        UR Rarity
                                        Odd-Eyes Advance Dragon
                                        UR Rarity
                                        Abyss Dweller
                                        UR Rarity
                                        Bahamut Shark

                                        Main: 20 Extra: 7

                                        UR Rarity
                                        Odd-Eyes Advance Dragon
                                        UR Rarity
                                        Odd-Eyes Advance Dragon
                                        Odd-Eyes Advance Dragon
                                        DARK 8
                                        Odd-Eyes Advance Dragon
                                        • ATK:

                                        • 3000

                                        • DEF:

                                        • 2500


                                        You can Tribute Summon this card by Tributing 1 Level 5 or higher monster. If this card is Tribute Summoned: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. When this card destroys a monster by battle: You can Special Summon 1 Level 5 or higher monster from your hand or GY in Defense Position, except "Odd-Eyes Advance Dragon". You can only use this effect of "Odd-Eyes Advance Dragon" once per turn.


                                        N Rarity
                                        Dinomist Ankylos
                                        N Rarity
                                        Dinomist Ankylos
                                        Dinomist Ankylos
                                        WATER 46
                                        Dinomist Ankylos
                                        • ATK:

                                        • 1500

                                        • DEF:

                                        • 2000


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] Banish any monster destroyed by battle with a "Dinomist" monster you control.


                                        N Rarity
                                        Dinomist Ankylos
                                        N Rarity
                                        Dinomist Ankylos
                                        Dinomist Ankylos
                                        WATER 46
                                        Dinomist Ankylos
                                        • ATK:

                                        • 1500

                                        • DEF:

                                        • 2000


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] Banish any monster destroyed by battle with a "Dinomist" monster you control.


                                        N Rarity
                                        Dinomist Brachion
                                        N Rarity
                                        Dinomist Brachion
                                        Dinomist Brachion
                                        WATER 56
                                        Dinomist Brachion
                                        • ATK:

                                        • 2000

                                        • DEF:

                                        • 800


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If you do not control "Dinomist Brachion" in your Monster Zone and your opponent controls a monster that has the highest ATK on the field (even if it's tied), you can Special Summon this card (from your hand).


                                        N Rarity
                                        Dinomist Brachion
                                        N Rarity
                                        Dinomist Brachion
                                        Dinomist Brachion
                                        WATER 56
                                        Dinomist Brachion
                                        • ATK:

                                        • 2000

                                        • DEF:

                                        • 800


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If you do not control "Dinomist Brachion" in your Monster Zone and your opponent controls a monster that has the highest ATK on the field (even if it's tied), you can Special Summon this card (from your hand).


                                        N Rarity
                                        Dinomist Brachion
                                        N Rarity
                                        Dinomist Brachion
                                        Dinomist Brachion
                                        WATER 56
                                        Dinomist Brachion
                                        • ATK:

                                        • 2000

                                        • DEF:

                                        • 800


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If you do not control "Dinomist Brachion" in your Monster Zone and your opponent controls a monster that has the highest ATK on the field (even if it's tied), you can Special Summon this card (from your hand).


                                        N Rarity
                                        Dinomist Plesios
                                        N Rarity
                                        Dinomist Plesios
                                        Dinomist Plesios
                                        WATER 46
                                        Dinomist Plesios
                                        • ATK:

                                        • 1700

                                        • DEF:

                                        • 1400


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] All face-up monsters your opponent controls lose 100 ATK and DEF for each "Dinomist" card you control.


                                        N Rarity
                                        Dinomist Plesios
                                        N Rarity
                                        Dinomist Plesios
                                        Dinomist Plesios
                                        WATER 46
                                        Dinomist Plesios
                                        • ATK:

                                        • 1700

                                        • DEF:

                                        • 1400


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] All face-up monsters your opponent controls lose 100 ATK and DEF for each "Dinomist" card you control.


                                        N Rarity
                                        Dinomist Plesios
                                        N Rarity
                                        Dinomist Plesios
                                        Dinomist Plesios
                                        WATER 46
                                        Dinomist Plesios
                                        • ATK:

                                        • 1700

                                        • DEF:

                                        • 1400


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] All face-up monsters your opponent controls lose 100 ATK and DEF for each "Dinomist" card you control.


                                        SR Rarity
                                        Dinomist Rex
                                        SR Rarity
                                        Dinomist Rex
                                        Dinomist Rex
                                        WATER 56
                                        Dinomist Rex
                                        • ATK:

                                        • 2400

                                        • DEF:

                                        • 2200


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If this card attacks, at the end of the Damage Step: You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack an opponent's monster again in a row, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Shuffle 1 card from your opponent's hand (at random) or their side of the field into the Deck, then this card gains 100 ATK.


                                        SR Rarity
                                        Dinomist Rex
                                        SR Rarity
                                        Dinomist Rex
                                        Dinomist Rex
                                        WATER 56
                                        Dinomist Rex
                                        • ATK:

                                        • 2400

                                        • DEF:

                                        • 2200


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If this card attacks, at the end of the Damage Step: You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack an opponent's monster again in a row, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Shuffle 1 card from your opponent's hand (at random) or their side of the field into the Deck, then this card gains 100 ATK.


                                        SR Rarity
                                        Dinomist Rex
                                        SR Rarity
                                        Dinomist Rex
                                        Dinomist Rex
                                        WATER 56
                                        Dinomist Rex
                                        • ATK:

                                        • 2400

                                        • DEF:

                                        • 2200


                                        [ Pendulum Effect ] Once, while this card is in your Pendulum Zone, you can negate an activated card effect that targets another "Dinomist" card(s) you control, then destroy this card. [ Monster Effect ] If this card attacks, at the end of the Damage Step: You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack an opponent's monster again in a row, and if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● Shuffle 1 card from your opponent's hand (at random) or their side of the field into the Deck, then this card gains 100 ATK.


                                        R Rarity
                                        Dinomist Spinos
                                        R Rarity
                                        Dinomist Spinos
                                        Dinomist Spinos
                                        WATER 53
                                        Dinomist Spinos
                                        • ATK:

                                        • 2500

                                        • DEF:

                                        • 1800


                                        [ Pendulum Effect ] If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. [ Monster Effect ] You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack your opponent directly this turn. ● This card can make a second attack during each Battle Phase this turn.


                                        R Rarity
                                        Dinomist Spinos
                                        R Rarity
                                        Dinomist Spinos
                                        Dinomist Spinos
                                        WATER 53
                                        Dinomist Spinos
                                        • ATK:

                                        • 2500

                                        • DEF:

                                        • 1800


                                        [ Pendulum Effect ] If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. [ Monster Effect ] You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack your opponent directly this turn. ● This card can make a second attack during each Battle Phase this turn.


                                        R Rarity
                                        Dinomist Spinos
                                        R Rarity
                                        Dinomist Spinos
                                        Dinomist Spinos
                                        WATER 53
                                        Dinomist Spinos
                                        • ATK:

                                        • 2500

                                        • DEF:

                                        • 1800


                                        [ Pendulum Effect ] If another "Dinomist" card(s) you control would be destroyed by battle or an opponent's card effect, you can destroy this card instead. [ Monster Effect ] You can Tribute 1 other "Dinomist" monster, then activate 1 of these effects; ● This card can attack your opponent directly this turn. ● This card can make a second attack during each Battle Phase this turn.


                                        SR Rarity
                                        Dinomist Charge
                                        SR Rarity
                                        Dinomist Charge
                                        Dinomist Charge
                                        Spell Continuous
                                        Dinomist Charge

                                          When this card is activated: Add 1 "Dinomist" monster from your Deck to your hand. Once per turn, if a "Dinomist" card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 "Dinomist Charge" per turn.


                                          SR Rarity
                                          Dinomist Charge
                                          SR Rarity
                                          Dinomist Charge
                                          Dinomist Charge
                                          Spell Continuous
                                          Dinomist Charge

                                            When this card is activated: Add 1 "Dinomist" monster from your Deck to your hand. Once per turn, if a "Dinomist" card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 "Dinomist Charge" per turn.


                                            SR Rarity
                                            Dinomist Charge
                                            SR Rarity
                                            Dinomist Charge
                                            Dinomist Charge
                                            Spell Continuous
                                            Dinomist Charge

                                              When this card is activated: Add 1 "Dinomist" monster from your Deck to your hand. Once per turn, if a "Dinomist" card(s) is added from the field to your Extra Deck face-up: Add 1 of those cards to your hand. You can only activate 1 "Dinomist Charge" per turn.


                                              R Rarity
                                              Dinomist Rush
                                              R Rarity
                                              Dinomist Rush
                                              Dinomist Rush
                                              Trap Normal
                                              Dinomist Rush

                                                Special Summon 1 "Dinomist" monster from your Deck, and if you do, it is unaffected by other cards' effects, also destroy it during the End Phase. You can only activate 1 "Dinomist Rush" per turn.


                                                R Rarity
                                                Dinomist Rush
                                                R Rarity
                                                Dinomist Rush
                                                Dinomist Rush
                                                Trap Normal
                                                Dinomist Rush

                                                  Special Summon 1 "Dinomist" monster from your Deck, and if you do, it is unaffected by other cards' effects, also destroy it during the End Phase. You can only activate 1 "Dinomist Rush" per turn.


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

                                                  • 1700

                                                  • DEF:

                                                  • 1400


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


                                                  UR Rarity
                                                  Bahamut Shark
                                                  UR Rarity
                                                  Bahamut Shark
                                                  Bahamut Shark
                                                  WATER
                                                  Bahamut Shark
                                                  • ATK:

                                                  • 2600

                                                  • DEF:

                                                  • 2100


                                                  2 Level 4 WATER monsters Once per turn: You can detach 1 material from this card; Special Summon 1 Rank 3 or lower WATER Xyz Monster from your Extra Deck. This card cannot attack for the rest of this turn.


                                                  SR Rarity
                                                  Full Armored Black Ray Lancer
                                                  SR Rarity
                                                  Full Armored Black Ray Lancer
                                                  Full Armored Black Ray Lancer
                                                  WATER
                                                  Full Armored Black Ray Lancer
                                                  • ATK:

                                                  • 2100

                                                  • DEF:

                                                  • 600


                                                  3 Level 4 WATER monsters You can also Xyz Summon this card by using a Rank 3 WATER Xyz Monster you control that has no Xyz Materials as the Xyz Material. This card gains 200 ATK for each Xyz Material attached to it. If this face-up card would be destroyed, you can detach all of its Xyz Materials instead. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card your opponent controls; destroy that target.


                                                  R Rarity
                                                  Mermail Abysstrite
                                                  R Rarity
                                                  Mermail Abysstrite
                                                  Mermail Abysstrite
                                                  WATER
                                                  Mermail Abysstrite
                                                  • ATK:

                                                  • 1600

                                                  • DEF:

                                                  • 2800


                                                  3 Level 3 monsters During either player's turn, when your opponent targets exactly 1 face-up "Mermail" monster you control for an attack, or with a Spell/Trap effect that could have targeted this card (except during the Damage Step): You can detach 1 Xyz Material from this card; that attack/effect now targets this card. When this card is destroyed and sent to the Graveyard: You can target 1 "Mermail" monster in your Graveyard, except "Mermail Abysstrite"; Special Summon that target.


                                                  SR Rarity
                                                  Number 12: Crimson Shadow Armor Ninja
                                                  SR Rarity
                                                  Number 12: Crimson Shadow Armor Ninja
                                                  Number 12: Crimson Shadow Armor Ninja
                                                  EARTH
                                                  Number 12: Crimson Shadow Armor Ninja
                                                  • ATK:

                                                  • 2400

                                                  • DEF:

                                                  • 1700


                                                  2 Level 5 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; this turn, face-up "Ninja" monsters you control cannot be destroyed by battle or by card effects.


                                                  R Rarity
                                                  Number 18: Heraldry Patriarch
                                                  R Rarity
                                                  Number 18: Heraldry Patriarch
                                                  Number 18: Heraldry Patriarch
                                                  LIGHT
                                                  Number 18: Heraldry Patriarch
                                                  • ATK:

                                                  • 2200

                                                  • DEF:

                                                  • 2200


                                                  2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.


                                                  SR Rarity
                                                  Number 70: Malevolent Sin
                                                  SR Rarity
                                                  Number 70: Malevolent Sin
                                                  Number 70: Malevolent Sin
                                                  DARK
                                                  Number 70: Malevolent Sin
                                                  • ATK:

                                                  • 2400

                                                  • DEF:

                                                  • 1200


                                                  2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3.


                                                    



                                                  Epilogue

                                                  Invoked is a potential card clan that takes up very little space in your main deck and is almost always used as an engine for many other decks. After this article, hopefully you can understand how it works as well as have some directions for building a deck with this family of cards.




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