Instructions for Playing SalamanGREAT

Instructions for Playing SalamanGREAT

Hello everyone, I am back with a guide article about a line of cards that has been around for a long time, but its combined power is completely strong enough for you to gradually solve. The card line I want to introduce is Samlamangreat - a very famous card deck in the Yu-Gi-Oh! VRAINS.
Is the deck's gameplay easy to play? Yes, after reading this article you will understand more.
Is the deck strong enough? Yes, it's very strong
The deck doesn't rely heavily on its Normal summons, and the expansion cards work very well to provide additional summons, while also being qualifying materials for Link Salamangreat monsters.

Sections covered in this guide:




Skill

 

Rise from the Valley of Flames (Skill Card) (69%)

 Rarity
Rise from the Valley of Flames (Skill Card)
 Rarity
Rise from the Valley of Flames (Skill Card)
Rise from the Valley of Flames (Skill Card)
Rise from the Valley of Flames (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


At the beginning of the Duel, add 1 "Salamangreat Heatleo" to your Extra Deck. The following effect can be used if your Life Points are at 2000 or below. Select 1 "Salamangreat" Link Monster you control, and add 1 monster with the same name to your Extra Deck. Then, play "Salamangreat Sanctuary" to your field from outside of your Deck. This Skill can only be used once per Duel.


*The reason you sometimes see people playing x1 heatleo is because this skill will create another heatleo*




Do you know why some people bring both the tie that bind or destiny draw, because this deck doesn't take ski ll because they realize this deck is strong without the skill (or this skill is useless), but this skill gives you 1 free field. but you won't peel it off to prevent bricking, that's all :D

The Tie that Binds (21%)

 Rarity
The Tie that Binds
 Rarity
The Tie that Binds
The Tie that Binds
The Tie that Binds
  • ATK:

  • 0

  • DEF:

  • 0


Until the end of your turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This Skill can only be used once per turn.


Well, gain 400 ATK for punching

Destiny Draw (Skill Card) (10%)

UR Rarity
Destiny Draw (Skill Card)
UR Rarity
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
Destiny Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[If you lose 2000 or more LP, you can activate this Skill during your next Draw Phase.] During your Draw Phase, you may search your Deck for any card, reveal it to your opponent, and add it to your hand instead of drawing. If you do that, flip this card over.


welcome to brick club



When I updated the article on October 18, 2022, no one used this skill lmao



Core

 

Salamangreat Gazelle (x1 (x69 if possible))

UR Rarity
Salamangreat Gazelle
UR Rarity
Salamangreat Gazelle
Salamangreat Gazelle
FIRE 3
Salamangreat Gazelle
  • ATK:

  • 1500

  • DEF:

  • 1000


If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


the soul of the deck, has the ability to jump on its own, Level 3 FIRE Cyberse body is as beautiful as coming out of a painting, has the ability to mill cards to continue combos or search cards (picked up by sunlight wolf), has the ability to comeback after eating negate.


10/10

Salamangreat Foxy (x2-3)

SR Rarity
Salamangreat Foxy
SR Rarity
Salamangreat Foxy
Salamangreat Foxy
FIRE 3
Salamangreat Foxy
  • ATK:

  • 1000

  • DEF:

  • 1200


When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


Pot Of Duality is specific to salamangreat, but because the game has 20 cards, this one searches very well, has a Level 3 FIRE Cyberse body, but with the search effect, it cannot use the jump effect.


This effect discards 1 Sala card to jump up, usually discards Spinny, but only used when there is a face-up spell/trap on the field and when jumping up you can choose to shoot the spell/trap opp or not. Don't auto yes to fire your spells/traps.

Salamangreat Jack Jaguar (x1-3)

SR Rarity
Salamangreat Jack Jaguar
SR Rarity
Salamangreat Jack Jaguar
Salamangreat Jack Jaguar
FIRE 4
Salamangreat Jack Jaguar
  • ATK:

  • 1800

  • DEF:

  • 1200


If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.


This one jumps while recovering, but it jumps into the Salamangreat monster box the link points to :)


Holding this in your hand is easy to have a heart attack because you will ask life why you don't hold a gazell or foxy, this one is often thrown into the grave by foxy or gazell and plays x1 so holding it in your hand is okay.

but this one can pick up sunlight wolf or balelynx so they tensei link shoukan

Salamangreat Falco (x1-2)

R Rarity
Salamangreat Falco
R Rarity
Salamangreat Falco
Salamangreat Falco
FIRE 4
Salamangreat Falco
  • ATK:

  • 1200

  • DEF:

  • 1600


If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.


extremely strong recovery, just touching the grave will pick up 1 Salamangreat spell/trap card from the grave face down on the field, and there is no text like "when leaving the field, that card is banned" so this card is often picked up and thrown down. Continuously collect field, trap or circle.


This monster pushes the Salamangreat monster from the field to the hand to jump from the grave and so it combos with meer very well. Unfortunately, it is Level 4 so it is boycotted (because Xyz we rank 3) and boycotted even more when they have it. Once the sunlight wolf picks it up, there's usually no need to pick it up again and its jumping effect is also difficult :)

Salamangreat Fowl (x0-2)

R Rarity
Salamangreat Fowl
R Rarity
Salamangreat Fowl
Salamangreat Fowl
FIRE 4
Salamangreat Fowl
  • ATK:

  • 1800

  • DEF:

  • 200


If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.


This one is mainly brought along to jump onto the field when there is another sala except its own normal or special summon, it has effect 2 but no one uses it :D

Salamangreat Meer (x0-2)

R Rarity
Salamangreat Meer
R Rarity
Salamangreat Meer
Salamangreat Meer
FIRE 2
Salamangreat Meer
  • ATK:

  • 800

  • DEF:

  • 600


If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.


is a card that has the ability to jump on its own by disposing another card and putting it in the hand by any means, except for drawing to a normal draw (drawing a card in the draw phase), it will slowly jump up, so Falco pushes this card from the field and jumps. Falco also activates the effect from his hand and jumps onto the field and can combo with Falco


Even Sunlight Wolf, in general, when you put it in your hand, it jumps on its own, that's all :D

Salamangreat Circle (x3)

SR Rarity
Salamangreat Circle
SR Rarity
Salamangreat Circle
Salamangreat Circle
Spell Quick
Salamangreat Circle

    Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.


    As a long-time salamangreat player, I confirm that this card does not have effect 2


    This is the main searcher of the deck and is picked up by sunlight wolf or falco, and continues searching, the effect of these 2 cards is immune to monster effects but the duel links are all spells/traps, the master duel takes body to OTK monsters so this effect is useless.

    Salamangreat Sanctuary (x1)

    UR Rarity
    Salamangreat Sanctuary
    UR Rarity
    Salamangreat Sanctuary
    Salamangreat Sanctuary
    Spell Field
    Salamangreat Sanctuary

      If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.


      This is a field that you will have a heart attack when you hold it in your hand but you can still play it. This card is searchable thanks to balelynx, but balelynx is easy to get. Anyway, this card allows you to tensei link shoukan once per turn.



      Oh this card has effect 2 :v

      Salamangreat Roar (x1)

      UR Rarity
      Salamangreat Roar
      UR Rarity
      Salamangreat Roar
      Salamangreat Roar
      Trap Counter
      Salamangreat Roar

        When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.


        As a loyal slave of counter trap I play x3 of this card, but the game only has 1 copy so it's easier to play, omni-negate and destroy and is also a counter trap so it's very strong but you must have a salamangreat link monster to use it.


        This card is not only picked up by other cards but also picked up by itself on the field after you tensei link shoukan, but is banned when leaving the field :D



        Extra Deck

         

        Salamangreat Balelynx (x2-3)

        UR Rarity
        Salamangreat Balelynx
        UR Rarity
        Salamangreat Balelynx
        Salamangreat Balelynx
        FIRE
        Salamangreat Balelynx
        • ATK:

        • 500

        • LINK-1

        Link Arrow:

        Bottom


        1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.


        Search field, send salamangreat from the field to the grave to jump up (when making a cost to link this one), protect one or MORE salamanGREAT cards, which acts as the body Link Salamangreat to trigger traps, only need level 4 or low Cyberse monsters to advance. Better yet, you can use lady debug to link


        10/10

        Salamangreat Sunlight Wolf (x2-3)

        UR Rarity
        Salamangreat Sunlight Wolf
        UR Rarity
        Salamangreat Sunlight Wolf
        Salamangreat Sunlight Wolf
        FIRE
        Salamangreat Sunlight Wolf
        • ATK:

        • 1800

        • LINK-2

        Link Arrow:

        Top

        Bottom


        2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


        I've only seen sunlight wolves since I read the article, so I know how important this one is. If anyone touches the box that this arrow points to (including opp monsters), this one will pick up 1 FIRE (pick up fire kaiju for me). it fights), if this one gets tensei link shoukan then can pick up 1 salamangreat spell/trap to search or counter trap, 1 pick up 2 cards, if the counter trap picks up itself then this 1 pick up 3 cards


        But its biggest weakness is that its body is too small, waiting for Rage to come into the game and bombard it, but now the battle phase is a bit weak

        Salamangreat Heatleo (x1-2)

        UR Rarity
        Salamangreat Heatleo
        UR Rarity
        Salamangreat Heatleo
        Salamangreat Heatleo
        FIRE
        Salamangreat Heatleo
        • ATK:

        • 2300

        • LINK-3

        Link Arrow:

        Top

        Bottom-Left

        Bottom-Right


        2+ FIRE Effect Monsters If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase, if this card was Link Summoned using "Salamangreat Heatleo" as material: You can target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.


        This card will be replaced by another card later, don't worry about it :v


        But now that I'm using it, I'll tell you a little about it

        This card has the ability to shuffle spells/traps and change ATK with the ATK of a card in the grave, so this card will be an effective card in battle, but will later be replaced by other cards, Ningirsu, Number 70 or Number 39 and C39 always gives battle, anyway you can play x2 to tensei link shoukan otherwise just x0 because x1 is ok but because it's not at full power (you can still play x1 because I like to play x2 and x0)



        Staple

         

        Cynet Mining and Lady Debug (x2-3)

        UR Rarity
        Cynet Mining
        UR Rarity
        Cynet Mining
        Cynet Mining
        Spell Normal
        Cynet Mining

          Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


          SR Rarity
          Lady Debug
          SR Rarity
          Lady Debug
          Lady Debug
          LIGHT 4
          Lady Debug
          • ATK:

          • 1700

          • DEF:

          • 1400


          If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


          Both are searchers, but lady debug loses a normal summon and cynet mining loses 1 card to search


          It's up to you how much you want to play x, I x3 both lady debug and cynet mining so it doesn't brick :D

          Enemy Controller (x0-2)

          SR Rarity
          Enemy Controller
          SR Rarity
          Enemy Controller
          Enemy Controller
          Spell Quick
          Enemy Controller

            Activate 1 of these effects. ● Target 1 face-up monster your opponent controls; change that target's battle position. ● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase.


            Has the ability to counter OTK thanks to 2 effects. The second effect of this card helps you OTK the enemy when they have no backrow or handtrap.

            Treacherous Trap Hole (x0-2)

            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.


              WARNING: DO NOT PLAY because even though this card is strong, you will have counter trap salamangreat in your grave to pick up, so you will often have traps in your grave.

              D.D. Crow (x0-3)

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

              • 100

              • DEF:

              • 100


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


              fuck galaxy-eyes


              This one banishes 1 card from the grave and is a quick effect so it can be used on the enemy's turn, mainly banishes a few cards like Galaxy-Eyes Photon Dragon, Roxrose Dragon,...

              Compulsory Evacuation Device (x0-3)

              UR Rarity
              Compulsory Evacuation Device
              UR Rarity
              Compulsory Evacuation Device
              Compulsory Evacuation Device
              Trap Normal
              Compulsory Evacuation Device

                Target 1 monster on the field; return that target to the hand.


                In the current era, pushing to the lower hand is better than going to the grave, because if they go to the grave, they will trigger an effect or jump onto the field, so the card pushed to this hand is extremely OP.



                and not once per turn :D

                Crackdown (x0-3)

                UR Rarity
                Crackdown
                UR Rarity
                Crackdown
                Crackdown
                Trap Continuous
                Crackdown

                  Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                  Tag(s):

                  is a super vjp staple when it steals opp's body (doesn't give xyz link or material) and that monster can't even attack or trigger effects, you can use opp's body as material for you, or keep it to tease opp :)

                  Warning Point (x0-3)

                  UR Rarity
                  Warning Point
                  UR Rarity
                  Warning Point
                  Warning Point
                  Trap Normal
                  Warning Point

                    When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.


                    can be considered F2P because buying salamangreat has this card, it makes the summoned monster unable to attack, negate effect cannot be used as xyz material, synchro, fusion or link



                    yes still gives tribute summon, blue-eyes best deck

                    the remaining staple leaves

                    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.


                      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.


                        UR Rarity
                        Mystical Space Typhoon
                        UR Rarity
                        Mystical Space Typhoon
                        Mystical Space Typhoon
                        Spell Quick
                        Mystical Space Typhoon

                          Target 1 Spell/Trap on the field; destroy that target.


                          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.


                            Yes, national staple or kuriboh if playing Destiny Draw, whatever depends on how you play 20 cards or 30 cards but mix 1 pile of staples

                            Flame Administrator (x0-1)

                            SR Rarity
                            Flame Administrator
                            SR Rarity
                            Flame Administrator
                            Flame Administrator
                            FIRE
                            Flame Administrator
                            • ATK:

                            • 1200

                            • LINK-2

                            Link Arrow:

                            Left

                            Bottom-Right


                            2 Cyberse monsters All Link Monsters you control gain 800 ATK. You can only control 1 "Flame Administrator".


                            You see, this one doesn't have anything other than increased ATK, you guessed right, but this one is FIRE Cyberse so it will mix very well (2300 + 800 = 3100 ATK).

                            Ningirsu the World Chalice Warrior (x0-1)

                            UR Rarity
                            Ningirsu the World Chalice Warrior
                            UR Rarity
                            Ningirsu the World Chalice Warrior
                            Ningirsu the World Chalice Warrior
                            EARTH
                            Ningirsu the World Chalice Warrior
                            • ATK:

                            • 2500

                            • LINK-3

                            Link Arrow:

                            Left

                            Top

                            Right


                            2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                            It can also be considered F2P because of this one, mainly to get the effect of sending opp monsters.

                            Security Dragon (x0-1)

                            SR Rarity
                            Security Dragon
                            SR Rarity
                            Security Dragon
                            Security Dragon
                            LIGHT
                            Security Dragon
                            • ATK:

                            • 1100

                            • LINK-2

                            Link Arrow:

                            Top

                            Bottom


                            2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.


                            If you think this one has nothing but return, then you're right, but this one also has a very special thing, which is that no matter how you order it, it will co-link with sunlight wolf (yep, that's a spiritual thing), and that's why it's like this. Whatever it is, it jumps into the box that sunlight wolf points to to trigger the effect

                            Number 70: Malevolent Sin (x0-3)

                            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.


                            I mainly use the banish effect to OTK and national staples, so I don't want to say much, but because the effect is soft once per turn, if you have 3 spiders, you will be able to ban it 3 times.

                            Dark Rebellion Xyz Dragon, Abyss Dweller and Steelswarm Roach (national staple )

                            UR Rarity
                            Dark Rebellion Xyz Dragon
                            UR Rarity
                            Dark Rebellion Xyz Dragon
                            Dark Rebellion Xyz Dragon
                            DARK
                            Dark Rebellion Xyz Dragon
                            • ATK:

                            • 2500

                            • DEF:

                            • 2000


                            2 Level 4 monsters You can detach 2 materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.


                            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.


                            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.


                            flops better than spiders but still very strong, depending on what rank you're playing against


                            If you encounter many graves, the abyss dweller
                            If you meet guys level 5 or higher, you will roach

                            And Dak Rebellion will always be the best in the hearts of fans




                            Companion unit:

                            - Yu-Gi-Oh! Guidance Vietnam





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