Instructions for Playing SalamanGREAT
Sections covered in this guide:
Skill
Rise from the Valley of Flames (Skill Card) (69%)
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.
Destiny Draw (Skill Card) (10%)
welcome to brick club
Core
Salamangreat Gazelle (x1 (x69 if possible))
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.
Salamangreat Foxy (x2-3)
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.
Salamangreat Jack Jaguar (x1-3)
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 :)
Salamangreat Falco (x1-2)
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.
Salamangreat Fowl (x0-2)
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)
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
Salamangreat Circle (x3)
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
Salamangreat Sanctuary (x1)
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.
Salamangreat Roar (x1)
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.
Extra Deck
Salamangreat Balelynx (x2-3)
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
Salamangreat Sunlight Wolf (x2-3)
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
Salamangreat Heatleo (x1-2)
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
Staple
Cynet Mining and Lady Debug (x2-3)
Both are searchers, but lady debug loses a normal summon and cynet mining loses 1 card to search
Enemy Controller (x0-2)
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)
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)
fuck galaxy-eyes
Compulsory Evacuation Device (x0-3)
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.
Crackdown (x0-3)
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)
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
the remaining staple leaves
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)
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)
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)
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)
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 )
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.
flops better than spiders but still very strong, depending on what rank you're playing against