Instructions for playing Red-Eyes

Instructions for playing Red-Eyes

Hi, today I will introduce to you the prototype line I feel most attached to - Red-Eyes . Red-Eyes is a prototype line that is considered F2P and cannot become meta quickly because the game has not yet released much support for them. However, with the recent release of the box, building a Red-Eyes deck to compete for the top in Rank matches is completely possible. So this will be a guide for you to better understand this card line and why it is so worth playing.




overview

With so many Red-Eyes supports available and newly released, this could be a pretty solid deck. They may have the option to search for Fusion cards, repeated respawns, or even the option to control your opponent's monsters. Gearfried also plays an important role in dealing with your opponent's spell/trap cards or monsters, as well as being usable with Fang with Chain on any Red-Eyes monster. Not to mention Archfiend Black Skull Dragon has just been released, making the line almost not need the above mentioned cards and you can still build a brand new evil deck using only 2 of your monsters to stand. top in tier already. The power of Red-Eyes is so great. And after all I said above, you can still build your own Red-Eyes deck just by purchasing SD Return of the Red-Eyes .



Skills

Like every guide I have written, first I will prepare for you a wide selection of Skills so you can learn, choose and prepare for yourself the right Skill for this article line. Most of the Skills needed for this deck will focus more on Fusion power than increasing or decreasing levels to summon Xyz or Synchro .

Grit (27% được dùng)

 Rarity
Grit
 Rarity
Grit
Grit
Grit
  • ATK:

  • 0

  • DEF:

  • 0


[Flip this card over when you activate this Skill.] At the start of your turn, call 2 numbers and roll a six-sided die. If you roll a number you called, your LP do not get lower than 1 until the end of your opponent's next turn. This Skill can only be used once per Duel.


In the old meta, Grit was used quite a lot. However, with Red-Eyes finally having its own support, Grit 's popularity has also decreased. The main purpose of using it is to prevent your opponent from finishing you off and turning the situation around next turn. However , please note that it only keeps your LP up to 1 point, so you will have to be very careful in handling your opponent's direct attacks because they can cause you to lose immediately . It can also be used after all of your monsters have been destroyed and you have been attacked multiple times for LP, Grit will help you survive the next turn and if possible, you can activate Red-Eyes Spirit or Return of the Red-Eyes to bring your monster back to the field to prepare for the next turn.

Master of Fusion (Skill Card) (50% được dùng)

UR Rarity
Master of Fusion (Skill Card)
UR Rarity
Master of Fusion (Skill Card)
Master of Fusion (Skill Card)
Master of Fusion (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used each time your Life Points decrease by 1000. Return 1 card from your hand to your Deck and add 'Polymerization' to your hand from outside of your Deck. This Skill can only be used twice per Duel.


This will be the best Skill choice for a Red-Eyes deck. Simply because this deck focuses most of its power on Fusion cards rather than Xyz or Synchro . That's why this is the most suitable Skill for you to use for it. Returning a card in your hand to pick up a Polymerization card in your hand is also quite troublesome for you because in this deck most of the monsters are essential for use as fusion materials. Therefore, when using, you should carefully consider which cards should be put in the deck and which should not .

Bandit (30% được dùng)

UR Rarity
Bandit
UR Rarity
Bandit
Bandit
Bandit
  • ATK:

  • 0

  • DEF:

  • 0


If your LP are 1500 or less, activate this Skill. Take control of 1 Set card in your opponent's Spell & Trap Zone. This Skill can only be used once per Duel.


It's quite ironic to use Joey's arch-rival's Skill for his deck. But you cannot deny that Bandit 's performance is quite excellent. The ability to steal a spell/trap card that is placed face down on your opponent's field is quite beneficial to you. With this Skill, depending on the situation, you should return an unnecessary magic/trap card to the deck or an excess monster card to the deck.

Red-Eyes Fusion (Skill Card) and Red-Eyes Roulette (Skill Card) (18% - 45%)

UR Rarity
Red-Eyes Fusion (Skill Card)
UR Rarity
Red-Eyes Fusion (Skill Card)
Red-Eyes Fusion (Skill Card)
Red-Eyes Fusion (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used if your Life Points are at 2400 or below. Return 1 "Red-Eyes" card from your hand or 1 "Red-Eyes Black Dragon" from your Graveyard to your Deck, and add "Red-Eyes Fusion" from your Deck to your hand. This Skill can only be used once per Duel.


UR Rarity
Red-Eyes Roulette (Skill Card)
UR Rarity
Red-Eyes Roulette (Skill Card)
Red-Eyes Roulette (Skill Card)
Red-Eyes Roulette (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Select 1 monster from the list below and add it to your Deck from outside of the Deck. Then, add 1 random "Red-Eyes" card from your Deck to your hand and return 1 "Red-Eyes" card from your hand to your Deck. This Skill will only activate if you begin the Duel with a Deck that has 10 or more "Red-Eyes" cards including at least 5 "Red-Eyes" monsters. Can be used from the 4th turn onward. This Skill can only be used once per Duel. (Extra Deck does not count.) "Red-Eyes Archfiend of Lightning" "Summoned Skull" "Meteor Dragon Red-Eyes Impact " "Meteor Dragon" "Gearfried the Red-Eyes Iron Knight" "Gearfried the Iron Knight"


Both support skills for the Red-Eyes line are very good but still not considered very useful, so their usage rate is almost quite low. These are the reasons:

  • For Red-Eyes Fusion . The deck's ability to give you the main Fusion card is a great deal, but the price to pay for this is not cheap. You must take 2400 ATK damage to activate this card. That means you will need to add more handtraps to your deck if you want to play in the direction of using this Skill more (handtraps are not necessarily difficult to find but it takes a lot of time to prepare them, this is the minus point of the Skill). ).
  • For Red-Eyes Roulette . It will diversify the situations for you, giving you 1 random Red-Eyes card from the deck to your hand and returning 1 unnecessary Red-Eyes card depending on the situation of the card in your hand. This means that if you are not a lucky person like Joey , the card in your hand is just an unnecessary brick. Another minus point is that this Skill can only be used once in a game. Therefore, the advice for the above cases is to try to mill and thin your deck as much as possible so that when you activate the Skill, you will hit the card that is really necessary to use in the match situation. you are encountering.
After all, Red-Eyes ' skills only support you in part, not your entire match. Therefore, you can consider using them or not, you can still use the other Skills I mentioned.



Tactic

Red-Eyes 's strategy is to thin the deck as much as possible by using Red-Eyes Insight to bring Red-Eye s to the grave and get the Red-Eyes spell/trap cards you need into your hand. Then perform summons to bring out your main monster like Fusion (after Fusion, you will not be able to summon any monster other than placing it face down, slowing down the battle), Xyz (Will be more diverse Fusion , easy OTK), and finally summon from the grave and equip them with powerful cards. In this deck, you won't need to use too much tech, but Red-Eyes itself provides enough protection and neutralizes the backrow you need. Therefore, it is not wrong to say that this is a F2P deck.



Core Cards

   

Gearfried the Red-Eyes Iron Knight (2-3x)

UR Rarity
Gearfried the Red-Eyes Iron Knight
UR Rarity
Gearfried the Red-Eyes Iron Knight
Gearfried the Red-Eyes Iron Knight
DARK 4
Gearfried the Red-Eyes Iron Knight
  • ATK:

  • 1800

  • DEF:

  • 1600


Once per turn, if either player equips an Equip Card(s) to this card: You can destroy those Equip Cards, then you can destroy 1 Spell/Trap your opponent controls. Once per turn: You can send 1 Equip Card you control that is equipped to this card to the GY, then target 1 Level 7 or lower "Red-Eyes" monster in your GY; Special Summon it.


Use Red-Eyes Insight to send Wyvern or Gearfried from the main deck to the grave to search for Gearfried . You can then equip Black Metal Dragon to activate Gearfried 's effect to destroy your opponent's magic/traps or revive Red-Eyes monsters in the grave to form 1 XYZ Rank 4 . Taking Black Metal Drago n to the grave will allow you to search Fusion or Fang With Chain .

It would be a safe turn if you could get Gearfried on the field with a Fang with Chain or Blast with Bottle card face down on the field. This will allow you to destroy or control your opponent's monster during their turn.

Blast with Chain can be used during the Damage Step, which is relevant because Red-Eyes Fusion usually forces you to Set (face down) Gearfried . So, you can attach Blast with Chain to Gearfried that has just turned face up because of an opponent's attack. Perform the combo mentioned above and destroy the attacking beast.

Fang with Chain can also be used during the damage step to control your opponent's monsters, but you may need to equip it before entering the damage step. Activating it this way is the best use as it limits the cards your opponent can use in response.

Since this is the only Warrior monster in the deck, you will need at least 1 Gearfried for Red-Eyes Fusion to create Slash Dragon .

Red-Eyes Baby Dragon (2-3x)

SR Rarity
Red-Eyes Baby Dragon
SR Rarity
Red-Eyes Baby Dragon
Red-Eyes Baby Dragon
DARK 3
Red-Eyes Baby Dragon
  • ATK:

  • 1200

  • DEF:

  • 700


When this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, and if you do, equip this card from the GY to it. It gains 300 ATK. If this card is sent to the GY while equipped to a monster: You can add 1 Level 1 Dragon monster from your Deck or GY to your hand.


Special Summon Gearfried via Baby Dragon 's effect and equip Baby Dragon to Gearfried . Then, destroy Baby Dragon with Gearfried 's effect to destroy one of your opponent's Magic/Trap cards. This will allow you to find or recover the Black Metal Dragon .

The fact that Baby Dragon must be destroyed in battle and sent to the Grave to do something makes it slow and unreliable in certain matches, but the synergy with Gearfried is enough. reasons to use it.

Black Metal Dragon (3x)

UR Rarity
Black Metal Dragon
UR Rarity
Black Metal Dragon
Black Metal Dragon
DARK 1
Black Metal Dragon
  • ATK:

  • 600

  • DEF:

  • 600


You can target 1 "Red-Eyes" monster you control; equip this monster from your hand or field to that target. It gains 600 ATK. If this card is sent from the field to the GY: You can add 1 "Red-Eyes" card from your Deck to your hand.


If you Summon Red-Eyes Slash Dragon on Turn 1, you won't be able to equip anything to it via its effect, which means your main monster won't be protected. However, you can equip Black Metal Dragon from your hand to your Red-Eyes Slash Dragon to make it gain 600 ATK and activate its effect.

Black Metal Dragon 's search effect is usually activated when you use it as the cost of Gearfried's or Red-Eyes Slash Dragon's effect. If you don't want your main monster to come on the field right away, you just need to set your Black Metal Dragon (face down) and wait for your opponent to destroy it.

Since Black Metal Dragon 's effects cannot be timed, you can use cards like Enemy Controller or Share the Pain to sacrifice it, which will then allow you to search for Red-Eyes Fusion to create Slash Dragon or Archfiend Black Skull Dragon .

Red-Eyes Black Dragon (2-3x)

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.''


There will be no need to debate whether to put this card in the deck or not. This is an important key for you to perform Fusion , Xyz and special summons from your grave. It would be great to use Red-Eyes Black Dragon if Duel Links releases Inferno Fire Blast , if released, you will continuously deal damage to your opponent and finish them off in just 1 turn.

Red-Eyes Wyvern and Red-Eyes Retro Dragon (2-3x)

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".


SR Rarity
Red-Eyes Retro Dragon
SR Rarity
Red-Eyes Retro Dragon
Red-Eyes Retro Dragon
DARK 4
Red-Eyes Retro Dragon
  • ATK:

  • 1700

  • DEF:

  • 1600


If a Level 7 or lower "Red-Eyes" monster(s) you control is destroyed by your opponent's attack or card effect and sent to your GY, while this card is in your hand: You can Special Summon this card in Defense Position, and if you do, Special Summon as many of those destroyed monsters as possible in the same position they were in when destroyed. You can Tribute this card; you can Normal Summon 1 "Red-Eyes" monster during your Main Phase this turn in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)


Both of the following cards can replace each other in some cases and both have their own uses. Let's find out:

  • As for Wyvern , this is a card that you will use a lot with Red-Eyes Insight to thin out the deck as well as take it to the Graveyard to revive Red-Eyes continuously. As mentioned in the Gearfried section, this card can be used with it to create a Rank 4 Xyz .
  • As for Retro Dragon , this card is very strong and is used in recovering your Red-Eyes Slash Dragon if it is destroyed. It can also be a sacrifice for Red-Eyes Insight in case you have sent a Red-Eyes Wyvern to the grave and need to search for 1 Fusion .

The Black Stone of Legend (1-3x)

SR Rarity
The Black Stone of Legend
SR Rarity
The Black Stone of Legend
The Black Stone of Legend
DARK 1
The Black Stone of Legend
  • ATK:

  • 0

  • DEF:

  • 0


You can Tribute this card; Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, except "Red-Eyes B. Chick". If this card is in your Graveyard: You can target 1 Level 7 or lower "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; shuffle it into the Deck, and if you do, add this card to your hand. You can only use 1 "The Black Stone of Legend" effect per turn, and only once that turn.


The ability to recycle Red-Eyes is quite good for this deck. If you accidentally use up Red-Eyes Black Dragon and don't have enough fuel left to use for Fusion , this will be the best solution for you. Not only that, Black Stone also helps you summon any Red-Eyes from level 7 or lower in your deck to the field. It will help you quickly get more materials to quickly summon Xyz or recharge so you can use Hermos to create suitable equipment cards for the main monster on your field.

Beast of Talwar and Summoned Skull (1x)

R Rarity
Beast of Talwar
R Rarity
Beast of Talwar
Beast of Talwar
DARK 6
Beast of Talwar
  • ATK:

  • 2400

  • DEF:

  • 2150


Only the master of the sword among Fiend-Type monsters is permitted to hold the Talwar. (This card is always treated as an "Archfiend" card.)


UR Rarity
Summoned Skull
UR Rarity
Summoned Skull
Summoned Skull
DARK 6
Summoned Skull
  • ATK:

  • 2500

  • DEF:

  • 1200


A fiend with dark powers for confusing the enemy. Among the Fiend-Type monsters, this monster boasts considerable force. (This card is always treated as an "Archfiend" card.)


For players who are more interested in bringing Archfiend Black Skull Dragon to the field, always remember to add one of these cards to ensure its summoning conditions. If you have the budget and enough Gems, just use Summoned Skull , otherwise Beast of Talwar is still the best card for you to use because it is a card given out for free through events.

Red-Eyes Insight (3x)

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.


    Red-Eyes Insight is the best consistency boosting card in any Red-Eyes deck, allowing you to seek out Red-Eyes Fusion or trap cards that revive Red-Eyes .

    Remember that you will need at least 1 Red-Eyes B. Dragon and 1 Gearfried in your hand, Deck, or Field to create Red-Eyes Slash Dragon , so mill other Red-Eyes monsters when you use few copies star of these 2 cards.

    Red-Eyes Fusion (1-2x)

    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.


      Red-Eyes Fusion works similarly to Neos Fusion , but one key difference is that it completely prevents you from Normal or Special Summoning other monsters when you activate it. You can't even summon a monster before using Red-Eye Fusion , otherwise you won't be allowed to activate it. Because of this, the Red-Eyes cannot speed up the match if they play in the direction of combining more monsters.

      Send Red-Eyes Black Dragon and a Warrior-Type monster from your Deck to the Graveyard to Fusion Summon Red-Eyes Slash Dragon . Since it was properly Summoned, if Red-Eyes Slash Dragon is destroyed and sent to the Graveyard, you can revive it with cards like Red-Eyes Spirit , Red-Eyes Retro Dragon , or Gearfried .

      Remember that if you activate Red-Eyes Fusion and your opponent destroys Red-Eyes Slash Dragon in the same turn, you will not be able to activate the effect of Red-Eyes Retro Dragon . And you will also only need 1 to 2 copies of this card in your deck because Red-Eyes Insight will help you get it into your hand sooner.

      Red-Eyes Fang with Chain (2-3x)

      UR Rarity
      Red-Eyes Fang with Chain
      UR Rarity
      Red-Eyes Fang with Chain
      Red-Eyes Fang with Chain
      Trap Normal
      Red-Eyes Fang with Chain

        Target 1 "Red-Eyes" monster you control; equip this card to it. It can make up to 2 attacks on monsters during each Battle Phase. You can send this Equip Card to the GY, then target 1 Effect Monster on the field; equip that target to the monster this card was equipped to, and if you do, while a monster is equipped to it by this effect, its ATK/DEF become equal to the original ATK/DEF of that equipped monster.


        Being able to control your opponent's monsters is a very powerful effect. It's basically an effect that quickly removes monsters, which can also be used to prevent your opponent from making follow-up plays like Synchro or XYZ .

        Remember that you cannot activate this card and immediately activate its second effect on the same chain. This is important if you think your opponent might be playing cards like Mystical Space Typhoon that can destroy your backrow.

        Controlling an opponent's monster also changes your equipped monster's ATK to the ATK of the monster you equipped to it. Good to use when you control a strong beast, but having to use it to stop a low attack beast to stop a turn like Shiranui Spectralsword can be quite dangerous.

        Red-Eyes Spirit and Return of the Red-Eyes (1-2x)

        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
          Return of the Red-Eyes
          R Rarity
          Return of the Red-Eyes
          Return of the Red-Eyes
          Trap Continuous
          Return of the Red-Eyes

            If you control a "Red-Eyes" monster, except "Red-Eyes B. Chick": You can target 1 Normal Monster in your Graveyard; Special Summon it. If this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can target 1 "Red-Eyes" monster in your Graveyard, except "Red-Eyes B. Chick"; Special Summon it. You can only use each effect of "Return of the Red-Eyes" once per turn.


            If your grave is banished from monsters that can bring back main monsters destroyed in the match or bring monsters onto the field that are suitable materials for Xyz , then this will be a trap set. you may consider using it. In my opinion, Red-Eyes Spirit should be used more than Return of the Red-Eyes because it can activate multiple times and revive any Red-Eyes monster. However, depending on your budget, use the card that is most suitable for you.



            Extra Deck

               

            Archfiend Black Skull Dragon (1-2x)

            UR Rarity
            Archfiend Black Skull Dragon
            UR Rarity
            Archfiend Black Skull Dragon
            Archfiend Black Skull Dragon
            DARK 9
            Archfiend Black Skull Dragon
            • ATK:

            • 3200

            • DEF:

            • 2500


            1 Level 6 "Archfiend" Normal Monster + 1 "Red-Eyes" Normal Monster You can only Special Summon "Archfiend Black Skull Dragon(s)" once per turn. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Battle Phase: You can target 1 "Red-Eyes" Normal Monster in your Graveyard; inflict damage to your opponent equal to its ATK in the Graveyard, then shuffle it into the Deck.


            Use the Red-Eyes Roulette Skill to add a Summoned Skull to your deck. You can then fusion summon Archfiend Black Skull Dragon using Red-Eyes Fusion .

            It has high ATK and its effect pretty much ensures that your opponent cannot use magic/traps/handtraps when it attacks or is attacked, and this effect is still effective when the opponent attacks it when it's face down and they play cards like Floodgate Trap Hole or Book of Moon .

            Remember that Fang with Chain allows an equipped monster to attack 2 times, so you can equip this to Archfiend Black Skull Dragon for 2 safe attacks and also prepare Fang with Chain to be ready Equip 1 opponent's monster to your monster.

            The final effect is a nice bonus as it can deal 1200 damage. This only works if you have a Red-Eyes normal monster, which also includes the Red-Eyes Archfiend of Lightning if you happen to cast it and it will return them to your deck. This can be good for card recovery (in addition to using Black Stone ), but just make sure you still have any Red-Eyes left in the grave to use Red-Eyes Spirit .

            Red-Eyes Slash Dragon (1-2x)

            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.


            Red-Eyes Slash Dragon already has a fairly high ATK stat and can be further increased with its equipment effects. This effect will activate even if your opponent is the one attacking your “ Red-Eyes ” monster, and you can have multiple cards equipped to Red-Eyes Slash Dragon .

            Equipment cards serve a second purpose, fueling the protective effect of Red-Eyes Slash Dragon . This allows you to negate an effect that targets any of your cards, useful for preventing Fiendish Chain , Canadia Paleozoic , and other targeting disruptions.

            If Red-Eyes Slash Dragon is destroyed by a card or effect, you can Special Summon as many monsters as possible from your GY that were equipped to it. This applies even if the monster is equipped to Red-Eyes Slash Dragon by another effect, like Black Metal Dragon .

            Red-Eyes Flare Metal Dragon (1-2x)

            SR Rarity
            Red-Eyes Flare Metal Dragon
            SR Rarity
            Red-Eyes Flare Metal Dragon
            Red-Eyes Flare Metal Dragon
            DARK
            Red-Eyes Flare Metal Dragon
            • ATK:

            • 2800

            • DEF:

            • 2400


            2 Level 7 monsters Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it.


            You summon this card using a high-level Red-Eyes monster, which you can summon using Red-Eyes Fusion or Red-Eyes Spirit .

            This monster has less attack power than Slash Dragon with a single item, but the main effect of the damage effect is not once per turn and it can trigger frequently depending on the deck/style opponent's play, making it quite strong. The damage effect is halved due to Duel Links rules, but it increases and can act as a good finishing card to play when your opponent's LP is low.

            Its final effect to special summon Red-Eyes cannot be used to special summon Slash Dragon because it is not a normal monster, but with 2 XYZ materials, you can basically summon 2 other regular Red-Eyes to form another Flare Metal Dragon .

            Additionally, you can bring other common Red-Eyes monsters like Red-Eyes Archfiend of Lightning or Meteor Dragon Red-Eyes Impact into your deck if you want more variety.



            Techs

                

            A/D Changer and Amazoness Swords Woman (1-2x)

            R Rarity
            A/D Changer
            R Rarity
            A/D Changer
            A/D Changer
            LIGHT 1
            A/D Changer
            • ATK:

            • 100

            • DEF:

            • 100


            You can banish this card from your Graveyard, then target 1 monster on the field; change its battle position.


            SR Rarity
            Amazoness Swords Woman
            SR Rarity
            Amazoness Swords Woman
            Amazoness Swords Woman
            EARTH 4
            Amazoness Swords Woman
            • ATK:

            • 1500

            • DEF:

            • 1600


            Your opponent takes any battle damage you would have taken from battles involving this card instead.


            These are options for bringing out old Slash Dragon but are also great for use in your temporary Red-Eyes newbie deck. A/D Changer can banish itself and change the position of an opponent's monster and Sword Woman acts as a Yubel with 1500 ATK.

            Cosmic Cyclone, Mystical Space Typhoon and Sky Striker Maneuver - Jamming Waves! (1-3x)

            UR Rarity
            Cosmic Cyclone
            UR Rarity
            Cosmic Cyclone
            Cosmic Cyclone
            Spell Quick
            Cosmic Cyclone

              Pay 1000 LP, then target 1 Spell/Trap on the field; banish 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
                Sky Striker Maneuver - Jamming Waves!
                SR Rarity
                Sky Striker Maneuver - Jamming Waves!
                Sky Striker Maneuver - Jamming Waves!
                Spell Normal
                Sky Striker Maneuver - Jamming Waves!

                  If you control no monsters in your Main Monster Zone: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.


                  • For Cosmic Cyclone and Mystical Space Typhoon . It would be better if you have 1-2 backrow removal cards in your deck. You cannot rely only on Slash Dragon alone, you must find ways to protect it too. Therefore, these will be quite good options for you to use in this deck.
                  • For Sky Striker Maneuver - Jamming Waves! You will have a very high advantage of using it in a Red-Eyes deck because its usage conditions are quite easy for Red-Eyes. The main purpose you use is the same as the 2 cards above - to remove the backrow.

                  Necrovalley (1x)

                  UR Rarity
                  Necrovalley
                  UR Rarity
                  Necrovalley
                  Necrovalley
                  Spell Field
                  Necrovalley

                    All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


                    Necrovalley will need to be used heavily in some larger builds. It prevents grave-heavy meta decks like Blue-Eyes . But you also need to consider and be careful when using this card because it also affects your power from the Grave.

                    Lightning Vortex (2-3x)

                    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.


                      Great to use to destroy all enemy monsters and give Red-Eyes more power from the grave. This is also a Tech option that you should consider using

                      Book of Moon (2-3x)

                      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.


                        Since it was released in the new box, I wondered why not add it to my deck? Book of Moon is indeed a very effective choice to supplement your Tech lineup. There's no need to discuss its uses. It helps avoid targets, helps defend, and helps your monsters destroy your opponent's stronger monsters. This is definitely a card that needs to be put in the deck.

                        Mage Power and Power of the Guardians (2-3x)

                        SR Rarity
                        Mage Power
                        SR Rarity
                        Mage Power
                        Mage Power
                        Spell Equip
                        Mage Power

                          The equipped monster gains 500 ATK and DEF for each Spell/Trap Card you control.


                          N Rarity
                          Power of the Guardians
                          N Rarity
                          Power of the Guardians
                          Power of the Guardians
                          Spell Equip
                          Power of the Guardians

                            If an attack is declared involving the equipped monster: Place 1 Spell Counter on this card. The equipped monster gains 500 ATK/DEF for each Spell Counter on this card. If the equipped monster would be destroyed by battle or card effect, you can remove 1 Spell Counter from your field, instead.


                            The options for equipped spells are also very wide and these are the cards that are most commonly used for Red-Eyes in Duel Links. Assuming you are in a situation where you cannot equip Slash from the grave, at least you have these equipment cards as a backup measure along with Black Metal Dragon for Slash .

                            Red-Eyes Black Dragon Sword, The Claw of Hermos and Goddess Bow (1x (Hermos Tech))

                            N Rarity
                            Red-Eyes Black Dragon Sword
                            N Rarity
                            Red-Eyes Black Dragon Sword
                            Red-Eyes Black Dragon Sword
                            DARK 7
                            Red-Eyes Black Dragon Sword
                            • ATK:

                            • 2400

                            • DEF:

                            • 2000


                            Must be Special Summoned with "The Claw of Hermos", using a Dragon monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. It gains 1000 ATK, and 500 ATK/DEF for each Dragon monster on the field and in the GYs.


                            R Rarity
                            The Claw of Hermos
                            R Rarity
                            The Claw of Hermos
                            The Claw of Hermos
                            Spell Normal
                            The Claw of Hermos

                              (This card is also always treated as "Legendary Dragon Hermos".) Send 1 monster from your hand or field to the GY, of the Type that is listed on a Fusion Monster that can only be Special Summoned with "The Claw of Hermos" (if that card is Set, reveal it), then Special Summon that Fusion Monster from your Extra Deck. You can only activate 1 "The Claw of Hermos" per turn.


                              R Rarity
                              Goddess Bow
                              R Rarity
                              Goddess Bow
                              Goddess Bow
                              LIGHT 4
                              Goddess Bow
                              • ATK:

                              • 1500

                              • DEF:

                              • 1600


                              Must be Special Summoned with "The Claw of Hermos", using a Warrior monster. If this card is Special Summoned: Target 1 other face-up monster on the field; equip this card to it. While this card is equipped to a monster by this effect, negate the first effect activated by your opponent during each Battle Phase, also, after that, the equipped monster can make a second attack during this Battle Phase.


                              Using Hermos to increase the support for Red-Eyes is also quite suitable because what Hermos brings can be equipped to your monsters and each card has its own power. Depending on the situation you think might happen, put them in your Extra Deck.

                              Ultimate Providence and Breakthrough Skill (1-2x)

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

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


                                UR Rarity
                                Breakthrough Skill
                                UR Rarity
                                Breakthrough Skill
                                Breakthrough Skill
                                Trap Normal
                                Breakthrough Skill

                                  Target 1 face-up Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; that target has its effects negated until the end of this turn.


                                  • Regarding the Breakthrough Skill , since the monster doesn't have a rarely used effect anymore, the Breakthrough Skill 's effect is very relevant and can help stop the opponent's turn. While it may have more limited uses than cards like Ultimate Providence , not having to waste it and being able to cast it a second time can be beneficial in many situations.
                                  The fact that it can be reused in the grave is an added bonus. This makes it still useful even if your opponent destroys your backrow before you use it. However, the second effect only works during your turn, and only the turn after it is sent to the grave.

                                  • As for Ultimate Providence , once you have Red-Eyes Slash Dragon on the field, you can simply go with more control cards to maintain the upper hand. Since Red-Eyes Fusion only requires 1 card in most builds, you can still keep multiple cards in your hand to use with Ultimate Providence , but it can still be very inconsistent at times.



                                  Other Extra Deck

                                     

                                  Heroic Champion - Excalibur (1x)

                                  UR Rarity
                                  Heroic Champion - Excalibur
                                  UR Rarity
                                  Heroic Champion - Excalibur
                                  Heroic Champion - Excalibur
                                  LIGHT
                                  Heroic Champion - Excalibur
                                  • ATK:

                                  • 2000

                                  • DEF:

                                  • 2000


                                  2 Level 4 Warrior-Type monsters Once per turn: You can detach 2 Xyz Materials from this card; this card's ATK becomes double its original ATK until your opponent's next End Phase.


                                  One of the solutions to overcome monsters other than Fang with Chain . Being at 4000 ATK also makes it easy to secure some plays where it can be directly attacked.

                                  Number 70: Malevolent Sin, Number 18: Heraldry Patriarch and Steelswarm Roach (1x (Những lựa chọn chung cho Extra Deck))

                                  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.


                                  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
                                  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.


                                  Each card has its own situations and ways to play. These are the cards you will need based on the current meta to strengthen Red-Eyes .

                                  • As for Malevolent Sin , this is an XYZ Rank 4 with quite strong general power, useful in many decks. Its effect to temporarily banish your opponent's monster can help win the game, but it can also continuously increase its attack power with each turn.
                                  • As for Steelswarm Roach , this is one of the better overall XYZ Rank 4 powers available in Duel Links. It helps control what your opponent can or cannot summon.
                                  • As for Heraldry Patriarch , its effect has the potential to win the game, but this effect only works with certain decks that use monsters of the same name like Harpies or Cyber ​​Dragons . But since the deck only has a few level 4 monsters, it is difficult to come up with a suitable and reliable Rank 4 for your match situation.

                                  Number 39: Utopia and Number C39: Utopia Ray (1x (Combo Utopia))

                                  UR Rarity
                                  Number 39: Utopia
                                  UR Rarity
                                  Number 39: Utopia
                                  Number 39: Utopia
                                  LIGHT
                                  Number 39: Utopia
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 2000


                                  2 Level 4 monsters When a monster declares an attack: You can detach 1 material from this card; negate the attack. If this card is targeted for an attack, while it has no material: Destroy this card.


                                  UR Rarity
                                  Number C39: Utopia Ray
                                  UR Rarity
                                  Number C39: Utopia Ray
                                  Number C39: Utopia Ray
                                  LIGHT
                                  Number C39: Utopia Ray
                                  • ATK:

                                  • 2500

                                  • DEF:

                                  • 2000


                                  3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.


                                  These Rank 4 High ATK, stall one turn or end the game.

                                  Used when your LP is low. Normal summon Gaerfried and give it an equip to special summon another level 4 so you can XYZ into Utopia and then Utopia Ray .

                                  Using Gearfried 's second effect like this will not destroy your opponent's magic/traps, so there is some risk if your opponent has backrows on the field. But using Utopia Ray 's effect 3 times and an uninterrupted attack can often result in OTK.

                                  Dark Armed, the Dragon of Annihilation, Gaia Dragon and the Thunder Charger (1x (Những Xyz Rank 7 khác))

                                  UR Rarity
                                  Dark Armed, the Dragon of Annihilation
                                  UR Rarity
                                  Dark Armed, the Dragon of Annihilation
                                  Dark Armed, the Dragon of Annihilation
                                  DARK
                                  Dark Armed, the Dragon of Annihilation
                                  • ATK:

                                  • 2800

                                  • DEF:

                                  • 1000


                                  2+ Level 7 monsters Once per turn, if you have exactly 5 DARK monsters in your GY, you can also Xyz Summon "Dark Armed, the Dragon of Annihilation" by using 1 Level 5 or higher DARK Dragon monster you control as material. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then banish 1 card from your GY, also, this card cannot attack for the rest of this turn.


                                  SR Rarity
                                  Gaia Dragon, the Thunder Charger
                                  SR Rarity
                                  Gaia Dragon, the Thunder Charger
                                  Gaia Dragon, the Thunder Charger
                                  WIND
                                  Gaia Dragon, the Thunder Charger
                                  • ATK:

                                  • 2600

                                  • DEF:

                                  • 2100


                                  2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as material. (Transfer its materials to this card.) If this card attacks a Defense Position monster, inflict piercing battle damage.


                                  Depending on the given situation, you should choose to add these cards to supplement Red-Eyes . Most of them are level 7 monsters, so summoning these cards is quite easy. As for Gaia , you can use it to attack a monster in defense position to deal piercing damage. As for Dark Armed , summoning it is even easier because using just 1 DARK monster to summon is also a big bonus, but being able to destroy 1 monster on the field is enough for you to Consider using it for your deck.



                                  Engines

                                  Even with Red-Eyes Fusion , Red-Eye s decks are quite slow, especially when compared to recent decks. One way to level the playing field is to slow down your opponent's deck, which can be achieved by neutralizing their combos. Using a Fusion Spell prevents your opponent from bringing their main monster, and negating something like Shiranui Squire or Vision HERO Faris can force your opponent to end their turn. That is the reason why I will introduce to you Engines that can support Red-Eyes .

                                  Rebirth of Parshath and Avenging Knight Parshath (Parshath Engine)

                                  R Rarity
                                  Rebirth of Parshath
                                  R Rarity
                                  Rebirth of Parshath
                                  Rebirth of Parshath
                                  Trap Counter
                                  Rebirth of Parshath

                                    When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck.


                                    UR Rarity
                                    Avenging Knight Parshath
                                    UR Rarity
                                    Avenging Knight Parshath
                                    Avenging Knight Parshath
                                    LIGHT 8
                                    Avenging Knight Parshath
                                    • ATK:

                                    • 2600

                                    • DEF:

                                    • 2100


                                    1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can target 1 face-up monster your opponent controls; change that target's battle position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                                    Engine "I will negate whatever you do" is here. Parshath is quite good when combined with Red-Eyes because in the end they don't have much effect on our deck.

                                    Place Rebirth of Parshath face down and keep a Counter Trap in your hand right away, because Counter Traps can neutralize practically everything.

                                    You even get a free beater by Special Summoning Avenging Knight Parshath from the Extra Deck. Avenging Knight Parshath 's battle position change effect can help you escape your opponent's monsters by revealing their weaker stats. And the penetration effect is great for pushing damage to end the match.

                                    If you are missing some other good Extra Deck cards, you can choose to carry this Engine along with the Parshath trap cards. Stopping your opponent's play and special summoning a monster can be a game-winning decision.

                                    Predaplant Chlamydosundew, Predaplant Chimerafflesia and Predapractice (Predaplant Engine)

                                    R Rarity
                                    Predaplant Chlamydosundew
                                    R Rarity
                                    Predaplant Chlamydosundew
                                    Predaplant Chlamydosundew
                                    DARK 2
                                    Predaplant Chlamydosundew
                                    • ATK:

                                    • 600

                                    • DEF:

                                    • 200


                                    Monsters with a Predator Counter that you use as Fusion Materials are treated as DARK. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using this card on the field and monsters from your hand, field, and/or monsters with a Predator Counter your opponent controls as Fusion Materials. You can only use this effect of "Predaplant Chlamydosundew" once per turn.


                                    UR Rarity
                                    Predaplant Chimerafflesia
                                    UR Rarity
                                    Predaplant Chimerafflesia
                                    Predaplant Chimerafflesia
                                    DARK 7
                                    Predaplant Chimerafflesia
                                    • ATK:

                                    • 2500

                                    • DEF:

                                    • 2000


                                    1 "Predaplant" monster + 1 DARK monster Once per turn: You can target 1 monster on the field with a Level less than or equal to this card's; banish it. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK. Once per turn, during the next Standby Phase after this card was sent to the Graveyard: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand.


                                    SR Rarity
                                    Predapractice
                                    SR Rarity
                                    Predapractice
                                    Predapractice
                                    Spell Normal
                                    Predapractice

                                      Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn.


                                      Like in any DARK deck, especially Fusion decks, Chimeraffle si a can be an alternate main monster. Its first effect is a free removal effect once per turn, banishing your opponent's monster. Banishing ignores some floating effects and prevents the banished monster from using its Grave effect. And because this removal is non-destructive, you can take care of surrounding protection like Archfiend Zombie-Skull . The downside is that you can only use it on level 7 monsters or lower, so larger key monsters like Shiranui Sunsaga are safe.

                                      The second effect makes Chimerafflesia practically impossible to defeat in battle, unless your opponent has a monster higher than 4500 ATK. Also pay attention to negating monster effects like Witchcrafter Madame Verre , as Chimerafflesia 's base 2500 ATK isn't very good.

                                      Chimerafflesia can lead to getting Red-Eyes Fusion , giving you another key monster to hold the field when it's sent to the Graveyard.

                                      Additionally, Chamydosundew is the card you will use to create Chimerafflesia . Red-Eyes monsters on the field or in your hand can be combined with Chamydosundew to form Chimerafflesia . This way, you can use Red-Eyes monsters affected by Wall of Disruption or Floodgate Trap Hole .

                                      Chlamydosundew 's best feature is its ability to use your opponent's monsters as fusion materials, allowing you to get rid of non-target monsters well without having to destroy them. But this ability can only be used when you combine it with Predaplant Spinodionaea to place Predator Counter on your opponent's monster.

                                      For added consistency if you plan to carry more Predaplant leaves, you will definitely need a lot of searchers.

                                      Elemental HERO Neos and Neos Fusion (Neos Engine)

                                      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.


                                        It can be said that using Neos as a mercenary version for Red-Eyes is also a great complement. While they both focus on Fusion releasing their strongest monster onto the field, they also provide mutual protection for those monsters. Not only that, Neos are all Warrior types so they will love using Red-Eyes to bring out Slash Dragon - your main monster. In general, Red-Eyes is actually not limited to any card, so adding Neos to its max card is very reasonable.

                                        Buster Blader, the Dragon Destroyer Swordsman, Destruction Swordsman Fusion and Buster Whelp of the Destruction Swordsman (Buster Blader Engine)

                                        UR Rarity
                                        Buster Blader, the Dragon Destroyer Swordsman
                                        UR Rarity
                                        Buster Blader, the Dragon Destroyer Swordsman
                                        Buster Blader, the Dragon Destroyer Swordsman
                                        LIGHT 8
                                        Buster Blader, the Dragon Destroyer Swordsman
                                        • ATK:

                                        • 2800

                                        • DEF:

                                        • 2500


                                        1 "Buster Blader" + 1 Dragon-Type monster Must be Fusion Summoned and cannot be Special Summoned by other ways. This card cannot attack directly. This card gains 1000 ATK and DEF for each Dragon-Type monster your opponent controls or is in their Graveyard. Change all Dragon-Type monsters your opponent controls to Defense Position, also Dragon-Type monsters in your opponent's possession cannot activate their effects. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                                        SR Rarity
                                        Destruction Swordsman Fusion
                                        SR Rarity
                                        Destruction Swordsman Fusion
                                        Destruction Swordsman Fusion
                                        Spell Quick
                                        Destruction Swordsman Fusion

                                          Fusion Summon 1 Fusion Monster that lists "Buster Blader" as Material from your Extra Deck, using monsters from your hand or either side of the field as Fusion Materials. If this card is in your Graveyard: You can send 1 card from your hand to the Graveyard; add this card to your hand. You can only use each effect of "Destruction Swordsman Fusion" once per turn.


                                          UR Rarity
                                          Buster Whelp of the Destruction Swordsman
                                          UR Rarity
                                          Buster Whelp of the Destruction Swordsman
                                          Buster Whelp of the Destruction Swordsman
                                          LIGHT 1
                                          Buster Whelp of the Destruction Swordsman
                                          • ATK:

                                          • 400

                                          • DEF:

                                          • 300


                                          When this card is Normal Summoned: You can add 1 "Destruction Sword" card from your Deck to your hand, except "Buster Whelp of the Destruction Swordsman". You can only use 1 of the following effects of "Buster Whelp of the Destruction Swordsman" per turn, and only once that turn. ● You can Tribute this card; Special Summon 1 "Buster Blader" from your hand or Graveyard. ● If this card is in your Graveyard and you control "Buster Blader": You can discard 1 "Destruction Sword" card; Special Summon this card.


                                          If you are a fan of dragon slaying swordsmen and want to control Blue-Eyes ? Make them submit to Red-Eyes ? Then Buster Blader will help you do that. When discussing their power to subdue dragons, it goes without saying, but here they can easily combine with Red-Eyes thanks to the nature of the fusion that brings main monsters to the field. They both need each other: Red-Eyes needs Buster Blader and BBDDS needs Red-Eyes 's dragons. An interaction that is so perfect and can completely control current meta currents.



                                          Future supports

                                          Although with its current strength, Red-Eyes still has a place in the top tier of Duel Links, I really hope that with the release of future cards, Red-Eyes will rise to the top one day. not far. So, this is the part where I will introduce you to their upcoming supports.

                                          Red-Eyes Black Flare Dragon (Potential)

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

                                          • 2400

                                          • DEF:

                                          • 2000


                                          This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● If damage calculation is performed involving this card, at the end of the Battle Phase: You can inflict damage to your opponent equal to this card's original ATK. You can only use this effect of "Red-Eyes Black Flare Dragon" once per turn.


                                          A support with a burning damage effect that is quite useful for Red-Eyes . Although it is a bit slow due to its nature as a Gemini monster, to activate its effects, you need to special summon it from the grave. And at a glance, this card can still be easily summoned due to the nature of most Red-Eyes monsters to summon 1 normal monster (Gemini is still counted as a normal monster whether on the field or in the grave). .

                                          Red-Eyes Darkness Metal Dragon (Potential)

                                           Rarity
                                          Red-Eyes Darkness Metal Dragon
                                           Rarity
                                          Red-Eyes Darkness Metal Dragon
                                          Red-Eyes Darkness Metal Dragon
                                          DARK 10
                                          Red-Eyes Darkness Metal Dragon
                                          • ATK:

                                          • 2800

                                          • DEF:

                                          • 2400


                                          You can Special Summon this card (from your hand) by banishing 1 face-up Dragon monster you control. You can only Special Summon "Red-Eyes Darkness Metal Dragon" once per turn this way. During your Main Phase: You can Special Summon 1 Dragon monster from your hand or GY, except "Red-Eyes Darkness Metal Dragon". You can only use this effect of "Red-Eyes Darkness Metal Dragon" once per turn.


                                          Darkness Metal Dragon is actually no longer strange to those who have played TCG/OCG or followed the Master Duel format. Darkness Metal Dragon brings a very strong special summoning ability, both special summoning itself and summoning another monster from the grave to quickly and simply summon 1 Xyz. This is indeed a very strong ability for meta formats, helping to fill the field quickly. Because of its ability, other decks often use it as mercenaries and have been limited to 1.

                                          Inferno Fire Blast and Red-Eyes Burn (Potential)

                                           Rarity
                                          Inferno Fire Blast
                                           Rarity
                                          Inferno Fire Blast
                                          Inferno Fire Blast
                                          Spell Normal
                                          Inferno Fire Blast

                                            Target 1 "Red-Eyes B. Dragon" in your Monster Zone; inflict damage to your opponent equal to its original ATK. "Red-Eyes B. Dragon" cannot attack the turn you activate this card.


                                             Rarity
                                            Red-Eyes Burn
                                             Rarity
                                            Red-Eyes Burn
                                            Red-Eyes Burn
                                            Trap Normal
                                            Red-Eyes Burn

                                              If a face-up "Red-Eyes" monster(s) you control, except "Red-Eyes B. Chick", is destroyed by battle or card effect: Target 1 of those monsters; both players take damage equal to its original ATK. You can only activate 1 "Red-Eyes Burn" per turn.


                                              Options to have better and faster damage effects than Black Flare Dragon and if put into Duel Links, their damage will not be reduced anymore because in fact, the amount of damage they have has been cut. 1 half.

                                              Meteor Black Comet Dragon (Potential)

                                              UR Rarity
                                              Meteor Black Comet Dragon
                                              UR Rarity
                                              Meteor Black Comet Dragon
                                              Meteor Black Comet Dragon
                                              DARK 8
                                              Meteor Black Comet Dragon
                                              • ATK:

                                              • 3500

                                              • DEF:

                                              • 2000


                                              1 Level 7 "Red-Eyes" monster + 1 Level 6 Dragon-Type monster If this card is Fusion Summoned: You can send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard, and if you do, inflict damage to your opponent equal to half the original ATK of that monster. If this card is sent from the Monster Zone to the Graveyard: You can target 1 Normal Monster in your Graveyard; Special Summon it.


                                              Easily the main card of our deck because its summon condition allows us to be able to use our archetype normally, such as Meteor Dragon Red-Eyes Impact . In addition, sending a monster to the grave to deal effect damage when just summoned is also a bonus for this card because you can both pressure your opponent and bring Red-Eyes to the field. brought to the grave by Red-Eyes Spirit . Not only that, Black Comet Dragon has an extremely large amount of ATK that can swallow all other monsters in the Duel Links meta right now. An effect of Black Comet Dragon is that when it leaves the field, it will summon a normal monster from the grave, which will be useful in defending and protecting your field.

                                              Red-Eyes Dark Dragoon (Potential)

                                               Rarity
                                              Red-Eyes Dark Dragoon
                                               Rarity
                                              Red-Eyes Dark Dragoon
                                              Red-Eyes Dark Dragoon
                                              DARK 8
                                              Red-Eyes Dark Dragoon
                                              • ATK:

                                              • 3000

                                              • DEF:

                                              • 2500


                                              "Dark Magician" + "Red-Eyes Black Dragon" or 1 Dragon Effect Monster Cannot be destroyed by card effects. Neither player can target this card with card effects. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK.


                                              This is the real key card that you always look forward to entering the game. The ability to be too OP (overpower - too strong) can easily put it in any Duel Links deck and because of that, it's possible that Red-Eyes will be nerfed within 1-2 cards. Dark Dragoon cannot be destroyed by card effects or by being targeted. In addition, it can also be your own Blue-Eyes Alternative White Dragon when it has the ability to destroy monsters on the opponent's field corresponding to the number of Normal monsters used as materials to summon it. Then deal damage equal to half that monster's ATK to your opponent. Not to mention, if a card effect activates, you can negate it by discarding a card in your hand, which gives the Red-Eyes additional power from the grave. As I have analyzed, you see, with all three of the above abilities, Dark Dragoon is very desirable in Duel Links.

                                              Red-Eyes Alternative Black Dragon (Potential)

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

                                              • 2400

                                              • DEF:

                                              • 2000


                                              Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 1 "Red-Eyes" monster from your hand or field. You can only Special Summon "Red-Eyes Alternative Black Dragon" once per turn this way. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 Level 7 or lower "Red-Eyes" monster in your GY, except "Red-Eyes Alternative Black Dragon"; Special Summon it, and if it was a "Red-Eyes B. Dragon" that was Special Summoned, its original ATK becomes doubled.


                                              Newbies wouldn't think that Red-Eyes wouldn't have an Alternative card of its own, right? In fact, it does and its summoning ability is not inferior to the leaves I mentioned above. Sacrificing a Red-Eyes monster for a special summon is also a good performance. Moreover, allowing to summon 1 Red-Eyes B. Dragon and double its ATK to stay on the field is truly amazing. Therefore, this is also a desirable card to use in your deck. Although it is not as strong and diverse as other cards or the alternative form of Blue-Eyes , every deck has its own strengths and weaknesses. Even in this form , Red-Eyes is too OP.



                                              Final thoughts

                                              Although not fully supported, Red-Eye s is still a deck worth playing and very easy to build. Especially for newbies who are wondering which direction is right. And I firmly believe that, in the future, Red-Eyes will be even stronger and will not stop as a F2P deck for newbies (usually the strength index of these decks is quite weak) but will expand. away and become one of the top decks of the Duel Links series.




                                              Companion unit:

                                              - Yu-Gi-Oh! Guidance Vietnam





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