One of the strongest Ritual decks in Duellinks. When World Arc-V was released, this deck became very strong with a series of new supports, but it also suffered from attacks and Limits on some cards. However, this is still a deck worth playing and is among the Top decks according to statistics.
Nekroz is a deck that is not cheap to build completely, revolving around the Nekroz Ritual monsters. Nekroz Warrior monsters will often be summoned to the field like Big Bosses, while Nekroz Spellcasters will stay in the hand and perform their quick effects similar to hand traps.
The weakness of the deck is that it is quite fragile when facing backrows and the attack is not too large, but in return the ability to remove is very strong. Although we are weak when faced with too many backrows, we no longer have slots for tech cards like MST to clear the back deck because most of them are used for the deck's cores.
Overall rating: 7.5/10

Instructions for playing Nekroz
Sections covered in this guide:
Skill
It would be quite reasonable for a Ritual Deck to carry this skill. After receiving -1000 LP, we can exchange 1 card in our hand to get 1 ritual monster or 1 ritual spell. But this is quite random because sometimes we cannot get the leaves we want.
This skill can be used up to 2 times in 1 Duel hehe :)))
This skill is less used than the other two skills, but it is not a waste. Having a Ritual Cage protects our ritual monsters from Monster Effects while our Boss monsters are all Ritual monsters.
Sometimes when encountering odds like Relinquished, this skill will be the thing that saves your duel =))
Another skill is also very useful, used as much as Master of Rites 1. As we can see, our deck does not have any Light-type monsters at all, so when we activate the skill, the card we will draw is definitely Senju (a pro searcher of Ritual decks), and from there we can make play
Monster Cards
- Valkyrus is usually a safe choice to search because of its powerful effect to end the Battle Phase.
- If you already have Cycle/Mirror, look for Shurit.
- If Shurit and 1 Ritual Spell are in hand; Gungnir is good if you turn 1, while Trishula is good if you can activate it.
- If you already have a Nekroz monster on the field; Decisive Armor increases its ATK, Gungnir protects it from destruction, while Trishula negates cards that target your Nekroz monsters.
Spell
Yep, we can absolutely use monsters in the extra deck as Ritual materials for Nekroz monsters through this card. It can even spam up to 2-3 Nekroz monsters at the same time. However, it also has many limitations when it cannot summon Ritual from the grave or take monsters from the grave as materials. Our extra slots will carry useful cards that do not have the appropriate Level number to summon Nekroz monsters, so this is also the reason we only need to x1 this card.
Extra deck
We can spend 2 Extra deck slots for these 2 Fossil monsters without having to think too much. Not used to Fusion to punch each other, but we use these two cards to combine with Nekroz Kaleidoscope.
Having these Xyz monsters can be useful if you need certain effects or if you want to spend more, more useful Trishula after its effect is used. Just remember that doing this means they are no longer Nekroz monsters, so you cannot use Nekroz monsters in your hand to protect them from destruction or target effects.
Monster Xyz ranked 4th nationally so far. Essentially, its effect allows you to deal 2500 damage (its own ATK) if it attacks a monster you have targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack it with your other weaker monsters, especially as you can use Ultimate Pound to deal massive damage.
Abyss Dweller is an interactive anti-Graveyard effect tech that prevents Decks from activating many effects from the graveyard. It's best to activate this eff at the start of your opponent's turn, so make sure to turn the Toggle "ON" and activate Abyss Dweller's effect during your opponent's Draw Phase.
Other cards option
Having a backrow remover can be useful as it allows you to deal with enemy Spells/Traps before you get squeezed by them, allowing you to play your turns more safely. Cosmic Cyclone works best with decks that pay LP, which will allow you to activate the ability to get a Ritual Spell/Monster. You can even use it twice per turn if you use the ability after taking damage (or from Cosmic Cyclone before), then recast Cosmic Cyclone to lose another 1000 to use the skill again.
Since Trishula's effect only works when summoned, there's no good reason to keep it on the field after the effect wears off. You can use them to Xyz into Number 9 if you need an attack blocker or if you know you're facing a deck that can summon monsters with 2800+ ATK.











































