Instructions for playing Black Luster Soldier

Instructions for playing Black Luster Soldier

It seems like I've written so many articles just about Fusion , Synchro or even Pendulum monsters that I've forgotten about Ritual monsters. Well, today I will introduce to you a Ritual card line that has just been released recently and is also the main card line of hacking city Yami Yugi in certain battles in manga and anime - Black Luster Soldier . This is a pretty strong line and has a lot of pretty useful support in Duel Links. Let's follow this article!




overview

overview




Black Luster Soldier is a Ritual monster that can be powered up using certain monsters - Beginning Knight and Evening Twilight Knight , as part of a Ritual Summon. A fully charged Black Luster Soldier can banish 2 monsters in one turn, another monster from the opponent's hand, and has the ability to attack twice per turn.

Even so, this deck also has certain weaknesses that you need to keep in mind. So, please continue following this article to understand more.

Abbreviations

First of all, the abbreviations of this article (sometimes I'm too lazy to write out the names so please understand and try to read this table ~~)

  • Black Luster Soldier = BLS
  • Black Luster Soldier - Super Soldier = BLS-SS
  • Super Soldier Synthesis = SSS
  • Beginning Knight = Begining
  • Evening Twilight Knight = ET
  • Cosmic Cyclone = CC
  • Chaos Dragon Levianeer = Levi
  • Gateway to Chaos = Gate
  • Graveyard = GY
  • Lifepoint = LP



Skills

   

Master of Rites (Skill Card) (100%)

UR Rarity
Master of Rites (Skill Card)
UR Rarity
Master of Rites (Skill Card)
Master of Rites (Skill Card)
Master of Rites (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 choose 1 of the following: ● Add 1 random Ritual Monster from your Deck to your hand. ● Add 1 random Ritual Spell Card from your Deck to your hand. This Skill can only be used twice per Duel.


With Ritual monsters, you will definitely need a suitable Skill set to avoid having your hand too bricked (in case your hand has too many magic/trap cards or there is no Ritual monster in your hand). . Master of Rites is used with the purpose of reducing brick hands for players. The ability to bring back any Ritual Spell or any Ritual monster up to 2 times in a Game is much more useful for a Ritual-oriented deck.

Master of Rites: Super Soldier (Skill Card) (50%)

UR Rarity
Master of Rites: Super Soldier (Skill Card)
UR Rarity
Master of Rites: Super Soldier (Skill Card)
Master of Rites: Super Soldier (Skill Card)
Master of Rites: Super Soldier (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Select 1 Ritual Monster from your hand to the Graveyard and add 1 "Super Soldier Synthesis" from your Deck to your hand. If you send "Black Luster Soldier" to your Graveyard, you can place 1 face-down "Super Soldier Rebirth" to your field from your hand or Deck. You can only Special Summon Ritual Monsters during this tum and you can only activate 1 monster's effect during the Main Phase until the Battle Phase. This Skill will only activate if you begin the Duel with a Deck that has a total of at least 9 cards and at least 6 types of "Black Luster Soldier" Ritual Monsters or monsters that include "Black Luster Soldier in their card text. Can be used from your 2nd turn onward. This Skill can only be used once per Duel.


After Black Luster Soldier - Super Soldier was released in the latest box recently, Konami also provided our Yugis with a completely separate Skill for the Black Luster Soldier line. However, it is not as optimal as the normal Skill Master of Rites because it does not give you a Ritual monster card but only gives you 1 " Super Soldier Synthesis " from the deck to your hand. But, the only plus point for this Skill is that if you send 1 Black Luster Soldier to the Graveyard, you will be allowed to place 1 " Super Soldier Rebirth " face down from your deck on the field - a trap card that helps you continuously summon Black Luster. Soldier from your hand.

In general, it is good that Konami supports a separate Skill for a line of cards, but sometimes what is new is not as good as what is old. So please consider carefully before using Skills.

Master of Rites II (40%)

 Rarity
Master of Rites II
 Rarity
Master of Rites II
Master of Rites II
Master of Rites II
  • ATK:

  • 0

  • DEF:

  • 0


Begin Duel with the Continuous Spell 'Ritual Cage' activated.


This will be the Skill set that can be used the least with ritual monster lines that use only 1 - 2 ritual monster cards, often used in card lines that use more ritual monsters like Cyber ​​Angel . However, it also has its benefits, Master of Rites II provides your ritual monsters with very good protection and effect resistance - something that ritual monsters in Duel Links cannot yet provide on their own. Okay.



Core

    

Black Luster Soldier - Super Soldier (1-2x)

UR Rarity
Black Luster Soldier - Super Soldier
UR Rarity
Black Luster Soldier - Super Soldier
Black Luster Soldier - Super Soldier
EARTH 8
Black Luster Soldier - Super Soldier
  • ATK:

  • 3000

  • DEF:

  • 2500


You can Ritual Summon this card with "Super Soldier Ritual". If this card destroys an opponent's monster by battle and sends it to the Graveyard: Inflict damage to your opponent equal to its ATK in the Graveyard. If this card is destroyed by battle and sent to the Graveyard, or if this card in your possession is destroyed by an opponent's card effect and sent to your Graveyard: You can Special Summon 1 "Gaia The Fierce Knight" monster from your hand, Deck, or Graveyard. You can only Special Summon "Black Luster Soldier - Super Soldier(s)" once per turn.


Although it may not seem impressive since it takes a lot of cards to summon this card, BLS monsters have a number of support rituals that will give it some additional effects.

After you summon the BLS-SS ritual with Super Soldier Synthesis by using the combination of Beginning and Evening Twilight Knights from your hand and deck. This will give your BLS a total of 4 effects:

  • Can banish a monster your opponent controls twice. Activated separately.
  • Can attack twice if the first attack destroys a monster.
  • Can deal effect damage if 1 monster is destroyed by battle
  • Can temporarily banish 1 card from your opponent's hand.

Black Luster Soldier (1x)

UR Rarity
Black Luster Soldier
UR Rarity
Black Luster Soldier
Black Luster Soldier
EARTH 8
Black Luster Soldier
  • ATK:

  • 3000

  • DEF:

  • 2500


You can Ritual Summon this card with "Black Luster Ritual".


The staple monster of this deck and is probably used quite a bit in more cost intensive builds. However, you can still choose not to use this card but use BLS - SS because both do not bring much special effect. Only when summoned by BLS monsters do they gain additional power,

Charging Gaia the Fierce Knight (1x)

SR Rarity
Charging Gaia the Fierce Knight
SR Rarity
Charging Gaia the Fierce Knight
Charging Gaia the Fierce Knight
LIGHT 7
Charging Gaia the Fierce Knight
  • ATK:

  • 2300

  • DEF:

  • 2100


You can Normal Summon this card without Tributing. If this card is Normal Summoned without Tributing, its original ATK becomes 1900. If this card is Tributed: You can add 1 "Black Luster Soldier" monster from your Deck to your hand. You can only use this effect of "Charging Gaia the Fierce Knight" once per turn.


This card is mainly so BLS - Super Soldie r can bring something onto the field when destroyed, but it can also be used to help summon the Super Soldier ritual since it is a level 7 monster plus Sphere Kuriboh level 1.

It can also be searched with Gateway to Chaos when it is first activated, and can be normal summoned immediately if you have no other monsters to use. It doesn't matter if it is destroyed because Super Soldier can special summon Gaia from the hand, main deck, or graveyard.

Evening Twilight Knight and Beginning Knight (3x)

R Rarity
Evening Twilight Knight
R Rarity
Evening Twilight Knight
Evening Twilight Knight
DARK 4
Evening Twilight Knight
  • ATK:

  • 500

  • DEF:

  • 2000


A "Black Luster Soldier" monster Ritual Summoned using this card gains these effects. You can only use this effect of "Evening Twilight Knight" once per turn. ● Once per turn: You can target 1 monster your opponent controls; banish it. ● Once per turn: You can banish 1 random card from your opponent's hand face-down, until your opponent's next End Phase. If this card is banished from your Graveyard: You can add 1 Ritual Monster from your Deck to your hand. You can only use this effect of "Evening Twilight Knight" once per turn.


R Rarity
Beginning Knight
R Rarity
Beginning Knight
Beginning Knight
LIGHT 4
Beginning Knight
  • ATK:

  • 500

  • DEF:

  • 2000


A "Black Luster Soldier" monster Ritual Summoned using this card gains these effects. You can only use this effect of "Beginning Knight" once per turn. ● Once per turn: You can target 1 monster your opponent controls; banish it. ● When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can activate this effect; this card can make a second attack in a row. If this card is banished from the Graveyard: You can add 1 Ritual Spell Card from your Deck to your hand. You can only use this effect of "Beginning Knight" once per turn.


If you use both Beginning and Evening Twilight Knight to Ritual Summon Black Luster Soldier , you will be able to banish up to two opponent monsters per turn as they are considered two different effects.

Besides the obvious powerful removal effect, they also provide secondary effects that you can use if the corresponding removal effect is not activated. Beginning Knight gives you a second attack, which is great for pushing damage and clearing monsters. Evening Twilight Knight allows you to temporarily banish a card from your opponent's hand, which can be annoying especially if you are lucky enough to banish a card that is essential to their main combo (If you face With Melodious , you can probably avoid their handtraps) .

Envoy of Chaos (0-2x)

SR Rarity
Envoy of Chaos
SR Rarity
Envoy of Chaos
Envoy of Chaos
DARK 4
Envoy of Chaos
  • ATK:

  • 1500

  • DEF:

  • 0


During the Battle Phase (Quick Effect): You can discard this card, then target 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster you control; it gains 1500 ATK until the end of this turn, and if it does, every opponent's monster that battles it this turn has its ATK become that monster's original ATK during damage calculation only. Once per turn, during the End Phase, if this card is in your GY: You can banish 1 LIGHT and 1 DARK monster from your GY, except this card; add this card to your hand.


Envoy of Chaos works like 1 Score the Melodious Diva of the Melodious series but the plus point is that it can be recycled multiple times and the minus point is that it only increases the ATK of BLS on the field and does not decrease the ATK of the opponent's monster. Perhaps because of this minus point and the fact that it has to expel 2 cards, 1 LIGHT 1 DARK, to recycle it, many builds don't use it much.

Super Soldier Soul (1x)

SR Rarity
Super Soldier Soul
SR Rarity
Super Soldier Soul
Super Soldier Soul
EARTH 1
Super Soldier Soul
  • ATK:

  • 0

  • DEF:

  • 0


You can send 1 "Black Luster Soldier" monster from your hand to the Graveyard; until your opponent's next End Phase, this card's ATK becomes 3000, and this card's name becomes "Black Luster Soldier". You can banish this card from your Graveyard; add 1 "Beginning Knight" or "Evening Twilight Knight" from your Deck to your hand. You can only use each effect of "Super Soldier Soul" once per turn.


The fact that it itself can turn into another BLS to replace the BLS if you can't immediately summon one to the field is also very useful if you are in a brick hand situation. BLS can be immediately summoned back from GY due to their summoning conditions. The second effect of Super Soldier Soul also helps you somewhat if you do not have enough materials to perform the ritual summoning immediately.

Sphere Kuriboh (3x)

UR Rarity
Sphere Kuriboh
UR Rarity
Sphere Kuriboh
Sphere Kuriboh
DARK 1
Sphere Kuriboh
  • ATK:

  • 300

  • DEF:

  • 200


When an opponent's monster declares an attack: You can send this card from your hand to the GY; change the attacking monster to Defense Position. When you Ritual Summon, you can banish this card from your GY as 1 of the monsters required for the Ritual Summon.


It wouldn't be surprising to have an extremely handy tech like Sphere Kuriboh as a core. Not only does Sphere Kuriboh help you escape death for a few turns, but it also helps provide the necessary materials to summon BLS to the field. So, if possible, play all 3 copies of this card.

Super Soldier Synthesis and Super Soldier Ritual (3x)

R Rarity
Super Soldier Synthesis
R Rarity
Super Soldier Synthesis
Super Soldier Synthesis
Spell Normal
Super Soldier Synthesis

    This card can be used to Ritual Summon any "Black Luster Soldier" Ritual Monster from your hand or Graveyard. You must also send 1 LIGHT and 1 DARK monster (1 from your hand and 1 from your Deck) to the Graveyard, whose total Levels exactly equal 8. You can only activate 1 "Super Soldier Synthesis" per turn.


    UR Rarity
    Super Soldier Ritual
    UR Rarity
    Super Soldier Ritual
    Super Soldier Ritual
    Spell Normal
    Super Soldier Ritual

      This card can be used to Ritual Summon any "Black Luster Soldier" Ritual Monster. You must also Tribute monsters from your hand or field whose total Levels exactly equal 8. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card, 1 LIGHT monster, and 1 DARK monster from your Graveyard; Special Summon 1 "Black Luster Soldier" Ritual Monster from your hand, ignoring its Summoning conditions. You can only use this effect of "Super Soldier Ritual" once per turn.


      Ritual magic options are very common in the BLS line. Each card will have its own effect and give you very interesting turns with each card and you can search for them through Gateway of Chaos or your Skills.

      • Use Super Soldier Synthesis to Ritual Summon Black Luster Soldier from your hand or grave by sending 1 Beginning Knight and 1 Evening Twilight Knight (1 from your hand and 1 from your Deck) to the graveyard. The fact that one of your materials comes from the Deck helps reduce the cost of demanding Ritual Summons.
      • Using Super Soldier Ritual you will get up to 2 ritual summons, but usually in builds you will only play 1 to 2 BLS ritual monsters so using this card is not very common because it is not limited. gives you the conditions to summon BLS.


      Gateway to Chaos (2x)

      SR Rarity
      Gateway to Chaos
      SR Rarity
      Gateway to Chaos
      Gateway to Chaos
      Spell Field
      Gateway to Chaos

        When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the GY, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn.


        The main purpose is to use it to search for cards needed to summon BLS: Search BLS or Gaia when it is activated. With 3 counters on the field, you will be able to use it again to search for a ritual magic card.



        Other Archetype leaves

            

        Super Soldier Rebirth (1x)

        N Rarity
        Super Soldier Rebirth
        N Rarity
        Super Soldier Rebirth
        Super Soldier Rebirth
        Trap Normal
        Super Soldier Rebirth

          Target 1 "Black Luster Soldier" monster you control; send it to the Graveyard, and if you do, Special Summon 1 "Black Luster Soldier" monster from your hand with a different name from that monster, ignoring its Summoning conditions. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Black Luster Soldier" monster in your Graveyard; add it to your hand. You can only activate 1 "Super Soldier Rebirth" per turn.


          You should use only 1 of this card because you can use it faster with your Skill. Rebirth gives you 1 extra puncher and 1 extra attack each time it activates, quite handy if you want to OTK with BLS. But that's not its only ability, changing the BLS prevents your BLS from being targeted by effects like Karma Cut 's removal effect, for example.

          Super Soldier Shield (1x)

          R Rarity
          Super Soldier Shield
          R Rarity
          Super Soldier Shield
          Super Soldier Shield
          Trap Counter
          Super Soldier Shield

            When a Spell/Trap Card, or monster effect, is activated that targets a monster(s) on the field, while you control a "Black Luster Soldier" monster: Negate the activation, and if you do, destroy that card. If this card is in your Graveyard: You can remove 1 Spell Counter from your side of the field; Set this card, but banish it when it leaves the field.


            Shield helps your BLS avoid targeted effects, and it can be recycled multiple times via Gateway to Chaos . One advantage of this card is that it is a counter trap, making it easy to chain quickly so that BLS are protected.

            Beginning of Heaven and Earth (1x)

            R Rarity
            Beginning of Heaven and Earth
            R Rarity
            Beginning of Heaven and Earth
            Beginning of Heaven and Earth
            Trap Normal
            Beginning of Heaven and Earth

              Reveal 3 Warrior-Type monsters from your Deck, including at least 1 "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, and have your opponent randomly pick 1. If they picked a "Black Luster Soldier" monster or "Gaia The Fierce Knight" monster, add it to your hand and send the rest to the Graveyard. Otherwise, send them all to the Graveyard. You can only activate 1 "Beginning of Heaven and Earth" per turn.


              This card is a very good choice to replenish your Graveyard and hand with materials to summon BLS. If the opponent chooses 1 BLS correctly, you can summon the ritual immediately, but if they don't choose correctly, you still have the materials to immediately play 1 Levi if you use Levi in ​​this build of Friend.



              Extra Deck

              Currently, BLS can only use one mercenary Extra Deck depending on the current Meta trend, but the ideal is always Rank 4 Xyz and level 7 Synchro. However, if you want to use it, then You must have reasonable Engines to use them (Will be discussed later).

              Number 39: Utopia and Number C39: Utopia Ray (Utopia options)

              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.


              With Sphere Kuriboh and Cosmic Cyclone , you can control your LP. If you get below 1000, you can use Utopia Ray 's effect to get a monster with 4000 ATK. It also reduces your opponent's monster's ATK by 1000, meaning if your opponent has a monster of 3000 ATK or lower, you can OTK them immediately. Additionally, you should hold your Utopia to keep the field and summon Utopia Ray for the next turn.

              Evilswarm Ouroboros, Number 91: Thunder Spark Dragon and Stellarknight Delteros (1x)

              SR Rarity
              Evilswarm Ouroboros
              SR Rarity
              Evilswarm Ouroboros
              Evilswarm Ouroboros
              DARK
              Evilswarm Ouroboros
              • ATK:

              • 2750

              • DEF:

              • 1950


              3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target.


              SR Rarity
              Number 91: Thunder Spark Dragon
              SR Rarity
              Number 91: Thunder Spark Dragon
              Number 91: Thunder Spark Dragon
              LIGHT
              Number 91: Thunder Spark Dragon
              • ATK:

              • 2400

              • DEF:

              • 2000


              3 Level 4 monsters Once per turn, you can activate 1 of these effects. ● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field. ● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.


              UR Rarity
              Stellarknight Delteros
              UR Rarity
              Stellarknight Delteros
              Stellarknight Delteros
              LIGHT
              Stellarknight Delteros
              • ATK:

              • 2500

              • DEF:

              • 2100


              3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck.


              With the Engine being Star Seraphs , these are the 3 best options that you can Xyz on to request 3 monsters.

              • Delteros is arguably the best because its summon cannot be negated or affected by Floodgate Trap Hole and it also has an effect to discard cards. The floating effect will not be usable here because there are no other " tellarknights " in the deck. But if you want, you can just put 1 Satellarknight Altair in your deck so that Delteros can float into it when destroyed, this will help specifically summon Delteros back from the grave. It won't have materials, but it might be good to at least have a monster on the field to prevent attacks.
              • Another option for Rank 4 with 3 ingredients using Star Seraph is Ouroboros . It has 3 separate effects, but each effect can only be used once. Compared to Delteros , Ouroboros is better if you summon it on turn 1 to make your opponent discard 1 card. But its card removal effect can only be used once. Even so, neither Ouroboros nor Delteros would have lasted this long if it weren't so important.
              • As a final option, having Number 91 in your Extra Deck gives you the option to destroy untargetable monsters, but it can only be used once.

              Useful Rank 4 options

              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.


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

              • 2000

              • DEF:

              • 1200


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


              SR Rarity
              Gagaga Samurai
              SR Rarity
              Gagaga Samurai
              Gagaga Samurai
              EARTH
              Gagaga Samurai
              • ATK:

              • 1900

              • DEF:

              • 1600


              2 Level 4 monsters Once per turn: You can detach 1 material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to face-up Defense Position, and if you do, change the attack target to this card and perform damage calculation.


              Some Rank 4 options are necessary for your Extra Deck, they can also help you by separating Begining and ET materials into the grave to charge for finding and summoning rituals for the deck. . In addition, they all have very beneficial effects

              • Malevolent Sin is an anti-Xyz tech and acts as a Galaxy-Eyes Photon Dragon . Summon Malevolent Sin and use its effect to temporarily banish your opponent's Xyz monster. Xyz Monsters will return without any materials attached.
              • Roach is great for destroying high-level monsters or Synchro monsters, like a Trap Hole card. When your opponent summons their main monster, use Roach 's effect to destroy it immediately. This is an especially good counter against Synchro Decks. But most of the time, Roach 's mere presence on the field is enough to intimidate opponents from creating huge monsters.
              • Dire Wolf is a pretty good general pick for removal. Its purpose is to destroy itself along with an opponent's card.
              • Heraldry Patriarch is basically an anti-Harpie tech. Harpies are all renamed "Harpie Lady" so the first effect of Heraldry Patriarch can be used for removal, even on your opponent's turn. The Heraldry Patriarch will then prevent opponents from resurrecting the Harpies as they are all considered "Harpie Lady" while in the grave.
              • Summon Gagaga Samurai to deal massive damage to your opponents. If your opponent is willing to be attacked directly, the Samurai can attack twice to deal a total of 3800 damage on his own.

              Michael, the Arch-Lightsworn, Fortune Lady Every and Black Rose Dragon (Level 7 Synchro options)

              UR Rarity
              Michael, the Arch-Lightsworn
              UR Rarity
              Michael, the Arch-Lightsworn
              Michael, the Arch-Lightsworn
              LIGHT 7
              Michael, the Arch-Lightsworn
              • ATK:

              • 2600

              • DEF:

              • 2000


              1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can pay 1000 LP, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 LP for each returned card. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the Graveyard.


              SR Rarity
              Fortune Lady Every
              SR Rarity
              Fortune Lady Every
              Fortune Lady Every
              LIGHT 7
              Fortune Lady Every
              • ATK:

              • 0

              • DEF:

              • 0


              1 Tuner + 1+ non-Tuner Spellcaster monsters This card's ATK/DEF become its Level x 400. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12), then, you can banish 1 face-up monster your opponent controls. During your opponent's End Phase, if this card is in your GY: You can banish 1 other Spellcaster monster from your GY; Special Summon this card. You can only use this effect of "Fortune Lady Every" once per turn.


              UR Rarity
              Black Rose Dragon
              UR Rarity
              Black Rose Dragon
              Black Rose Dragon
              FIRE 7
              Black Rose Dragon
              • ATK:

              • 2400

              • DEF:

              • 1800


              1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.


              These will be the best level 7 Synchro options if you play with the Lightsworn Engine. Each card has its own effect and can be quickly summoned not only with Lightsworn monsters but also with BLS monsters, extremely suitable for this deck.

              • The first card of the Lightsworn series, Michael can banish 1 card from the field, as long as you pay 1000 LP. This effect is especially strong in your deck, it gives you 1 extra banish turn. In addition, keeping Michael on the field until the end of the turn can also be a good idea because he can replenish materials for your graveyard by milling 3 cards on the top of your deck, helping to thin out the cards and draw the necessary cards. device that you have not withdrawn yet. However, it's not certain that this will be useful, you can use it to Synchro directly to another monster or like I said, keep it on the field as a shield for you. Because if it is destroyed, your deck will be full of materials again.
              • As for Fortune Lady Every , this card is especially suitable for lines that only use Spellcasters, but it is also suitable for Lightsworn because of the presence of Lumina , helping you satisfy the continuous revival conditions of Every and gives you another useful non-target banish.
              • Finally, Black Rose Dragon - the most common level 7 Synchro card in the Extra Deck mercenaries, you can summon it to destroy the entire front deck to set up the summoning of the following BLS. This way your resources will not be wasted in vain.

              Assault Blackwing - Onimaru the Divine Thunder (1x)

              R Rarity
              Assault Blackwing - Onimaru the Divine Thunder
              R Rarity
              Assault Blackwing - Onimaru the Divine Thunder
              Assault Blackwing - Onimaru the Divine Thunder
              DARK 12
              Assault Blackwing - Onimaru the Divine Thunder
              • ATK:

              • 3000

              • DEF:

              • 2000


              1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only.


              This option is used when combining BLS and Raiden to summon it. Can be considered your main monster in the deck in Synchro version. Although it cannot increase ATK to 6000, it still has a destructive effect resistance - very useful in some cases and is also a puncher with 3000 ATK, strong enough to defeat the opponent.

              Shooting - Junk Synchro Options

              UR Rarity
              Junk Berserker
              UR Rarity
              Junk Berserker
              Junk Berserker
              WIND 7
              Junk Berserker
              • ATK:

              • 2700

              • DEF:

              • 1800


              "Junk Synchron" + 1 or more non-Tuner monsters You can banish 1 "Junk" monster from your Graveyard, then target 1 face-up monster your opponent controls; that target loses ATK equal to the banished monster's ATK. At the start of the Damage Step, if this card attacks a Defense Position monster: Destroy that monster.


              UR Rarity
              Junk Warrior
              UR Rarity
              Junk Warrior
              Junk Warrior
              DARK 5
              Junk Warrior
              • ATK:

              • 2300

              • DEF:

              • 1300


              "Junk Synchron" + 1 or more non-Tuner monsters If this card is Synchro Summoned: It gains ATK equal to the total ATK of all Level 2 or lower monsters you currently control.


              UR Rarity
              Stardust Dragon
              UR Rarity
              Stardust Dragon
              Stardust Dragon
              WIND 8
              Stardust Dragon
              • ATK:

              • 2500

              • DEF:

              • 2000


              1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


              SR Rarity
              Junk Archer
              SR Rarity
              Junk Archer
              Junk Archer
              EARTH 7
              Junk Archer
              • ATK:

              • 2300

              • DEF:

              • 2000


              "Junk Synchron" + 1 or more non-Tuner monsters Once per turn: You can target 1 monster your opponent controls; banish it. During the End Phase of this turn, return it to your opponent's side of the field, in the same battle position.


              UR Rarity
              Shooting Star Dragon
              UR Rarity
              Shooting Star Dragon
              Shooting Star Dragon
              WIND 10
              Shooting Star Dragon
              • ATK:

              • 3300

              • DEF:

              • 2500


              1 Tuner Synchro Monster + "Stardust Dragon" Once per turn: You can excavate the top 5 cards of your Deck, shuffle them back in, also this card's maximum number of attacks per Battle Phase this turn equals the number of Tuner monsters excavated. Once per turn, during either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can negate the effect, and if you do, destroy it. Once per turn, when an opponent's monster declares an attack: You can target the attacking monster; banish this card, and if you do, negate that attack. During the next End Phase: Special Summon this card banished by this effect.


              There was once a build that used both Engine Synchron and I felt that build was quite good and interesting. Not only can they continuously combine with each other, but they can also replace each other in bringing key monsters to the field. However, such builds cannot be called optimal. Therefore, you should only refer to these options for your BLS set, do not rush into using it without firmly grasping the information of this Engine line (for this part I recommend you read the whole tutorial). My guide to the Synchron line).



              Engine

              Sometimes just relying on the strength of each BLS is really not enough. That's why many players combine BLS with other lines to test and apply different strengths, helping to increase the stability of BLS. The following are typical "mercenary" lines.

              Star Seraph Scepter and Star Seraph Sovereignty (Engine Star Seraph)

              UR Rarity
              Star Seraph Scepter
              UR Rarity
              Star Seraph Scepter
              Star Seraph Scepter
              LIGHT 4
              Star Seraph Scepter
              • ATK:

              • 1800

              • DEF:

              • 400


              When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as materials gains this effect. ● When it is Xyz Summoned: You can target 1 other card on the field; destroy it, and if you do, you can draw 1 card.


              SR Rarity
              Star Seraph Sovereignty
              SR Rarity
              Star Seraph Sovereignty
              Star Seraph Sovereignty
              LIGHT 4
              Star Seraph Sovereignty
              • ATK:

              • 800

              • DEF:

              • 2000


              Cannot be used as material for an Xyz Summon, except for an Xyz Summon that uses 3 or more monsters as material. If you Normal or Special Summon a "Star Seraph" monster(s), except during the Damage Step: You can Special Summon this card from your hand, and if you do, draw 1 card, then you can Special Summon it if it is a "Star Seraph" monster.


              Star Seraph are additional additions to the deck. They help provide some extra card draw power and provide some Xyz plays. Both Scepte r and Sovereignty are level 4 LIGHT so you can use 1 of them for Super Soldier Synthesis , and the other card will be Evening Twilight Knight because it is DARK attribute.

              Scepter, when summoned, can search Sovereignty from the deck. If you already have Sovereignty in your hand when you summon Scepter , you can special summon Sovereignty from your hand and will have 1 additional Sovereignty searched, giving you 1 search and +2 card draw. Creating a Rank 4 Xyz this way will allow you to destroy a card on the field when summoned and gain an additional +1 card draw.

              It should be noted that Scepter 's kill effect will only trigger when you use it to Xyz summon Rank 4 which requires 3 materials, and Sovereignty can ONLY be used to create Rank 4 which requires 3 materials.

              Lumina, Lightsworn Summoner, Michael, the Arch-Lightsworn, Raiden and Hand of the Lightsworn (Lightsworn Engine)

              R Rarity
              Lumina, Lightsworn Summoner
              R Rarity
              Lumina, Lightsworn Summoner
              Lumina, Lightsworn Summoner
              LIGHT 3
              Lumina, Lightsworn Summoner
              • ATK:

              • 1000

              • DEF:

              • 1000


              Once per turn: You can discard 1 card, then target 1 Level 4 or lower "Lightsworn" monster in your GY; Special Summon that target. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the GY.


              UR Rarity
              Michael, the Arch-Lightsworn
              UR Rarity
              Michael, the Arch-Lightsworn
              Michael, the Arch-Lightsworn
              LIGHT 7
              Michael, the Arch-Lightsworn
              • ATK:

              • 2600

              • DEF:

              • 2000


              1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can pay 1000 LP, then target 1 card on the field; banish that target. When this card is destroyed: You can target any number of other "Lightsworn" monsters in your Graveyard; shuffle them into the Deck, and if you do, you gain 300 LP for each returned card. Once per turn, during your End Phase: Send the top 3 cards of your Deck to the Graveyard.


              SR Rarity
              Raiden, Hand of the Lightsworn
              SR Rarity
              Raiden, Hand of the Lightsworn
              Raiden, Hand of the Lightsworn
              LIGHT 4
              Raiden, Hand of the Lightsworn
              • ATK:

              • 1700

              • DEF:

              • 1000


              During your Main Phase: You can send the top 2 cards of your Deck to the GY, then if any "Lightsworn" monsters were sent to the GY by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the GY.


              This is the most typical Engine used to mill cards and provide your grave with enough materials to make plays with monsters that use their grave as a stepping stone to victory. At the same time, they are the only options for BLS to perform additional Synchro rounds - which in turn provide you with more powerful graves. The most typical combo is using Lumina to bring Raiden onto the field and Synchro out a level 7 monster that I briefly introduced in the Extra Deck section.

              Stardust Dragon, Junk Synchron and Shooting Star Dragon (Engine Synchron)

              UR Rarity
              Stardust Dragon
              UR Rarity
              Stardust Dragon
              Stardust Dragon
              WIND 8
              Stardust Dragon
              • ATK:

              • 2500

              • DEF:

              • 2000


              1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


              UR Rarity
              Junk Synchron
              UR Rarity
              Junk Synchron
              Junk Synchron
              DARK 3
              Junk Synchron
              • ATK:

              • 1300

              • DEF:

              • 500


              When this card is Normal Summoned: You can target 1 Level 2 or lower monster in your Graveyard; Special Summon that target in Defense Position, but it has its effects negated.


              UR Rarity
              Shooting Star Dragon
              UR Rarity
              Shooting Star Dragon
              Shooting Star Dragon
              WIND 10
              Shooting Star Dragon
              • ATK:

              • 3300

              • DEF:

              • 2500


              1 Tuner Synchro Monster + "Stardust Dragon" Once per turn: You can excavate the top 5 cards of your Deck, shuffle them back in, also this card's maximum number of attacks per Battle Phase this turn equals the number of Tuner monsters excavated. Once per turn, during either player's turn, when a card or effect is activated that would destroy a card(s) on the field: You can negate the effect, and if you do, destroy it. Once per turn, when an opponent's monster declares an attack: You can target the attacking monster; banish this card, and if you do, negate that attack. During the next End Phase: Special Summon this card banished by this effect.


              As introduced in the previous section, Synchrons can still be combined with BLS to give you two options to bring out key monsters. However, this Engine will not be as effective as the other Engines because it does little to increase the consistency of the deck (especially when there are not many Tuner monsters and there are not many Dark and Light monsters to summon Ritual).



              Techs

              Tech in the deck is actually quite small and sometimes not used very much, but with the techs I'm about to introduce below, you can consider using them in your deck.

              Cosmic Cyclone (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.


                In general, removing magic/traps is important so you can safely summon your monsters without interruption, but Cosmic Cyclone can also be used with a very useful LP reduction. to activate skills. This allows you to reliably receive BLS or ritual magic, even if you only have 1 card in your deck.

                You can even use the skill twice in the same turn by using 2 Cosmic Cylones (using the skill after 1 CC) or taking some damage during your opponent's turn to activate the skill before using CC.

                Chaos Dragon Levianeer and The Melody of Awakening Dragon (Tech Levi )

                UR Rarity
                Chaos Dragon Levianeer
                UR Rarity
                Chaos Dragon Levianeer
                Chaos Dragon Levianeer
                DARK 8
                Chaos Dragon Levianeer
                • ATK:

                • 3000

                • DEF:

                • 0


                Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 3 LIGHT and/or DARK monsters from your GY. When Summoned this way: You can activate this effect; apply the following effect, based on the Attribute(s) of the monsters banished for the Special Summon, also this card cannot attack for the rest of this turn. ● Only LIGHT: Special Summon 1 monster from your GY in Defense Position. ● Only DARK: Shuffle 1 random card from your opponent's hand into the Deck. ● Both LIGHT and DARK: Destroy up to 2 cards on the field. You can only use this effect of "Chaos Dragon Levianeer" once per turn.


                SR Rarity
                The Melody of Awakening Dragon
                SR Rarity
                The Melody of Awakening Dragon
                The Melody of Awakening Dragon
                Spell Normal
                The Melody of Awakening Dragon

                  Discard 1 card; add up to 2 Dragon monsters with 3000 or more ATK and 2500 or less DEF from your Deck to your hand.


                  Using The Melody of Awakening Dragon brings easier Levis to your hand and summoning Levi gives you up to 2 destroys / discards 1 card in your opponent's hand / summons 1 LIGHT monster. Regardless of your choice, you should banish Begining and/or ET Knight to give you an extra number of ritual summons.

                  Chaos Sorcerer and Chaos Betrayer (Chaos options)

                  UR Rarity
                  Chaos Sorcerer
                  UR Rarity
                  Chaos Sorcerer
                  Chaos Sorcerer
                  DARK 6
                  Chaos Sorcerer
                  • ATK:

                  • 2300

                  • DEF:

                  • 2000


                  Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your GY. Once per turn: You can target 1 face-up monster on the field; banish that target. This card cannot attack the turn you activate this effect.


                  SR Rarity
                  Chaos Betrayer
                  SR Rarity
                  Chaos Betrayer
                  Chaos Betrayer
                  DARK 6
                  Chaos Betrayer
                  • ATK:

                  • 2000

                  • DEF:

                  • 2000


                  If this card is in your GY: You can banish 1 LIGHT and 1 DARK monster from your GY, except "Chaos Betrayer"; Special Summon this card in Defense Position, but banish it when it leaves the field. If this card is Special Summoned: You can target 1 card in your opponent's GY; banish it. You can only use each effect of "Chaos Betrayer" once per turn.


                  Chaos lines still work quite well in BLS decks because they can activate the effects of Begining and ET to help you summon BLS without having to use your skills. Sometimes you will only want to carry one of the cards I am introducing here, depending on your meta and strategy.
                  • Betrayer can be summoned from the grave and you can take advantage of this summon through milling Lightsworn cards. Betrayer gives you a banishment in your opponent's GY, helping you control the game against decks that rely too much on graves. However, you should be careful with reflective matchups, you should consider before banishing Beginings and ETs because doing so will activate their abilities and give the opponent another round of ritual summons. .
                  • Sorcerer can be summoned from the hand and can be more useful than Betrayer because it can banish 1 face-up monster from the field, making it easier to clear the field than Betrayer .

                  Stegocyber and Arcana Force XIV - Temperance (Protection options)

                  UR Rarity
                  Stegocyber
                  UR Rarity
                  Stegocyber
                  Stegocyber
                  DARK 6
                  Stegocyber
                  • ATK:

                  • 1200

                  • DEF:

                  • 2400


                  During damage calculation, if your opponent's monster attacks while this card is in your Graveyard: You can pay 1000 LP; Special Summon this card, and if you do, you take no battle damage from that battle, but banish this card when it leaves the field (this is a Quick Effect). You can only use this effect of "Stegocyber" once per turn.


                  SR Rarity
                  Arcana Force XIV - Temperance
                  SR Rarity
                  Arcana Force XIV - Temperance
                  Arcana Force XIV - Temperance
                  LIGHT 6
                  Arcana Force XIV - Temperance
                  • ATK:

                  • 2400

                  • DEF:

                  • 2400


                  During damage calculation, in either player's turn: You can discard this card; you take no Battle Damage from that battle. When this card is Summoned: Toss a coin and apply this effect. The effect lasts while this card is face-up on the field. ● Heads: Halve all Battle Damage you take. ● Tails: Halve all Battle Damage your opponent takes.


                  Using these cards to provide you with additional protective shields and LP adjustments is also quite reasonable. Of course, it's even better because they are all LIGHT and DARK monsters that fit the summoning conditions of the BLS. However, you need to pay attention to Stegocyber 's signal, it can help you activate the Skill by paying 1000 LP to summon it to the field and protect you.

                  D.D. Sprite and Plaguespreader Zombie (Other Tuner Options)

                  UR Rarity
                  D.D. Sprite
                  UR Rarity
                  D.D. Sprite
                  D.D. Sprite
                  LIGHT 1
                  D.D. Sprite
                  • ATK:

                  • 0

                  • DEF:

                  • 100


                  You can Special Summon this card (from your hand) by banishing 1 face-up monster you control. If you Summon this way, during your next Standby Phase: Return the banished monster to the field.


                  R Rarity
                  Plaguespreader Zombie
                  R Rarity
                  Plaguespreader Zombie
                  Plaguespreader Zombie
                  DARK 2
                  Plaguespreader Zombie
                  • ATK:

                  • 400

                  • DEF:

                  • 200


                  If this card is in your GY: You can place 1 card from your hand on the top of the Deck; Special Summon this card, but banish it when it leaves the field.


                  These are Tuner options that are completely suitable for the recall conditions of the BLS. In addition, they all have special summoning effects, helping to create quick Synchro turns to speed up your match.



                  Final thoughts

                  The Black Luster Soldie r line is one of the ritual lines that is quite worth playing and is quite competitive compared to other ritual lines. However, its position will gradually change in the future of Duel Links because there will be many other ritual lines whose power can be said to be more overwhelming than BLS. However, I hope this article can help you in building a BLS deck and enjoy Yami Yugi's main line of cards. Good luck !!!




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                  - Yu-Gi-Oh! Guidance Vietnam


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