Instructions for Playing Dual Avatar

Instructions for Playing Dual Avatar

This is a deck with a lot of skills, mixed with many engines but expensive and not meta -.-

Genre: Control (yep, not a combo like you guys think)
Endboard usually has: protection + Negate + Shoot cards (or jump monsters)
Strengths: Going first is quite good
Weaknesses: sneaking spells/traps, expensive, no common skills other than Switcheroo or Reinforcements - something that takes LP to use so it's quite slow, but okay with deck control, fear of being negated right away in Invitation, fear of banish,...

Sections covered in this guide:




Skill

 

Draw Sense: Low-Level (Skill Card) (25%)
UR rarity
Draw Sense: Low-Level (Skill Card)
UR rarity
Draw Sense: Low-Level (Skill Card)

Because this deck has monsters all level 4 or lower, if you play purely, you will always be able to peel the Dual Avatar monster (this is what I want to emphasize because if you mix Silent Swordman,... then peeling it when bricked thanks to the skill is considered wasting Draw Phase for nothing)

Beatdown! (25%)
Card rarity
Beatdown!
Card rarity
Beatdown!

It's easier to OTK and punch the opp boss, especially the guys who do combos and then get cleared on the next turn and have nothing left to play.

Switcheroo (Skill Card) (25%)
UR rarity
Switcheroo (Skill Card)
UR rarity
Switcheroo (Skill Card)

This skill is good in that: if you run out of cards to search, wasting 1 search plus resources, you can push the searchable card into the deck to draw another card, then you search to get +1 resource.


Or heck you get negated and you stand in place


Anyway, this skill is very good at preventing bricks

LP Boost Alpha (25%)
Card rarity
LP Boost Alpha
Card rarity
LP Boost Alpha

... say what now?



CORE

 

Dual Avatar Fists - Yuhi (x3)
R rarity
Dual Avatar Fists - Yuhi
R rarity
Dual Avatar Fists - Yuhi

The deck's spell searcher and this searcher from your own recovery



Oh so why is it x3

Let's face it, this one and the one below are the only two monsters in our Deck at the moment, so you have to bring x3 to have the goods to fuse ;-;

Dual Avatar Feet - Kokoku (x2-3)
R rarity
Dual Avatar Feet - Kokoku
R rarity
Dual Avatar Feet - Kokoku

Same as the guy above but search trap, this one has the ability to jump on its own then shoot a Dual Avatar monster and SPECIAL SUMMARY, not a monster that can fuse Dual Avatar from the Extra Deck, because this card can be searched by the spell above. search so I can still play x2 from time to time

Perfect Sync - A-Un (x3)
UR rarity
Perfect Sync - A-Un
UR rarity
Perfect Sync - A-Un

field knows how to search for monsters, jump more tokens to make fusion goods, generally 1 card +2 resources, sometimes given x2 because,... search for monsters but we have 2 monsters so far :/

Dual Avatar Invitation (x3)
SR rarity
Dual Avatar Invitation
SR rarity
Dual Avatar Invitation

Chad, with only a discard cost of 1, you summon a token that overflows your field, then you can fuse to create a boss or fusion followers. You can throw whatever card you want so you can throw unused staples & handtraps. or 1 copy of this card left in your hand to cure bricks, this card is extremely good because negate spells/traps are quite rare in duel links (except DM's trap cards because they put Circle + Soul and almost have Navigation in their graves). helpless, former tier 1 when go first it's like that)

Dual Avatar Defeating Evil (x1-3)
N rarity
Dual Avatar Defeating Evil
N rarity
Dual Avatar Defeating Evil

Can search, instant magic, has the ability to cause difficulties for opp and can choose to subtract opp's resources or draw 1 (+ resources for yourself), being a search card is strong and peeling it off is brick so I play x1

Dual Avatar Return (x2-3)
UR rarity
Dual Avatar Return
UR rarity
Dual Avatar Return

Why is this card UR, you ask? Because it can search and revive the boss from the grave to continue playing, jumping to Level 4 or lower will spawn tokens, that's it, the dignity is like cc so I only play x2 :/

Dual Avatar Compact (x0-1)
N rarity
Dual Avatar Compact
N rarity
Dual Avatar Compact

copy effect spell/trap Dual Avatar in grave but limited in main phase, if F2P you can bring x1-2 of this card, I bring x0

Dual Avatar Fists - Armored Ah-Gyo (x3)
R rarity
Dual Avatar Fists - Armored Ah-Gyo
R rarity
Dual Avatar Fists - Armored Ah-Gyo

Chad, it's easy to get up, shoot opp cards and don't punch LP directly, but you can punch monsters so if this one is good, it will -2 opp resources, increasing ATK/DEF helps you OTK opp easier or enough to punch through them. opp's monster

Dual Avatar Feet - Armored Un-Gyo (x1-2)
R rarity
Dual Avatar Feet - Armored Un-Gyo
R rarity
Dual Avatar Feet - Armored Un-Gyo

has protection, this one goes with tokens, it is always strong, has negate but only negates monsters from the Extra Deck, quite useless against Pendulums (jumps from hand,...), effect is the target so Saber Dancer punches all the boxes. Maybe this one offers, anyway negate has protection and is easy to upgrade which is delicious :3

Dual Avatar - Empowered Kon-Gyo (x1-2)
R rarity
Dual Avatar - Empowered Kon-Gyo
R rarity
Dual Avatar - Empowered Kon-Gyo

Chad is a bit difficult but worth it, when punching, opp doesn't activate cards or effects, after punching, push (NO TARGET - something Saber Dancer sneaks), vafcos negate spells/traps, big body



Staple

 

Reinforcement of the Army (x1)
UR rarity
Limited to 1 copy
Reinforcement of the Army
UR rarity
Limited to 1 copy
Reinforcement of the Army

To be honest, I don't even know what to say here, everything is in the text card

Expendable Dai (x0-3)
SR rarity
Expendable Dai
SR rarity
Expendable Dai

If you roll Knightmare - which almost everyone has, you will also have several copies of this card, so this card is often mixed, with -1 ability for you and opp, then +1 resource for you (really). -1 more shot due to this card facing down from hand) but this card is no different from Jar Of Greed who knows how to shoot cards, both thins the deck and causes discomfort for the enemy

Link Disciple and Ferocious Flame Swordsman (DM Iblee)
R rarity
Link Disciple
R rarity
Link Disciple
SR rarity
Ferocious Flame Swordsman
SR rarity
Ferocious Flame Swordsman

Use Iblee on Link Disciple, then you can use Flame Swordsman to increase ATK, otherwise it's fine if you don't use it.

Book of Moon, Cosmic Cyclone and Mystical Space Typhoon (x0-3)
UR rarity
Book of Moon
UR rarity
Book of Moon
UR rarity
Cosmic Cyclone
UR rarity
Cosmic Cyclone
UR rarity
Mystical Space Typhoon
UR rarity
Mystical Space Typhoon

Usually, these guys are more afraid of spells/traps than monsters, so you might not bring a BoM



Combo

 

Dual Avatar Invitation, Dual Avatar Fists - Yuhi and Dual Avatar Feet - Kokoku (4 card combo)
SR rarity
Dual Avatar Invitation
SR rarity
Dual Avatar Invitation
R rarity
Dual Avatar Fists - Yuhi
R rarity
Dual Avatar Fists - Yuhi
R rarity
Dual Avatar Feet - Kokoku
R rarity
Dual Avatar Feet - Kokoku

*you can use ROTA to replace one of the other two guys*

1> click Invitation and throw Yuhi (I'll call him red, the other guy is white), spawn 3 tokens, fuse 2 tokens to create Ah-Gyo, fuse again due to the fusion spell 2 times, use Ah-Gyo and token onto Un-Gyo
2> Normal Kokoku (white), search Return, Set Return, Endturn

We have: protect, negate, jump monsters (jumping Ah-Gyo will shoot 1 card)

Dual Avatar Return, Aleister the Invoker and Dual Avatar Fists - Yuhi (Yuhi + 1 card Discarded + 1 Return)
UR rarity
Dual Avatar Return
UR rarity
Dual Avatar Return
UR rarity
Aleister the Invoker
UR rarity
Aleister the Invoker
R rarity
Dual Avatar Fists - Yuhi
R rarity
Dual Avatar Fists - Yuhi

1> Normal Yuhi. search Invitation, click Invitation, discard 1 card, spawn 3 tokens that fuse to create Ah-Gyo and fuse again to create Un-Gyo

2> Set Return, Endturn
We have: protect, negate and shoot cards (Ah-Gyo)




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