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)
Draw Sense: Low-Level (Skill Card)
Draw Sense: Low-Level (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of doing a normal draw, draw a random monster of Level 4 or lower.


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%)

 Rarity
Beatdown!
 Rarity
Beatdown!
Beatdown!
Beatdown!
  • ATK:

  • 0

  • DEF:

  • 0


[If you control a Level 5 or higher monster, you can activate this Skill.] All monsters you currently control gain 300 ATK for each Level 5 or higher monster you control. At the end of your turn, flip this card over.


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)
Switcheroo (Skill Card)
Switcheroo (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used when your Life Points decrease by 1000. Return 1 card in your hand to your Deck and draw another. This Skill can only be used once per Duel.


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%)

 Rarity
LP Boost Alpha
 Rarity
LP Boost Alpha
LP Boost Alpha
LP Boost Alpha
  • ATK:

  • 0

  • DEF:

  • 0


Increases starting Life Points by 1000.


... say what now?



CORE

 

Dual Avatar Fists - Yuhi (x3)

R Rarity
Dual Avatar Fists - Yuhi
R Rarity
Dual Avatar Fists - Yuhi
Dual Avatar Fists - Yuhi
LIGHT 4
Dual Avatar Fists - Yuhi
  • ATK:

  • 1800

  • DEF:

  • 1000


You can target 1 "Dual Avatar" monster you control; destroy it, and if you do, add 1 "Dual Avatar" Spell from your Deck to your hand. If a face-up "Dual Avatar" Fusion Monster(s) you control, that was Fusion Summoned using an Effect Monster as material, is destroyed by battle or an opponent's card effect, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Dual Avatar Fists - Yuhi" once per turn.


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
Dual Avatar Feet - Kokoku
LIGHT 3
Dual Avatar Feet - Kokoku
  • ATK:

  • 800

  • DEF:

  • 2000


If this card is Normal or Special Summoned: You can add 1 "Dual Avatar" Trap from your Deck to your hand. During your opponent's turn, if a face-up "Dual Avatar" monster(s) you control, except "Dual Avatar Feet - Kokoku", is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can apply this effect. ● Destroy 1 "Dual Avatar" monster you control, and if you do, Special Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck. You can only use each effect of "Dual Avatar Feet - Kokoku" once per turn.


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
Perfect Sync - A-Un
Spell Field
Perfect Sync - A-Un

    When this card is activated: You can add 1 "Dual Avatar" monster from your Deck to your hand. If you control a "Dual Avatar" Effect Monster: You can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Fusion Monsters. You can only use this effect of "Perfect Sync - A-Un" once per turn. You can only activate 1 "Perfect Sync - A-Un" per turn.


    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
    Dual Avatar Invitation
    Spell Normal
    Dual Avatar Invitation

      Discard 1 card, and if you do, Special Summon as many "Dual Avatar Spirit Tokens" as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are destroyed during the End Phase. After Summoning these Token(s), you can apply this effect up to twice. ● Fusion Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. You can only activate 1 "Dual Avatar Invitation" per turn.


      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
      Dual Avatar Defeating Evil
      Spell Quick
      Dual Avatar Defeating Evil

        Target 1 "Dual Avatar" monster you control and 1 card your opponent controls; destroy them, then if you destroyed a "Dual Avatar" Fusion Monster you control by this effect, you can apply 1 of these effects. ● Draw 1 card. ● Banish 1 card from your opponent's GY. You can only activate 1 "Dual Avatar Defeating Evil" per turn.


        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
        Dual Avatar Return
        Trap Normal
        Dual Avatar Return

          Target 1 "Dual Avatar" monster in your GY; Special Summon it, then if its original Level is 4 or lower, you can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0). You can only activate 1 "Dual Avatar Return" per turn.


          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
          Dual Avatar Compact
          Trap Normal
          Dual Avatar Compact

            During the Main Phase: Banish 1 "Dual Avatar" Spell/Trap from your GY, except "Dual Avatar Compact"; this card's effect becomes that Spell/Trap's effect when that card is activated. You can only activate 1 "Dual Avatar Compact" per turn.


            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
            Dual Avatar Fists - Armored Ah-Gyo
            LIGHT 6
            Dual Avatar Fists - Armored Ah-Gyo
            • ATK:

            • 2100

            • DEF:

            • 1500


            2 "Dual Avatar" monsters If this card is Special Summoned: You can target 1 Attack Position monster your opponent controls; destroy it, also this card cannot attack directly for the rest of this turn. You can only use this effect of "Dual Avatar Fists - Armored Ah-Gyo" once per turn. While you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material, all "Dual Avatar" Fusion Monsters you control gain 300 ATK/DEF.


            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
            Dual Avatar Feet - Armored Un-Gyo
            LIGHT 5
            Dual Avatar Feet - Armored Un-Gyo
            • ATK:

            • 1700

            • DEF:

            • 2100


            2 "Dual Avatar" monsters If a "Dual Avatar" Fusion Monster(s) you control would be destroyed by card effect, you can destroy 1 "Dual Avatar" monster you control instead. During the Main Phase, if you control a "Dual Avatar" Fusion Monster that was Fusion Summoned using an Effect Monster as material (Quick Effect): You can target 1 face-up monster Special Summoned from the Extra Deck; negate its effects until the end of this turn. You can only use this effect of "Dual Avatar Feet - Armored Un-Gyo" once per turn.


            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
            Dual Avatar - Empowered Kon-Gyo
            LIGHT 8
            Dual Avatar - Empowered Kon-Gyo
            • ATK:

            • 3000

            • DEF:

            • 1700


            "Dual Avatar Fists - Yuhi" + 2 "Dual Avatar" monsters If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. If this card attacks, after damage calculation: You can return 1 monster your opponent controls to the hand. When your opponent's Spell/Trap Card or effect is activated that targets this card on the field, while you control 2 or more Fusion Monsters (Quick Effect): You can negate the activation. You can only use this effect of "Dual Avatar - Empowered Kon-Gyo" once per turn.


            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
            Reinforcement of the Army
            UR Rarity
            Reinforcement of the Army
            Reinforcement of the Army
            Spell Normal
            Reinforcement of the Army

              Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


              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
              Expendable Dai
              Trap Normal
              Expendable Dai

                Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.


                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
                Link Disciple
                LIGHT
                Link Disciple
                • ATK:

                • 500

                • LINK-1

                Link Arrow:

                Bottom


                1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


                SR Rarity
                Ferocious Flame Swordsman
                SR Rarity
                Ferocious Flame Swordsman
                Ferocious Flame Swordsman
                FIRE
                Ferocious Flame Swordsman
                • ATK:

                • 1300

                • LINK-2

                Link Arrow:

                Left

                Bottom-Left


                2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.


                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
                Book of Moon
                Spell Quick
                Book of Moon

                  Target 1 face-up monster on the field; change that target to face-down Defense Position.


                  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.


                      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
                      Dual Avatar Invitation
                      Spell Normal
                      Dual Avatar Invitation

                        Discard 1 card, and if you do, Special Summon as many "Dual Avatar Spirit Tokens" as possible (Warrior/LIGHT/Level 2/ATK 0/DEF 0), also for the rest of this turn you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, and all Tokens you control cannot be Tributed and are destroyed during the End Phase. After Summoning these Token(s), you can apply this effect up to twice. ● Fusion Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. You can only activate 1 "Dual Avatar Invitation" per turn.


                        R Rarity
                        Dual Avatar Fists - Yuhi
                        R Rarity
                        Dual Avatar Fists - Yuhi
                        Dual Avatar Fists - Yuhi
                        LIGHT 4
                        Dual Avatar Fists - Yuhi
                        • ATK:

                        • 1800

                        • DEF:

                        • 1000


                        You can target 1 "Dual Avatar" monster you control; destroy it, and if you do, add 1 "Dual Avatar" Spell from your Deck to your hand. If a face-up "Dual Avatar" Fusion Monster(s) you control, that was Fusion Summoned using an Effect Monster as material, is destroyed by battle or an opponent's card effect, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Dual Avatar Fists - Yuhi" once per turn.


                        R Rarity
                        Dual Avatar Feet - Kokoku
                        R Rarity
                        Dual Avatar Feet - Kokoku
                        Dual Avatar Feet - Kokoku
                        LIGHT 3
                        Dual Avatar Feet - Kokoku
                        • ATK:

                        • 800

                        • DEF:

                        • 2000


                        If this card is Normal or Special Summoned: You can add 1 "Dual Avatar" Trap from your Deck to your hand. During your opponent's turn, if a face-up "Dual Avatar" monster(s) you control, except "Dual Avatar Feet - Kokoku", is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can apply this effect. ● Destroy 1 "Dual Avatar" monster you control, and if you do, Special Summon 1 "Dual Avatar" Fusion Monster from your Extra Deck. You can only use each effect of "Dual Avatar Feet - Kokoku" once per turn.


                        *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
                        Dual Avatar Return
                        Trap Normal
                        Dual Avatar Return

                          Target 1 "Dual Avatar" monster in your GY; Special Summon it, then if its original Level is 4 or lower, you can Special Summon 1 "Dual Avatar Spirit Token" (Warrior/LIGHT/Level 2/ATK 0/DEF 0). You can only activate 1 "Dual Avatar Return" per turn.


                          UR Rarity
                          Aleister the Invoker
                          UR Rarity
                          Aleister the Invoker
                          Aleister the Invoker
                          DARK 4
                          Aleister the Invoker
                          • ATK:

                          • 1000

                          • DEF:

                          • 1800


                          (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                          R Rarity
                          Dual Avatar Fists - Yuhi
                          R Rarity
                          Dual Avatar Fists - Yuhi
                          Dual Avatar Fists - Yuhi
                          LIGHT 4
                          Dual Avatar Fists - Yuhi
                          • ATK:

                          • 1800

                          • DEF:

                          • 1000


                          You can target 1 "Dual Avatar" monster you control; destroy it, and if you do, add 1 "Dual Avatar" Spell from your Deck to your hand. If a face-up "Dual Avatar" Fusion Monster(s) you control, that was Fusion Summoned using an Effect Monster as material, is destroyed by battle or an opponent's card effect, while this card is in your GY: You can add this card to your hand. You can only use each effect of "Dual Avatar Fists - Yuhi" once per turn.


                          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)




                          Companion unit:

                          - Yu-Gi-Oh! Guidance Vietnam





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