Instructions for playing Salamangreat x Code Talker Alive (post banlist)

Instructions for playing Salamangreat x Code Talker Alive (post banlist)

After the KC cup in February 2023, we witnessed the strength of Tiers such as: Shrimp Manure , Mekk-knight, Infernoid,... And right after that, there was a round of purifying tiers with a new banlist. extremely hot. However, we still have people who are able to live like Dung Shrimp and the Top 1 kc this time is Salamangreat x Code talker .

This is also the deck I will tell you about today. Although it is a little affected by the banlist, I am sure that it will still survive and compete well with Phantom Knights . Overall, this is a resource-rich deck, spamming many monsters from Salamangreat helps us ensure we have enough resources to summon Code Talker 's Link bosses.

Overall rating: 9/10. (Bonus mid-range price, quite friendly to f2p)




Skill

 

Code Talker Alive (Skill Card) (100%)

UR Rarity
Code Talker Alive (Skill Card)
UR Rarity
Code Talker Alive (Skill Card)
Code Talker Alive (Skill Card)
Code Talker Alive (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Can be used if you have "Decode Talker" in your Extra Monster Zone. Set 1 "Recoded Alive" to your field from outside of your Deck. This Skill can only be used once per Duel if you begin the Duel with a Deck that follows the conditions below: ●Your Deck contains at least 12 Cyberse monsters or "Cynet" Spell/Trap Cards. ●All monsters in your Extra Deck have different card names.


The trap card Recoded Alive has a very powerful ability, not only helping us avoid effects, attacks, etc., but also summoning a CodeTalker Link 3 with a different name from the monster you choose from the Extra deck to the field.
Recoded Alive's second ability helps us bring back a banned CodeTalker to the field when this trap card is in the grave when we don't have any monsters in the Extra Monster Zone. (Yeah, recover is super ok, can cure Karma Cut , Zeta,...)

1 Strong card but with very miserable activation conditions, it becomes very brickkkk. With this skill we have solved the problem of bricks when placing a Recoded Alive out of nowhere when we have Decode Talker in the extra monster zone.


And the main problem here is that this skill helps us perfect combos, summoning a lot of high link monsters (up to 3-link 4 links) with just a little resource, that combo will be talked about later.



Main Monsters

 

Salamangreat Gazelle (x1)

UR Rarity
Salamangreat Gazelle
UR Rarity
Salamangreat Gazelle
Salamangreat Gazelle
FIRE 3
Salamangreat Gazelle
  • ATK:

  • 1500

  • DEF:

  • 1000


If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


It is the Main Core combo Setup of the Salamangreat deck.


You can free summon this monster if another Salad monster goes to the Graveyard, and immediately after that you can also discard 1 additional card from your Deck to the graveyard. I will throw Salaman Monsters to the grave to Link Combo like Foxy, Jack Jaguar, Falco,... The sad thing is that now I can't mix with the lovely counter trap card Roar because both are limited to 1 :(

In short, Gazelle is a Combo Extender card and a great, indispensable searcher in the deck.

Salamangreat Jack Jaguar (x1)

SR Rarity
Salamangreat Jack Jaguar
SR Rarity
Salamangreat Jack Jaguar
Salamangreat Jack Jaguar
FIRE 4
Salamangreat Jack Jaguar
  • ATK:

  • 1800

  • DEF:

  • 1200


If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.


This one jumps while recovering, but it jumps into the Salamangreat monster box the link points to :)


Holding this in your hand is easy to have a heart attack because you will ask life why you don't hold a gazell or foxy, this one is often thrown into the grave by foxy or gazell and plays x1 so holding it in your hand is okay.
A Salamangreat monster with a stable amount of ATK and the ability to deal piercing DMG. Jack Jaguar is almost an indispensable card when we want to combo or OTK. Can easily be combined with Salamangreat Fowl to Xyz to get Number 70: Malevolent sin


Salamangreat Falco (x1)

R Rarity
Salamangreat Falco
R Rarity
Salamangreat Falco
Salamangreat Falco
FIRE 4
Salamangreat Falco
  • ATK:

  • 1200

  • DEF:

  • 1600


If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.


Once Falco reaches the grave, its effect will be activated immediately: place 1 Salamangreat Spell/Trap card from the grave to the field. This card demonstrates the unique ability of the Sala deck when it has an extremely good Recycle ability, being able to restore spells/traps or monsters.

Falco's second ability is to return another Salamangreat on the field to the hand to summon this card from the Graveyard. We can combine Falco with Salamangreat Meer who is on the field, activating Meer's eff next and we will have both of these cards on the field. Or we can combine with Fowl to have up to 2 level 4s on the field to make XYZ rank 4 (Note: we can only use 1 Falco ability in 1 turn).

Salamangreat Foxy (x1)

SR Rarity
Salamangreat Foxy
SR Rarity
Salamangreat Foxy
Salamangreat Foxy
FIRE 3
Salamangreat Foxy
  • ATK:

  • 1000

  • DEF:

  • 1200


When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


Foxy, 1 f2p card we can get just by Farming the character. Its first ability is similar to the UR spell in Duel Links: Pot of Duality when Normal Summoned.

We can also bring this card back to the field from the grave by discarding 1 Sala card, in addition we can also Pop 1 Backrow facing up on the field. Using foxy will be a very good strategy against other decks that depend on Field or Continuous spells like Infernity or Dark Magician.

Salamangreat Fowl (x1-x2)

R Rarity
Salamangreat Fowl
R Rarity
Salamangreat Fowl
Salamangreat Fowl
FIRE 4
Salamangreat Fowl
  • ATK:

  • 1800

  • DEF:

  • 200


If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.


The first effect is an extended combo that combines while you Normal or Special Summon another Salamangreat monster to your field (except Damage Step). What's great is that Fowl's second effect can freeze your opponent's back row by sending 1 "Salamangreat" card from your hand or face up on the field, and this effect is not limited to once per turn.

Salamangreat Meer (x1)

R Rarity
Salamangreat Meer
R Rarity
Salamangreat Meer
Salamangreat Meer
FIRE 2
Salamangreat Meer
  • ATK:

  • 800

  • DEF:

  • 600


If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.


is a card that has the ability to jump on its own by disposing another card and putting it in the hand by any means, except for drawing to a normal draw (drawing a card in the draw phase), it will slowly jump up, so Falco pushes this card from the field and jumps. Falco also activates the effect from his hand and jumps onto the field and can combo with Falco.



Lady Debug (x2)

SR Rarity
Lady Debug
SR Rarity
Lady Debug
Lady Debug
LIGHT 4
Lady Debug
  • ATK:

  • 1700

  • DEF:

  • 1400


If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


When normal or special summon this card, you will immediately search for a level 3 or lower Cyberse monster. A perfect Searcher to start combos or prepare for Link summons.

After the recent banlist on April 20, 2023, Lady Debug was released from limit 2 to limit 3. Personally, according to Lady Debug, this seems to be a buff for her but in general, this is probably a light nerf to reduce Take away the power of Sala x CodeTalker when Salamangreat's 3 quick spell search cards have also been limited to 3. Now we can no longer play x2 Lady Debug with x3 Salamangreat Circle, the 2 cards increase the balance and make the deck almost cannot be deadhand when paired with Cynet Mining.

But maybe x2 Lady Debug with x1 Circle is probably "a bit" okay =)).

Micro Coder (x2-x3)

SR Rarity
Micro Coder
SR Rarity
Micro Coder
Micro Coder
DARK 1
Micro Coder
  • ATK:

  • 300

  • DEF:

  • 0


If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can either add 1 "Cynet" Spell/Trap from your Deck to your hand, or, if this card on the field was used as material, you can add 1 Level 4 Cyberse monster instead. You can only use each effect of "Micro Coder" once per turn.


Super ngolll. Can be used as material to summon Link for Code Talker right on hand, and can also be searched. Too good, isn't it?


Depending on how it is used as a material for Link summon, from the hand or from the field, we can easily search for what we like: 1 Cynet spell/trap or 1 level 4 Cyberse Monster. These abilities help it become an indispensable Main core, setting up combos for us

Its only weakness is that it is not a F2P card, so I only recommend x1-x2 depending on conditions

Gizmek Kaku the Supreme Shining Sky Stag (x1-x2)

UR Rarity
Gizmek Kaku, the Supreme Shining Sky Stag
UR Rarity
Gizmek Kaku, the Supreme Shining Sky Stag
Gizmek Kaku, the Supreme Shining Sky Stag
FIRE 9
Gizmek Kaku, the Supreme Shining Sky Stag
  • ATK:

  • 2750

  • DEF:

  • 2750


If a monster is in the Extra Monster Zone: You can Special Summon this card from your hand. You can target 1 face-up monster in the Extra Monster Zone; equip that face-up monster to this card (max. 1). When this card destroys an opponent's monster by battle: You can Special Summon 1 of your Monster Cards equipped to this card. You can only use each effect of "Gizmek Kaku, the Supreme Shining Sky Stag" once per turn.


Although it's hard to find, this is actually a perfect tech card for every Link deck that everyone should have one.

When there is a monster in the Extra Monster Zone, whether the enemy's or your own, you can summon this card from the Hand (even without a summoning condition such as having to summon to the place where the Link Arrow points). ). A high ATK of 2750 is not enough, it can also steal monsters in the opponent's Extra Monster Zone and equip it and summon it if we use this card to destroy the opponent's monster.

In my opinion, this is a pretty OP card at the present time and is a card that has the ability to turn the odds very well.



Spell/Trap

Yep, you won't find Cynet Crosswire in this list because it's limited to 1 already :P

Cynet Mining (x2-x3)

UR Rarity
Cynet Mining
UR Rarity
Cynet Mining
Cynet Mining
Spell Normal
Cynet Mining

    Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


    It is the main card for us to search for Level 4 Cyberse Monster when Lady Debug only helps us search for Level 3 and below and it is also used to search for Lady Debug itself.

    Pushing a card to the grave to activate an effect helps us perform many cool combos such as sending cards: Jack Jaguar, Falco,...

    Actually, x3 of this card will be the most optimal for the deck to increase stability when the search ability of Lady Debug and Sala Circle is reduced. However, this is a UR card from the main box, so not everyone can own x3 of this card, so we can x2 it and play Cheap Versions.

    Salamangreat Circle (x1)

    SR Rarity
    Salamangreat Circle
    SR Rarity
    Salamangreat Circle
    Salamangreat Circle
    Spell Quick
    Salamangreat Circle

      Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.


      1 Quick Spell card but it is the Deck's Main Searcher. Being Quick helps us search even during the opponent's turn, and on our next turn we can easily Recycle and search again.
      In addition, the second ability of this card helps your Salamangreat monsters become immune to many unpleasant Monster Effects such as Galaxy-eyes, Phantom Knights, etc.

      So why do I only spend x1 on a card that can both be searched and protect the effect?

      1. We will need to search Micro Coder to be able to combo + 1 search Backdoor so Lady Debug will definitely have priority over the card that can only search Sala
      2. Sala monsters make up the majority of cards in the deck, in addition, we can search for Sala with Gazelle
      3. Falco will help us recycle this card so we will feel more secure to use it without fear of shortage.

        =))) That's called "personal opinion", but according to my research, many people have built the Post-ban version and they only play x1 Debug or even x0 to put x3 into Circle. Well, but I still keep my opinion hihi

      Salamangreat Sanctuary (x1)

      UR Rarity
      Salamangreat Sanctuary
      UR Rarity
      Salamangreat Sanctuary
      Salamangreat Sanctuary
      Spell Field
      Salamangreat Sanctuary

        If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.


        Can be easily searched through Salamagreat Barelynx when it is Link Summoned (THIS IS ALSO THE MAIN REASON IT IS HERE) . Mainly put in the deck to be searched and thin the deck, its best ability when playing for Sala Link Summon the Sala monsters for the second time to unlock all their abilities but it is also eliminated because of the skill limit. Does not allow me to have 2 extra monsters with the same name and.....

        As for the second skill, whether you use it or not depends on your LP calculation :)) 99% of the time it is also useless. If you get it in First Hand, reflect on your life and see what you did to deserve this =))

        Cynet Backdoor (x3)

        N Rarity
        Cynet Backdoor
        N Rarity
        Cynet Backdoor
        Cynet Backdoor
        Spell Quick
        Cynet Backdoor

          Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.


          From a disgraced card to an indispensable card in the deck, even x3. Yep, sure, it's search again and also quick spell (search deck is very awesome xD), quick banish and search effects help us avoid effects that cause damage to our boss. On the next turn, that boss card can also attack directly.

          It is the main card that we will search for after linking with Micro Coder. If combined with skills, it can create some pretty cool combos.



          Extra deck

           

          Salamangreat Sunlight Wolf and Salamangreat Balelynx (Salamangreat Link Monster)

          UR Rarity
          Salamangreat Sunlight Wolf
          UR Rarity
          Salamangreat Sunlight Wolf
          Salamangreat Sunlight Wolf
          FIRE
          Salamangreat Sunlight Wolf
          • ATK:

          • 1800

          • LINK-2

          Link Arrow:

          Top

          Bottom


          2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


          UR Rarity
          Salamangreat Balelynx
          UR Rarity
          Salamangreat Balelynx
          Salamangreat Balelynx
          FIRE
          Salamangreat Balelynx
          • ATK:

          • 500

          • LINK-1

          Link Arrow:

          Bottom


          1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.


          The role of Salamangreat Link Monsters in this deck is only to help us combo, but they also have many great effects:

          • Salamangreat Balelynx: Free search Salamangreat Sanctuary when it is Link Summoned. With just 1 Cyberse monster, we can search for the Field card. In addition, it can also protect your Sala monster from being destroyed by banishing itself from the grave.
          • Salamangreat Sunlight Wolf: Mainly summoned to be able to reuse some Salamangreat cards, helping us not worry about resource shortages.

          Decode Talker, Encode Talker and Code Talker (Code Talker Link Monsters)

          UR Rarity
          Decode Talker
          UR Rarity
          Decode Talker
          Decode Talker
          DARK
          Decode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Bottom-Left

          Bottom-Right


          2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


          UR Rarity
          Encode Talker
          UR Rarity
          Encode Talker
          Encode Talker
          LIGHT
          Encode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Bottom

          Bottom-Right


          2+ Cyberse monsters Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can make that monster unable to be destroyed by that battle, also you take no battle damage from that battle. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn.


          UR Rarity
          Code Talker
          UR Rarity
          Code Talker
          Code Talker
          DARK
          Code Talker
          • ATK:

          • 1300

          • LINK-2

          Link Arrow:

          Top

          Bottom


          2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.


          - Code Talker: Buffs 500 ATK, resists Destroy but is usually only used to get Link higher or combined with Recoded Alive
          - Decode Talker: Playmaker's Ace card, Buff ATK and tribute to Negate, used to activate skills
          - Encode Talker: Defend, protect and Buff Dmg to turn the odds

          Let's talk a little bit about the Effects of these Code Talker because their effects are quite simple and probably everyone knows, but each piece of them will also affect the combo (Link Arrow, effect,...) I will say more. Details are in the combo section.

          Shootingcode Talker (x1)

          UR Rarity
          Shootingcode Talker
          UR Rarity
          Shootingcode Talker
          Shootingcode Talker
          WATER
          Shootingcode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Left

          Bottom


          2+ Cyberse monsters At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.


          uhmmm. You're probably wondering why I didn't throw this card together with the other Code Talkers =)).


          It gets a special slot not because of its ability, nor because of its high ATK, but because of its Link Arrow, a link card with great Arrows to combine with FireWall Dragon and also the Code Talker it will create for you. We have a perfect combo that will make you happy every time you play.

          As for the combo, let's talk about it later =)) I'll leave it alone so you guys can see it easily.

          Firewall Dragon (x1)

          UR Rarity
          Firewall Dragon
          UR Rarity
          Firewall Dragon
          Firewall Dragon
          LIGHT
          Firewall Dragon
          • ATK:

          • 2500

          • LINK-4

          Link Arrow:

          Left

          Top

          Right

          Bottom


          2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


          The final boss of the deck, a good amount of Atk with a quick return effect (equal to the amount this card is co-linked) will harass the opponent right on their turn.

          One thing worth noting is that its return effect can only be used once while it is on the field, but that doesn't mean we can only use its effect once. We can let it leave the field and then bring it back, (usually by Backdoor) and we can continue activating it.

          Its second effect gives us a bonus of 1 summon, but we probably don't use it very often.

          Link support (Optional)

          SR Rarity
          Knightmare Phoenix
          SR Rarity
          Knightmare Phoenix
          Knightmare Phoenix
          FIRE
          Knightmare Phoenix
          • ATK:

          • 1900

          • LINK-2

          Link Arrow:

          Top

          Right


          2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


          UR Rarity
          Knightmare Unicorn
          UR Rarity
          Knightmare Unicorn
          Knightmare Unicorn
          DARK
          Knightmare Unicorn
          • ATK:

          • 2200

          • LINK-3

          Link Arrow:

          Left

          Bottom

          Right


          2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


          SR Rarity
          Rasterliger
          SR Rarity
          Rasterliger
          Rasterliger
          LIGHT
          Rasterliger
          • ATK:

          • 2000

          • LINK-4

          Link Arrow:

          Top

          Left

          Bottom

          Right


          2+ monsters, except Tokens You can target 1 Link Monster in either GY; this card gains ATK equal to that target's ATK until the end of this turn. You can Tribute any number of your monsters this card points to; destroy an equal number of cards on the field. You can only use each effect of "Rasterliger" once per turn.


          SR Rarity
          Security Dragon
          SR Rarity
          Security Dragon
          Security Dragon
          LIGHT
          Security Dragon
          • ATK:

          • 1100

          • LINK-2

          Link Arrow:

          Top

          Bottom


          2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.


          UR Rarity
          Ningirsu the World Chalice Warrior
          UR Rarity
          Ningirsu the World Chalice Warrior
          Ningirsu the World Chalice Warrior
          EARTH
          Ningirsu the World Chalice Warrior
          • ATK:

          • 2500

          • LINK-3

          Link Arrow:

          Left

          Top

          Right


          2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


          UR Rarity
          Borreload Dragon
          UR Rarity
          Borreload Dragon
          Borreload Dragon
          DARK
          Borreload Dragon
          • ATK:

          • 3000

          • LINK-4

          Link Arrow:

          Left

          Bottom-Left

          Bottom-Right

          Right


          3+ Effect Monsters Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn.


          Some link cards are very strong at the moment in Duel Links, we can bring one of them depending on what we have. Every card is quite powerful and has its own effects so we don't have to worry about it becoming useless and consuming an extra deck slot :))

          Number 70: Malevolent Sin and Abyss Dweller (XYZ support (optional))

          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.


          UR Rarity
          Abyss Dweller
          UR Rarity
          Abyss Dweller
          Abyss Dweller
          WATER
          Abyss Dweller
          • ATK:

          • 1700

          • DEF:

          • 1400


          2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


          2 XYZ supporter rank 4 is quite common in many decks. In this version of the deck, we will spam Fowl, Falco and Jack Jaguar quite a lot, so ranking 4 is quite simple and consumes few resources.

          However, we often summon links more, but sometimes when we encounter a very bad hand, we can summon Abyss Dweller to defend in turn 1 when facing decks that use the grave a lot.



          Combo

          This deck has a lot of links, so there will be many situations that will happen, thereby creating many combos. Here I will only mention typical combos through experience and combos I have seen.

          There will be many cases where you find more powerful combos, many cards combine to create lordly combos, then remember to share with everyone ^^

          Decode Talker and Code Talker Alive (Skill Card) (Necessary to be able to Make Play)

          UR Rarity
          Decode Talker
          UR Rarity
          Decode Talker
          Decode Talker
          DARK
          Decode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Bottom-Left

          Bottom-Right


          2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


          UR Rarity
          Code Talker Alive (Skill Card)
          UR Rarity
          Code Talker Alive (Skill Card)
          Code Talker Alive (Skill Card)
          Code Talker Alive (Skill Card)
          • ATK:

          • 0

          • DEF:

          • 0


          Can be used if you have "Decode Talker" in your Extra Monster Zone. Set 1 "Recoded Alive" to your field from outside of your Deck. This Skill can only be used once per Duel if you begin the Duel with a Deck that follows the conditions below: ●Your Deck contains at least 12 Cyberse monsters or "Cynet" Spell/Trap Cards. ●All monsters in your Extra Deck have different card names.


          Because we carry the Recoded Alive skill, to be able to play, we must manage and summon Decode Talker to the Extra Monster Zone (condition to activate the skill), the Recoded Alive card placed face down by the skill can be activated right away. the turn it is face down.

          As for how to summon Decode Talker, I probably don't need to say anything =)) We will revolve around swarming Salamangreats. If the hand is good, we can combine it with Lady Debug or Micro Coder, to have enough Link 3 is to be.

          Basic combos

          UR Rarity
          Decode Talker
          UR Rarity
          Decode Talker
          Decode Talker
          DARK
          Decode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Top

          Bottom-Left

          Bottom-Right


          2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


          N Rarity
          Recoded Alive
          N Rarity
          Recoded Alive
          Recoded Alive
          Trap Normal
          Recoded Alive

            Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it.


            UR Rarity
            Firewall Dragon
            UR Rarity
            Firewall Dragon
            Firewall Dragon
            LIGHT
            Firewall Dragon
            • ATK:

            • 2500

            • LINK-4

            Link Arrow:

            Left

            Top

            Right

            Bottom


            2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


            UR Rarity
            Shootingcode Talker
            UR Rarity
            Shootingcode Talker
            Shootingcode Talker
            WATER
            Shootingcode Talker
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Top

            Left

            Bottom


            2+ Cyberse monsters At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.


            Basic combo of this Deck right after summoning Decode Talker.

            1. Activate the skill immediately to have Recoded Alive on the field

            2. Link Decode Talker with any monster on the field to get Link 4 Firewall Dragon (Although there is no image, the best place to place the Firewall Dragon is in the Extra Monster Zone on your right side)

            3. Activate Recoded Alive, banish Decode Talker in the grave to summon Shootingcode Talker right below Firewall Dragon so we can Co-Linked these 2 cards and + 1 quick Return (If we placed Firewall Extra Monster Zone on the right, now Shootingcode Talker will have a Link Arrow pointing to the box in the middle of the field.)

            4. Return and enjoy >1 attack of Shootingcode Talker
            This is the basic combo of the deck. If you can place the correct box above, you can perform an extended combo. Don't worry if it's short because there are only 4 steps =)) To summon Decode Talker, we have to dance a lot and sometimes even get Misplay.

            Extended Combo

            N Rarity
            Cynet Backdoor
            N Rarity
            Cynet Backdoor
            Cynet Backdoor
            Spell Quick
            Cynet Backdoor

              Target 1 Cyberse monster you control; banish it, and if you do, add 1 Cyberse monster from your Deck to your hand, whose ATK is lower than that monster's original ATK. During your next Standby Phase, return that monster banished by this effect to the field, and it can attack directly that turn. You can only activate 1 "Cynet Backdoor" per turn.


              UR Rarity
              Decode Talker
              UR Rarity
              Decode Talker
              Decode Talker
              DARK
              Decode Talker
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Bottom-Left

              Bottom-Right


              2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


              N Rarity
              Recoded Alive
              N Rarity
              Recoded Alive
              Recoded Alive
              Trap Normal
              Recoded Alive

                Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it.


                UR Rarity
                Firewall Dragon
                UR Rarity
                Firewall Dragon
                Firewall Dragon
                LIGHT
                Firewall Dragon
                • ATK:

                • 2500

                • LINK-4

                Link Arrow:

                Left

                Top

                Right

                Bottom


                2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


                UR Rarity
                Shootingcode Talker
                UR Rarity
                Shootingcode Talker
                Shootingcode Talker
                WATER
                Shootingcode Talker
                • ATK:

                • 2300

                • LINK-3

                Link Arrow:

                Top

                Left

                Bottom


                2+ Cyberse monsters At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.


                UR Rarity
                Code Talker
                UR Rarity
                Code Talker
                Code Talker
                DARK
                Code Talker
                • ATK:

                • 1300

                • LINK-2

                Link Arrow:

                Top

                Bottom


                2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.


                UR Rarity
                Salamangreat Gazelle
                UR Rarity
                Salamangreat Gazelle
                Salamangreat Gazelle
                FIRE 3
                Salamangreat Gazelle
                • ATK:

                • 1500

                • DEF:

                • 1000


                If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


                This extended combo will be performed immediately after performing the basic combo (conditions when we have a pretty good hand):


                1. There is Shootingcode Talker, Firewall Dragon and any monster on the field (assuming it is Salamangreat Gazelle)

                2. Activate Firewall's Return effect (if your opponent has no cards, you can return your own to recover resources)

                3. Link Firewall Dragon with Salamangreat Gazelle spawns any Link 2 monster (Code Talker, Knightmare Phoenix, Security Dragon,...) in the center of the field that Shootingcode points to, but does not summon the extra zone monster.

                4. Activate Recoded Alive to bring back Decode Talker in the banish zone

                5. At this time, we can also Link 3 continue to create Knighmare Unicorn using Link 2 in step 3 with Decode or Shootingcode
                Activating Recoded Alive in the grave is a quick effect. If you don't need to summon anything else, you should activate this card in the battle phase to surprise the enemy.
                This combo should only be used when the enemy has a fairly hard field, but if possible, we should keep the field right in Step 1 so that Shootingcode Talker can have 3 attacks.

                One more thing, if we have a Backdoor, (can be drawn from hand or obtained from Micro coder), do not hesitate to use it on Firewall. From there we can continue the combo with the card we just searched for and empty the Extra Monster Zone to activate Recoded Alive




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                - Yu-Gi-Oh! Guidance Vietnam


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