Instructions for playing Sky Striker

Instructions for playing Sky Striker

An Archetype makes waves in many formats and when it comes to Duel Links it is no exception, immediately holding the tier 2 position when it was first released. The hotness of the deck is not only because of its power or gameplay, but also because it possesses beautiful art and genuine waifu ^^.


In general, other decks are easy to play but incredibly powerful. You should try to build a deck to try it out, it's guaranteed to be addictive.

Rating: 100/10




Introduce

Introduce


  Sky Striker is a recently introduced control archetype in Duel Links, a deck that focuses on using some incredibly powerful Spell cards and a series of Link Monsters that can Link Summon each other. Except for the two Spells, all remaining Spell cards can only be activated if you do not control any Monsters in the Main Monster Zone and gain additional effects if you have 3 or more Spell Cards in the Graveyard.

This deck is very good at gaining an advantage by outnumbering its opponents in resources thanks to cards like Sky Striker Mobilize - Engage! while still on the field there will be Sky Striker Ace - Raye is very difficult to deal with. The core of the deck is not much, allowing for a lot of customization and a diverse selection of Techs.



Skill

 

Sky Striker Mobilize - Contact (Skill Card) (100%)

UR Rarity
Sky Striker Mobilize - Contact (Skill Card)
UR Rarity
Sky Striker Mobilize - Contact (Skill Card)
Sky Striker Mobilize - Contact (Skill Card)
Sky Striker Mobilize - Contact (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


This Skill can be used if your Deck does not contain "Sky Striker Mobilize - Engage!". 1: At the start of the Duel, add 2 "Sky Striker Mobilize - Engage!" to your Deck and 1 each of the 4 different kinds of "Sky Striker Ace" Link Monsters not already in your Extra Deck. During this Duel, you cannot Normal or Special Summon any monsters except for "Sky Striker" monsters (excluding Special Summons from the Extra Deck and the opponent's Graveyard).


Sky Striker's exclusive skill, however, it is not very strong (when compared to the skills of other decks). While the meta of the game Yu-gi-oh! In this "Skill" Duel, all skill-sucking decks are king (I won't mention Blue-eyes and Shiranui), but Sky Striker has a pretty simple skill. Through this Skill, Komoney just threw us a bunch of cards and was like "GOOD LUCK" and looked at them using the skill to dance with elephants and apes and then Bro really wanted us to beat them....

It's fun to say, but we still have enough strength to play the current meta again because Sky Striker itself is very strong, adding more powerful skills will surely destroy him immediately. So I think Konami's offering of this skill is quite reasonable, it provides us with just enough of the extremely important card Sky Striker Mobilize - Engage! x2 in main deck and x1 Sky Striker Links in extra to summon.

Cx has some limitations for this skill: it is not possible to normal summon or special summon monsters that cover "Sky Striker" (but special from the Extra Deck or from the opponent's grave is still possible). In addition, there is a limit nx nma that is not significant so I won't talk about it because it's too long





Sky Striker monsters

Currently in the game we can only own exactly 2 Sky Striker Monsters: 1 Main deck Monster and 1 Link Monster. The rest we can only get through skills, but in this part I will talk about it all at once

Sky Striker Ace - Raye (x3)

UR Rarity
Sky Striker Ace - Raye
UR Rarity
Sky Striker Ace - Raye
Sky Striker Ace - Raye
DARK 4
Sky Striker Ace - Raye
  • ATK:

  • 1500

  • DEF:

  • 1500


(Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.


The girl is 15 and very young. The entire deck only has Raye as the Main deck monster, the rest are just Spell/Trap.


In some magical way, Raye's body and effects in this deck have a body of 1500 ATK so she can punch through several monsters, even monsters with negate, everyone knows this until after punching, Raye magically turns it into I have the ability to punch LP straight

Raye can use link directly on another link sky striker monster or click the effect to turn into a link sky striker monster. Because this is a quick effect, after punching, it often turns into Hayate. Because it is a quick effect, it can avoid the target. OTK if opp 3000 LP or lower. It sounds cool, but because it's an effect, it will be negated. The most tiring thing is to negate and then banish

Raye should have been very powerful coming here, but when the Link Monster Sky Striker Ace leaves the field due to a card effect or being punched, Raye can jump from her grave onto the field so you have room to continue playing, extremely broken.

Sky Striker Ace - Shizuku (x3)

UR Rarity
Sky Striker Ace - Shizuku
UR Rarity
Sky Striker Ace - Shizuku
Sky Striker Ace - Shizuku
WATER
Sky Striker Ace - Shizuku
  • ATK:

  • 1500

  • LINK-1

Link Arrow:

Top-Right


1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.


This is the remaining Sky Striker card that we can earn through the main Box Striker Expansion

You will usually call this card onto the field before the end of the turn (EndPhase). At the end of the turn, you will be able to search for a Sky Striker spell DIFFERENT FROM THE ONE AVAILABLE IN THE GRAVE, which is a +1 resource and reduces the corresponding ATK opp by 100. per grave spell, this effect is better than Kagari because if you reduce all opp monsters by 1600 ATK then you can punch the enemy boss to death with EVERY sky striker you have instead of playing the game alone like Kagari

Sky Striker Ace - Kagari (Skill)

 Rarity
Sky Striker Ace - Kagari
 Rarity
Sky Striker Ace - Kagari
Sky Striker Ace - Kagari
FIRE
Sky Striker Ace - Kagari
  • ATK:

  • 1500

  • LINK-1

Link Arrow:

Top-Left


1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.


This card retrieves the Sky Striker spell from the grave, but because of the ability to retrieve items in a control deck, this card is extremely strong and has the highest ATK because ATK increases by 100 for each Spell in the grave, and is related to the mercenaries :)


Use Engage! To search, Link summons Kagari, picks up Engage, searches for the next card depending on the situation and circumstances, duma + lots of resources

Sky Striker Ace - Hayate (Skill)

 Rarity
Sky Striker Ace - Hayate
 Rarity
Sky Striker Ace - Hayate
Sky Striker Ace - Hayate
WIND
Sky Striker Ace - Hayate
  • ATK:

  • 1500

  • LINK-1

Link Arrow:

Bottom-Left


1 non-WIND "Sky Striker Ace" monster You can only Special Summon "Sky Striker Ace - Hayate(s)" once per turn. This card can attack directly. After damage calculation, if this card battled: You can send 1 "Sky Striker" card from your Deck to the GY.


Usually picked up by Raye during the battle phase or raised and then in the battle phase, this monster can punch straight at the origin point and after damage calculation (not negated due to damage step but still negated activation) throws 1 Sky Striker card from the deck to the grave.


Because this card sends spells, you can use this card to collect all 3 spells, unlocking bonus effects of Sky Striker spells.

Sky Striker Ace - Kaina (Skill)

 Rarity
Sky Striker Ace - Kaina
 Rarity
Sky Striker Ace - Kaina
Sky Striker Ace - Kaina
EARTH
Sky Striker Ace - Kaina
  • ATK:

  • 1500

  • LINK-1

Link Arrow:

Bottom-Right


1 non-EARTH "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot attack until the end of your opponent's turn. Each time you activate a "Sky Striker" Spell Card, or its effect, gain 100 LP immediately after the card or effect resolves. You can only Special Summon "Sky Striker Ace - Kaina(s)" once per turn.


Raye usually jumps out during turn opp to target 1 monster and that monster cannot attack until the end of the opponent's turn




over :D



Sky Striker Spell

Sky Striker's main power will come from the extremely powerful spell cards of this archetype

Sky Striker Mobilize - Engage! (Skill)

UR Rarity
Sky Striker Mobilize - Engage!
UR Rarity
Sky Striker Mobilize - Engage!
Sky Striker Mobilize - Engage!
Spell Normal
Sky Striker Mobilize - Engage!

    If you control no monsters in your Main Monster Zone: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.


    Skill will give us x2 of this card into the main deck, this card can search for monsters/magic/traps Sky Striker, sounds like a gazell until if you have 3 or more Magic cards in the grave then you can draw 1, yep it's no different from pot of greed but search 1 draw 1.


    It can also be searched by other cards, restored or reset to the field by other cards, so it is extremely broken. This card also helps you peel off the handtrap (by searching for 1 sky striker, the deck will be thinner).

    NO ONCE PER TURNNNNNNNN

    Sky Striker Mecha - Widow Anchor (x2)

     Rarity
    Sky Striker Mecha - Widow Anchor
     Rarity
    Sky Striker Mecha - Widow Anchor
    Sky Striker Mecha - Widow Anchor
    Spell Quick
    Sky Striker Mecha - Widow Anchor

      If you control no monsters in your Main Monster Zone: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.


      Of course it's chained, limit 2 because this is probably Sky Striker's strongest spell

      This card has negate until the end of the turn. If you have 3 or more spells in your grave, NTR will steal the monster. This strong effect is 10/10, but as I said, which spell card named sky striker auto is strong, This card can be searched, picked up, returned to stock, in general you can do anything, including climbing links or OTK opp.

      it's also a quick-play spell, so OP

      Sky Striker Airspace - Area Zero (x3)

      R Rarity
      Sky Striker Airspace - Area Zero
      R Rarity
      Sky Striker Airspace - Area Zero
      Sky Striker Airspace - Area Zero
      Spell Field
      Sky Striker Airspace - Area Zero

        You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.



        This card has 2 search effects that thin the deck extremely well. The first effect has a trick to play with Raye (yep best waifu), this card chooses another card you control, flip 3 cards on top of the deck and put 1 Sky Striker card from the deck into your hand in those 3 cards, how many cards? shuffle back to the deck, and IF you excavate the Sky Striker card, the card you target will be sent to the grave, that's why you can target Raye chain link 1, Raye jump chain link 2 while searching for cards, without losing monsters.

        Effect 2: When this card is sent to the grave by the card effect, it will jump 1 Sky Striker Ace from the deck. Due to this effect, you can only shoot the card yourself to jump the monster. If the opp shoots this card, then 100% they are a true duelist. so can't read :)

        Sky Striker Mecha - Shark Cannon (x2-3)

        R Rarity
        Sky Striker Mecha - Shark Cannon
        R Rarity
        Sky Striker Mecha - Shark Cannon
        Sky Striker Mecha - Shark Cannon
        Spell Quick
        Sky Striker Mecha - Shark Cannon

          If you control no monsters in your Main Monster Zone: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.


          Called by the grave but searchable (because its name has Sky striker), you banish the opp monster and if you have 3 or more spells in the grave then you jump that monster onto the field and let it fight even if that monster doesn't attack, but You can use its effect :), after you get tired of using it, link it or use it as bait for another card, or keep it on the field (yes, if it's a tough card, banish it for relief).

          Sky Striker Mecha Modules - Multirole (x1-2)

          SR Rarity
          Sky Striker Mecha Modules - Multirole
          SR Rarity
          Sky Striker Mecha Modules - Multirole
          Sky Striker Mecha Modules - Multirole
          Spell Continuous
          Sky Striker Mecha Modules - Multirole

            Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even if this card leaves the field). (You can only gain the previous effect once per turn.) Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but banish them when they leave the field.


            In the past, when I first started playing, I heard my friends say that this card brought x3, but now I realize how retarded I am


            Actually, this is a card with a very strong recovery ability, but it is rarely used EARLY because by taking control of this card, this card comes late or you accidentally peel it off before using it (because in the early stages you are not in snowball position).
            This card has an extremely OP ability in that the opp does not activate cards or effects in response, so you can bombard the negate or boss opp without them being able to do anything.


            You need to pay attention to two things about its picking effect: you pick up the card again with the spell you use WHEN this card is on the field, meaning you will usually ban this card first and then use the spell to optimize resources and cards. If this card is picked up, you will be banned

            but the truth is that when this card activates, it is usually negated or shot and holding 2 pieces in hand is enough to brick

            *This card sends field to the grave to jump Raye*

            Sky Striker Maneuver - Afterburners! and Sky Striker Maneuver - Jamming Waves! (x1-2)

            R Rarity
            Sky Striker Maneuver - Afterburners!
            R Rarity
            Sky Striker Maneuver - Afterburners!
            Sky Striker Maneuver - Afterburners!
            Spell Normal
            Sky Striker Maneuver - Afterburners!

              If you control no monsters in your Main Monster Zone: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.


              SR Rarity
              Sky Striker Maneuver - Jamming Waves!
              SR Rarity
              Sky Striker Maneuver - Jamming Waves!
              Sky Striker Maneuver - Jamming Waves!
              Spell Normal
              Sky Striker Maneuver - Jamming Waves!

                If you control no monsters in your Main Monster Zone: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.


                These two cards are a bit opposite, but their second effect is to shoot without targeting


                Wait, AFTERBURNERS can only shoot UPON monsters, so when opp sets a monster, you will shoot your own monster. If you have 3 or more spells in your grave, you will not target spells/traps on the field (if opp doesn't have one, you will shoot yourself). your spell/trap, so you can shoot your field too)

                JAMMING WAVES shoots spell/trap SET on the field, so you can shoot the wrong card if the opp card is all face up, if you have 3 spells or more then the shot does not target 1 monster on the field

                Sky Striker Mecha - Eagle Booster (x0-1)

                R Rarity
                Sky Striker Mecha - Eagle Booster
                R Rarity
                Sky Striker Mecha - Eagle Booster
                Sky Striker Mecha - Eagle Booster
                Spell Quick
                Sky Striker Mecha - Eagle Booster

                  If you control no monsters in your Main Monster Zone: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.


                  This is a card that makes ANY MONSTER on the field immune to effects, so you can use it to protect your Boss if opp toggle on, sometimes it can even break the combo of some decks when used on themselves. it (because they are not destroyed due to being immune to their own effects).

                  If you have 3 or more spells, you won't be destroyed by combat. It usually depends on the situation and complements effect 1, but it's undeniably strong. Play this card x0 because some people don't like it, play the rest. x1 because if you can search it and hold it in your hand, it will break



                  Tech & Staple

                   

                  Into the Void (x0-3)

                  UR Rarity
                  Into the Void
                  UR Rarity
                  Into the Void
                  Into the Void
                  Spell Normal
                  Into the Void

                    If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                    As far as I can see, with the 20 card format of Duel Links, Into the Void is quite suitable for Sky Striker. It thins the deck significantly, and spams spells in the grave to open bonus effects for Sky Striker Spells. Discarding the whole hand is often effective because it will quickly make our graveyard have 3 spell cards.

                    But we must also mention its weakness, it can only be activated when there are >3 cards in hand, sometimes there are not enough cards in hand and this card can be bricked.

                    Terraforming (x1)

                    UR Rarity
                    Terraforming
                    UR Rarity
                    Terraforming
                    Terraforming
                    Spell Normal
                    Terraforming

                      Add 1 Field Spell from your Deck to your hand.




                      Tag(s):

                      Dùng để search field Sky Striker Airspace - Area Zero

                      Knightmare Cerberus, Knightmare Unicorn and Knightmare Phoenix (Mercenary king)

                      SR Rarity
                      Knightmare Cerberus
                      SR Rarity
                      Knightmare Cerberus
                      Knightmare Cerberus
                      EARTH
                      Knightmare Cerberus
                      • ATK:

                      • 1600

                      • LINK-2

                      Link Arrow:

                      Left

                      Top


                      2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; 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 Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


                      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
                      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.


                      Mercenaries for every family, Skills do not prohibit us from specializing from extra, so we can freely choose the Link card we like.

                      Link Support

                      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
                      Hiita the Fire Charmer, Ablaze
                      SR Rarity
                      Hiita the Fire Charmer, Ablaze
                      Hiita the Fire Charmer, Ablaze
                      FIRE
                      Hiita the Fire Charmer, Ablaze
                      • ATK:

                      • 1850

                      • LINK-2

                      Link Arrow:

                      Bottom-Left

                      Bottom-Right


                      2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" 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
                      Amphibious Swarmship Amblowhale
                      UR Rarity
                      Amphibious Swarmship Amblowhale
                      Amphibious Swarmship Amblowhale
                      FIRE
                      Amphibious Swarmship Amblowhale
                      • ATK:

                      • 2600

                      • LINK-4

                      Link Arrow:

                      Left

                      Bottom

                      Bottom-Right

                      Right


                      2+ Effect Monsters Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn. ● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it. ● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.


                      The Link card method is quite effective, so we should put it in. If we have the conditions, just put it in the bag

                      Flex

                      UR Rarity
                      Ice Dragon's Prison
                      UR Rarity
                      Ice Dragon's Prison
                      Ice Dragon's Prison
                      Trap Normal
                      Ice Dragon's Prison

                        Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


                        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.


                          SR Rarity
                          Offerings to the Doomed
                          SR Rarity
                          Offerings to the Doomed
                          Offerings to the Doomed
                          Spell Quick
                          Offerings to the Doomed

                            Target 1 face-up monster on the field; destroy that target, also skip your next Draw Phase.


                            UR Rarity
                            Mind Control
                            UR Rarity
                            Mind Control
                            Mind Control
                            Spell Normal
                            Mind Control

                              Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot declare an attack or be Tributed.


                              UR Rarity
                              D.D. Crow
                              UR Rarity
                              D.D. Crow
                              D.D. Crow
                              DARK 1
                              D.D. Crow
                              • ATK:

                              • 100

                              • DEF:

                              • 100


                              (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                              UR Rarity
                              Volcanic Wall
                              UR Rarity
                              Volcanic Wall
                              Volcanic Wall
                              Spell Continuous
                              Volcanic Wall

                                Once per turn: You can send 3 cards from the top of your Deck to the Graveyard, and if you do, inflict 250 damage to your opponent for each Pyro-Type monster sent to the Graveyard by this effect. You cannot declare an attack during the turn you activate this effect.


                                Flexible this group. They are all leaves that cause bad effects to opponents, we can choose according to our preferences or simply have a card for that card :)



                                Epilogue

                                Thank you for reading. I also want to write a part about how to play and combo of Sky Striker, but in reality, Sky Striker in Duel Links has too many different situations depending on the Hand you draw and Sky Striker is actually not too difficult. To play, we just need to get used to it and be a little careful.

                                We can understand it simply, we will play around Raye (the only monster card in the Main Deck), find ways to summon that wife and Link summons Link cards depending on the situation. The main power of the Deck comes from spells, there will be spell cards to help us get Raye and the remaining cards will take on the role of causing negative effects for opp to win.

                                That's it, that's it, good luck opening the box and experiencing Sky Strikerrr soon




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam





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