Super Quant Game Guide

Super Quant Game Guide

Deck super sentai punches the monster's mouth




Introduce

Morph! Merge! It's Morphing Time!  

Super Quant, a deck inspired by Tokusatsu genre movies, mainly the Super Sentai/Power Rangers series and the lesser known Chouseishin series, the Archetype of 4 Color heroes wearing tights and armor controlling 4 Robot Beasts to combine into a Super Robot with 3 original mechs or with 2 original mechs + new senshi! And with that power, you can fight the most fearsome monsters this game has ever created, like destructive heretics, extreme dragons, sea monsters and finally the evil angels of the Holy Lightning arc!

This deck first debuted in Duel Links in the Shining Sunrise box , along with War Rock and Fossil, as well as new support for HERO and Sacred Beast. And the deck was… okay. It was average at calling out Boss Monsters and needed a lot of other engines to create combos, as well as a good right hand, which is why this deck was so unstable… until now!

With the release of Ray of Aura , the deck was further supported with the remaining cards added, but mainly with the release of Super Quantum White Layer and its zord Super Quantal Mech Beast Lusterrex . Along with the newly added common Skill Overlay Control , Super Quant became an even stronger deck than before, now making it much easier to turn the deck's boss monster Super Quantal Mech King Great Magnus into a champion monster with 6 or more materials of different names.

Team Mission (What does this deck do?)

Super Quants is a combo deck, mainly wanting to get ahead. Our plan is to use all the resources the deck has to summon the boss of the Super Quantal Mech King Great Magnus with enough materials to prevent the opponent from winning. I know many of you only know Great Magnus as the Xyz monster that you will summon after the BattlePhase through the effect of Number 27: Dreadnought Dreadnoid . But in this deck, Dreadnoid is not necessary.

If you can't summon Great Magnus on turn 1, you can still finish with Super Quantal Mech Beasts, other Xyz monsters that can cause disruption to the enemy are also very good, depending on the materials you can summon. I will explain the effects of each card later.

Team Up! (Cards)

The cards are divided into different types namely Super Quant-. Super Quantum and Super Quantal , of which the latter is divided into 4 sub-types: Quantal Fairy , Quantal Mech Beast , Quantal Mech King and Spell/Trap all use the name Super Quantal.



The Rangers and their cute mascots (Super Quantum and Super Quantum Fairy)

Super Quantums are the main monsters in the deck, the rangers, and all of them have effects when summoned and when sent to the GY.

Super Quantum Blue Layer (x3)

SR Rarity
Super Quantum Blue Layer
SR Rarity
Super Quantum Blue Layer
Super Quantum Blue Layer
WATER 3
Super Quantum Blue Layer
  • ATK:

  • 1200

  • DEF:

  • 2000


When this card is Normal or Special Summoned: You can add 1 "Super Quant" card from your Deck to your hand, except "Super Quantum Blue Layer". If this card is sent to the Graveyard: You can target up to 3 "Super Quant" cards in your Graveyard; shuffle them into the Deck. You can only use each effect of "Super Quantum Blue Layer" once per turn.


Blue Ranger


This is one of the important cards.
When Summoned, it can search for any Super Quant card except itself , useful for searching for a Field Spell or another Super Quantum. When sent to the GY, it can target up to 3 Super Quan cards in the GY and shuffle them back into the deck , which is really good for avoiding deck outs and sending any cards needed for later turns.

Super Quantum Red Layer (x3)

SR Rarity
Super Quantum Red Layer
SR Rarity
Super Quantum Red Layer
Super Quantum Red Layer
FIRE 5
Super Quantum Red Layer
  • ATK:

  • 2000

  • DEF:

  • 800


If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Super Quantum Red Layer" once per turn. ● When this card is Normal or Special Summoned: You can target 1 "Super Quant" card in your GY; add it to your hand. ● If this card is sent to the GY: You can target 1 "Super Quant" monster in your GY, except "Super Quantum Red Layer"; Special Summon it, but it cannot activate its effects.


Red Ranger


This guy is also very important to the combo.
Red Layer has a special summoning condition when there are no monsters on the field (This is not Hard One Per Turn. When Summoned, he can target a Super Quant card in the GRAPH and add it to the hand , which will be useful in some special situations.

When sent to the GY, he can special summon a Super Quant monster from the GY , which is really useful for getting more bodies on the field.

Super Quantum Green Layer (x1-2)

R Rarity
Super Quantum Green Layer
R Rarity
Super Quantum Green Layer
Super Quantum Green Layer
WIND 4
Super Quantum Green Layer
  • ATK:

  • 1600

  • DEF:

  • 1400


When this card is Normal or Special Summoned: You can Special Summon 1 "Super Quant" monster from your hand. If this card is sent to the Graveyard: You can discard 1 "Super Quant" card; draw 1 card. You can only use each effect of "Super Quantum Green Layer" once per turn.


Green Ranger


The least useful member of the team, but still a useful friend, not completely useless!
When on the field, it can special summon a Super Quant monster from the hand , not as useful as what his teammates do, but can be useful in certain situations such as anti-brick,... When sent to the GY, this card can discard 1 Super Quant to draw 1 more card , more useful than its summon effect in most cases.

Super Quantum White Layer (x2-3)

 Rarity
Super Quantum White Layer
 Rarity
Super Quantum White Layer
Super Quantum White Layer
LIGHT 7
Super Quantum White Layer
  • ATK:

  • 2400

  • DEF:

  • 2400


You can send 1 non-LIGHT "Super Quant" monster from your hand or face-up field to the GY; Special Summon this card from your hand in Defense Position. When this card is Normal or Special Summoned: You can send 1 "Super Quant" monster from your Deck to the GY, and if you do, this card's Attribute and Level become the same as that monster's. If this card is sent to the GY: You can add 1 "Super Quantal Fairy Alphan" from your Deck or GY to your hand. You can only use each effect of "Super Quantum White Layer" once per turn.


White Ranger


The 6th Ranger … the 4th Ranger of the team. Looking at the Art of this card, we can understand that this team has 3 main Rangers and this guy is the additional warrior in the team.

Like his friend Red, he also has a special summoning condition! He
can special summon himself by sending a non-LIGHT Super Quant monster from the field or hand to the GY , this is considered an effect so it must be activated from the hand to start, and it will be Hard One Per Turn for that effect. When on the field, he can send 1 Super Quant monster, including another copy of White, from the deck to copy its Level and Attribute , which is useful in quite a few situations. When sent to the GY, you can add 1 Super Quantal Fairy Alphan from the deck or GY to your hand , which is great for most playstyles.

Super Quantal Fairy Alphan (x1-3)

R Rarity
Super Quantal Fairy Alphan
R Rarity
Super Quantal Fairy Alphan
Super Quantal Fairy Alphan
LIGHT 1
Super Quantal Fairy Alphan
  • ATK:

  • 0

  • DEF:

  • 0


Once per turn: You can target 1 "Super Quant" monster you control; all face-up monsters you currently control become that monster's Level. You can Tribute this card; reveal 3 "Super Quant" monsters with different names from your Deck, your opponent randomly picks 1 for you to Special Summon to your field, and you send the rest to the Graveyard. You can only use this effect of "Super Quantal Fairy Alphan" once per turn.


This little guy is cute! This little guy is a bit special because he has 2 effects that you can activate! The first is Targeting a Leveled Super Quant monster and changing the Level of every monster you control to that level , and most importantly, he can Tribute himself to select 3 Super Quant monsters from your deck, revealing them and causing your opponent to randomly choose, Special Summon the selected monster and send the remaining 2 cards to the Graveyard . Really useful for extending combos, opening up many ways to play.



The Zords (Super Quantal Mech Beast)

Mechs, Robots of the Rangers (in Power Rangers they call them Zords)! They are all pretty generic but their first effect will become a Quick-Play effect if they have their respective pilot as their summon material . They also all have the same second effect of attaching a Super Quantum from the hand or field to them , and they cannot attack without XYZ material.

Super Quantal Mech Beast Grampulse (x1-2)

SR Rarity
Super Quantal Mech Beast Grampulse
SR Rarity
Super Quantal Mech Beast Grampulse
Super Quantal Mech Beast Grampulse
WATER
Super Quantal Mech Beast Grampulse
  • ATK:

  • 1800

  • DEF:

  • 2800


2 Level 3 monsters Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Blue Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.


Mystical Space Typhoon It Targets any Spell/Trap and destroys it.

Super Quantal Mech Beast Magnaliger (x1-2)

UR Rarity
Super Quantal Mech Beast Magnaliger
UR Rarity
Super Quantal Mech Beast Magnaliger
Super Quantal Mech Beast Magnaliger
FIRE
Super Quantal Mech Beast Magnaliger
  • ATK:

  • 2600

  • DEF:

  • 2000


2 Level 5 monsters Cannot attack unless it has material. Once per turn: You can detach 1 material from this card, then target 1 monster on the field; destroy it. This is a Quick Effect if this card has "Super Quantum Red Layer" as material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as material.


Offerings to the Doomed . It targets any monster and destroys it (without trading your DrawPhase)

Super Quantal Mech Beast Aeroboros (x1)

R Rarity
Super Quantal Mech Beast Aeroboros
R Rarity
Super Quantal Mech Beast Aeroboros
Super Quantal Mech Beast Aeroboros
WIND
Super Quantal Mech Beast Aeroboros
  • ATK:

  • 2200

  • DEF:

  • 2400


2 Level 4 monsters Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 other face-up monster on the field; change it to face-down Defense Position. This effect can be activated during either player's turn, if this card has "Super Quantum Green Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material.


Book of Moon .Target and set 1 monster face down.

Super Quantal Mech Beast Lusterrex (x1-2)

R Rarity
Super Quantal Mech Beast Lusterrex
R Rarity
Super Quantal Mech Beast Lusterrex
Super Quantal Mech Beast Lusterrex
LIGHT
Super Quantal Mech Beast Lusterrex
  • ATK:

  • 2700

  • DEF:

  • 1900


2 Level 7 monsters Cannot attack unless it has material. Once per turn: You can detach 1 material from this card, then target 1 Effect Monster on the field; negate that face-up monster's effects until the end of this turn. This is a Quick Effect if this card has "Super Quantum White Layer" as material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as material.


Forbidden Chalice. It targets any monster with an effect and negates it (it doesn't increase ATK like Chalice :V)



The Megazords (Super Quantal Mech King)

 

Super Quantal Mech King Great Magnus (x1-2)

R Rarity
Super Quantal Mech King Great Magnus
R Rarity
Super Quantal Mech King Great Magnus
Super Quantal Mech King Great Magnus
LIGHT
Super Quantal Mech King Great Magnus
  • ATK:

  • 3600

  • DEF:

  • 3200


3 Level 12 monsters If this card is sent to the GY: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your GY. This card gains these effects, based on the number of materials with different names attached to it. ● 2+: Once per turn, during the Main Phase (Quick Effect): You can detach 1 material from this card; shuffle 1 card on the field into the Deck. ● 4+: It is unaffected by card effects, except "Super Quant" cards. ● 6+: Your opponent cannot add cards from the Deck to the hand by card effects.


This is the Boss Monster. The one you want to bring out the most in this deck. Most decks today can't handle it unless the opponent plays Outs to counter it.   It requires different named materials to apply the effect. If it says 4+ materials, it means it requires 4+ different named materials for its effect to take effect . If there are only 2+ materials,   It can Quick return any card (Not Target) in the Main Phase . If there are 4+ materials,   It will not be affected by other cards, from your cards to enemy cards, except for “Super Quant" cards . If there are 6+ materials,   It prevents your opponent from using effects that add other cards from their deck to their hand, so they can't search or draw more cards outside of DrawPhase or using Skills . Another thing to note is that it has an effect that activates when sent to the GY to special summon 3 Super Quantal Mech Beasts from the GY, this effect is useful if it is destroyed in battle or removed by non-Kaiju Techs.

Neo Super Quantal Mech King Blaster Magna (x0-1)

R Rarity
Neo Super Quantal Mech King Blaster Magna
R Rarity
Neo Super Quantal Mech King Blaster Magna
Neo Super Quantal Mech King Blaster Magna
LIGHT
Neo Super Quantal Mech King Blaster Magna
  • ATK:

  • 2500

  • LINK-3

Link Arrow:

Bottom-Left

Bottom

Bottom-Right


2+ Effect Monsters including a "Super Quant" monster This Link Summoned card cannot be destroyed by your opponent's card effects. Each time a "Super Quant" Xyz Monster(s) with a different name from the cards you control is Special Summoned from the Extra Deck to a zone(s) this card points to: Draw 1 card. If a face-up Xyz Monster(s) this card points to is destroyed by battle or an opponent's card effect: You can Special Summon 1 "Super Quant" monster from your Deck with the same original Attribute as 1 of those destroyed Xyz Monsters. You can only use this effect of "Neo Super Quantal Mech King Blaster Magna" once per turn.


This card is... not very good. It only exists because the deck is unplayable under Master Rule 4 and can't actually summon Great Magnus with Blaster Magna. And once the Extra Deck restrictions are gone under Master Rule 5, this card is effectively useless, nothing more than a liability. It does things that might benefit the deck but you can't exploit on turn 1. It might be okay as a backup after your Great Magnus is removed and you have 3 Mech Beasts on the field.



Main Base and Components (Spell/Trap)

  

Super Quantal Mech Ship Magnacarrier (x3)

R Rarity
Super Quantal Mech Ship Magnacarrier
R Rarity
Super Quantal Mech Ship Magnacarrier
Super Quantal Mech Ship Magnacarrier
Spell Field
Super Quantal Mech Ship Magnacarrier

    Discard 1 card, then target 1 "Super Quantum" monster you control; Special Summon from your Extra Deck, 1 "Super Quantal Mech Beast" Xyz Monster with the same Attribute as that monster you control by using it as material. (This is treated as an Xyz Summon.) You can send this card from the Field Zone to the GY, then target 3 "Super Quantal Mech Beast" Xyz Monsters with different names you control and/or in your GY; Special Summon 1 "Super Quantal Mech King Great Magnus" from your Extra Deck, and if you do, attach the targeted monsters and their materials to it as material.


    This card is the key to the deck!   Discard a card from your hand to select 1 Super Quantum on the field to Xyz Summon a Mech Beast corresponding to the Attribute of the card used as a material.   And this effect is not once per turn! And this card can   sends itself to the GY to target 3 Mech Beasts on the field and the GY to special summon Great Magnus from the Extra Deck, using the Mech Beasts [along with their materials].   It requires an empty Monster slot for the special summon effect to take effect, so keep that in mind.

    Super Quantal Alphan Spike (x0-1)

    R Rarity
    Super Quantal Alphan Spike
    R Rarity
    Super Quantal Alphan Spike
    Super Quantal Alphan Spike
    Spell Normal
    Super Quantal Alphan Spike

      If you control 3 or more "Super Quantum" monsters with different names: Shuffle as many cards your opponent controls as possible into the Deck, then your opponent Special Summons 1 monster from their Extra Deck, ignoring its Summoning conditions. You can banish this card and 1 "Super Quantal Fairy Alphan" from your Graveyard; activate 1 "Super Quantal Mech Ship Magnacarrier" from your Deck.


      This card has the rather funny effect of forcing your opponent to play the monster by shuffling everything they control back into the deck to special summon a monster from their Extra deck for free, (calling it out so it can be defeated by Great Magnus :v) In effect you're using its other effect   banish yourself and an Alphan from the GY to activate Magnacarrier from the deck onto the field , useful against opponents who have defeated Magnus but a bit awkward to use as a first mover.

      Super Quantal Alphancall Appeal (x0)

       Rarity
      Super Quantal Alphancall Appeal
       Rarity
      Super Quantal Alphancall Appeal
      Super Quantal Alphancall Appeal
      Spell Quick
      Super Quantal Alphancall Appeal

        If a "Super Quant" monster you control is destroyed by battle: Special Summon 1 "Super Quantal Mech Beast" Xyz Monster from your Extra Deck, then you can Special Summon 1 "Super Quantum" monster from your hand, Deck, or GY, that is specifically listed on that Xyz Monster in its text, but negate its effects. You can only activate 1 "Super Quantal Alphancall Appeal" per turn.


        A helpful card when your Mech Beast or Super Quantum gets destroyed but it's pretty bad, not worth putting in.

        Super Quantal Union - Magnaformation (x0)

        N Rarity
        Super Quantal Union - Magnaformation
        N Rarity
        Super Quantal Union - Magnaformation
        Super Quantal Union - Magnaformation
        Trap Continuous
        Super Quantal Union - Magnaformation

          Your opponent cannot target "Super Quant" cards on the field with card effects during your Main Phase 1. You can target 1 "Super Quant" Xyz Monster you control; attach 1 other face-up monster you control to it as material. You can only use this effect of "Super Quantal Union - Magnaformation" once per turn.


          In theory, this is a useful card because it protects your Super Quant monster from target effects and can energize Great Magnus with any monster you control by attaching that monster to Magnus, but it is very slow to do so because it is a Trap card that only protects during MainPhase.

          Super Quantal Mech Sword - Magnaslayer (x0)

          N Rarity
          Super Quantal Mech Sword - Magnaslayer
          N Rarity
          Super Quantal Mech Sword - Magnaslayer
          Super Quantal Mech Sword - Magnaslayer
          Trap Normal
          Super Quantal Mech Sword - Magnaslayer

            Target 1 "Super Quant" Xyz Monster you control; equip this card to it. It gains ATK equal to its Rank x 100, also if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. During your Battle Phase: You can send this Equip Card to the Graveyard; the monster that was equipped with this card can make 3 attacks during each Battle Phase this turn.


            "The heart is used, the evil world destroyed!". We call it DANCOUKEN!! Ahem… It's a card that helps us finish off "Super Hero Ending" but it's also quite slow. The pose is so cool



            Weapons and Tools (Tech & Staple)

             

            Emergency Teleport (x1)

             Rarity
            Emergency Teleport
             Rarity
            Emergency Teleport
            Emergency Teleport
            Spell Quick
            Emergency Teleport

              Special Summon 1 Level 3 or lower Psychic-Type monster from your hand or Deck, but banish it during the End Phase of this turn.




              Tag(s):

              This card special summons   Super Quantum Blue Layer   from hand or deck, acting as a 4th copy of Blue Layer and thus a 7th copy of Magnacarrier saving you a normal summon. Extremely useful.

              Monster Reborn (Options)

              UR Rarity
              Monster Reborn
              UR Rarity
              Monster Reborn
              Monster Reborn
              Spell Normal
              Monster Reborn

                Target 1 monster in either GY; Special Summon it.




                Tag(s):

                It allows you to revive a Super Quant to extend the time, although it is not as desirable as E-Tele due to its limit of 1.

                Monster Gate (Options)

                SR Rarity
                Monster Gate
                SR Rarity
                Monster Gate
                Monster Gate
                Spell Normal
                Monster Gate

                  Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the GY.


                  A fun tech that lets you send Reds and Whites to the graveyard for the cost of a normal summon or Red when special summoned, but it's a bit risky to send both. Alphan is a sweaty gamble at times.

                  Into the Void (x3)

                  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.


                    If you want to go all out and summon Great Magnus more pro, this card is really good for thinning out your deck and increasing your chances of getting the card you need.

                    Staple

                    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.


                      UR Rarity
                      Forbidden Droplet
                      UR Rarity
                      Forbidden Droplet
                      Forbidden Droplet
                      Spell Quick
                      Forbidden Droplet

                        Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                        Tag(s):

                        SR Rarity
                        Skull Meister
                        SR Rarity
                        Skull Meister
                        Skull Meister
                        DARK 4
                        Skull Meister
                        • ATK:

                        • 1700

                        • DEF:

                        • 400


                        When a card effect is activated in your opponent's GY (Quick Effect): You can send this card from your hand to the GY; negate that effect.


                        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
                          Nibiru, the Primal Being
                          UR Rarity
                          Nibiru, the Primal Being
                          Nibiru, the Primal Being
                          LIGHT 11
                          Nibiru, the Primal Being
                          • ATK:

                          • 3000

                          • DEF:

                          • 600


                          During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                          SR Rarity
                          Dark Hole
                          SR Rarity
                          Dark Hole
                          Dark Hole
                          Spell Normal
                          Dark Hole

                            Destroy all monsters on the field.


                            UR Rarity
                            Effect Veiler
                            UR Rarity
                            Effect Veiler
                            Effect Veiler
                            LIGHT 1
                            Effect Veiler
                            • ATK:

                            • 0

                            • DEF:

                            • 0


                            During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                            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.


                            SR Rarity
                            Forbidden Chalice
                            SR Rarity
                            Forbidden Chalice
                            Forbidden Chalice
                            Spell Quick
                            Forbidden Chalice

                              Target 1 face-up monster on the field; until the end of this turn, that target gains 400 ATK, but its effects are negated.


                              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.


                                Any staples can be used if you have the space or feel like you need them for the opportunity. From counter backrow to counter monster, the choice is yours!



                                Skills

                                 

                                Overlay Control (Skill Card) (99%)

                                UR Rarity
                                Overlay Control (Skill Card)
                                UR Rarity
                                Overlay Control (Skill Card)
                                Overlay Control (Skill Card)
                                Overlay Control (Skill Card)
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                This Skill's first effect can be used if your Extra Deck contains 5 or more Xyz Monsters. 1: At the beginning of your first turn, Set 1 "Overlay Network" from outside of your Deck to your field.


                                The main skill and almost the only skill you want to use. It sets an Overlay Network down from the sky onto your field , this card has 2 abilities to help us target a monster we control and summon a monster of the same level as it from the graveyard or from the hand, but will lock you from summoning only Xyz monsters from the Extra Deck.   , or simply select 1 material from your XYZ monster and add it back to your hand. Very useful for summoning Super Quantal Mech King Great Magnus with at least 6 or more materials.

                                Performage Acrobat (Skill Card) (0,5%)

                                UR Rarity
                                Performage Acrobat (Skill Card)
                                UR Rarity
                                Performage Acrobat (Skill Card)
                                Performage Acrobat (Skill Card)
                                Performage Acrobat (Skill Card)
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                You can only use this Skill once per Duel if your Deck (excluding the Extra Deck) contains 8 or more Level 4 or lower LIGHT and/or Spellcaster monsters. 1: During your Main Phase, shuffle 3 LIGHT and/or Spellcaster monsters from your Graveyard into the Deck, and then take 1 "Performage" monster from your Deck and either add it to your hand or send it to the Graveyard.


                                This lends us a little more of Performage's power with Performage Damage Juggler and   Performage Trick Clown along with giving x3 Green Layer and 3 Alphan to the Skill to make it work, to make Magnus have at least 6 materials. The problem here is that it requires you to also have x3 Green Layer so it's a bit bad, but it's an option you can use.

                                Revolution des Fleurs (Skill Card) (0,5%)

                                UR Rarity
                                Revolution des Fleurs (Skill Card)
                                UR Rarity
                                Revolution des Fleurs (Skill Card)
                                Revolution des Fleurs (Skill Card)
                                Revolution des Fleurs (Skill Card)
                                • ATK:

                                • 0

                                • DEF:

                                • 0


                                You can use this Skill's first, second, and third effects once per Duel, if your Deck (excluding the Extra Deck) contains 6 or more Spellcaster monsters with 2900 ATK. 1: At the beginning of your first turn, you can Normal Summon/Set DARK Spellcaster monsters with 2900 ATK without Tributing. If you activated this Skill on the 2nd turn, also play 1 "Necro Fleur" from outside of your Deck to the field. 2: Shuffle 1 card from your hand into the Deck, and then play 1 "Necro Synchron" from your Deck to your field. Then, you can decrease the Level of 1 monster on your field by up to 2. 3: Send 1 monster from your field to the Graveyard, then play 1 "Sorciere de Fleur" from your Deck to your field.


                                Using this skill later will be very good because of Sauge de Fleur and   Dingirsu, the Orcust of the Evening Star but it won't be necessary and we have to play 30 cards to be able to operate the deck, which is bad if we want to summon it.   Super Quantal Mech King Great Magnus when leading. Like Performage, this can also be a worthy choice.



                                Transformation (Combo)

                                This deck, if played first, requires you to have at least a pair of summonable monsters from your hand or deck, either a normal summon or a special summon (Red+Blue, Green+Blue/Alphan, White+Red/Blue/Green, E-Tele+Alphan) and a Magnacarrier. Basically a 3-4 card combo and sometimes just a 2 card combo, which you can have the cards you need depending on how you build your deck.

                                Another thing to note is, when summoning the first Xyz via Magnacarrier's effect, make sure to place that Xyz monster in the Extra Monster Zone to make room on the Main monster Zone for combos.

                                Also, we will be using Skill Overlay Control for combos as it is the best skill for the deck.

                                Combo simulation will be at the bottom of the sample Deck section you see, or Link here:




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam





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