Deck super sentai punches the monster's mouth

Sections covered in this guide:
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.
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.
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.
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.
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.
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.
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)
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.
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)
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.
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.
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.
Weapons and Tools (Tech & Staple)
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.
Skills
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.
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.
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:
- Blue + Red or Green + White or Carrier:
https://ygovietnam.com/combo/11
- Red + White + Carrier (There will be 3 cases, I will use Red combo as an example, the rest are similar):
https://ygovietnam.com/combo/12 - E-Tele + White or Carrier:
https://ygovietnam.com/combo/17




















































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