Windwitch Gameplay Guide

Windwitch Gameplay Guide

Hey guys, it's me again and today I'll take a look at a new archetype that's quite hot at duel links, Windwitches .

*The article will be a little related to the Yugo Speedroids deck he :v




What is Windwitch?

What is Windwitch?


Windwitches are a group of WIND SPELLCASTER Monsters that appeared in the Anime Arc-V used by Rin, they specialize in Synchro Summoning and swarming the field while also dealing a small amount of burn damage.


With the ability to Synchro Summon while also providing your monsters with beneficial protections such as in-battle protection, you can borrow the power of Yugo and use Crystal Wing Synchro Dragon to unleash the full potential of this deck!




The Windwitches, who are they??

Let's get to know our magical stars!

Windwitch - Ice Bell (x2-3)

UR Rarity
Windwitch - Ice Bell
UR Rarity
Windwitch - Ice Bell
Windwitch - Ice Bell
WIND 3
Windwitch - Ice Bell
  • ATK:

  • 1000

  • DEF:

  • 1000


If you control no monsters: You can Special Summon this card from your hand, then you can Special Summon 1 "Windwitch" monster from your Deck, but it cannot be Tributed. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Level 5 or higher WIND monsters. If this card is Normal or Special Summoned: You can inflict 500 damage to your opponent. You can only use each effect of "Windwitch - Ice Bell" once per turn.


If Speedroid Terrortop is the "Holy Grail", the standard model of the Searcher Archetype, then Ice Bell is definitely Terrortop reincarnated if you squint hard enough.

No matter what happens, ice bell is always the
PRIORITY card you want to see in your hand first in a match, with the help of Skill Winter Bell Accel, your copies of Chime and Snow bell can become Ice bell without any major issues! And since your other cards can also be swapped around for Ice bells, you can if you want to have more space for Staple or simply not have a third copy of Ice bell.


Note that Ice bell Locks you to only Special Summon Level 5 or higher Wind Monsters from your Extra Deck during the turn it is Special Summoned from its own effect.

Windwitch - Glass Bell (x2-3)

SR Rarity
Windwitch - Glass Bell
SR Rarity
Windwitch - Glass Bell
Windwitch - Glass Bell
WIND 4
Windwitch - Glass Bell
  • ATK:

  • 1500

  • DEF:

  • 1500


If this card is Normal or Special Summoned: You can add 1 "Windwitch" monster from your Deck to your hand, except "Windwitch - Glass Bell", also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Windwitch - Glass Bell" once per turn.


Just like Terrortop has Taketomborg, Ice Bell has Glass Bell. Glass is your main searcher and will be how you get the others like Windwitch - Freeze Bell and Windwitch - Snow Bell . Normally, she is what you always summon from Ice's First effect to allow you to do combos. She will also lock you out of Wind so unfortunately we can't play any non-Wind Synchros cards with this deck.

Windwitch - Freeze Bell (x2)

SR Rarity
Windwitch - Freeze Bell
SR Rarity
Windwitch - Freeze Bell
Windwitch - Freeze Bell
WIND 3
Windwitch - Freeze Bell
  • ATK:

  • 1200

  • DEF:

  • 1200


If all monsters you control are "Windwitch" monsters (min. 1): You can Special Summon this card from your hand. You can only use this effect of "Windwitch - Freeze Bell" once per turn. Once per turn, during your Main Phase: You can increase this card's Level by 1. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by battle.


This card will always be your go-to when playing Glass Bell, unless you have a copy of her in hand or you're aiming for a playstyle that has the ability to summon Synchro at higher levels.


Normally she's not a bad card to see in your hand as her special summon effect is pretty good but note that she can only special summon if you only control Windwitches, so if you have something like Clear Wing Synchro Dragon on your field for example, Freeze will NOT special summon herself, even if all OTHER monsters you control are windwitches. Also note that any Wind Synchro Monsters that use this card as material cannot be destroyed in battle, which can be very beneficial in those bareknuckle fights =)).

Windwitch - Snow Bell (x1-2)

R Rarity
Windwitch - Snow Bell
R Rarity
Windwitch - Snow Bell
Windwitch - Snow Bell
WIND 1
Windwitch - Snow Bell
  • ATK:

  • 100

  • DEF:

  • 100


If you control 2 or more WIND monsters, and no non-WIND monsters: You can Special Summon this card from your hand. A WIND Synchro Monster that was Summoned using this card as Synchro Material cannot be destroyed by your opponent's card effects.


The Tuner card is a priority for your deck. The way it makes Crystal Wing Synchro Dragon a formidable force is because of its primary ability as a Level 1 Tuner and its effect: any Wind Synchro Monster Synchro Summoned with Snow as material cannot be destroyed via an opponent's Card Effect .


Unlike Freeze bell, its Special Summon effect is not focused on Windwitch and only requires you to control 2 Wind monsters. Now you can use x1 Copy but I recommend using 2 copies because your Winter Bell Accel skill can Special Summon it from your deck to your field and also Shuffle a Tuner into your deck to add it again, then summon it again. and note that its Special Summon effect is NOT once per turn. So cards like Lyrilusc - Ensemblue Robin that return it to your hand would be the dumbest use of it Dugi oh.

Windwitch - Blizzard Bell (x0-1)

N Rarity
Windwitch - Blizzard Bell
N Rarity
Windwitch - Blizzard Bell
Windwitch - Blizzard Bell
WIND 5
Windwitch - Blizzard Bell
  • ATK:

  • 1800

  • DEF:

  • 1800


If you control no monsters, or all monsters you control are "Windwitch" monsters, you can Normal Summon this card without Tributing. During your opponent's Main Phase, if you control a "Windwitch" monster other than "Windwitch - Blizzard Bell" (Quick Effect): You can send this card from your hand or field to the GY; inflict 500 damage to your opponent. You can only use this effect of "Windwitch - Blizzard Bell" once per turn.


Personally I don't like this card because its entire function is just to act as a Discard bait to trigger your Windwitch - Diamond Bell effect and also as a Tuner that you can add via Skill to facilitate an extra Destroy turn at the end of the turn.

There's not much to say about this card other than it also has the odd summoning restriction of Freeze bell but instead of being able to Special Summon it can be Normal Summoned. But if you really want to use this card it's not too bad if you can end your turn with a Diamond Bell.

Windwitch - Winter Bell (x2)

UR Rarity
Windwitch - Winter Bell
UR Rarity
Windwitch - Winter Bell
Windwitch - Winter Bell
WIND 7
Windwitch - Winter Bell
  • ATK:

  • 2400

  • DEF:

  • 2000


1 Tuner + 1+ non-Tuner WIND monsters You can target 1 "Windwitch" monster in your GY; inflict damage to your opponent equal to that target's Level x 200. During the Battle Phase (Quick Effect): You can target 1 "Windwitch" monster you control; Special Summon 1 monster from your hand with a Level less than or equal to that monster, but it cannot attack this turn. You can only use each effect of "Windwitch - Winter Bell" once per turn.


Just like how Clear Wing Synchro Dragon became Yugo's Ace, Winter Bell is Rin's Ace. So it's no surprise that Skill Winter Bell Accel will speed up the process for us to use this card, Winter Bell's ability is not too special except for burning some life points if you have a potential Diamond Bell on the field to destroy.

In short, this is really just a stepping stone for us to reach the real Boss Monster of the archetype.

Windwitch - Diamond Bell (x1-2)

UR Rarity
Windwitch - Diamond Bell
UR Rarity
Windwitch - Diamond Bell
Windwitch - Diamond Bell
WIND 8
Windwitch - Diamond Bell
  • ATK:

  • 2800

  • DEF:

  • 2400


1 Tuner + 1+ non-Tuner WIND monsters If this card is Synchro Summoned: You can target 1 "Windwitch" monster in your GY; inflict damage to your opponent equal to half its ATK. You can only use this effect of "Windwitch - Diamond Bell" once per turn. Once per turn, if your opponent takes battle or effect damage: You can target 1 card on the field; destroy it. If you control this card that was Synchro Summoned using only "Windwitch" monsters as material, you can use this effect up to twice per turn.


The REAL Boss Monster of the Windwitch Archetype, This is often what I call your "end game monster" because both effects are important to your overall gameplay. Not only does this card follow the main game plan: dealing burn damage through its first effect, but it also Destroys cards whenever your opponent takes any form of damage, from both battle and card effects. And note that we also get a second destroy if the only monster used in this card's Synchro Summon is Windwitches, which 9/10 times you'll use Windwitches to Synchro.



Archetype Spells/Traps

These magical girls also bring their companions!

Windwitch Chimes (x3-2)

UR Rarity
Windwitch Chimes
UR Rarity
Windwitch Chimes
Windwitch Chimes
Spell Normal
Windwitch Chimes

    Target 1 "Windwitch" monster you control; Special Summon 1 "Windwitch" monster with a different name from your Deck in Defense Position. You can only activate 1 "Windwitch Chimes" per turn. You cannot Special Summon monsters the turn you activate this card, except WIND monsters.


    The best and only spell in the Archetype that you really need to consider when building your deck. Not only is it a way to get your Full Combo through shuffling it back to get Ice bell, but it's also an Extender that Special Summons any Windwitch from your deck to the field, as long as it has a different name than the selected monster.


    I should note at the time of writing that this card isn't available until we have the Rin and Lulu event back or until they are added to Gate to earn. (or from tickets) so if you missed this card you're really out of luck playing the deck until then, you can play x1 but it won't be as good as x2 or x3 copies of this card.

    Icy Breeze Refrain (x0)

    N Rarity
    Icy Breeze Refrain
    N Rarity
    Icy Breeze Refrain
    Icy Breeze Refrain
    Trap Normal
    Icy Breeze Refrain

      Activate 1 of the following effects. ● Target 1 "Windwitch" monster in your GY; Special Summon it in Defense Position. ● When your opponent activates a card or effect in response to your "Windwitch" monster's effect activation: Negate that opponent's effect. You can only activate 1 "Icy Breeze Refrain" per turn.


      This card is only worth mentioning as a potential card that can be played in the future because of its secondary effect. I recommend you not to bother with this card because it is really bad and has no effect.



      Skill

      All magical power is contained in Skill!

      Winter Bell Accel (Skill Card) (100% )

      UR Rarity
      Winter Bell Accel (Skill Card)
      UR Rarity
      Winter Bell Accel (Skill Card)
      Winter Bell Accel (Skill Card)
      Winter Bell Accel (Skill Card)
      • ATK:

      • 0

      • DEF:

      • 0


      You can only use this Skill's second, third, and fourth effects once per Duel. 1: You cannot Normal or Special Summon (excluding Special Summons from the Extra Deck) any monsters, except "Windwitch" monsters and WIND Tuners, and your opponent takes no effect damage from your effects, except the effects of "Windwitch" cards. 2: Shuffle 1 "Windwitch - Snow Bell" or 1 "Windwitch Chimes" from your hand into the Deck, then add 1 "Windwitch" monster from your Deck to your hand. 3: If you control a "Windwitch" Synchro Monster, play 1 "Windwitch - Snow Bell" from your Deck to your field. 4: Shuffle 1 Tuner from your Graveyard into the Deck, then add 1 "Windwitch" Tuner from your Deck to your hand.


      Like Yugo's ability from over a year ago, this ability works pretty much the same way, your main goal is to first go through your Ace monster, in this case Windwitch - Winter Bell to then Special Summon a Level 1 Tuner from your deck to the field, Sound familiar? Anyway, this ability is far superior to the only ability Windwitch should use due to its multiple effects allowing you to safely and easily set up an Indestructible Crystal Wing Synchro Dragon or a Windwitch - Diamond Bell to crush your opponent with the power of Wind!



      Non-Archetype Synchro cards matter!

      Strangely enough, Rin "Stealed" all of Yugo's cards T_T

      familiar with me

      UR Rarity
      Clear Wing Synchro Dragon
      UR Rarity
      Clear Wing Synchro Dragon
      Clear Wing Synchro Dragon
      WIND 7
      Clear Wing Synchro Dragon
      • ATK:

      • 2500

      • DEF:

      • 2000


      1 Tuner + 1+ non-Tuner monsters Once per turn, when another Level 5 or higher monster activates its effect on the field (Quick Effect): You can negate the activation, and if you do, destroy it. Once per turn, when a monster effect is activated that targets 1 Level 5 or higher monster on the field (and no other cards) (Quick Effect): You can negate the activation, and if you do, destroy it. If this card's effect destroys a monster, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn.


      UR Rarity
      Hi-Speedroid Clear Wing Rider
      UR Rarity
      Hi-Speedroid Clear Wing Rider
      Hi-Speedroid Clear Wing Rider
      WIND 11
      Hi-Speedroid Clear Wing Rider
      • ATK:

      • 3500

      • DEF:

      • 2000


      1 WIND Tuner + 1 non-Tuner WIND Synchro Monster Once per turn, during your Main Phase: You can roll a six-sided die and shuffle WIND monsters from your GY into your Deck, up to the result, then, you can destroy cards your opponent controls up to the number shuffled, and if you do, this card gains 500 ATK for each card destroyed by this effect, until the end of this turn. During your opponent's Main Phase (Quick Effect): You can Tribute this Synchro Summoned card; Special Summon up to 2 Level 7 WIND Synchro Monsters with different names from each other from your Extra Deck.


      R Rarity
      Hi-Speedroid Hagoita
      R Rarity
      Hi-Speedroid Hagoita
      Hi-Speedroid Hagoita
      WIND 5
      Hi-Speedroid Hagoita
      • ATK:

      • 2000

      • DEF:

      • 1000


      1 Tuner + 1 or more non-Tuner monsters During either player's turn: You can Tribute this card; increase the Levels of all monsters currently on the field by 1, until the end of this turn. If this card is in your Graveyard and you control a "Speedroid" Tuner monster: You can Special Summon this card, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Hi-Speedroid Hagoita" once per turn.


      UR Rarity
      Crystal Wing Synchro Dragon
      UR Rarity
      Crystal Wing Synchro Dragon
      Crystal Wing Synchro Dragon
      WIND 8
      Crystal Wing Synchro Dragon
      • ATK:

      • 3000

      • DEF:

      • 2500


      1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.


      SR Rarity
      Hi-Speedroid Chanbara
      SR Rarity
      Hi-Speedroid Chanbara
      Hi-Speedroid Chanbara
      WIND 5
      Hi-Speedroid Chanbara
      • ATK:

      • 2000

      • DEF:

      • 1000


      1 Tuner + 1+ non-Tuner monsters This card can make a second attack during each Battle Phase. At the start of the Damage Step, if this card battles: It gains 200 ATK. If this card is sent to the GY: You can target 1 of your banished "Speedroid" cards; add it to your hand. You can only Special Summon "Hi-Speedroid Chanbara(s)" once per turn.


      • 1x Crystal Windwitch Synchro Dragon is your real Boss monster, as Windwitch - Snow Bell can make it immune to your opponent's destruction effects, the only way to deal with it is through other techs like Book or Compulse, or through Battle. There are some decks where a single negate is enough to deal with them, but the added fact that it can't be wiped out by something like Dark hole makes it a much more formidable threat to your opponent.

      • Hi-Speedroid Chanbara 1x: This card can actually be a big threat if you use both Windwitch - Freeze Bell and Windwitch - Snow Bell as it can't be destroyed by effects or Battle, so if your opponent has no way to stop Chanbara from summoning and punching it, it's basically getting buffed by 400 every turn, it can get out of control. You can end up with this card like this on turn 1, probably not the best move but the fact that he's a "Tower" type makes having a bad turn as a waller not so bad.

      • Clear Wing Synchro Dragon 1x: Yugo lends his trump card to Rin to show how much stronger he can be as he is immune to destruction, you usually want to end the turn with both Clear Wing and Crystal Wing, Not too bad plus its level is 7 making our next card easy to summon with Glass Bell

      • Hi-Speedroid Clear Wing Rider 1x: Our second speed booster, His effects are pretty good (assuming you can gamble and get a 2+ on the dice roll) but there's only one usable one right now due to the limitation of no other Wind Synchro level 7 actually being playable

      • Hi-Speedroid Hagoita 0-1x: 1 Synchro is pretty situational in that you'll only really summon it against something like Star Seraphs or another XYZ deck that you know you're up against. It's pretty bad in most cases and calling it wrong can result in you just having a 2k bungus on your field that does nothing.



      Staple/Support

       

      Options

      UR Rarity
      Lost Wind
      UR Rarity
      Lost Wind
      Lost Wind
      Trap Normal
      Lost Wind

        Target 1 face-up Special Summoned monster on the field; negate its effects, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in your GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.


        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 Lance
          UR Rarity
          Forbidden Lance
          Forbidden Lance
          Spell Quick
          Forbidden Lance

            Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


            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
              Book of Eclipse
              SR Rarity
              Book of Eclipse
              Book of Eclipse
              Spell Quick
              Book of Eclipse

                Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.


                UR Rarity
                Ghost Mourner & Moonlit Chill
                UR Rarity
                Ghost Mourner & Moonlit Chill
                Ghost Mourner & Moonlit Chill
                WIND 3
                Ghost Mourner & Moonlit Chill
                • ATK:

                • 0

                • DEF:

                • 1800


                If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.


                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
                  Compulsory Evacuation Device
                  UR Rarity
                  Compulsory Evacuation Device
                  Compulsory Evacuation Device
                  Trap Normal
                  Compulsory Evacuation Device

                    Target 1 monster on the field; return that target to the hand.


                    SR Rarity
                    Speedroid Fuki-Modoshi Piper
                    SR Rarity
                    Speedroid Fuki-Modoshi Piper
                    Speedroid Fuki-Modoshi Piper
                    WIND 4
                    Speedroid Fuki-Modoshi Piper
                    • ATK:

                    • 1000

                    • DEF:

                    • 1000


                    If this card is Normal or Special Summoned: You can excavate cards from the top of your Deck equal to the number of other WIND monsters you control, add 1 excavated card to your hand, also place the rest on the bottom of your Deck in any order. You can banish this card from your GY, then target 1 Level 3 or higher WIND monster you control; reduce its Level by 2. You can only use each effect of "Speedroid Fuki-Modoshi Piper" once per turn.


                    All of these cards can be used in your deck since there is plenty of room for non-Engine cards (About 6-9 depending on your ratio) And since your Skill locks you from summoning cards that are not Windwitches or Wind Tuners, you can't play cards like Ice Dragon's Prison since it Special Summons that card to your field first.



                    Counter Windwitch

                     

                    Cards that can really put you out of the game

                    SR Rarity
                    Steelswarm Roach
                    SR Rarity
                    Steelswarm Roach
                    Steelswarm Roach
                    DARK
                    Steelswarm Roach
                    • ATK:

                    • 1900

                    • DEF:

                    • 0


                    2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it.


                    SR Rarity
                    Borreload Riot Dragon
                    SR Rarity
                    Borreload Riot Dragon
                    Borreload Riot Dragon
                    DARK 8
                    Borreload Riot Dragon
                    • ATK:

                    • 3000

                    • DEF:

                    • 2500


                    You can Ritual Summon this card with "Heavy Interlock". When your opponent Special Summons a monster(s) (Quick Effect): You can negate the Special Summon, and if you do, destroy that monster(s), then destroy this card or 1 "Rokket" monster you control. If this card is in your GY: You can target 1 "Borrel" or "Rokket" monster in your GY; destroy 1 card you control or in your hand, and if you do, add that target to your hand. You can only use each effect of "Borreload Riot Dragon" once 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.


                      UR Rarity
                      Crackdown
                      UR Rarity
                      Crackdown
                      Crackdown
                      Trap Continuous
                      Crackdown

                        Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




                        Tag(s):

                        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.


                          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
                            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.


                            N Rarity
                            Tyrant's Tirade
                            N Rarity
                            Tyrant's Tirade
                            Tyrant's Tirade
                            Trap Continuous
                            Tyrant's Tirade

                              Tribute 2 monsters. Effects of Effect Monsters that activate in the hand or on the field cannot be activated.


                              UR Rarity
                              Compulsory Evacuation Device
                              UR Rarity
                              Compulsory Evacuation Device
                              Compulsory Evacuation Device
                              Trap Normal
                              Compulsory Evacuation Device

                                Target 1 monster on the field; return that target to the hand.


                                • Each of these cards can hinder your opponent's ability to move through the field when going second or, in the case of the veiler, first. Cards like Book or Eclipse can end your entire turn if played at the right time, forcing you to end your turn early.

                                • An Effect Veiler when activated on your Windwitch - Glass Bell has the potential to cause disaster if you fail to draw Windwitch - Freeze Bell , Windwitch - Snow Bell , or Windwitch Chimes .

                                • Ice Dragon's Prison (or IDP for short) can also end your turn immediately if used on Windwitch - Winter Bell and calls your Level 8 Synchro.

                                • Same with Compulse, especially on your Bosses since they are protected from Destruction but not Bounce back to hand. So it plays around their protection, Like in Speedroid if they Compulse before your Snow Bell summon Skill, the game becomes harder.

                                • Roach and Riot can both Negate Synchro Summon.




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam





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