With the new Support card that combines boss monsters, recovery abilities, and instant spell cards from other archetypes, Sky Striker not only has the potential to draw cards, maintain stability, and recover resources, but can also perform well on turn 1 or 2.

Sections covered in this guide:
CORE
Sky Striker's spellcasting and instant spellcasting both share the same line: "If there are no monsters in the Main Monster Zone, you will activate this card."
It has the ability to dodge targets and pull one Sky Striker Ace monster from the Extra Deck into the Extra Monster Zone by sacrificing itself as a quick effect.
The ultimate mercenary for all decks (actually, due to the new support, Sky Striker can pull 2 Level 4 bodies, and for some reason, these tokens also link to 1, then connect to Yummy and a bunch of other devious decks).
Not once per turn, but locks Sky Striker Ace Monster from the Extra Deck.
This new support is too high.
Pick up 1 Sky Striker spell from the graveyard when Special Summoned (and you can only Special Summon this card once per turn).
Upgrade using 2 Sky Striker Ace monsters (or simply use Raye or similar cards to upgrade faster).
That's not a funny joke, banish it.
At the end of the turn where this card is Special Summoned, search for a Sky Striker spell from your deck to your hand, provided the card you search has a different name than the cards in your graveyard. You can also search for backup cards for the next turn or instant spell cards, then toggle the switch on and use them at the end of your phase, immediately after they are searched.
Harassing the enemy can aid in OTK because other Link monsters, including this card, are only summoned once per turn. If summoning all the others doesn't deal enough damage for an OTK, you can summon this card to finish them off.
Link must be summoned using 2 LIGHT and/or DARK materials.
It's super easy to summon with just 2 effect monsters (possibly from 2 monster bodies = Sky Striker Ace Monster), but you must summon Link first, then Special Summon afterwards.
Too many options and support cards? Depending on your playstyle, a deck should ideally be limited to a maximum of 40 cards to optimize card drawing and make it easier to draw the cards you need (handtraps and staples), for example, cards drawn by Engage! or Radiant Typhoon Vision (or Maxx "C" , Mulcharmy maybe).
Link 3 is a bit expensive (because the link needs to be retrieved first).
Handtrap & Staple
Combo
I> Normal Raye , activate effect to Zero , search Engage!
Requires 2 Roze cards in the deck to maximize power.
I> Activate Hornet Drones to generate tokens and then link them to Kagari
I> Set spell/trap face down, use Linkage! to pull out Amatsu (DARK), then link up Kagari , pick up Linkage! again, then link up Hayate , enter Battle Phase






























































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