Elfnote Gameplay Guide

Elfnote Gameplay Guide

Elfnote shares lore with the Power Patrons (also known as Medius The Pure and his friends) and uses a Synchro summoning playstyle; monsters will have effects that interact with the Main Monster Zone in the middle tile.



This deck is capable of one-card combos, multiple handtraps (multiple starters), multiple disrupts, and the ability to dodge targets.


However, decks that interact with the middle slot of the Main Monster Zone too much can be problematic if they encounter a lock like Kashtira, which often gets tokens taken from that slot (so it's better to bring in Link 1, Link Spider , etc., to handle that).

Sections covered in this guide:




CORE

 

Elfnote Lucina (x3)

 Rarity
Elfnote Lucina
 Rarity
Elfnote Lucina
Elfnote Lucina
FIRE 6
Elfnote Lucina
  • ATK:

  • 2500

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Lucina" once per turn this way. You can only use each of the following effects of "Elfnote Lucina" once per turn. During your Main Phase: You can add 1 "Elfnote" monster from your Deck to your hand, except "Elfnote Lucina". During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 Level 6 or lower monster your opponent controls to the hand.


It has the ability to automatically jump to the middle slot of the Main Monster Zone and simultaneously search for Elfnote monsters from the deck to add to your hand (except for Lucina ).



It has the ability to swap positions with a monster in the middle of the Main Monster Zone and push a Level 6 or lower enemy monster into its hand (without targeting).

To get this card to a square other than the center of the Main Monster Zone to swap it, just use another card to move this card to a non-center square on the field, or swap places with the card that was previously in the center.

Elfnote Tinia (x3)

 Rarity
Elfnote Tinia
 Rarity
Elfnote Tinia
Elfnote Tinia
WATER 6
Elfnote Tinia
  • ATK:

  • 2400

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Tinia" once per turn this way. You can only use each of the following effects of "Elfnote Tinia" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Spell from your Deck face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can banish (face-up) 1 random card from your opponent's hand, until the End Phase.


It has the ability to automatically jump into the middle slot of the Main Monster Zone and can also place a permanent (face-up) Elfnote spell from the deck onto the field to expand the combo.



It has the ability to randomly banish face-up one card from your opponent's hand by swapping its position with a monster in the middle of the Main Monster Zone.

Elfnote Fortuna (x1)

 Rarity
Elfnote Fortuna
 Rarity
Elfnote Fortuna
Elfnote Fortuna
LIGHT 6
Elfnote Fortuna
  • ATK:

  • 2200

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Fortuna" once per turn this way. You can only use each of the following effects of "Elfnote Fortuna" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Trap from your hand or Deck, face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 face-up Spell/Trap on the field to the hand.


It has the ability to automatically jump into the middle of the Main Monster Zone and place a face-up Elfnote permanent trap from the deck onto the field to extend the combo or dodge the target.



It is possible to move a face-up spell/trap card from the field to your hand (without targeting) by swapping the position of this card and another monster in the middle Main Monster Zone.

Elfnote Regina (x3)

 Rarity
Elfnote Regina
 Rarity
Elfnote Regina
Elfnote Regina
WIND 6
Elfnote Regina
  • ATK:

  • 2000

  • DEF:

  • 1800


(Quick Effect): You can send 1 other "Elfnote" card from your hand or face-up field to the GY; Special Summon this card from your hand. If this card is Normal or Special Summoned to the center Main Monster Zone: You can Special Summon 1 "Elfnote" monster from your Deck, except "Elfnote Regina". If this card is sent to the GY as Synchro Material: You can add this card to your hand. You can only use each effect of "Elfnote Regina" once per turn.


It has the ability to skip by sending another Elfnote card from your hand or face-up on the field to the graveyard (since this is a quick effect, you can activate it to dodge the target, and it can also be used during an enemy's turn to create disruption).



If this card is summoned to the middle of the Main Monster Zone, you can move 1 Elfnote monster from your deck to the field (except Regina , and of course, they will activate their effects to move slots and disrupt both your and your opponent's turns).

If this card lands in the graveyard and is used as Synchro material, you can pick it up again and return it to your hand (resetting your own inventory).

Elfnote Power Patron (x2-3)

 Rarity
Elfnote Power Patron
 Rarity
Elfnote Power Patron
Elfnote Power Patron
FIRE 1
Elfnote Power Patron
  • ATK:

  • 300

  • DEF:

  • 200


You cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use each of the following effects of "Elfnote Power Patron" once per turn. During the Main Phase (Quick Effect): You can target 1 monster in your center Main Monster Zone; increase its Level by 3 (until the end of this turn), then immediately after this effect resolves, you can Synchro Summon 1 "Elfnote" Synchro Monster or 1 "Junora the Power Patron of Tuning". If this card is sent to the GY as Synchro Material: You can add 1 "Elfnote" card from your Deck to your hand.


Medius the Pure 's little bird


Level 1 FIRE monster (sounds familiar, probably not related to Snake-Eyes)

Lock Synchro has a quick effect (which can be used to dodge targets), specifically increasing the level of a monster in the middle of your Main Monster Zone by 3 and instantly Synchro-casting a Synchro Elfnote or Junora the Power Patron of Tuning monster.


If this card lands in the graveyard when used as Synchro material, you can search for 1 Elfnote monster/spell/trap from your deck to add to your hand.

Theorealize and Medius the Pure (Medius the Pure)

SR Rarity
Theorealize
SR Rarity
Theorealize
Theorealize
Spell Normal
Theorealize

    Send 1 "Medius the Pure" from your Deck to the GY; look at the top card of your opponent's Deck, and place it on the top or bottom of the Deck. You can banish this card from your GY, then target 1 face-up monster you control and declare 1 Monster Type and 1 Attribute; that monster becomes that Type and Attribute, until the end of your opponent's turn. You can only use each effect of "Theorealize" once per turn.


    UR Rarity
    Medius the Pure
    UR Rarity
    Medius the Pure
    Medius the Pure
    DARK 4
    Medius the Pure
    • ATK:

    • 1800

    • DEF:

    • 1800


    If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 "Power Patron" monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Medius the Pure" once per turn.


    He has the ability to pull out his own bird (Power Patron) and interact with young women (Elfnote).



    Ohmmm, draw Power Patron from the deck, then Synchro level 5, the bird touches the grave -> search for Elfnote and spin the combo.

    Elfnotes: Welcome Home (x1-2)

     Rarity
    Elfnotes: Welcome Home
     Rarity
    Elfnotes: Welcome Home
    Elfnotes: Welcome Home
    Spell Continuous
    Elfnotes: Welcome Home

      The monster in your center Main Monster Zone cannot be destroyed by card effects. You can send 1 monster from your hand or field to the GY; Special Summon 1 "Elfnote" monster with a different original Attribute from your Deck in Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Elfnotes: Welcome Home" once per turn.


      Welcome Home, Cheaters (searched by Tinia )



      Protect the monsters in the middle of your Main Monster Zone from being destroyed by effects (including non-Elfnote monsters).


      You can also skip one Elfnote monster from your deck by sending a monster from your hand or field to the graveyard (the summoned Elfnote monster must have a different base attribute than the monster sent to the graveyard).


      Because this effect allows you to jump monsters into any square, you don't have to worry about your Main Monster Zone getting stuck (if it does get stuck, just send that monster to the graveyard and pull another monster).

      Then lock Synchro :)

      Elfnotes: Rhapsodia of Madness (x1)

       Rarity
      Elfnotes: Rhapsodia of Madness
       Rarity
      Elfnotes: Rhapsodia of Madness
      Elfnotes: Rhapsodia of Madness
      Trap Continuous
      Elfnotes: Rhapsodia of Madness

        While you control a monster in your center Main Monster Zone, your opponent's monsters cannot attack, except to attack that monster. You can send 1 monster from your hand or field to the GY, then target 1 "Elfnote" monster in your GY with a different original Attribute; Special Summon it, then if you control a Synchro Monster, you can negate the effects of 1 face-up card your opponent controls until the end of this turn. You can only use this effect of "Elfnotes: Rhapsodia of Madness" once per turn.


        When I peeled it off, I felt a slight headache.



        Placed face up from your hand or deck onto the field by Fortuna , this card has the effect of sending 1 monster from your hand or field to the graveyard, allowing you to pull 1 Elfnote from the graveyard with a different attribute than the monster sent to the field (you can use this to dodge targets).



        And if you have a Synchro minion, it can block the effect of one of your opponent's face-up cards until the end of their turn (non-target).

        The enemy can only attack monsters in the middle of the Main Monster Zone, possibly placing large-bodied monsters in the middle to protect those with disrupt abilities but weak bodies, which are easily eliminated by the battle phase.

        Elfnotes: Aristeia of Trust and Elfnotes: A Plea for Help (x0)

         Rarity
        Elfnotes: Aristeia of Trust
         Rarity
        Elfnotes: Aristeia of Trust
        Elfnotes: Aristeia of Trust
        Trap Continuous
        Elfnotes: Aristeia of Trust

          Once per turn: You can target 1 face-up monster you control; move that monster you control to another of your Main Monster Zones. When your opponent activates a Spell/Trap Card, while you control 3 or more "Elfnote" monsters: You can negate that effect, then if you control a Synchro Monster, you can destroy that card. You can only use this effect of "Elfnotes: Aristeia of Trust" once per turn. You cannot activate these effects of "Elfnotes: Aristeia of Trust" in the same Chain.


           Rarity
          Elfnotes: A Plea for Help
           Rarity
          Elfnotes: A Plea for Help
          Elfnotes: A Plea for Help
          Spell Continuous
          Elfnotes: A Plea for Help

            Your opponent cannot target the monster in your center Main Monster Zone with card effects. This card gains the appropriate effects, based on the Attribute(s) of the monster in your center Main Monster Zone. ● FIRE or EARTH: If your Synchro Monster attacks a Defense Position monster, inflict piercing battle damage to your opponent. ● WATER or WIND: Other face-up Spells/Traps you control cannot be destroyed by your opponent's card effects. ● LIGHT or DARK: You take no battle damage.


            Both cards are too difficult to use; the spell card provides decent target protection, while the trap card requires 3 or more Elfnote monsters to negate spells/traps, something Rhapsodia can do.

            Elfnote Seraphim Strelitzia (x1)

             Rarity
            Elfnote Seraphim Strelitzia
             Rarity
            Elfnote Seraphim Strelitzia
            Elfnote Seraphim Strelitzia
            FIRE 7
            Elfnote Seraphim Strelitzia
            • ATK:

            • -1

            • DEF:

            • 3000


            1 Tuner + 1+ non-Tuners This card's original ATK becomes 3000, while in the center Main Monster Zone. During the Main Phase (Quick Effect): You can Special Summon 1 Level 6 or lower "Elfnote" monster from your hand or GY, then you can reduce the Levels of all Level 4 or higher monsters on the field by 3 until the end of this turn, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Elfnote Seraphim Strelitzia" once per turn.


            Easy to level up (6+1), potentially reaching 3000 ATK if in the middle slot of the Main Monster Zone.




            Floodgay: Jump a Level 6 or lower Elfnote from your hand or graveyard (no target), then reduce the level of all Level 4 or higher monsters by 3 levels until the end of the turn (recovers inventory, performs a floodgay, and makes leveling up Junora easier), then lock Synchro.


            Lowering your level by 3 might allow Lucina to take down Level 9 enemies.

            Junora the Power Patron of Tuning (x0-1)

             Rarity
            Junora the Power Patron of Tuning
             Rarity
            Junora the Power Patron of Tuning
            Junora the Power Patron of Tuning
            FIRE 10
            Junora the Power Patron of Tuning
            • ATK:

            • 3100

            • DEF:

            • 3800


            1 Tuner + 2 non-Tuners For this card's Synchro Summon, you can treat 1 monster in your center Main Monster Zone as a Tuner. If this card is Synchro Summoned: You can negate the effects of all face-up cards your opponent controls. (Quick Effect): You can activate this effect; monsters your opponent controls in the same column as the "Elfnote" monster(s) you control cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon, until the end of this turn. You can only use this effect of "Junora the Power Patron of Tuning" once per turn.


            Fact 1: This is a girl.

            Fact 2: You can use the bird effect above to reduce the level of the monsters on the field by 3, then use Power Patron to increase their level by another 3, so 3 monsters will give you this monster (3 + 6 + 1).



            You can see one monster in the middle of the Main Monster Zone act as a Tuner when this card is Synchro Summoned.


            If this card is Synchro: negates all the effects of the opponent's face-up card that they are controlling.

            (Quick effect) Enemy monsters in the same column as the Elfnote monster you are controlling cannot be used as Fusion, Xyz, Synchro, or Link materials until the end of the turn (lmao, this one isn't an Elfnote so...)



            Handtrap & Staple

             

            Accel Synchron and Jet Synchron (too much)

            R Rarity
            Accel Synchron
            R Rarity
            Accel Synchron
            Accel Synchron
            DARK 5
            Accel Synchron
            • ATK:

            • 500

            • DEF:

            • 2100


            1 Tuner + 1+ non-Tuner monsters Once per turn: You can send 1 "Synchron" monster from your Deck to the GY, then activate 1 of these effects; ● Increase this card's Level by the Level of the sent monster. ● Reduce this card's Level by the Level of the sent monster. During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only Synchro Summon "Accel Synchron" once per turn.


            SR Rarity
            Jet Synchron
            SR Rarity
            Jet Synchron
            Jet Synchron
            FIRE 1
            Jet Synchron
            • ATK:

            • 500

            • DEF:

            • 0


            If this card is sent to the GY as Synchro Material: You can add 1 "Junk" monster from your Deck to your hand. If this card is in your GY: You can send 1 card from your hand to the GY; Special Summon this card, but banish it when it leaves the field. You can only use 1 "Jet Synchron" effect per turn, and only once that turn.


            Level 5 ( Medius The Pure + Power Patron), plus the ability to adjust levels for flex, Jet Synchron has an effect that allows you to jump from the graveyard or search for a Junk monster to expand your combo (only one Jet Synchron effect can be used at a time).

            Chaos Angel, Fabled Levilazebul and Baronne de Fleur (Level 10 Synchro)

            UR Rarity
            Chaos Angel
            UR Rarity
            Chaos Angel
            Chaos Angel
            DARK 10
            Chaos Angel
            • ATK:

            • 3500

            • DEF:

            • 2800


            1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


            UR Rarity
            Fabled Levilazebul
            UR Rarity
            Fabled Levilazebul
            Fabled Levilazebul
            LIGHT 10
            Fabled Levilazebul
            • ATK:

            • 3050

            • DEF:

            • 1950


            1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can Tribute any number of "Fabled" monsters, and if you do, take control of that many face-up monsters your opponent controls, but their effects are negated. If this card is in your GY: You can target 1 other "Fabled" card in your GY; return this card to the Extra Deck, and if you do, add that target to your hand. You can only use this effect of "Fabled Levilazebul" once per turn.


            UR Rarity
            Baronne de Fleur
            UR Rarity
            Baronne de Fleur
            Baronne de Fleur
            WIND 10
            Baronne de Fleur
            • ATK:

            • 3000

            • DEF:

            • 2400


            1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


            It's very easy to level up, just 6 + 4 (the deck is usually level 6, level 4 might be Accel Synchro after sending Jet Synchron down and reducing it to level 4).



            Baronne : big body, easy to level up, shoots cards, negates, recovers inventory, has it all.

            Chaos Angel : a protective punching bag, easy to level up, has banishment.

            Levilazebul : Light Fiend!!!

            Black Rose Dragon and F.A. Dawn Dragster (Synchro Level 7)

            UR Rarity
            Black Rose Dragon
            UR Rarity
            Black Rose Dragon
            Black Rose Dragon
            FIRE 7
            Black Rose Dragon
            • ATK:

            • 2400

            • DEF:

            • 1800


            1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.


            UR Rarity
            F.A. Dawn Dragster
            UR Rarity
            F.A. Dawn Dragster
            F.A. Dawn Dragster
            LIGHT 7
            F.A. Dawn Dragster
            • ATK:

            • 0

            • DEF:

            • 2000


            1 Tuner + 1+ non-Tuner monsters Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.


            Just 6 + 1 (Elfnote + Power Patron)


            Black Rose Dragon : That's not a funny joke, pay up!

            FA Dawn Dragster : negate spells/traps

            T.G. Hyper Librarian (greasy)

            UR Rarity
            T.G. Hyper Librarian
            UR Rarity
            T.G. Hyper Librarian
            T.G. Hyper Librarian
            DARK 5
            T.G. Hyper Librarian
            • ATK:

            • 2400

            • DEF:

            • 1800


            1 Tuner + 1+ non-Tuner monsters If a monster is Synchro Summoned: Draw 1 card. This card must be face-up on the field to activate and to resolve this effect.


             Medius the Pure + Power Patron = draw card không once per turn

            Stardust Dragon, Crystal Wing Synchro Dragon and Accel Synchro Stardust Dragon (Synchro Level 8)

            UR Rarity
            Stardust Dragon
            UR Rarity
            Stardust Dragon
            Stardust Dragon
            WIND 8
            Stardust Dragon
            • ATK:

            • 2500

            • DEF:

            • 2000


            1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


            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.


            UR Rarity
            Accel Synchro Stardust Dragon
            UR Rarity
            Accel Synchro Stardust Dragon
            Accel Synchro Stardust Dragon
            WIND 8
            Accel Synchro Stardust Dragon
            • ATK:

            • 2500

            • DEF:

            • 2000


            1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


            Upgrade using Level 7 monsters (Elfnote Tuner + Power Patron)


            Accel Synchro Stardust Dragon : Brings up additional cards from the graveyard to combo (or play them in the next turn), the main target being Elfnote Power Patron (or Jet Synchron if there's new Synchron support).

            Crystal Wing Synchro Dragon : Negate monsters, War God

            Formula Synchron (x0-1)

            SR Rarity
            Formula Synchron
            SR Rarity
            Formula Synchron
            Formula Synchron
            LIGHT 2
            Formula Synchron
            • ATK:

            • 200

            • DEF:

            • 1500


            1 Tuner + 1 non-Tuner monster When this card is Synchro Summoned: You can draw 1 card. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


            Ohmmmm, Medius The Pure (Level reduced) + Elfnote Power Patron



            Draw 1, and it also makes it easier to reach Synchro Level 8 or 10.

            Link Spider (Is a Nibiru a Lying Down?)

            SR Rarity
            Link Spider
            SR Rarity
            Link Spider
            Link Spider
            EARTH
            Link Spider
            • ATK:

            • 1000

            • LINK-1

            Link Arrow:

            Bottom


            1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


            Opponent places the token in the middle of the main monster zone. Link to this monster and leave that slot free for the next combo.

            Tay mazing

            SR Rarity
            Armades, Keeper of Boundaries
            SR Rarity
            Armades, Keeper of Boundaries
            Armades, Keeper of Boundaries
            LIGHT 5
            Armades, Keeper of Boundaries
            • ATK:

            • 2300

            • DEF:

            • 1500


            1 Tuner + 1 or more non-Tuner monsters If this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step.


            UR Rarity
            Necroquip Princess
            UR Rarity
            Necroquip Princess
            Necroquip Princess
            DARK 6
            Necroquip Princess
            • ATK:

            • 2000

            • DEF:

            • 2000


            1 monster equipped with a Monster Card + 1 Fiend Monster Card Must be Special Summoned (from your Extra Deck) by sending the above cards from your hand and/or field to the GY. You can only control 1 "Necroquip Princess". If a monster(s) is sent from the hand to the GY to activate a card or effect: You can activate 1 of these effects; ● Equip 1 of those monsters to this card as an Equip Spell that gives it 500 ATK. ● Draw 1 card. You can only use this effect of "Necroquip Princess" once per turn.


            UR Rarity
            Aerial Eater
            UR Rarity
            Aerial Eater
            Aerial Eater
            WIND 6
            Aerial Eater
            • ATK:

            • 2100

            • DEF:

            • 2600


            2 Fiend monsters with the same Attribute If this card is Fusion Summoned: You can send 1 Fiend monster from your Deck to the GY. If this card is in your GY: You can banish 2 Level 6 or higher Fiend monsters with the same Attribute as each other from your GY, except "Aerial Eater"; Special Summon this card. You can only use each effect of "Aerial Eater" once per turn.


            UR Rarity
            Fiendsmith's Tract
            UR Rarity
            Fiendsmith's Tract
            Fiendsmith's Tract
            Spell Normal
            Fiendsmith's Tract

              Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


              UR Rarity
              Lacrima the Crimson Tears
              UR Rarity
              Lacrima the Crimson Tears
              Lacrima the Crimson Tears
              LIGHT 4
              Lacrima the Crimson Tears
              • ATK:

              • 1200

              • DEF:

              • 1200


              (This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


              R Rarity
              D/D/D Wave High King Caesar
              R Rarity
              D/D/D Wave High King Caesar
              D/D/D Wave High King Caesar
              WATER
              D/D/D Wave High King Caesar
              • ATK:

              • 2800

              • DEF:

              • 1800


              2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


              UR Rarity
              Fiendsmith's Lacrima
              UR Rarity
              Fiendsmith's Lacrima
              Fiendsmith's Lacrima
              LIGHT 6
              Fiendsmith's Lacrima
              • ATK:

              • 2400

              • DEF:

              • 2400


              2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


              UR Rarity
              Fiendsmith's Desirae
              UR Rarity
              Fiendsmith's Desirae
              Fiendsmith's Desirae
              LIGHT 9
              Fiendsmith's Desirae
              • ATK:

              • 2800

              • DEF:

              • 2400


              "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


              UR Rarity
              Fiendsmith Engraver
              UR Rarity
              Fiendsmith Engraver
              Fiendsmith Engraver
              LIGHT 6
              Fiendsmith Engraver
              • ATK:

              • 1800

              • DEF:

              • 2400


              You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


              SR Rarity
              Fiendsmith's Requiem
              SR Rarity
              Fiendsmith's Requiem
              Fiendsmith's Requiem
              LIGHT
              Fiendsmith's Requiem
              • ATK:

              • 600

              • LINK-1

              Link Arrow:

              Bottom


              1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


              SR Rarity
              Fiendsmith's Sequence
              SR Rarity
              Fiendsmith's Sequence
              Fiendsmith's Sequence
              LIGHT
              Fiendsmith's Sequence
              • ATK:

              • 1200

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


               Medius the Pure + Elfnote Power Patron = Armades (LIGHT Fiend)



              Combo

               

              Medius the Pure (One Card Combo)

              UR Rarity
              Medius the Pure
              UR Rarity
              Medius the Pure
              Medius the Pure
              DARK 4
              Medius the Pure
              • ATK:

              • 1800

              • DEF:

              • 1800


              If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 "Power Patron" monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Medius the Pure" once per turn.


              I> Normal Medius the Pure , summon Power Patron onto the field, synchronize to Accel Synchron . Power Patron hits the graveyard, search for Lucina.


              II> Accel Synchro throws Jet Synchron to the graveyard, reducing its level by 1. Then Lucina jumps in to search for Regina.

              III> Regina throws Lucina into the grave, jumps onto the field, jumps Tinia , Tinia places Welcome Home on the field

              IV> Welcome Home sends Regina to the graveyard, jumps Fortuna and places Rhapsodia on the field. Rhapsodia sends Fortuna , jumps Power Patron from the graveyard onto the field, synchronizes with Seraphim , and Regina picks it up.

              Seraphim jumps Fortuna from the graveyard, then Synchro summons Baronne using Fortuna and Accel Synchro (level reduced by 1). Afterward, use Seraphim + Power Patron to summon Crystal Wing Synchro Dragon.

              Elfnote Lucina (1 card cumbo)

               Rarity
              Elfnote Lucina
               Rarity
              Elfnote Lucina
              Elfnote Lucina
              FIRE 6
              Elfnote Lucina
              • ATK:

              • 2500

              • DEF:

              • 1800


              You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Lucina" once per turn this way. You can only use each of the following effects of "Elfnote Lucina" once per turn. During your Main Phase: You can add 1 "Elfnote" monster from your Deck to your hand, except "Elfnote Lucina". During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 Level 6 or lower monster your opponent controls to the hand.


              I> Jump onto the field, search for Power Patron , then use Power Patron . Power Patron increases Lucina's level by 3, then Baronne , and then search for Tinia.


              II> Play Tinia , place Welcome Home , then Welcome Home sends Tinia to play Regina in the middle slot of the Main Monster Zone and Regina will pull Fortuna from the deck and place Rhapsodia.

              III> Rhapsodia sends Fortuna to jump Power Patron from the graveyard and synchronize it onto Seraphim , at which point Regina picks it up herself. Then Seraphim pulls Power Patron from the graveyard and synchronizes it with Crystal Wing Synchro Dragon.

              Elfnote Tinia (one card cumbo)

               Rarity
              Elfnote Tinia
               Rarity
              Elfnote Tinia
              Elfnote Tinia
              WATER 6
              Elfnote Tinia
              • ATK:

              • 2400

              • DEF:

              • 1800


              You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Tinia" once per turn this way. You can only use each of the following effects of "Elfnote Tinia" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Spell from your Deck face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can banish (face-up) 1 random card from your opponent's hand, until the End Phase.


              Tinia jumps, sends Welcome Home , Welcome Home pulls Regina into the middle square of the Main Monster Zone, Regina jumps Lucina , Lucina searches Power Patron


              II> Power Patron selects Regina and synchronizes with Baronne , then Power Patron searches for Fortuna , Regina automatically picks it up.

              III> Fortuna jumps, casts Rhapsodia , then sends Fortuna back to Power Patron from the graveyard, then synchronizes with Seraphim , Seraphim pulls back Power Patron and casts Crystal Wing Synchro Dragon.

              Elfnotes: Welcome Home (one card cumbo)

               Rarity
              Elfnotes: Welcome Home
               Rarity
              Elfnotes: Welcome Home
              Elfnotes: Welcome Home
              Spell Continuous
              Elfnotes: Welcome Home

                The monster in your center Main Monster Zone cannot be destroyed by card effects. You can send 1 monster from your hand or field to the GY; Special Summon 1 "Elfnote" monster with a different original Attribute from your Deck in Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Elfnotes: Welcome Home" once per turn.


                I> Send a non-WIND monster and move Regina to the middle square of the Main Monster Zone, move Lucina to the field, search for Power Patron , Power Patron selects Regina and summons Baronne , Power Patron searches for Fortuna , Regina automatically picks it up.


                II> Fortuna summons Rhapsodia , sends Fortuna and jumps Power Patron onto Seraphim , then Seraphim pulls Power Patron and jumps Crystal Wing Synchro Dragon




                Companion unit:

                - Yu-Gi-Oh! Guidance Vietnam

                master-duel
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