Instructions for Playing Prank-Kids

Instructions for Playing Prank-Kids

Prank-Kids Master Duel is currently at the top of the development event. It can be said that Prank-Kids is the king of card decks. Having both money and power. Medium earns a lot of $ and is important to society.


My younger brother studied mechanical engineering, was born in 1996. He studied government by himself and then worked as a manager for a Japanese company for 2 years. Online 3-4 hours every night to complete the work. Monthly salary 3k6. But the government still refused to accept the external project. Easy 2-3 jobs per week, 9.10k in fresh rice, real rice, no tax. I've been working for almost 3 years and I've already bought all the garages. But crave.


When a girl says she's playing Prank-Kids, it makes her watery. There was a girl who was an international student in Australia. When she returned, she introduced Konami Bank. No matter how he opened the card signal, he caught her too. 3, he lives in the same luxury apartment. The other child's family initially responded after learning that the guy was playing Prank-Kids. Their attitude changed, asking every three times, five times giving gifts, constantly being startled and regretful.

Sections covered in this guide:




CORE

The prank-kids deck is a midrange deck with mainly 1 card or 2 combo cards so it has a strange handtrap :(

Prank-Kids Fansies, Prank-Kids Lampsies and Prank-Kids Dropsies (x3 but if you are a handtrap enjoyer then x2)

N Rarity
Prank-Kids Fansies
N Rarity
Prank-Kids Fansies
Prank-Kids Fansies
WIND 1
Prank-Kids Fansies
  • ATK:

  • 0

  • DEF:

  • 2000


If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can send 1 "Prank-Kids" card from your Deck to the GY, except "Prank-Kids Fansies", then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Fansies". You can only use this effect of "Prank-Kids Fansies" once per turn.


N Rarity
Prank-Kids Lampsies
N Rarity
Prank-Kids Lampsies
Prank-Kids Lampsies
FIRE 3
Prank-Kids Lampsies
  • ATK:

  • 1500

  • DEF:

  • 500


If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can inflict 500 damage to your opponent, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Lampsies". You can only use this effect of "Prank-Kids Lampsies" once per turn.


N Rarity
Prank-Kids Dropsies
N Rarity
Prank-Kids Dropsies
Prank-Kids Dropsies
WATER 2
Prank-Kids Dropsies
  • ATK:

  • 1000

  • DEF:

  • 1000


If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can gain 1000 LP, then you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Dropsies". You can only use this effect of "Prank-Kids Dropsies" once per turn.


All 3 cards have a super vjp effect on the final boss battte butler, all 3 when SENT TO THE GRAVE as link or fusion materials, will do an action, then will summon 1 Prank-kids from hand or deck (should be prioritized from the deck because if summoned from the hand there is nothing available for the next turn to combo).


Out of these 3 cards, I find Sida fire the most, because sometimes opp has a few protection cards that won't let you burn and so you won't be able to jump prank-kids monsters, meanwhile, recovering LP because of water is difficult. more negated, the wind one should say vjp, it allows you to mill 1 prank-kids from the deck to the grave, and of course you have cards to pick up prank-kids from the grave back into your hand :D and the wind mill both monsters, magic, prank-kids traps so it can be considered a search :D.

Prank-Kids Rocksies (x1-2)

N Rarity
Prank-Kids Rocksies
N Rarity
Prank-Kids Rocksies
Prank-Kids Rocksies
EARTH 4
Prank-Kids Rocksies
  • ATK:

  • 1500

  • DEF:

  • 1500


If this card is sent to the GY as material for the Fusion or Link Summon of a "Prank-Kids" monster: You can banish 1 card from your hand, and if you do, draw 1 card, then, you can Special Summon 1 "Prank-Kids" monster from your hand or Deck in Defense Position, except "Prank-Kids Rocksies". You can only use this effect of "Prank-Kids Rocksies" once per turn.


Poor brother, not only is he the stepchild of this ministry, but he is limited because he is a mercenary for the adas. Rocksies are similar to the ones above, but the effect is to banish 1 card from hand and draw 1. Because it is not a fusion material for battle butler, getting this one into the hands of prank-kids is not very fun. But if you lack a handtrap in your hand, you can use this card to banish another piece of prank-kids from your hand (another copy of this card, for example), to draw a card and hope it's spring, maxx C or destiny fusion.


Play x1 to prove it's a stepchild :D
x2 if playing control style with phoenix and handtrap
Don't x0 because this card is also prank-kids and has the ability to draw cards to help you prevent bricking.

Prank-Kids Place (x2-3)

SR Rarity
Prank-Kids Place
SR Rarity
Prank-Kids Place
Prank-Kids Place
Spell Field
Prank-Kids Place

    When this card is activated: You can add 1 "Prank-Kids" monster from your Deck to your hand. Once per turn, if you Fusion Summon a "Prank-Kids" Fusion Monster (except during the Damage Step): You can have all monsters you control gain 500 ATK (even if this card leaves the field). Once per turn, if you Link Summon a "Prank-Kids" Link Monster (except during the Damage Step): You can have all monsters your opponent controls lose 500 ATK (even if this card leaves the field). You can only activate 1 "Prank-Kids Place" per turn.


    The best spring bait card in the deck :D, please don't spring into this card


    Place allows you to search for 1 prank-kids from your deck to your hand, which is an extremely reputable searcher. In addition, it also allows you to reduce the ATK of opp monsters by 500 to make it easier to kill them. Yes, I just said the 2 side effects of this card :), its main purpose is CHAIN ​​LINK 2 to avoid opp's handtrap after jumping Meow-Mu - their weakness and a place for you to throw spring into .

    Prank-Kids Pandemonium (x1-2)

    N Rarity
    Prank-Kids Pandemonium
    N Rarity
    Prank-Kids Pandemonium
    Prank-Kids Pandemonium
    Spell Quick
    Prank-Kids Pandemonium

      During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters.


      is a card that can be searched or thrown into the grave to have the prank-kids pick it up into their hand. Pandemonium allows you to fusion during the opponent's turn (avoiding raigeki or lightning storm). And after playing this card, you can only summon Prank-Kids monsters, so before playing this card, if you feel like both a boss and apollousa appear, you should play apollousa first. If you click on turn opp, you will avoid the self-squeeze effect :D

      Prank-Kids Pranks (x1-2)

      N Rarity
      Prank-Kids Pranks
      N Rarity
      Prank-Kids Pranks
      Prank-Kids Pranks
      Spell Continuous
      Prank-Kids Pranks

        You can discard 1 "Prank-Kids" card; Special Summon 1 "Prank-Kids Token" (Pyro/FIRE/Level 1/ATK 0/DEF 0), but it cannot be Tributed. During your End Phase: You can target 3 "Prank-Kids" cards in your GY, except "Prank-Kids Pranks"; shuffle all 3 into the Deck, then draw 1 card. You can only use each effect of "Prank-Kids Pranks" once per turn.


        is a card that helps these prank-kids play in a controlled way with a handtrap, this card has both extremely OP effects, but if you peel it on your hand, it will be bricked and searchable, so you should play x1, but if you want to do opp suffering can consider x2.


        Effect 1 allows you to discard 1 prank-kids monster/spell or trap to create 1 token to link, so you can continue playing when capturing the handtrap

        Effect 2 allows you to recycle any 3 prank-kids cards (spell/trap/monster) from the grave into the deck and draw 1. This effect helps the prank-kids both have items to play the next turn and also increase their odds. Peel the handtrap onto your hand.

        Prank-Kids Plan (x0-1)

        N Rarity
        Prank-Kids Plan
        N Rarity
        Prank-Kids Plan
        Prank-Kids Plan
        Trap Continuous
        Prank-Kids Plan

          During the Main Phase: You can activate this effect; immediately after this effect resolves, Link Summon 1 "Prank-Kids" Link Monster using "Prank-Kids" monsters you control as material. When an opponent's monster declares an attack: You can banish this card from your GY; shuffle any number of "Prank-Kids" cards from your GY into the Deck, and if you do, that attacking monster loses 100 ATK for each card shuffled, until the end of this turn. You can only use each effect of "Prank-Kids Plan" once per turn.


          The card was boycotted because it was too wasteful, it can be said that reading it is a waste, but the recycling ability of this card is strong and cannot be criticized. Unfortunately, it's a trap so peeling it can't help the prank-kids play on their turn, they have to set it first, with the prank-kids trying to prevent bricking so that a combo card can be equal to the prank-kids monster in the deck, if you peel a monster. prank-kids and 4 handtraps, the game is easy, but if you peel this card and 4 handtraps then set 1 end turn.


          This card goes with Roaster to destroy spells/traps, but prank-kids can play with both x3 skill drain and in the meta raigeki team opp auto is stronger than the current team opp broom so roaster is not used.



          Extra Deck

           Just A Extra Deck

          Prank-Kids Meow-Meow-Mu (x2-3)

          SR Rarity
          Prank-Kids Meow-Meow-Mu
          SR Rarity
          Prank-Kids Meow-Meow-Mu
          Prank-Kids Meow-Meow-Mu
          EARTH
          Prank-Kids Meow-Meow-Mu
          • ATK:

          • 1000

          • LINK-1

          Link Arrow:

          Bottom


          1 Level 4 or lower "Prank-Kids" monster You can only Link Summon "Prank-Kids Meow-Meow-Mu" once per turn. If a "Prank-Kids" monster you control would Tribute itself to activate its effect during your opponent's turn, you can banish this card you control or from your GY instead. You can only use this effect of "Prank-Kids Meow-Meow-Mu" once per turn.


          is DECK'S SOUL!!!


          is a card that allows prank-kids to get a combo card by linking a prank-kids monster to this card and rotating the combo. In addition, it also banishes itself to protect the boss from sacrificing himself.

          Prank-Kids Dodo-Doodle-Doo (x2-3)

          R Rarity
          Prank-Kids Dodo-Doodle-Doo
          R Rarity
          Prank-Kids Dodo-Doodle-Doo
          Prank-Kids Dodo-Doodle-Doo
          WIND
          Prank-Kids Dodo-Doodle-Doo
          • ATK:

          • 2000

          • LINK-2

          Link Arrow:

          Left

          Bottom


          2 "Prank-Kids" monsters If this card is Link Summoned: You can add 1 "Prank-Kids" Spell/Trap from your Deck to your hand. You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand. You can only use each effect of "Prank-Kids Dodo-Doodle-Doo" once per turn.


          After playing Meow-Mu, the prank-kids player will usually play this card. This card allows you to search for 1 spell/trap prank-kids from the deck to your hand, usually searching for pandemonium. In addition, it also tributes itself to pick up 2 monsters with different names from the grave to the hand. This card has both of its effs supporting the deck's boss.

          Prank-Kids Bow-Wow-Bark (x1)

          R Rarity
          Prank-Kids Bow-Wow-Bark
          R Rarity
          Prank-Kids Bow-Wow-Bark
          Prank-Kids Bow-Wow-Bark
          FIRE
          Prank-Kids Bow-Wow-Bark
          • ATK:

          • 2000

          • LINK-2

          Link Arrow:

          Right

          Bottom


          2 "Prank-Kids" monsters A "Prank-Kids" monster this card points to gains 1000 ATK. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" cards with different names in your GY, except Link Monsters; add them to your hand, also "Prank-Kids" monsters you control cannot be destroyed by your opponent's card effects this turn. You can only use this effect of "Prank-Kids Bow-Wow-Bark" once per turn.


          This is a card that helps you OTK more easily, has the ability to pick up cards from the grave to your hand and protect your prank-kids monsters from being destroyed. If your chickens don't pick up enough ingredients, the dog can help you pick up more. 2 cards from the grave to have enough materials to create the boss.

          Prank-Kids Weather Washer (x1)

          R Rarity
          Prank-Kids Weather Washer
          R Rarity
          Prank-Kids Weather Washer
          Prank-Kids Weather Washer
          WATER 5
          Prank-Kids Weather Washer
          • ATK:

          • 2000

          • DEF:

          • 0


          2 "Prank-Kids" monsters If your "Prank-Kids" monster attacks, your opponent cannot activate cards or effects until the end of the Damage Step. During your opponent's turn (Quick Effect): You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them. They cannot be destroyed by battle this turn. You can only use this effect of "Prank-Kids Weather Washer" once per turn.


          card helps your prank-kids monsters to OTK safely, but this card is mainly for jumping 2 non-fusion prank-kids monsters from the grave and those cards are not destroyed by battle, that's why it helps you more difficult to get OTK. There's nothing to talk about until you pull the chickens and dogs from the grave :)

          Prank-Kids Battle Butler (x1-2)

          UR Rarity
          Prank-Kids Battle Butler
          UR Rarity
          Prank-Kids Battle Butler
          Prank-Kids Battle Butler
          WIND 10
          Prank-Kids Battle Butler
          • ATK:

          • 3000

          • DEF:

          • 3000


          "Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies" Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn.


          The final boss of the deck, sum is very easy and if it is sum, the 3 prank-kids monsters will also have a trigger effect that calls out 3 more prank-kids, in addition, this card donates itself to the opponent's raigeki, if you have Meow- Mu can be used twice because this raigeki effect is not even once per turn :D. Effect 2 hasn't been used yet, you already won so don't care :v


          Play x2 if you are afraid of banishing and losing 1 piece, mix many extra deck cards, then bring x1

          Prank-Kids Rocket Ride (x0-1)

          SR Rarity
          Prank-Kids Rocket Ride
          SR Rarity
          Prank-Kids Rocket Ride
          Prank-Kids Rocket Ride
          FIRE 5
          Prank-Kids Rocket Ride
          • ATK:

          • 2000

          • DEF:

          • 0


          2 "Prank-Kids" monsters If this card is Fusion Summoned: You can have this card lose 1000 ATK this turn, also it can attack directly this turn. You can Tribute this card, then target 2 "Prank-Kids" non-Fusion Monsters with different names in your GY; Special Summon them, but they cannot attack this turn. You can only use each effect of "Prank-Kids Rocket Ride" once per turn.


          If you play instant fusion, take x1 of this card. Rocket 1h allows you to pull back 2 prank-kids from the grave after certain incidents, such as eating nibiru. Besides that effect, there is only the stealing effect that no one cares about :v

          Prank-Kids Rip-Roarin-Roaster (x0)

          UR Rarity
          Prank-Kids Rip-Roarin-Roaster
          UR Rarity
          Prank-Kids Rip-Roarin-Roaster
          Prank-Kids Rip-Roarin-Roaster
          WATER
          Prank-Kids Rip-Roarin-Roaster
          • ATK:

          • 3000

          • LINK-4

          Link Arrow:

          Top

          Left

          Bottom

          Right


          2+ "Prank-Kids" monsters Must be Link Summoned. (Quick Effect): You can Tribute this card; destroy all Spells and Traps your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 card in your GY, except a Link Monster; add it to your hand. You can only use this effect of "Prank-Kids Rip-Roarin-Roaster" once per turn.


          If you play bo3 with an opp using spells/traps like true draco or eldlich,... then x1 this card. effect 2 is like the boss of this deck, if you don't use it, you'll lose



          Staple

          Just A Staple

          Hand kick go brrrr

          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):

            UR Rarity
            Crossout Designator
            UR Rarity
            Crossout Designator
            Crossout Designator
            Spell Quick
            Crossout Designator

              Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




              Tag(s):

              UR Rarity
              Called by the Grave
              UR Rarity
              Called by the Grave
              Called by the Grave
              Spell Quick
              Called by the Grave

                Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                Tag(s):

                UR Rarity
                Maxx "C"
                UR Rarity
                Maxx "C"
                Maxx "C"
                EARTH 2
                Maxx "C"
                • ATK:

                • 500

                • DEF:

                • 200


                During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                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.


                UR Rarity
                Ghost Ogre & Snow Rabbit
                UR Rarity
                Ghost Ogre & Snow Rabbit
                Ghost Ogre & Snow Rabbit
                LIGHT 3
                Ghost Ogre & Snow Rabbit
                • ATK:

                • 0

                • DEF:

                • 1800


                When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.


                UR Rarity
                Ash Blossom & Joyous Spring
                UR Rarity
                Ash Blossom & Joyous Spring
                Ash Blossom & Joyous Spring
                FIRE 3
                Ash Blossom & Joyous Spring
                • ATK:

                • 0

                • DEF:

                • 1800


                When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                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.


                Xuan and maxx C must play x3, while veiler should consider x2-3. nibiru is x1-2, I personally play x3 nibiru :D, ghost ogre depends on each person's taste x0-2, in addition, you can get negate from droplet, anti handtrap or deck that specializes in playing graves like eldlich so called by the graved auto x2, as for crossout, it depends because bringing too many handtraps or staples can easily cause bricks, so x0-3.



                Engine

                The engines in prank-kids are mainly to make things difficult for the opponent rather than to create extremely strong combos in the field (because this is not a combo deck).

                Junk engine

                SR Rarity
                Fateful Adventure
                SR Rarity
                Fateful Adventure
                Fateful Adventure
                Spell Continuous
                Fateful Adventure

                  Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.


                  UR Rarity
                  Wandering Gryphon Rider
                  UR Rarity
                  Wandering Gryphon Rider
                  Wandering Gryphon Rider
                  WIND 7
                  Wandering Gryphon Rider
                  • ATK:

                  • 2000

                  • DEF:

                  • 2800


                  During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.


                  R Rarity
                  Dracoback, the Rideable Dragon
                  R Rarity
                  Dracoback, the Rideable Dragon
                  Dracoback, the Rideable Dragon
                  Spell Equip
                  Dracoback, the Rideable Dragon

                    Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.


                    UR Rarity
                    Rite of Aramesir
                    UR Rarity
                    Rite of Aramesir
                    Rite of Aramesir
                    Spell Normal
                    Rite of Aramesir

                      If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.


                      UR Rarity
                      Water Enchantress of the Temple
                      UR Rarity
                      Water Enchantress of the Temple
                      Water Enchantress of the Temple
                      WATER 3
                      Water Enchantress of the Temple
                      • ATK:

                      • 1500

                      • DEF:

                      • 1200


                      If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.


                      The 3-star water type is a super vjp starter for combos, not only that, you can use it on anaconda


                      the bird is an omni negate that jumps itself super trash of the deck, negates the handtrap so you can combo out into the field and can play it, besides 2k8 defense is something that's hard to punch through

                      Rate of aramesia is the second starter, although it doesn't let you activate monster effects on the field, but prank-kids play in the grave so don't care.

                      Journey Of Destiny is another trash card, not only does it search for dracoback, it also chain link 2 to protect the prank-kids from being scammed.

                      When dracoback is thrown into the grave, you can re-equip it to the token. When it is equipped to a group that has no effect, it can also push the opponent's card back to the hand, which is very miserable.

                      Engine DPE

                      R Rarity
                      Destiny HERO - Celestial
                      R Rarity
                      Destiny HERO - Celestial
                      Destiny HERO - Celestial
                      DARK 4
                      Destiny HERO - Celestial
                      • ATK:

                      • 1600

                      • DEF:

                      • 1400


                      When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.


                      R Rarity
                      Destiny HERO - Dasher
                      R Rarity
                      Destiny HERO - Dasher
                      Destiny HERO - Dasher
                      DARK 6
                      Destiny HERO - Dasher
                      • ATK:

                      • 2100

                      • DEF:

                      • 1000


                      Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.


                      UR Rarity
                      Destiny HERO - Destroyer Phoenix Enforcer
                      UR Rarity
                      Destiny HERO - Destroyer Phoenix Enforcer
                      Destiny HERO - Destroyer Phoenix Enforcer
                      DARK 8
                      Destiny HERO - Destroyer Phoenix Enforcer
                      • ATK:

                      • 2500

                      • DEF:

                      • 2100


                      1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.


                      R Rarity
                      Fusion Destiny
                      R Rarity
                      Fusion Destiny
                      Fusion Destiny
                      Spell Normal
                      Fusion Destiny

                        Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.


                        Celestial : PoT oF gReEd


                        Dasher: allows you to free summon or tribute it to kill negate opps like Arc Light

                        Fusion Destiny: a super OP card that allows you to create a phoenix using materials from your deck and hand, but the field and graveyard are at your mercy :). Also, after using it, you cannot summon monsters other than DARK HERO monsters, so use it last after you have finished spinning other combos.

                        Phuong: not only punches well thanks to reducing the opponent's body, also shoots his own cards as well as opp, and also revives the destiny hero monster from the grave if this card is destroyed by anything, and he is also a destiny hero so he pulls it himself. it works :).

                        Verte Anaconda: cosplay any fusion or poly card, it is link 2 and is very easy to build so there are many decks playing this engine because anaconda is so reputable as an intermediary.

                        Link Engine

                        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.


                        UR Rarity
                        Crystron Halqifibrax
                        UR Rarity
                        Crystron Halqifibrax
                        Crystron Halqifibrax
                        WATER
                        Crystron Halqifibrax
                        • ATK:

                        • 1500

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 monsters, including a Tuner If this card is Link Summoned: You can Special Summon 1 Level 3 or lower Tuner from your hand or Deck in Defense Position, but it cannot activate its effects this turn. During your opponent's Main Phase or Battle Phase (Quick Effect): You can banish this card you control; Special Summon 1 Tuner Synchro Monster from your Extra Deck. (This is treated as a Synchro Summon.) You can only use each effect of "Crystron Halqifibrax" once per turn.


                        SR Rarity
                        Knightmare Phoenix
                        SR Rarity
                        Knightmare Phoenix
                        Knightmare Phoenix
                        FIRE
                        Knightmare Phoenix
                        • ATK:

                        • 1900

                        • LINK-2

                        Link Arrow:

                        Top

                        Right


                        2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                        UR Rarity
                        Knightmare Unicorn
                        UR Rarity
                        Knightmare Unicorn
                        Knightmare Unicorn
                        DARK
                        Knightmare Unicorn
                        • ATK:

                        • 2200

                        • LINK-3

                        Link Arrow:

                        Left

                        Bottom

                        Right


                        2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


                        UR Rarity
                        Selene, Queen of the Master Magicians
                        UR Rarity
                        Selene, Queen of the Master Magicians
                        Selene, Queen of the Master Magicians
                        LIGHT
                        Selene, Queen of the Master Magicians
                        • ATK:

                        • 1850

                        • LINK-3

                        Link Arrow:

                        Bottom-Left

                        Bottom

                        Bottom-Right


                        2+ monsters, including a Spellcaster monster If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.


                        UR Rarity
                        I:P Masquerena
                        UR Rarity
                        I:P Masquerena
                        I:P Masquerena
                        DARK
                        I:P Masquerena
                        • ATK:

                        • 800

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                        UR Rarity
                        Accesscode Talker
                        UR Rarity
                        Accesscode Talker
                        Accesscode Talker
                        DARK
                        Accesscode Talker
                        • ATK:

                        • 2300

                        • LINK-4

                        Link Arrow:

                        Top

                        Left

                        Bottom

                        Right


                        2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




                        Tag(s):

                        This engine has 2 main gameplay styles


                        OTK: use Halqi to pull the Veiler out to Selene, Selene pulls back the veiler and accesses the OTK accesscode

                        Control: use I:P + 1 monster on Unicorn and push 1 opp card back, if Unicorn is still on the field, go to Acesscode and OTK.




                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam





                        https://metaduelist.com/
                        Top