Instructions for Playing Mekk-Knights

Instructions for Playing Mekk-Knights

Mekk-Knight is a group of mostly LIGHT Psychic except for Girsu (DARK Machine) and their Link monsters are all LIGHT Cyberse, with one exception being Morning Star LIGHT Machine.

Mekk-Knight has a unique playing mechanism: jump onto the field when a column has 2 or more cards, so this deck often goes behind and uses spells/traps to search for a full column with 2 cards and jump up. .

Sections covered in this guide:




Core

  

Mekk-Knight Purple Nightfall (x3)

SR Rarity
Mekk-Knight Purple Nightfall
SR Rarity
Mekk-Knight Purple Nightfall
Mekk-Knight Purple Nightfall
LIGHT 8
Mekk-Knight Purple Nightfall
  • ATK:

  • 2500

  • DEF:

  • 2000


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.


Wherever there is a mekk-knight, there is this one. Purple allows you to banish 1 Mekk-Knight card (usually itself) and search for another Mekk-Knight card. Not only does it search, it also abandons itself so that the searched Mekk-Knight has a place to jump.

Mekk-Knight Blue Sky (x2-3)

SR Rarity
Mekk-Knight Blue Sky
SR Rarity
Mekk-Knight Blue Sky
Mekk-Knight Blue Sky
LIGHT 5
Mekk-Knight Blue Sky
  • ATK:

  • 2000

  • DEF:

  • 2500


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn.


Wherever there is Mekk-Knight, there is this one, usually Purple will search and this and this one jump to + add resources. The strength of this card compared to Purple is that the tribute summon only costs 1 material if the opponent Bombard yourself or bombard your cards to make a column of only 1 card, preventing your other Mekk-Knight monsters from jumping on their own.

Mekk-Knight Indigo Eclipse (x1-2)

N Rarity
Mekk-Knight Indigo Eclipse
N Rarity
Mekk-Knight Indigo Eclipse
Mekk-Knight Indigo Eclipse
LIGHT 8
Mekk-Knight Indigo Eclipse
  • ATK:

  • 2400

  • DEF:

  • 2400


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones.


Indigo is indigo


Cham allows you to jump 1 more Mekk-Knight by moving 1 Mekk-Knight to another cell. And it's Level 8 so it can Xyz with Purple

Girsu the Orcust Mekk-Knight (x1 do ăn limit, x3 nếu có thể :))

UR Rarity
Girsu, the Orcust Mekk-Knight
UR Rarity
Girsu, the Orcust Mekk-Knight
Girsu, the Orcust Mekk-Knight
DARK 4
Girsu, the Orcust Mekk-Knight
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


It's a card that keeps having Purple and Blue but doesn't know what to play, so just auto search for this card. It's also a card that if you have it, you can normally summon it without thinking. This card allows you to throw 1 World Legacy or Orcust card, which in this deck is World Chalice and World Armor. The second effect allows you to free 1 Morning Star when using this card and the token it creates to Link.

Mekk-Knight Yellow Star and Mekk-Knight Red Moon (x0-1)

N Rarity
Mekk-Knight Yellow Star
N Rarity
Mekk-Knight Yellow Star
Mekk-Knight Yellow Star
LIGHT 7
Mekk-Knight Yellow Star
  • ATK:

  • 2200

  • DEF:

  • 2800


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it.


N Rarity
Mekk-Knight Red Moon
N Rarity
Mekk-Knight Red Moon
Mekk-Knight Red Moon
LIGHT 7
Mekk-Knight Red Moon
  • ATK:

  • 2300

  • DEF:

  • 2600


If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it.


Depending on the situation, if you play, you can only play x1 because you can search

x0-1

N Rarity
Mekk-Knight Avram
N Rarity
Mekk-Knight Avram
Mekk-Knight Avram
LIGHT 4
Mekk-Knight Avram
  • ATK:

  • 2000

  • DEF:

  • 0


"Check THIS out!"


N Rarity
World Legacy Scars
N Rarity
World Legacy Scars
World Legacy Scars
Spell Field
World Legacy Scars

    All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.


    N Rarity
    Mekk-Knight Green Horizon
    N Rarity
    Mekk-Knight Green Horizon
    Mekk-Knight Green Horizon
    LIGHT 6
    Mekk-Knight Green Horizon
    • ATK:

    • 2100

    • DEF:

    • 1600


    If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Green Horizon" once per turn this way. When an attack is declared involving this card and an opponent's monster in this card's column: You can target 1 "Mekk-Knight" monster in your GY; add it to your hand.


    N Rarity
    Mekk-Knight Orange Sunset
    N Rarity
    Mekk-Knight Orange Sunset
    Mekk-Knight Orange Sunset
    LIGHT 6
    Mekk-Knight Orange Sunset
    • ATK:

    • 800

    • DEF:

    • 3000


    If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Orange Sunset" once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.


    Bring it with you if you follow the evil Scars religion.

    World Legacy - "World Chalice" and World Legacy - "World Armor" (x1)

    R Rarity
    World Legacy - "World Chalice"
    R Rarity
    World Legacy - "World Chalice"
    World Legacy - "World Chalice"
    DARK 5
    World Legacy - "World Chalice"
    • ATK:

    • 0

    • DEF:

    • 0


    If a monster(s) is Special Summoned from the Extra Deck (except during the Damage Step): You can Tribute this card; send that monster(s) to the GY. You can only use each of the following effects of "World Legacy - "World Chalice"" once per turn. ● If this face-up Normal Summoned/Set card leaves the field: You can Special Summon 2 "World Chalice" monsters from your Deck, except "World Legacy - "World Chalice"". ● During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "World Legacy" card from your Deck to your hand.


    R Rarity
    World Legacy - "World Armor"
    R Rarity
    World Legacy - "World Armor"
    World Legacy - "World Armor"
    DARK 7
    World Legacy - "World Armor"
    • ATK:

    • 2500

    • DEF:

    • 2500


    When a monster is Flip Summoned: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 "World Legacy" card from your Deck to your hand. If this Normal Summoned/Set card is on the field (Quick Effect): You can target 1 face-up opponent's monster that was Special Summoned from the Extra Deck; return both that monster and this card to the hand. You can only use each effect of "World Legacy - "World Armor"" once per turn.


    Usually each deck only plays 1 armor or chalice, no one brings both :/


    Armor: allows you to search and make it difficult for the enemy but is usually jumped from World Legacy Succession or Monster Reborn, Armor usually clamps 2 Successions.

    Chalice: allows you to search but is 1 turn slower

    World Legacy's Memory (x3)

    R Rarity
    World Legacy's Memory
    R Rarity
    World Legacy's Memory
    World Legacy's Memory
    Spell Quick
    World Legacy's Memory

      Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.


      The card allows you to jump 1 Mekk-Knight directly onto the field, but during the entire turn you cannot special summon monsters, except for Mekk-Knight monsters. If you jump Girsu, it's okay, you forgot to read the cmnr text card, because Girsu's token It's World Legacy Token, not Mekk-Knight token, so it can't be summed.

      World Legacy Succession (x1-2)

      SR Rarity
      World Legacy Succession
      SR Rarity
      World Legacy Succession
      World Legacy Succession
      Spell Normal
      World Legacy Succession

        Target 1 monster in your GY; Special Summon it to your zone a Link Monster points to. You can only activate 1 "World Legacy Succession" per turn.


        is a card that you don't want to pick up because it is searched by Lib and once per turn, this card allows you to summon any monster from the grave and is very strong if used with Girsu (send World Legacy to the grave).

        World Legacy's Secret (x1-3)

        N Rarity
        World Legacy's Secret
        N Rarity
        World Legacy's Secret
        World Legacy's Secret
        Trap Continuous
        World Legacy's Secret

          When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.


          is the drain skill of the World Legacy group, because this card has the word World Legacy so it can be searched by Lib and Morning Star, and combining it with Cham will increase the dirtiness of this card.

          World Legacy Whispers (x0-1)

          N Rarity
          World Legacy Whispers
          N Rarity
          World Legacy Whispers
          World Legacy Whispers
          Trap Continuous
          World Legacy Whispers

            When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell effect that activates in the same column as a "Mekk-Knight" monster you control.


            It's IO but more Mekk-Knight-like and...crazier.

            Lib the World Key Blademaster (x2-3)

            SR Rarity
            Lib the World Key Blademaster
            SR Rarity
            Lib the World Key Blademaster
            Lib the World Key Blademaster
            LIGHT
            Lib the World Key Blademaster
            • ATK:

            • 2000

            • LINK-2

            Link Arrow:

            Left

            Bottom-Left


            2 monsters Can only be Link Summoned while you have a "World Legacy" card in your GY. You can only use each of the following effects of "Lib the World Key Blademaster" once per turn. ● During your Main Phase: You can Set 1 "World Legacy" Spell/Trap directly from your Deck, but it cannot be activated this turn while you have no "World Legacy" monster in your GY. ● If this Link Summoned card is sent to the GY as Link Material: You can shuffle 1 card on the field into the Deck.


            is the priority card and wants to be the most, among the drain and IO skill sets of the Mekk-Knight, if you like, you can always scoop Succession onto the field, and it also shuffles without a target, it's so good that instead of putting it in the extra deck section, I put it in core.



            Extra Deck

             

            Mekk-Knight of the Morning Star (x2-3)

            SR Rarity
            Mekk-Knight of the Morning Star
            SR Rarity
            Mekk-Knight of the Morning Star
            Mekk-Knight of the Morning Star
            LIGHT
            Mekk-Knight of the Morning Star
            • ATK:

            • 2000

            • LINK-2

            Link Arrow:

            Bottom-Left

            Bottom-Right


            2 monsters, including a "Mekk-Knight" monster If this card is Link Summoned: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; add 1 "World Legacy" card from your Deck to your hand. You can only use this effect of "Mekk-Knight of the Morning Star" once per turn. If your "Mekk-Knight" monster battles a monster in a different column than it, your monster cannot be destroyed by that battle, also you take no battle damage from that battle.


            It's both a searcher and protects your monsters from being destroyed by combat and doesn't take damage. It's easy to sum up and is the best monster in the deck.

            Mekk-Knight Crusadia Avramax (x0-1)

            UR Rarity
            Mekk-Knight Crusadia Avramax
            UR Rarity
            Mekk-Knight Crusadia Avramax
            Mekk-Knight Crusadia Avramax
            LIGHT
            Mekk-Knight Crusadia Avramax
            • ATK:

            • 3000

            • LINK-4

            Link Arrow:

            Left

            Bottom-Left

            Bottom-Right

            Right


            2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


            gigachad, the mercenary lord, is so famous that there's no need to mention it anymore :D. This card can specifically avoid Memory's debt text card: it can only special summon Mekk-Knight monsters.

            Mekk-Knight Spectrum Supreme (x0-1)

            UR Rarity
            Mekk-Knight Spectrum Supreme
            UR Rarity
            Mekk-Knight Spectrum Supreme
            Mekk-Knight Spectrum Supreme
            LIGHT
            Mekk-Knight Spectrum Supreme
            • ATK:

            • 3000

            • LINK-3

            Link Arrow:

            Bottom-Left

            Bottom

            Bottom-Right


            2+ "Mekk-Knight" monsters This card can attack directly if it is the only card in its column. If this card in the Extra Monster Zone points to no monsters, it cannot be destroyed by card effects, also your opponent cannot target it with card effects. You can send 1 other card you control in this card's column to the GY: Special Summon 1 "Mekk-Knight" monster from your Deck in Defense Position. You can only use this effect of "Mekk-Knight Spectrum Supreme" once per turn.


             cắn lén go brrrrrrr

             Scars go brrrrrr

            Dingirsu, the Orcust of the Evening Star, Galatea, the Orcust Automaton and Divine Arsenal AA-ZEUS - Sky Thunder (Dingirsu x1-3, (Galatea bị limit 1 cmnr))

            UR Rarity
            Dingirsu, the Orcust of the Evening Star
            UR Rarity
            Dingirsu, the Orcust of the Evening Star
            Dingirsu, the Orcust of the Evening Star
            DARK
            Dingirsu, the Orcust of the Evening Star
            • ATK:

            • 2600

            • DEF:

            • 2100


            2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


            SR Rarity
            Galatea, the Orcust Automaton
            SR Rarity
            Galatea, the Orcust Automaton
            Galatea, the Orcust Automaton
            DARK
            Galatea, the Orcust Automaton
            • ATK:

            • 1800

            • LINK-2

            Link Arrow:

            Bottom-Left

            Top-Right


            2 Effect Monsters, including an "Orcust" monster This linked card cannot be destroyed by battle. You can target 1 of your banished Machine monsters; shuffle it into the Deck, then you can Set 1 "Orcust" Spell/Trap directly from your Deck. You can only use this effect of "Galatea, the Orcust Automaton" once per turn.


            UR Rarity
            Divine Arsenal AA-ZEUS - Sky Thunder
            UR Rarity
            Divine Arsenal AA-ZEUS - Sky Thunder
            Divine Arsenal AA-ZEUS - Sky Thunder
            LIGHT
            Divine Arsenal AA-ZEUS - Sky Thunder
            • ATK:

            • 3000

            • DEF:

            • 3000


            2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




            Tag(s):

            Galatea: not only easy to build, but also has the ability to recycle (*Harp Horror is banned and returns n times*), and set spell/trap orcust, but for Mekk-Knight enjoyer, this is for Dingirsu


            Dingirsu: instead of using Galatea to level up, you can make a gigachad by using 2 level 8 Mekk-Knight monsters quickly. Dingirsu is too famous, he protects, sends untargeted cards, recycles, and punches opp monsters. to ascend to Zeus.

            Zeus: ancient fuck machine.

            Staple phiên bản Extra Deck

            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
            Linkuriboh
            UR Rarity
            Linkuriboh
            Linkuriboh
            DARK
            Linkuriboh
            • ATK:

            • 300

            • LINK-1

            Link Arrow:

            Bottom


            1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


            UR Rarity
            Borrelsword Dragon
            UR Rarity
            Borrelsword Dragon
            Borrelsword Dragon
            DARK
            Borrelsword Dragon
            • ATK:

            • 3000

            • LINK-4

            Link Arrow:

            Top

            Left

            Bottom-Left

            Bottom


            3+ Effect Monsters Cannot be destroyed by battle. Once per turn (Quick Effect): You can target 1 Attack Position monster; change it to Defense Position, also, this card can make a second attack during each Battle Phase this turn. Your opponent cannot activate cards or effects in response to this effect's activation. Once per turn, when this card declares an attack on a face-up monster: You can activate this effect; until the end of this turn, this card gains ATK equal to half that monster's current ATK, and if it does, that monster's current ATK is halved.


            R Rarity
            Secure Gardna
            R Rarity
            Secure Gardna
            Secure Gardna
            LIGHT
            Secure Gardna
            • ATK:

            • 1000

            • LINK-1

            Link Arrow:

            Right


            1 Cyberse Link Monster After this card is Special Summoned, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 "Secure Gardna".


            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):

            Link Spider: when you're high while dancing according to a textbook, you eat niburu? Up the child of this debt and free style to declare nibiru as dbrr

            Linkuribuh: Well... Girsu Level 1 child token...
            Secure Gardna: going up with a link monster is cyberse, so just step on Lib's head and get on the field, and Lib will push an untargeted card :D.
            Accesscode, Borrelsword : OTK Go Brrrrrr



            Staple

            because it's a deck that tends to go later and hope for opp to have monsters and hope for opp to have 1 monster and 1 spell/trap so that there are 2 cards in 1 column or 1 monster in the monster zone, 1 monster in the extra monster zone, or 1 card cards on the field and you have 1 spell/trap set for 2 cards in 1 column so you will need a few cards to make opp bitter and regret taking turn 1.

            nhờn

            SR Rarity
            Evenly Matched
            SR Rarity
            Evenly Matched
            Evenly Matched
            Trap Normal
            Evenly Matched

              At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


              UR Rarity
              Raigeki
              UR Rarity
              Raigeki
              Raigeki
              Spell Normal
              Raigeki

                Destroy all monsters your opponent controls.




                Tag(s):

                UR Rarity
                Lightning Storm
                UR Rarity
                Lightning Storm
                Lightning Storm
                Spell Normal
                Lightning Storm

                  If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                  Tag(s):

                  R Rarity
                  Thunder King, the Lightningstrike Kaiju
                  R Rarity
                  Thunder King, the Lightningstrike Kaiju
                  Thunder King, the Lightningstrike Kaiju
                  LIGHT 9
                  Thunder King, the Lightningstrike Kaiju
                  • ATK:

                  • 3300

                  • DEF:

                  • 2100


                  You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; your opponent's cards and effects cannot be activated for the rest of this turn, also this card can make up to 3 attacks on monsters during each Battle Phase this turn.


                  UR Rarity
                  Interrupted Kaiju Slumber
                  UR Rarity
                  Interrupted Kaiju Slumber
                  Interrupted Kaiju Slumber
                  Spell Normal
                  Interrupted Kaiju Slumber

                    Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.


                    SR Rarity
                    Kumongous, the Sticky String Kaiju
                    SR Rarity
                    Kumongous, the Sticky String Kaiju
                    Kumongous, the Sticky String Kaiju
                    EARTH 7
                    Kumongous, the Sticky String Kaiju
                    • ATK:

                    • 2400

                    • DEF:

                    • 2500


                    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent Normal or Special Summons a monster(s): You can remove 2 Kaiju Counters from anywhere on the field; until the end of the next turn, that monster(s) cannot attack and it has its effects negated.


                    UR Rarity
                    Dogoran, the Mad Flame Kaiju
                    UR Rarity
                    Dogoran, the Mad Flame Kaiju
                    Dogoran, the Mad Flame Kaiju
                    FIRE 8
                    Dogoran, the Mad Flame Kaiju
                    • ATK:

                    • 3000

                    • DEF:

                    • 1200


                    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                    UR Rarity
                    The Winged Dragon of Ra - Sphere Mode
                    UR Rarity
                    The Winged Dragon of Ra - Sphere Mode
                    The Winged Dragon of Ra - Sphere Mode
                    DIVINE 10
                    The Winged Dragon of Ra - Sphere Mode
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    Cannot be Special Summoned. Requires 3 Tributes from either side of the field to Normal Summon to that side of the field (cannot be Normal Set), then shift control to this card's owner during the End Phase of the next turn. Cannot attack. Your opponent cannot target this card for attacks or by card effects. You can Tribute this card; Special Summon 1 "The Winged Dragon of Ra" from your hand or Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF become 4000.


                    SR Rarity
                    Gameciel, the Sea Turtle Kaiju
                    SR Rarity
                    Gameciel, the Sea Turtle Kaiju
                    Gameciel, the Sea Turtle Kaiju
                    WATER 8
                    Gameciel, the Sea Turtle Kaiju
                    • ATK:

                    • 2200

                    • DEF:

                    • 3000


                    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When your opponent activates a card or effect, except "Gameciel, the Sea Turtle Kaiju" (Quick Effect): You can remove 2 Kaiju Counters from anywhere on the field; negate the activation, and if you do, banish that card.


                    R Rarity
                    Gadarla, the Mystery Dust Kaiju
                    R Rarity
                    Gadarla, the Mystery Dust Kaiju
                    Gadarla, the Mystery Dust Kaiju
                    WIND 8
                    Gadarla, the Mystery Dust Kaiju
                    • ATK:

                    • 2700

                    • DEF:

                    • 1600


                    You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.


                    R Rarity
                    Jizukiru, the Star Destroying Kaiju
                    R Rarity
                    Jizukiru, the Star Destroying Kaiju
                    Jizukiru, the Star Destroying Kaiju
                    LIGHT 10
                    Jizukiru, the Star Destroying Kaiju
                    • ATK:

                    • 3300

                    • DEF:

                    • 2600


                    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.


                    UR Rarity
                    Harpie's Feather Duster
                    UR Rarity
                    Harpie's Feather Duster
                    Harpie's Feather Duster
                    Spell Normal
                    Harpie's Feather Duster

                      Destroy all Spell and Trap Cards your opponent controls.




                      Tag(s):

                      SR Rarity
                      Lava Golem
                      SR Rarity
                      Lava Golem
                      Lava Golem
                      FIRE 8
                      Lava Golem
                      • ATK:

                      • 3000

                      • DEF:

                      • 2500


                      Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.


                      R Rarity
                      Radian, the Multidimensional Kaiju
                      R Rarity
                      Radian, the Multidimensional Kaiju
                      Radian, the Multidimensional Kaiju
                      DARK 7
                      Radian, the Multidimensional Kaiju
                      • ATK:

                      • 2800

                      • DEF:

                      • 2500


                      You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 2 Kaiju Counters from anywhere on the field; Special Summon 1 "Radian Token" (Fiend-Type/DARK/Level 7/ATK 2800/DEF 0), but it cannot be used as a Synchro Material.


                      Enemy field magic

                      Alpha, the Master of Beasts, Dinowrestler Pankratops and Dark Ruler No More (x0-3)

                      UR Rarity
                      Alpha, the Master of Beasts
                      UR Rarity
                      Alpha, the Master of Beasts
                      Alpha, the Master of Beasts
                      EARTH 8
                      Alpha, the Master of Beasts
                      • ATK:

                      • 3000

                      • DEF:

                      • 2500


                      Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) while the total ATK of all monsters your opponent controls is more than that of all monsters you control. You can target any number of Beast, Beast-Warrior, and/or Winged Beast monsters you control; return them to the hand, then, return face-up monsters your opponent controls to the hand, equal to the number of cards you returned to the hand, also for the rest of this turn, "Alpha, the Master of Beasts" you control cannot attack directly. You can only use this effect of "Alpha, the Master of Beasts" once per turn.


                      UR Rarity
                      Dinowrestler Pankratops
                      UR Rarity
                      Dinowrestler Pankratops
                      Dinowrestler Pankratops
                      EARTH 7
                      Dinowrestler Pankratops
                      • ATK:

                      • 2600

                      • DEF:

                      • 0


                      If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.


                      UR Rarity
                      Dark Ruler No More
                      UR Rarity
                      Dark Ruler No More
                      Dark Ruler No More
                      Spell Normal
                      Dark Ruler No More

                        Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




                        Tag(s):

                        Dark Ruler No More is very good in this deck because you live slowly so your goal is to reach a field that can make it difficult for enemies and snowball gradually, partly because the droplet requires them to throw resources into the grave to negate.

                        Pankratops: punch 1 shoot 1 go brrrr
                        Alpha: 1 punch 1 push 1 go brrrr

                        x3 sangan, x1 almiraj nếu chơi

                        R Rarity
                        Sangan
                        R Rarity
                        Sangan
                        Sangan
                        DARK 3
                        Sangan
                        • ATK:

                        • 1000

                        • DEF:

                        • 600


                        If this card is sent from the field to the GY: Add 1 monster with 1500 or less ATK from your Deck to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only use this effect of "Sangan" once per turn.


                        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.


                        SR Rarity
                        Santa Claws
                        SR Rarity
                        Santa Claws
                        Santa Claws
                        LIGHT 6
                        Santa Claws
                        • ATK:

                        • 1200

                        • DEF:

                        • 2500


                        You can Special Summon this card (from your hand) to your opponent's field in Defense Position, by Tributing 1 monster they control. If Summoned this way, once, during the End Phase of this turn: You can draw 1 card.


                        UR Rarity
                        Salamangreat Almiraj
                        UR Rarity
                        Salamangreat Almiraj
                        Salamangreat Almiraj
                        FIRE
                        Salamangreat Almiraj
                        • ATK:

                        • 0

                        • LINK-1

                        Link Arrow:

                        Bottom-Right


                        1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                        N Rarity
                        Mekk-Knight Orange Sunset
                        N Rarity
                        Mekk-Knight Orange Sunset
                        Mekk-Knight Orange Sunset
                        LIGHT 6
                        Mekk-Knight Orange Sunset
                        • ATK:

                        • 800

                        • DEF:

                        • 3000


                        If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Orange Sunset" once per turn this way. If an opponent's card in this card's column is destroyed by battle, or leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand.


                        Normal Aleister Sangan and link to almiraj, then Sangan search Maxx "C" :D. Or you search cam and link to Morning Star


                        Additionally, you can search for Santa Claws using Sangan.

                        Salamangreat Almiraj, Knightmare Corruptor Iblee and Linguriboh (không cần opp đặt 2 lá trong 1 cột, để bố mày tự làm.)

                        UR Rarity
                        Salamangreat Almiraj
                        UR Rarity
                        Salamangreat Almiraj
                        Salamangreat Almiraj
                        FIRE
                        Salamangreat Almiraj
                        • ATK:

                        • 0

                        • LINK-1

                        Link Arrow:

                        Bottom-Right


                        1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                        SR Rarity
                        Knightmare Corruptor Iblee
                        SR Rarity
                        Knightmare Corruptor Iblee
                        Knightmare Corruptor Iblee
                        DARK 2
                        Knightmare Corruptor Iblee
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn.


                        SR Rarity
                        Linguriboh
                        SR Rarity
                        Linguriboh
                        Linguriboh
                        DARK
                        Linguriboh
                        • ATK:

                        • 300

                        • LINK-1

                        Link Arrow:

                        Bottom-Left


                        1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.


                        Normal Aleister Iblee, go to Almuraj or Linguriboh depending on the situation, then Iblee jumps onto the opp field, so there are 2 cards in the same column :D.

                        Artifact Scythe and Artifact Sanctum (x3 sanctum, x1 scythe)

                        UR Rarity
                        Artifact Scythe
                        UR Rarity
                        Artifact Scythe
                        Artifact Scythe
                        LIGHT 5
                        Artifact Scythe
                        • ATK:

                        • 2200

                        • DEF:

                        • 900


                        You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot Special Summon monsters from the Extra Deck for the rest of this turn.


                        UR Rarity
                        Artifact Sanctum
                        UR Rarity
                        Artifact Sanctum
                        Artifact Sanctum
                        Trap Normal
                        Artifact Sanctum

                          Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target.


                          jump scythe and extra lock, but dirtier is to use mekk-knight's drain skill to revive scythe :) because it summons a Level 5 or higher monster from the grave.

                          Normal Aleister

                          SR Rarity
                          Artemis, the Magistus Moon Maiden
                          SR Rarity
                          Artemis, the Magistus Moon Maiden
                          Artemis, the Magistus Moon Maiden
                          LIGHT
                          Artemis, the Magistus Moon Maiden
                          • ATK:

                          • 800

                          • LINK-1

                          Link Arrow:

                          Top


                          1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.


                          R Rarity
                          Aleister the Invoker of Madness
                          R Rarity
                          Aleister the Invoker of Madness
                          Aleister the Invoker of Madness
                          DARK
                          Aleister the Invoker of Madness
                          • ATK:

                          • 1800

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


                          2 monsters with different Types and different Attributes This card's name becomes "Aleister the Invoker" while on the field or in the GY. If a monster is Fusion Summoned while you control this monster (except during the Damage Step): You can discard 1 card, and if you do, add 1 "Invocation" or "The Book of the Law" from your Deck to your hand. If this face-up card you control leaves the field because of an opponent's card effect: You can add 1 "Omega Summon" from your Deck to your hand.


                          SR Rarity
                          Aleister the Invoker
                          SR Rarity
                          Aleister the Invoker
                          Aleister the Invoker
                          DARK 4
                          Aleister the Invoker
                          • ATK:

                          • 1000

                          • DEF:

                          • 1800


                          (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                          N Rarity
                          Invoked Purgatrio
                          N Rarity
                          Invoked Purgatrio
                          Invoked Purgatrio
                          FIRE 7
                          Invoked Purgatrio
                          • ATK:

                          • 2300

                          • DEF:

                          • 2000


                          "Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.


                          UR Rarity
                          Terraforming
                          UR Rarity
                          Terraforming
                          Terraforming
                          Spell Normal
                          Terraforming

                            Add 1 Field Spell from your Deck to your hand.




                            Tag(s):

                            R Rarity
                            Magical Meltdown
                            R Rarity
                            Magical Meltdown
                            Magical Meltdown
                            Spell Field
                            Magical Meltdown

                              When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.


                              R Rarity
                              Invoked Augoeides
                              R Rarity
                              Invoked Augoeides
                              Invoked Augoeides
                              LIGHT 8
                              Invoked Augoeides
                              • ATK:

                              • 2000

                              • DEF:

                              • 2800


                              "Aleister the Invoker" + 1 Fusion Monster If this card is Special Summoned, or a monster(s) is Special Summoned to your opponent's field: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Invoked Augoeides" once per turn. Once per turn: You can banish 1 Fusion Monster from your GY; this card gains ATK equal to that banished monster's ATK, until the end of your opponent's turn.


                              SR Rarity
                              Invoked Mechaba
                              SR Rarity
                              Invoked Mechaba
                              Invoked Mechaba
                              LIGHT 9
                              Invoked Mechaba
                              • ATK:

                              • 2500

                              • DEF:

                              • 2100


                              "Aleister the Invoker" + 1 LIGHT monster Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.


                              N Rarity
                              Invoked Raidjin
                              N Rarity
                              Invoked Raidjin
                              Invoked Raidjin
                              WIND 5
                              Invoked Raidjin
                              • ATK:

                              • 2200

                              • DEF:

                              • 2400


                              "Aleister the Invoker" + 1 WIND monster Once per turn, during either player's turn: You can target 1 face-up monster on the field; change it to face-down Defense Position.


                              SR Rarity
                              Invocation
                              SR Rarity
                              Invocation
                              Invocation
                              Spell Normal
                              Invocation

                                Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.


                                Because these Mekk-Knights, except for Girsu, don't have any normal summons, so you can normal Aleister bait negate opp and then jump a bunch of Mekk-Knights to jump scare opp :)

                                Rainbow Neos Engine

                                UR Rarity
                                Predaplant Verte Anaconda
                                UR Rarity
                                Predaplant Verte Anaconda
                                Predaplant Verte Anaconda
                                DARK
                                Predaplant Verte Anaconda
                                • ATK:

                                • 500

                                • LINK-2

                                Link Arrow:

                                Bottom-Left

                                Bottom-Right


                                2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.


                                UR Rarity
                                Rainbow Dragon
                                UR Rarity
                                Rainbow Dragon
                                Rainbow Dragon
                                LIGHT 10
                                Rainbow Dragon
                                • ATK:

                                • 4000

                                • DEF:

                                • 0


                                (This card is always treated as an "Ultimate Crystal" card.) Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field and/or GY. This card cannot activate the following effects the turn it is Special Summoned. (Quick Effect): You can send all face-up "Crystal Beast" monsters you control to the GY; this card gains 1000 ATK for each monster sent to the GY. You can banish all "Crystal Beast" monsters from your GY; shuffle all cards on the field into the Deck.


                                UR Rarity
                                Elemental HERO Neos
                                UR Rarity
                                Elemental HERO Neos
                                Elemental HERO Neos
                                LIGHT 7
                                Elemental HERO Neos
                                • ATK:

                                • 2500

                                • DEF:

                                • 2000


                                ''A new Elemental HERO has arrived from Neo-Space! When he initiates a Contact Fusion with a Neo-Spacian his unknown powers are unleashed.''


                                UR Rarity
                                Neos Fusion
                                UR Rarity
                                Neos Fusion
                                Neos Fusion
                                Spell Normal
                                Neos Fusion

                                  Special Summon 1 Fusion Monster from your Extra Deck that lists exactly 2 monsters as material, including "Elemental HERO Neos", by sending those monsters from your hand, Deck, or field, ignoring its Summoning conditions. For the rest of this turn after this card resolves, you cannot Special Summon monsters. If a Fusion Monster(s) you control that lists "Elemental HERO Neos" as material would be destroyed by battle or card effect, or shuffled into the Extra Deck by its own effect, you can banish this card from your GY instead.


                                  SR Rarity
                                  Rainbow Neos
                                  SR Rarity
                                  Rainbow Neos
                                  Rainbow Neos
                                  LIGHT 10
                                  Rainbow Neos
                                  • ATK:

                                  • 4500

                                  • DEF:

                                  • 3000


                                  "Elemental HERO Neos" + 1 "Ultimate Crystal" monster Must be Fusion Summoned with the above Fusion Material Monsters and cannot be Special Summoned by other ways. Once per turn: You can activate 1 of these effects. ● Send 1 monster you control to the Graveyard; shuffle all monsters your opponent controls into the Deck. ● Send 1 Spell/Trap Card you control to the Graveyard; shuffle all Spell and Trap Cards your opponent controls into the Deck. ● Send 1 card from the top of your Deck to the Graveyard; shuffle all cards in your opponent's Graveyard into the Deck.


                                  strong but brick :).

                                  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.


                                    After shooting, jump up and shoot again go brrrr

                                    Engine rác :) (không khuyến khích)

                                    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.


                                          handtrap dbrr

                                          Take the lead bait handtrap
                                          go after bait negate

                                          Dragoon Engine

                                           Rarity
                                          Red-Eyes Dark Dragoon
                                           Rarity
                                          Red-Eyes Dark Dragoon
                                          Red-Eyes Dark Dragoon
                                          DARK 8
                                          Red-Eyes Dark Dragoon
                                          • ATK:

                                          • 3000

                                          • DEF:

                                          • 2500


                                          "Dark Magician" + "Red-Eyes Black Dragon" or 1 Dragon Effect Monster Cannot be destroyed by card effects. Neither player can target this card with card effects. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK.


                                          SR Rarity
                                          Red-Eyes Fusion
                                          SR Rarity
                                          Red-Eyes Fusion
                                          Red-Eyes Fusion
                                          Spell Normal
                                          Red-Eyes Fusion

                                            Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.


                                            UR Rarity
                                            Red-Eyes Black Dragon
                                            UR Rarity
                                            Red-Eyes Black Dragon
                                            Red-Eyes Black Dragon
                                            DARK 7
                                            Red-Eyes Black Dragon
                                            • ATK:

                                            • 2400

                                            • DEF:

                                            • 2000


                                            ''A ferocious dragon with a deadly attack.''


                                            SR Rarity
                                            Red-Eyes Insight
                                            SR Rarity
                                            Red-Eyes Insight
                                            Red-Eyes Insight
                                            Spell Normal
                                            Red-Eyes Insight

                                              Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn.


                                              UR Rarity
                                              Dark Magician
                                              UR Rarity
                                              Dark Magician
                                              Dark Magician
                                              DARK 7
                                              Dark Magician
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2100


                                              ''The ultimate wizard in terms of attack and defense.''


                                              What a joke :)


                                              After reading this, take a break and read again because the next part is a combo



                                              Combo

                                              The combo will be split before the player and after the enjoyer

                                              Girsu, the Orcust Mekk-Knight and Mekk-Knight Purple Nightfall (2 card combo basic nhất)

                                              UR Rarity
                                              Girsu, the Orcust Mekk-Knight
                                              UR Rarity
                                              Girsu, the Orcust Mekk-Knight
                                              Girsu, the Orcust Mekk-Knight
                                              DARK 4
                                              Girsu, the Orcust Mekk-Knight
                                              • ATK:

                                              • 1800

                                              • DEF:

                                              • 0


                                              If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


                                              SR Rarity
                                              Mekk-Knight Purple Nightfall
                                              SR Rarity
                                              Mekk-Knight Purple Nightfall
                                              Mekk-Knight Purple Nightfall
                                              LIGHT 8
                                              Mekk-Knight Purple Nightfall
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2000


                                              If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.


                                              Requirements: Girsu and any 1 card
                                              I> Normal Aleister Girsu throws World Chalice into the grave, creates tokens, uses Girsu and token -> Lib and sets Succession.
                                              II> use Succession to pull back Girsu and link Lib and Girsu -> Morning Star, discard 1 search Secret card and place it face down.

                                              Girsu, the Orcust Mekk-Knight and Mekk-Knight Purple Nightfall (2 card combo ( dễ ))

                                              UR Rarity
                                              Girsu, the Orcust Mekk-Knight
                                              UR Rarity
                                              Girsu, the Orcust Mekk-Knight
                                              Girsu, the Orcust Mekk-Knight
                                              DARK 4
                                              Girsu, the Orcust Mekk-Knight
                                              • ATK:

                                              • 1800

                                              • DEF:

                                              • 0


                                              If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


                                              SR Rarity
                                              Mekk-Knight Purple Nightfall
                                              SR Rarity
                                              Mekk-Knight Purple Nightfall
                                              Mekk-Knight Purple Nightfall
                                              LIGHT 8
                                              Mekk-Knight Purple Nightfall
                                              • ATK:

                                              • 2500

                                              • DEF:

                                              • 2000


                                              If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.


                                              request: Girsu and Purple

                                              I> Normal Girsu, throw World Chalice, create token -> Link to Lib, use Lib to place memory card RIGHT COLUMN of token
                                              II> Purple jumps by itself then banishes itself to search for Blue, Blue jumps by itself and then searches for Cham
                                              III> Lib and Xanh Bien link to Morning Star, discard Cham search Secret then Lib pushes the token.
                                              IV> Set Secret

                                              World Legacy Scars (tà đạo very funny)

                                              N Rarity
                                              World Legacy Scars
                                              N Rarity
                                              World Legacy Scars
                                              World Legacy Scars
                                              Spell Field
                                              World Legacy Scars

                                                All "Mekk-Knight" monsters on the field gain 300 ATK/DEF. Once per turn: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; draw 1 card. You can banish 8 "Mekk-Knight" monsters with different names from your GY and/or face-up from your field; send your opponent's entire hand and Extra Deck to the GY.


                                                request: Girsu and Tim (these two guys meet everywhere).

                                                I> Normal Girsu throws World Armor, creates a token in the same row as the Extra Monster Zone slot, uses the token on linkuriboh in the previous token slot
                                                II> jump Purple to search for Blue, jump to Green to search for Cham, use Blue and linkuriboh to go to Lib in the same row as the token
                                                III> Lib set Succession, click Succession, drag World Armor into the Lib box and point to the search Key
                                                IV> Key picks up Purple, Jump Cham into the box with Lib and token, Cham and Lib -> Morning Star, remove Purple search Scars
                                                V> Girsu and Morning Star Link Spectrum, throw Key to jump Avram from deck, Link Avram to Link Spider
                                                VI> Link Spider and Spectrum -> Avramax. Link Avramax and World Armor -> Morning Star
                                                VII> Use Scars :D

                                                Sangan (Sangan Go Brrrrrr)

                                                R Rarity
                                                Sangan
                                                R Rarity
                                                Sangan
                                                Sangan
                                                DARK 3
                                                Sangan
                                                • ATK:

                                                • 1000

                                                • DEF:

                                                • 600


                                                If this card is sent from the field to the GY: Add 1 monster with 1500 or less ATK from your Deck to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. You can only use this effect of "Sangan" once per turn.


                                                Requirements: 1 Sangan 1 Purple 1 Random Spell/Trap.

                                                I> Normal Sangan, Link Almiraj, Search Cam (Orange Sunset), Jump Cam
                                                II> Set Spell/Trap Almiraj Place, Purple Jump, Indigo Search, Orange Jump.
                                                III> Link Cam and Almiraj Ra Morning Star, Morning Star throws Cham search Secret

                                                Knightmare Corruptor Iblee (Waifu Combo)

                                                SR Rarity
                                                Knightmare Corruptor Iblee
                                                SR Rarity
                                                Knightmare Corruptor Iblee
                                                Knightmare Corruptor Iblee
                                                DARK 2
                                                Knightmare Corruptor Iblee
                                                • ATK:

                                                • 0

                                                • DEF:

                                                • 0


                                                When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn.


                                                request: Iblee and Purple

                                                I> Normal Iblee, Link to Almiraj, Jump Iblee to Almiraj's column
                                                II> Jump Purple -> Blue -> Indigo
                                                III> Blue Sea and Almiraj Link Morning Star, discard Cham search Secret.

                                                This combo is good because it can resist Gamma, Nibiru and Imperm :D

                                                Aleister the Invoker (NoRmAl AlEiStEr)

                                                SR Rarity
                                                Aleister the Invoker
                                                SR Rarity
                                                Aleister the Invoker
                                                Aleister the Invoker
                                                DARK 4
                                                Aleister the Invoker
                                                • ATK:

                                                • 1000

                                                • DEF:

                                                • 1800


                                                (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.


                                                Requirements: Aleister and 1 Mekk-Knight monster

                                                I> Normal Aleister, then opp sneak too and surr search Invocation, Link Aleister -> Artemis, place Invocation on the same column as Artemis
                                                II> Jump a Mekk-Knight monster and go to LINK 2 ALEISTERRRRR OMG finally someone uses himyyyyyyyyyyy, or you ignore that guy and go to Morning Star :)
                                                III> Invocation use Aleister and Artemis on Mechaba, click Invocation to pick up Aleister.




                                                Companion unit:

                                                - Yu-Gi-Oh! Guidance Vietnam





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