Instructions for Playing Endymion

Instructions for Playing Endymion

Endymion is a Pendulum deck that focuses on placing counters and using effects that destroy or neutralize the opponent's card effects. The name of the deck is given by the name of the main monster Endymion with the ability to destroy a number of cards equal to the number of counters on the field. The deck is both stable due to the many cards looking for combo pieces that work together to create a very stable and powerful deck.

Sections covered in this guide:




Core

 

Endymion the Mighty Master of Magic (x3)

UR Rarity
Endymion, the Mighty Master of Magic
UR Rarity
Endymion, the Mighty Master of Magic
Endymion, the Mighty Master of Magic
DARK 78
Endymion, the Mighty Master of Magic
  • ATK:

  • 2800

  • DEF:

  • 1700


[ Pendulum Effect ] You can remove 6 Spell Counters from your field; Special Summon this card from the Pendulum Zone, then count the number of cards you control that can have a Spell Counter, destroy up to that many cards on the field, and if you do, place Spell Counters on this card equal to the number of cards destroyed. You can only use this effect of "Endymion, the Mighty Master of Magic" once per turn. [ Monster Effect ] Once per turn, when a Spell/Trap Card or effect is activated (Quick Effect): You can return 1 card you control with a Spell Counter to the hand, and if you do, negate the activation, and if you do that, destroy it. Then, you can place the same number of Spell Counters on this card that the returned card had. While this card has a Spell Counter, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card with a Spell Counter is destroyed by battle: You can add 1 Normal Spell from your Deck to your hand.


Fuck the text card is not that long

- If this card has a spell counter, it cannot be targeted and destroyed by card effects
- If opp kills this card, you search for a spell from the deck into your hand like Pot Of Greed, Graceful Charity or any other card you put in the deck but usually Spell Power Mastery

not yet :)

- you can remove 6 spell counters from the field (skill drain age)
- Jump this L from the pendulum zone
- learn to count and count how many cards you have with spell counters
- destroy not target
- Place a spell counter on this card based on the number of cards shot

In addition, it also has the negate spell effect and a bunch of broken things falling from the sky

Servant of Endymion (x3)

SR Rarity
Servant of Endymion
SR Rarity
Servant of Endymion
Servant of Endymion
WIND 32
Servant of Endymion
  • ATK:

  • 900

  • DEF:

  • 1500


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your Deck with 1000 or more ATK that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Servant(s) of Endymion" once per turn. This card with a Spell Counter can attack directly. Once per opponent's turn (Quick Effect): You can discard 1 card; place 1 Spell Counter on each card you control that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster.


- Not only does it have a very delicious scale 2, this card allows you to jump this card and a monster with 1000 ATK or more so you can jump to the boss or go to Electrumite.


This card only has a good pendulum effect and no one cares about the monster effect

- has the ability to steal and place spell counters on every card that can place spell counters but activates turn opp
- If this card is destroyed in the monster zone, you place this card on the pendulum zone and place a spell counter equal to the number of spell counters you had while in the monster zone, but after activating this effect, you are OTK :)

Magister of Endymion (x2-3)

N Rarity
Magister of Endymion
N Rarity
Magister of Endymion
Magister of Endymion
EARTH 38
Magister of Endymion
  • ATK:

  • 1500

  • DEF:

  • 900


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 face-up monster from your Extra Deck that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Magister(s) of Endymion" once per turn. When this card declares an attack: You can place 1 Spell Counter on it. Once per opponent's turn (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 monster from your Deck that you can place a Spell Counter on. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone, then place the same number of Spell Counters on it that it had as a monster.


- Like the guy above but jumps itself and monsters in the Extra Deck

- scale 8 is very high
- has the effect of jumping an additional turn opp sandbag to prevent being OTKed or causing difficulty for the enemy
- When this card hits, it places 1 spell counter (but discards the spell)
- When destroyed in the Monster Zone, like the guy above, it will also be placed in the Pendulum Zone.

Reflection of Endymion (x1-2)

SR Rarity
Reflection of Endymion
SR Rarity
Reflection of Endymion
Reflection of Endymion
LIGHT 72
Reflection of Endymion
  • ATK:

  • 1850

  • DEF:

  • 2700


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from this card; Special Summon both this card from your Pendulum Zone and 1 monster from your hand that you can place a Spell Counter on, and if you do, place 1 Spell Counter on each. [ Monster Effect ] You can only Special Summon "Reflection(s) of Endymion" once per turn. If this card is Special Summoned: You can target 1 card your opponent controls, and 1 card you control with a Spell Counter, except this card; return that opponent's card and your card to the hand, then place the same number of Spell Counters on this card that your returned card had. When this card with a Spell Counter is destroyed by battle: You can add 1 "Endymion" card from your Deck to your hand.


- due to effects like the others, has scale 2 like the green guy but jumps monsters from hand so it is boycotted compared to jumping from deck :(

- The plus point is that it's cheap and the best waifu, so waifu enjoyer is x3 :)
- This card is only special summoned once per turn, but when this card is special summoned to the field, you can return opp's card :)

Magical Abductor (x3)

R Rarity
Magical Abductor
R Rarity
Magical Abductor
Magical Abductor
EARTH 43
Magical Abductor
  • ATK:

  • 1700

  • DEF:

  • 1400


[ Pendulum Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Once per turn: You can remove 3 Spell Counters from this card; add 1 Pendulum Monster from your Deck to your hand. [ Monster Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. Gains 100 ATK for each Spell Counter on it. Once per turn: You can remove 3 Spell Counters from this card; add 1 Level 1 Spellcaster monster from your Deck to your hand.


has the ability to place spell counters and can search for any Pendulum monster, players mainly use its pendulum effect.


Yes, I'm not mistaken, this card is the core of the deck

Mythical Beast Master Cerberus and Mythical Beast Jackal King (x2-3)

UR Rarity
Mythical Beast Master Cerberus
UR Rarity
Mythical Beast Master Cerberus
Mythical Beast Master Cerberus
LIGHT 84
Mythical Beast Master Cerberus
  • ATK:

  • 2800

  • DEF:

  • 2800


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, add 1 Level 7 or lower "Mythical Beast" Effect Monster from your Deck to your hand. You can only use this effect of "Mythical Beast Master Cerberus" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Cannot be destroyed by card effects while 4 or more Spell Counters are on your field. Once per turn: You can remove 4 Spell Counters from your field, then target 1 monster your opponent controls; banish it face-up, and if you do, this card gains ATK equal to the banished monster's original ATK until the end of the opponent's turn.


UR Rarity
Mythical Beast Jackal King
UR Rarity
Mythical Beast Jackal King
Mythical Beast Jackal King
DARK 64
Mythical Beast Jackal King
  • ATK:

  • 2400

  • DEF:

  • 1400


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can destroy this card, and if you do, Special Summon 1 face-up "Mythical Beast" Pendulum Monster from your Extra Deck, except "Mythical Beast Jackal King". You can only use this effect of "Mythical Beast Jackal King" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 2 Spell Counters on this card when that Spell resolves. Once per turn, when an opponent activates a monster effect (Quick Effect): You can remove 2 Spell Counters from your field; negate the activation, and if you do, destroy that card.


Because these two guys are related to a combo in the textbook, they should be put together

NOTE THAT YOU MUST HAVE NO LEAVES IN THE OTHER PENDULUM ZONE TO EFFECT THIS ANIMALS
*Cerberus: explodes itself to add 1 level 7 or lower Mythical Beast effect monster (100% guaranteed Jackal King)
*Jackal King: explodes to jump back a face-up Pendulum Monster Mythical Beast card from the Extra Deck (100% sure bet is Cerberus)

And that's a free Cerberus body yay :D

-Jackal King: famous for its ability to negate monster effects and is soft once per turn, so if you have 3 copies of Jackal King, you can negate opp's monster effects 3 times.

-Cerberus: famous for its ability to OTK, target and banish opp monsters then increase ATK equal to the original ATK of the banished monster

Mythical Beast Jackal (x1-2)

R Rarity
Mythical Beast Jackal
R Rarity
Mythical Beast Jackal
Mythical Beast Jackal
DARK 14
Mythical Beast Jackal
  • ATK:

  • 0

  • DEF:

  • 1400


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can target 1 face-up card you control that you can place a Spell Counter on; destroy this card, and if you do, place 1 Spell Counter on that card. You can only use this effect of "Mythical Beast Jackal" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. You can remove 3 Spell Counters from your field and Tribute this card; Special Summon 1 "Mythical Beast" Effect Monster from your Deck, except "Mythical Beast Jackal".


This one is in the pendulum zone, so after placing the spell counter, there's nothing to say :D and it's Level 1 so the pendulum summon can't be because they mainly scale 2 to 8 :D


This card is effective when you have excess spell counters and use its monster effect to jump a Mythical Beast from the deck to negate or OTK (depending on the situation).

Mythical Beast Garuda (x1-2)

N Rarity
Mythical Beast Garuda
N Rarity
Mythical Beast Garuda
Mythical Beast Garuda
LIGHT 44
Mythical Beast Garuda
  • ATK:

  • 1200

  • DEF:

  • 1600


[ Pendulum Effect ] If you have no card in your other Pendulum Zone: You can target 1 other Spell/Trap on the field; destroy both it and this card. You can only use this effect of "Mythical Beast Garuda" once per turn. [ Monster Effect ] Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. When your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can remove 3 Spell Counters from your field; Special Summon this card from your hand, then return that opponent's Summoned monster(s) to the hand. You can only use this effect of "Mythical Beast Garuda" once per turn.


If this card goes first with opp's pendulum decks, it's extremely OP :)

In the pendulum zone, he cosplays MST, but it's bad but it works :)

The monster effect of this card is very dirty, when opp summons normally or special (even if the pendulum jumps 5 cards, those 5 cards will be summoned at the same time), return the monster cards that opp summoned :)

Astrograph Sorcerer (x1)

UR Rarity
Astrograph Sorcerer
UR Rarity
Astrograph Sorcerer
Astrograph Sorcerer
DARK 71
Astrograph Sorcerer
  • ATK:

  • 2500

  • DEF:

  • 2000


[ Pendulum Effect ] During your Main Phase: You can destroy this card, and if you do, take 1 "Stargazer Magician" from your hand or Deck, and either place it in your Pendulum Zone or Special Summon it. You can only use this effect of "Astrograph Sorcerer" once per turn. [ Monster Effect ] If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand, then you can choose 1 monster in the GY, Extra Deck, or that is banished, and that was destroyed this turn, and add 1 monster with the same name from your Deck to your hand. You can banish this card you control, plus 4 monsters from your hand, field, and/or GY (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.)


Astrograph is not a mercenary card, not a card or an archetype, Astrograph is an entire ideology, from a meme card of Arc V, some big-brained guys took it to mercenary to the point that it was limited to 1, and it is a searchable card. :D


eyyooooo read its monster effect 100 times, that's right its jumping effect is not once per turn

This card's ability is so balanced that it is limited.
- when a CARD is destroyed by battle or effect, jump this card from your hand, then you choose 1 card in the Graveyard, Extra Deck or banned that was destroyed this turn (wtf I'm reading clgt) add the same card name from deck to hand.

Spell Power Mastery (x3)

SR Rarity
Spell Power Mastery
SR Rarity
Spell Power Mastery
Spell Power Mastery
Spell Normal
Spell Power Mastery

    Add 1 "Endymion" card from your Deck to your hand, then you can count the number of "Spell Power Mastery" and "Spell Power Grasp" you control and/or have in your GY, and place that many Spell Counters among card(s) you control that you can place a Spell Counter on. You can only activate 1 "Spell Power Mastery" per turn.


    Instead of activating a spell counter, it will give 1 or more spell counters to cards that have the effect of automatically placing a spell counter when a spell is activated. This card also places additional spell counters on other cards.


    This card can also search for any Endymion card from the deck (monster, magic, trap) due to game balance, so this card's name does not have Endymion :D.

    Magical Citadel of Endymion (x1-2)

    SR Rarity
    Magical Citadel of Endymion
    SR Rarity
    Magical Citadel of Endymion
    Magical Citadel of Endymion
    Spell Field
    Magical Citadel of Endymion

      Each time a Spell Card is activated, place 1 Spell Counter on this card when that Spell resolves. If a card with a Spell Counter(s) is destroyed, place its Spell Counters on this card. Once per turn, if you would activate a card effect by removing a Spell Counter(s) from a card you control, you can remove that many Spell Counters from this card instead. If this card would be destroyed, you can remove 1 Spell Counter from this card instead.


      is a searchable card and has the ability to place a pile of spell counters. Not only that, this card also allows your other cards to use spell counters on this card. If this card is destroyed, you can discard 1 spell counter from This card is for replacement, too OP


      Bring x2 if you see too much cosmic cyclone or even Omen because this card is not afraid of destruction, the rest is afraid of banish return shuffle :)

      Mythical Institution (x3)

      N Rarity
      Mythical Institution
      N Rarity
      Mythical Institution
      Mythical Institution
      Spell Continuous
      Mythical Institution

        Each time a face-up "Mythical Beast" Pendulum Monster Card(s) you control is destroyed by battle or card effect, place 2 Spell Counters on this card. Once per turn: You can remove any number of Spell Counters from your field; add 1 monster to your hand from your Deck or face-up Extra Deck, with a Level equal to the number removed, that you can place a Spell Counter on. If this card on the field would be destroyed by card effect, you can remove 1 Spell Counter from this card instead.


        Both place spell counters, protect against destruction and have the ability to search for Mythical Beast



        Extra Deck

         

        Heavymetalfoes Electrumite (x1)

        UR Rarity
        Heavymetalfoes Electrumite
        UR Rarity
        Heavymetalfoes Electrumite
        Heavymetalfoes Electrumite
        FIRE
        Heavymetalfoes Electrumite
        • ATK:

        • 1800

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 Pendulum Monsters If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.


        When summoning Link, you can add 1 Pendulum monster from the deck to the Extra Deck. You can add any card so it searches for all the cards you need (because these monsters are all pendulum), usually searching for astrograph.


        The second cancer effect is to shoot 1 face-up card and add 1 face-up Pendulum card from the Extra Deck to your hand and if a card in the Pendulum Zone leaves the field by any effect you can think of, for any reason, you draw 1 card.

        Because you can search for astrograph, then click the effect to shoot a card (usually in the pendulum zone), picking up the astrograph again. And right at this timing the astrograph will trigger the effect, jump up and search, free 1 body, free 1 card, free 1 draw.

        Selene Queen of the Master Magicians (x2-3)

        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.


        Selene specializes in mercenary work for Sky Striker and all, but when you play this deck, you will know that this card is one of the Endymion cards, because the name of this card does not have Endymion :D


        Not only does this card place 1 billion spell counters in the sky for other cards to use, it also has the ability to jump Spellcaster monsters from the hand or grave, and it is soft once per turn, meaning Selene activates the effect to pull one up. Then link to Selene and click again.

        For example, this card has 10 spell counters. If you use them all, you can link summon this card again to have 10 spell counters :D

        Odd-Eyes Absolute Dragon and Odd-Eyes Vortex Dragon (x1)

        R Rarity
        Odd-Eyes Absolute Dragon
        R Rarity
        Odd-Eyes Absolute Dragon
        Odd-Eyes Absolute Dragon
        WATER
        Odd-Eyes Absolute Dragon
        • ATK:

        • 2800

        • DEF:

        • 2500


        2 Level 7 monsters When any player's monster declares an attack: You can detach 1 material from this card; negate the attack, then you can Special Summon 1 "Odd-Eyes" monster from your hand or GY. If this Xyz Summoned card is sent to the GY: You can Special Summon 1 "Odd-Eyes" monster from your Extra Deck, except "Odd-Eyes Absolute Dragon". You can only use each effect of "Odd-Eyes Absolute Dragon" once per turn.


        R Rarity
        Odd-Eyes Vortex Dragon
        R Rarity
        Odd-Eyes Vortex Dragon
        Odd-Eyes Vortex Dragon
        WIND 7
        Odd-Eyes Vortex Dragon
        • ATK:

        • 2500

        • DEF:

        • 3000


        1 "Odd-Eyes" monster + 1 Pendulum Monster When this card is Special Summoned: You can target 1 opponent's face-up Attack Position monster; return it to the hand. When a Spell/Trap Card or another monster's effect is activated (Quick Effect): You can shuffle 1 face-up Pendulum Monster from your Extra Deck into the Deck, negate the activation, and if you do, destroy that card. You can only use each effect of "Odd-Eyes Vortex Dragon" once per turn.


        That's right, its usage rate is 100% for x1 copy of both children.


        Endymion's multi-star monsters in the core are all 7 stars so it's easy to get Absolute and Absolute goes to the grave, usually as a material for summon link, will jump Vortex and Vortex will target 1 monster in attack position, return to hand, In these positions, the card is negated by pushing 1 face-up pendulum monster from the Extra Deck to the deck, negating the ACTIVATION and destroying to be negated.


        Supreme King Dragon Starving Venom (x1-2)

        SR Rarity
        Supreme King Dragon Starving Venom
        SR Rarity
        Supreme King Dragon Starving Venom
        Supreme King Dragon Starving Venom
        DARK 8
        Supreme King Dragon Starving Venom
        • ATK:

        • 2800

        • DEF:

        • 2000


        2 DARK Pendulum Monsters Must be either Fusion Summoned, or Special Summoned by Tributing the above cards you control (in which case you do not use "Polymerization"). Once per turn: You can target 1 other monster on the field or in the GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects, also for the rest of this turn, if your monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


        6 days 6 nights electrumite cosplay challenge is gooooooo


        It's very easy to raise with just 2 DARK Pendulum monsters. This card mainly uses effects to target ANOTHER card, copying the name and original effect of that card. With a decent body, this card can punch and kill a few of opp's cards. , no one cares about the armor piercing effect :3

        Knightmare Phoenix, Knightmare Unicorn and I:P Masquerena (x0-1)

        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
        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.


        shuffle 1 card or bombard 1 spell/trap turn opp go brrrrr

        Gravity Controller (x0-1)

        R Rarity
        Gravity Controller
        R Rarity
        Gravity Controller
        Gravity Controller
        DARK
        Gravity Controller
        • ATK:

        • 1000

        • LINK-1

        Link Arrow:

        Bottom-Left


        1 non-Link Monster in an Extra Monster Zone Cannot be used as Link Material the turn it is Link Summoned. This card in the Extra Monster Zone cannot be destroyed by battle with a monster in the Main Monster Zone. At the start of the Damage Step, if this card battles an opponent's monster in the Extra Monster Zone: You can return both that opponent's monster and this card to the Deck.


        Since these Pendulum monsters can jump to the Extra Monster Zone, you can play this card and punch the opp monster in the Extra Monster Zone and return both cards to DECK.

        Day-Breaker the Shining Magical Warrior (x1-2)

        SR Rarity
        Day-Breaker the Shining Magical Warrior
        SR Rarity
        Day-Breaker the Shining Magical Warrior
        Day-Breaker the Shining Magical Warrior
        LIGHT
        Day-Breaker the Shining Magical Warrior
        • ATK:

        • 1600

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 Spellcaster monsters If this card is Link Summoned: Place 1 Spell Counter on it. Gains 300 ATK for each Spell Counter on it. You can only activate each of the following effects of "Day-Breaker the Shining Magical Warrior" once per turn. ● If a Spellcaster monster(s) is Special Summoned to a zone(s) this card points to: Place 1 Spell Counter on this card. ● You can remove 2 Spell Counters from this card, then target 1 card on the field; destroy it.


        Has the ability to place spell counters and has the ability to bombard cards, extremely easy to level with just 2 Spellcaster monsters

        x0-1

        UR Rarity
        Underworld Goddess of the Closed World
        UR Rarity
        Underworld Goddess of the Closed World
        Underworld Goddess of the Closed World
        LIGHT
        Underworld Goddess of the Closed World
        • ATK:

        • 3000

        • LINK-5

        Link Arrow:

        Bottom

        Bottom-Right

        Right

        Top-Right

        Top


        4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


        UR Rarity
        Apollousa, Bow of the Goddess
        UR Rarity
        Apollousa, Bow of the Goddess
        Apollousa, Bow of the Goddess
        WIND
        Apollousa, Bow of the Goddess
        • ATK:

        • 0

        • LINK-4

        Link Arrow:

        Bottom-Left

        Bottom

        Bottom-Right

        Top


        2+ monsters with different names, except Tokens You can only control 1 "Apollousa, Bow of the Goddess". The original ATK of this card becomes 800 x the number of Link Materials used for its Link Summon. Once per Chain, when your opponent activates a monster effect (Quick Effect): You can make this card lose exactly 800 ATK, and if you do, negate the activation.


        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.


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

        • 2300

        • LINK-4

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        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):

        Since they're so famous, I'll summarize

        Accesscode : OTK Go Brrrrr
        Apollousa : Negate no once per turn go brrrr
        Ms. Dai: summon pendulum, then steal enemy monsters as link materials, then negate all types of go brrrrr
        Avramax: Gigachad, on the field, no one bothers anyone. When going to the grave, shuffle 1 card, Gravity Controller can help this card come up easier.



        Staple

        mainly magic to place spell counters as quickly as possible

        Terraforming (x1)

        UR Rarity
        Terraforming
        UR Rarity
        Terraforming
        Terraforming
        Spell Normal
        Terraforming

          Add 1 Field Spell from your Deck to your hand.




          Tag(s):

           search field go brrrr

          Upstart Goblin (x3)

          UR Rarity
          Upstart Goblin
          UR Rarity
          Upstart Goblin
          Upstart Goblin
          Spell Normal
          Upstart Goblin

            Draw 1 card, then your opponent gains 1000 LP.


            Draw 1 not once per turn, regardless of opp getting 1000LP, having 3 of these cards = 3 spell counters or more.

            Chicken Game (x2-3)

            UR Rarity
            Chicken Game
            UR Rarity
            Chicken Game
            Chicken Game
            Spell Field
            Chicken Game

              The player with the lowest LP takes no damage. Once per turn, during the Main Phase: The turn player can pay 1000 LP, then activate 1 of these effects; ● Draw 1 card. ● Destroy this card. ● Your opponent gains 1000 LP. Neither player can activate cards or effects in response to this effect's activation.


              has a protection effect, and no one can activate cards or respond when this card activates its effect. Because once per turn is soft once per turn, if you have 3 copies, you can draw the card 3 times.

              Pot of Desires (x0-3)

              SR Rarity
              Pot of Desires
              SR Rarity
              Pot of Desires
              Pot of Desires
              Spell Normal
              Pot of Desires

                Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                Tag(s):

                +1 resource, however this card will take 10 random pieces. If it takes away some important pieces, it will be difficult to play :D

                Into the Void (x3)

                SR Rarity
                Into the Void
                SR Rarity
                Into the Void
                Into the Void
                Spell Normal
                Into the Void

                  If you have 3 or more cards in your hand: Draw 1 card, and if you do, during the End Phase of this turn, discard your entire hand.


                  Draw 1 not once per turn, even though the end phase will discard all the cards in your hand, but if you have experience with the combo once, your hand will run out, so don't be afraid, if you get 3-4 negates and have 1-2 cards left. In your hand, you can send it to the grave, and this deck has many spells, so if you can't use those spells this turn, you can set it on the field to avoid sending those cards to the grave :D

                  Secret Village of the Spellcasters (x1-3)

                  SR Rarity
                  Secret Village of the Spellcasters
                  SR Rarity
                  Secret Village of the Spellcasters
                  Secret Village of the Spellcasters
                  Spell Field
                  Secret Village of the Spellcasters

                    If only you control a Spellcaster monster, your opponent cannot activate Spell Cards. If you control no Spellcaster monsters, you cannot activate Spell Cards.


                    imperial order but I can search it, if I plug this in, sky striker will have to bow his head :)

                    Called by the Grave (x2)

                    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):

                      If you don't use handtrap then opp can't use handtrap either :)

                      Necrovalley (x0-1)

                      UR Rarity
                      Necrovalley
                      UR Rarity
                      Necrovalley
                      Necrovalley
                      Spell Field
                      Necrovalley

                        All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


                         just feel :)

                        Allure of Darkness (x0-3)

                        SR Rarity
                        Allure of Darkness
                        SR Rarity
                        Allure of Darkness
                        Allure of Darkness
                        Spell Normal
                        Allure of Darkness

                          Draw 2 cards, then banish 1 DARK monster from your hand, or, if you do not have any in your hand, send your entire hand to the GY.


                          Note: not 100% of this deck's monsters are DARK




                          Companion unit:

                          - Yu-Gi-Oh! Guidance Vietnam





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