Instructions for Playing Salamangreat (Updated October 13, 2022)

Instructions for Playing Salamangreat (Updated October 13, 2022)

This is a guide to playing the Salamangreat deck.

Sections covered in this guide:




Core

 

Ash Blossom & Joyous Spring (x3)

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

  • 0

  • DEF:

  • 1800


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


That's right Peter, the handtrap in this deck is the core, because it's FIRE, that's right, because it's FIRE, it can be picked up and used again :)

Salamangreat Gazelle (x2)

SR Rarity
Salamangreat Gazelle
SR Rarity
Salamangreat Gazelle
Salamangreat Gazelle
FIRE 3
Salamangreat Gazelle
  • ATK:

  • 1500

  • DEF:

  • 1000


If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


Vozer Salamangreat is currently at the beginning of development. It can be said that Gazell is the king of cards. Having money and power. Earning a lot of $ and being respected by society.

My younger brother studied mechanical engineering, was born in 1996. He taught himself how to play Salamangreat and then worked remotely for an American company for 2 years. Every evening, Gazell normally takes 3-4 hours to finish the job. Monthly salary 3k6. But the main income is still from taking on outside projects. Making 2 or 3 easy meals a week costs 9, 10k for fresh, real rice without having to pay tax. I've been working for almost 3 years and I've already bought all the garages. Think about it.

For a girl, just hearing him say Normal Gazell makes her watery. There was a girl who was an international student in Australia. When she came back, her older sister introduced her to work at VCB bank. How did that guy go to open a credit card and get caught up with both you and me? The three of them live together in a luxury apartment. When the girl's family first heard about it, they initially objected, then when they found out about that guy, Normal Gazell changed their attitude. They asked each other three times, gave them gifts every five days, and always urged them to get married so they wouldn't miss out on a good deal.




FIRST TO SAY, GAZELL is Level 3, used to Xyz out horses, when Gazell comes onto the field, he will throw 1 Salamangreat card into the grave, that's right, monsters, magic or traps can be controlled, and the grave is their home, throwing monsters monsters jump up, and if you throw spells/traps, you pick them up every time, and when the Salamangreat monster is sent to the grave, you can special summon this card from your hand. Because this card is too +, it was limited to 1. is the king of the Salamangreats, no matter what card you hold, if you have Gazell, just normal summon first and then count 10/10


Well, if it's not limited to 2, just x3

Salamangreat Spinny (x3)

SR Rarity
Salamangreat Spinny
SR Rarity
Salamangreat Spinny
Salamangreat Spinny
FIRE 3
Salamangreat Spinny
  • ATK:

  • 1000

  • DEF:

  • 1500


If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


The ability to self-throw and gain 500 ATK is nice, but mainly because it's already in the grave, 500 ATK is nothing hot, because self-throw is a cost so opp can't stop it from landing,


it is Level 3

When this card is in the grave and you have a Salamangreat monster, you can jump this card but banish it when leaving the field, and the solution is to detact this card to activate the effect of the Xyz monster so it will go to the grave instead of banish. , has both effect and cooldown (yes, the card in the grave is like a card in hand)

Salamangreat Foxy (x3)

N Rarity
Salamangreat Foxy
N Rarity
Salamangreat Foxy
Salamangreat Foxy
FIRE 3
Salamangreat Foxy
  • ATK:

  • 1000

  • DEF:

  • 1200


When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


Please read the effect of Pot Of Duality :D, and this card is Pot Of Duality, so x3 is easy to understand, Level 3 and knows how to jump, when this card jumps onto the field, shoot 1 spell/trap on the field, Because it's a trigger from the grave, you can shoot Skill Drain, X3 is easy to understand and reasonable (it's also N, otherwise x3 would be a bit of a waste).

Salamangreat Jack Jaguar (x2)

R Rarity
Salamangreat Jack Jaguar
R Rarity
Salamangreat Jack Jaguar
Salamangreat Jack Jaguar
FIRE 4
Salamangreat Jack Jaguar
  • ATK:

  • 1800

  • DEF:

  • 1200


If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.


Level 4 is a bit ugly but still usable, has the ability to restock and jump automatically


Level 4 can upgrade to Number 41, Abyss Dweller,...

Salamangreat Falco (x1)

N Rarity
Salamangreat Falco
N Rarity
Salamangreat Falco
Salamangreat Falco
FIRE 4
Salamangreat Falco
  • ATK:

  • 1200

  • DEF:

  • 1600


If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.


Pick up the counter trap again, push the monster back into your hand to jump from the grave (yep push Gazell up to normalize Gazell) but Level 4 is a bit ugly and is a card you don't want to pick up on turn 1 and can be searched so x1 is fine.

Salamangreat Meer (x0-1)

N Rarity
Salamangreat Meer
N Rarity
Salamangreat Meer
Salamangreat Meer
FIRE 2
Salamangreat Meer
  • ATK:

  • 800

  • DEF:

  • 600


If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.


If you want to play, you can play but if you brick, you have to pay for it yourself :3


When this card is put into your hand, unless you draw it, you throw this card in your opponent's face and show them this card, and jump from your hand onto the field :D. In addition, you can also jump yourself when discarding another Salamangreat (monster/spell/trap).

This one mainly uses the self-jumping effect when added from hand. Throwing cards to jump depends on the situation and is Level 2 (if not a very wasteful level of the deck), so it is rarely used.

Salamangreat Fowl (x0-1)

R Rarity
Salamangreat Fowl
R Rarity
Salamangreat Fowl
Salamangreat Fowl
FIRE 4
Salamangreat Fowl
  • ATK:

  • 1800

  • DEF:

  • 200


If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.


Jump to Level 4 yourself


As much as you know, that's fine because that's why people brought this card, this card doesn't have any other effects (because no one uses it).

Salamangreat Circle (x3)

SR Rarity
Salamangreat Circle
SR Rarity
Salamangreat Circle
Salamangreat Circle
Spell Quick
Salamangreat Circle

    Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.


    Search gazell is welcome to deck, the effect of choosing a link and that one is unaffect is ok, but search gazell peter, trust me, gazell is like aleister, let's search and normal summon




    Just kidding, this card is a quick-play spell that also has the word Salamangreat, so it should be picked up and turned to opp to search and chain link 2 to counter the opp monster effect, both searching and protecting the recovery by another card.

    Salamangreat Sanctuary (x1-2)

    SR Rarity
    Salamangreat Sanctuary
    SR Rarity
    Salamangreat Sanctuary
    Salamangreat Sanctuary
    Spell Field
    Salamangreat Sanctuary

      If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.


      Bring x1 because you can search, but bring x2 for what? to search for more copies when you hold this card in your hand, so what does the second piece do? As a discard item, what about peeling the 2 leaves in your hand? If you have bad luck with a gambling game, you should stop playing it or turn off your computer and go to sleep, what other games like this are like?



      This card's main purpose is:
      If you're using wibu, it's called Reincarnation Link Summon

      If you don't watch the anime, you can use a Link monster of the same name to link into another monster of the same name in the extra deck and when summoned like this, you will activate that monster's hidden effect. Understand ? Don't understand? Watch the anime, it's cool :D

      Will of the Salamangreat (x1-2)

      R Rarity
      Will of the Salamangreat
      R Rarity
      Will of the Salamangreat
      Will of the Salamangreat
      Spell Continuous
      Will of the Salamangreat

        During your Main Phase: You can Special Summon 1 "Salamangreat" monster from your hand or GY. You can send this face-up card from the field to the GY, then target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; Special Summon "Salamangreat" monster(s) from your hand and/or GY in Defense Position, up to the number of that monster's Link Rating. You can only use 1 "Will of the Salamangreat" effect per turn, and only once that turn.


        super monster jump pro vjp, this card allows you to jump back 1 Gazell Salamangreat from your hand or grave,


        Or send this card to the grave to jump the monster using the Salamangreat monster's rating link by Reincarnation Link Summon for battle.

        Salamangreat Rage (x1-2)

        R Rarity
        Salamangreat Rage
        R Rarity
        Salamangreat Rage
        Salamangreat Rage
        Trap Normal
        Salamangreat Rage

          Activate 1 of these effects. ● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating. You can only activate 1 "Salamangreat Rage" per turn.


          Searchable: check

          Returns by other salamangreat: check
          shoot card: check
          This card mainly uses effect 2, well it's about Reincarnation Link Summon, you target a link monster that has Reincarnation Link Summoned, shoot an opp card controlled by that monster's link rating (usually 2 because Sunlight Wolf is often placed on the field).

          As for effect 1... yeh sida is better than shooting 1 card, but this effect makes this card miss combo but still shoots cards and complements effect 2 very well

          Salamangreat Roar (x1-2)

          SR Rarity
          Salamangreat Roar
          SR Rarity
          Salamangreat Roar
          Salamangreat Roar
          Trap Counter
          Salamangreat Roar

            When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.


            Searchable: check

            Goods can be returned: check
            counter trap : check
            yes negate : check
            has destroy : check
            CLEAN UP YOURSELF: CHECKKKKKKKKKKK

            1 omni negate (negate spell/trap/monster), then destroy and reset when Reincarnation Link Summon, don't care about the banish effect when leaving the field, because the next turn you OTK opp cmnr



            Extra Deck

             

            Salamangreat Balelynx (x2-3)

            SR Rarity
            Salamangreat Balelynx
            SR Rarity
            Salamangreat Balelynx
            Salamangreat Balelynx
            FIRE
            Salamangreat Balelynx
            • ATK:

            • 500

            • LINK-1

            Link Arrow:

            Bottom


            1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.


            is one of the creatures that make up the one card combo, do you remember the SalamanGREAT jumping from the grave, so how do you get it to the grave? Get it from the link and you're done :D


            This one can search fields and has the ability to banish for protection, too good for a Link 1


            (By the way, this one was also taken by the Code Talkers and used as a mercenary)

            Salamangreat Sunlight Wolf (x3)

            UR Rarity
            Salamangreat Sunlight Wolf
            UR Rarity
            Salamangreat Sunlight Wolf
            Salamangreat Sunlight Wolf
            FIRE
            Salamangreat Sunlight Wolf
            • ATK:

            • 1800

            • LINK-2

            Link Arrow:

            Top

            Bottom


            2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


            This monster has the ability to pick up FIRE monsters. If you don't know how to play, I advise you to pick up spring or gazell, then play slowly and then deal with it, because it has many targets to pick up, so you should handle it depending on the situation to optimize its effect. this leaf. But thanks to picking spring, each turn is almost free 1.



            and when this card is Reincarnation Link Summoned, you pick up 1 Salamangreat spell/trap from the grave, yes you can pick up the counter trap again

            Salamangreat Heatleo (x0)

            UR Rarity
            Salamangreat Heatleo
            UR Rarity
            Salamangreat Heatleo
            Salamangreat Heatleo
            FIRE
            Salamangreat Heatleo
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Top

            Bottom-Left

            Bottom-Right


            2+ FIRE Effect Monsters If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase, if this card was Link Summoned using "Salamangreat Heatleo" as material: You can target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.


            has the ability to push spells/traps straight to the deck and turn opp monsters into sandbags and punch them. Everyone thinks what is this one for? This bait can be negated (because if opp doesn't negate, he will be punched to death) and it is Link 3 so Rage shoots 3 cards

            Salamangreat Miragestallio (x1)

            SR Rarity
            Salamangreat Miragestallio
            SR Rarity
            Salamangreat Miragestallio
            Salamangreat Miragestallio
            FIRE
            Salamangreat Miragestallio
            • ATK:

            • 2000

            • DEF:

            • 900


            2 Level 3 monsters You can detach 1 material from this card; Special Summon 1 "Salamangreat" monster from your Deck in Defense Position, also you cannot activate monster effects for the rest of this turn, except FIRE monsters. If this Xyz Summoned card is sent to the GY as material for the Link Summon of a "Salamangreat" monster: You can target 1 monster on the field; return it to the hand. You can only use each effect of "Salamangreat Miragestallio" once per turn.


            Rank 3 is easy to get, search for a Salamangreat you want to get on the field, but you only use the FIRE monster effect until the end of your turn (sometimes it's important, trust me). If this monster is used as a link material, push 1 opp card back.



            Play x1, because trust me you only use this one once to win cmnr, and you can pick it up again, even if this one gets banned it won't have much of an effect.

            Splash Mage (x1)

            SR Rarity
            Splash Mage
            SR Rarity
            Splash Mage
            Splash Mage
            WATER
            Splash Mage
            • ATK:

            • 1100

            • LINK-2

            Link Arrow:

            Top-Right

            Bottom-Right


            2 Cyberse monsters You can target 1 Cyberse monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. You can only use this effect of "Splash Mage" once per turn.


            Allows you to jump Cyberse monsters from the grave (any link is fine)


            As for the line where you only summon Cyberse monsters this turn, leave it out, who cares if the deck is full of Cyberse

            x1

            This monster, when in defense position, will change the entire field's monsters to defense position, and effects cannot be activated (that's right, link monsters cannot be defended, so only opps cannot activate effects).

            Decode Talker Heatsoul (x1-2)

            UR Rarity
            Decode Talker Heatsoul
            UR Rarity
            Decode Talker Heatsoul
            Decode Talker Heatsoul
            FIRE
            Decode Talker Heatsoul
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Top

            Bottom-Left

            Bottom-Right


            2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


            The build conditions are very weak, but you can build with Splash Mage (WATER) and 1 of your Cyberse Salamangreat monsters (FIRE), and get this one.


            This one has a quick effect that removes 1000 LP and draws 1 (yes, luckily it gets 2 handtraps).

            This one doesn't have effect 3 :D



            Staple

             

            handtrap & staple

            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
              Forbidden Droplet
              UR Rarity
              Forbidden Droplet
              Forbidden Droplet
              Spell Quick
              Forbidden Droplet

                Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                Tag(s):

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

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




                  Tag(s):

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

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




                    Tag(s):

                    UR Rarity
                    Infinite Impermanence
                    UR Rarity
                    Infinite Impermanence
                    Infinite Impermanence
                    Trap Normal
                    Infinite Impermanence

                      Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                      SR Rarity
                      Droll & Lock Bird
                      SR Rarity
                      Droll & Lock Bird
                      Droll & Lock Bird
                      WIND 1
                      Droll & Lock Bird
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


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

                      • 500

                      • DEF:

                      • 200


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


                      UR Rarity
                      Nibiru, the Primal Being
                      UR Rarity
                      Nibiru, the Primal Being
                      Nibiru, the Primal Being
                      LIGHT 11
                      Nibiru, the Primal Being
                      • ATK:

                      • 3000

                      • DEF:

                      • 600


                      During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                      SR Rarity
                      Token Collector
                      SR Rarity
                      Token Collector
                      Token Collector
                      EARTH 4
                      Token Collector
                      • ATK:

                      • 0

                      • DEF:

                      • 2000


                      If a Token is Special Summoned (except during the Damage Step): You can Special Summon this card from the GY (if it was there when the Token was Special Summoned) or hand (even if not). You can only use this effect of "Token Collector" once per turn. If this card is Special Summoned: Destroy as many Tokens on the field as possible, and if you do, this card gains 400 ATK for each Token destroyed. Neither player can Special Summon Tokens.


                      SR Rarity
                      D.D. Crow
                      SR Rarity
                      D.D. Crow
                      D.D. Crow
                      DARK 1
                      D.D. Crow
                      • ATK:

                      • 100

                      • DEF:

                      • 100


                      (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                      UR Rarity
                      Effect Veiler
                      UR Rarity
                      Effect Veiler
                      Effect Veiler
                      LIGHT 1
                      Effect Veiler
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                      Play whatever you like

                      Flame Bufferlo and Lady Debug (x0-3)

                      SR Rarity
                      Flame Bufferlo
                      SR Rarity
                      Flame Bufferlo
                      Flame Bufferlo
                      FIRE 3
                      Flame Bufferlo
                      • ATK:

                      • 1400

                      • DEF:

                      • 200


                      If this face-up card leaves the field: You can discard 1 Cyberse monster, and if you do, draw 2 cards. You can only use this effect of "Flame Bufferlo" once per turn.


                      SR Rarity
                      Lady Debug
                      SR Rarity
                      Lady Debug
                      Lady Debug
                      LIGHT 4
                      Lady Debug
                      • ATK:

                      • 1700

                      • DEF:

                      • 1400


                      If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


                      You can play 1 of 2 or both


                      Flame Buffalo gives you +2 resources because the card you discard activates the effect from the grave so it is not deducted (the only thing you lose is the normal summon)

                      Lady Debug, search for 1 Cyberse Level 3 or lower, you like to search or draw, it's up to you, I will choose draw

                      Pot of Desires (x2-3)

                      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):

                        is a necessary pot because it + resources and decks can still be played without gazells, so it's okay to miss 2 gazell pieces.

                        Cynet Mining (x0-3)

                        UR Rarity
                        Cynet Mining
                        UR Rarity
                        Cynet Mining
                        Cynet Mining
                        Spell Normal
                        Cynet Mining

                          Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


                          searcher but cannot be used because it is a UR


                          Just kidding, it depends on each person, it's like the lady debug and flame buffalo above

                          Solemn Judgment and Solemn Strike (x0-3)

                          UR Rarity
                          Solemn Judgment
                          UR Rarity
                          Solemn Judgment
                          Solemn Judgment
                          Trap Counter
                          Solemn Judgment

                            When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                            Tag(s):

                            UR Rarity
                            Solemn Strike
                            UR Rarity
                            Solemn Strike
                            Solemn Strike
                            Trap Counter
                            Solemn Strike

                              When a monster(s) would be Special Summoned, OR a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card.




                              Tag(s):

                              These are the cards I put in the deck and they are all x3, depending on each person's playing style, do you like to control snowball or control 1 turn and then go to Accesscode OTK

                              greasy

                              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.


                              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.


                              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.


                                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.


                                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.


                                  Just kidding, why bother?

                                  Update Jammer, Transcode Talker and Accesscode Talker (OTK)

                                  N Rarity
                                  Update Jammer
                                  N Rarity
                                  Update Jammer
                                  Update Jammer
                                  WIND
                                  Update Jammer
                                  • ATK:

                                  • 2000

                                  • LINK-2

                                  Link Arrow:

                                  Top

                                  Left


                                  2 Level 2 or higher Cyberse monsters Once per battle, during damage calculation, if your Cyberse monster battles (Quick Effect): You can activate this effect; negate all other card effects on the field until the end of the Damage Step, damage calculation for this battle uses each monster's original ATK/DEF, also if an opponent's monster is destroyed by this battle and sent to the GY, inflict 1000 damage to your opponent. If this card is sent to the GY as Link Material: That Link Monster can make a second attack during each Battle Phase this turn.


                                  SR Rarity
                                  Transcode Talker
                                  SR Rarity
                                  Transcode Talker
                                  Transcode Talker
                                  EARTH
                                  Transcode Talker
                                  • ATK:

                                  • 2300

                                  • LINK-3

                                  Link Arrow:

                                  Top

                                  Right

                                  Bottom


                                  2+ Effect Monsters While this card is co-linked, it and its co-linked monsters gain 500 ATK, also your opponent cannot target any of them with card effects. You can target 1 Link-3 or lower Cyberse Link Monster in your GY, except "Transcode Talker"; Special Summon it to your zone this card points to. You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. You can only use this effect of "Transcode Talker" once per turn.


                                  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):

                                  textbook: you use update jammer and monster to go to Transcode, Transcode pulls back to Update Jammer, use both to go to Accesscode and Accesscode now have 5300 ATK, shoot 2 cards and punch 2 times

                                  Linguriboh (x0-1)

                                  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.


                                  negate trap then banish, Eldlich bows his head

                                  Number 41: Bagooska the Terribly Tired Tapir (x1)

                                  SR Rarity
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  SR Rarity
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  EARTH
                                  Number 41: Bagooska the Terribly Tired Tapir
                                  • ATK:

                                  • 2100

                                  • DEF:

                                  • 2000


                                  2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                                  When this monster is in face-up defense position, all monsters will go into defense position, and defense position monsters cannot activate effects, and link monsters cannot defend so they will not be negated :D

                                  Dogoran the Mad Flame Kaiju (x0-3)

                                  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.


                                  I play these 3 in Salamangreat deck, FIRE system so I can pick them up :) and the way to get rid of them is just take Heatleo to reduce ATK and then punch :D

                                  Promethean Princess Bestower of Flames (x1)

                                  UR Rarity
                                  Promethean Princess, Bestower of Flames
                                  UR Rarity
                                  Promethean Princess, Bestower of Flames
                                  Promethean Princess, Bestower of Flames
                                  FIRE
                                  Promethean Princess, Bestower of Flames
                                  • ATK:

                                  • 2700

                                  • LINK-3

                                  Link Arrow:

                                  Left

                                  Bottom

                                  Right


                                  2+ Effect Monsters You cannot Special Summon monsters, except FIRE monsters. You can only use each of the following effects of "Promethean Princess, Bestower of Flames" once per turn. During your Main Phase: You can Special Summon 1 FIRE monster from your GY. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can target 1 FIRE monster you control and 1 monster your opponent controls; destroy them, and if you do, Special Summon this card.


                                  Waifu has Animation


                                  has the ability to jump a fire monster from the grave (jump back to Sunlight Wolf to get SalamanGREAT body or get body link 2), or jump back to Gazell,...

                                  has the ability to shoot a card when opp summons it especially when this card is in the grave, then this card will jump from the grave to the field (body 2700 is also called quite large to be OTKed or overcome, of course after capturing a bunch of handtraps)

                                  Amphibious Swarmship Amblowhale (x1)

                                  SR Rarity
                                  Amphibious Swarmship Amblowhale
                                  SR Rarity
                                  Amphibious Swarmship Amblowhale
                                  Amphibious Swarmship Amblowhale
                                  FIRE
                                  Amphibious Swarmship Amblowhale
                                  • ATK:

                                  • 2600

                                  • LINK-4

                                  Link Arrow:

                                  Left

                                  Bottom

                                  Bottom-Right

                                  Right


                                  2+ Effect Monsters Gains 200 ATK for each Link Monster in the GYs. You can only use each of the following effects of "Amphibious Swarmship Amblowhale" once per turn. ● If this card is destroyed: You can target 1 Link-3 or lower monster in either GY; Special Summon it. ● If a Link-3 or lower monster(s) on the field is destroyed by battle or card effect while this card is in your GY: You can banish this card from your GY; destroy 1 card on the field.


                                  The best way for our fire waifu to go to the grave is to link to the ship. If the ship is destroyed, you can jump a body from the grave to use it as a sandbag (or get the salamanGREAT body).


                                  and has the ability to shoot cards even in the grave like a fire waifu, creating pressure on the opponent



                                  Cumbo

                                   

                                  Salamangreat Foxy and Salamangreat Spinny (2 card combo ( Foxy + Spinny ) )

                                  N Rarity
                                  Salamangreat Foxy
                                  N Rarity
                                  Salamangreat Foxy
                                  Salamangreat Foxy
                                  FIRE 3
                                  Salamangreat Foxy
                                  • ATK:

                                  • 1000

                                  • DEF:

                                  • 1200


                                  When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


                                  SR Rarity
                                  Salamangreat Spinny
                                  SR Rarity
                                  Salamangreat Spinny
                                  Salamangreat Spinny
                                  FIRE 3
                                  Salamangreat Spinny
                                  • ATK:

                                  • 1000

                                  • DEF:

                                  • 1500


                                  If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


                                  I> Normal Foxy and don't activate its effect :) (really, read the text card, that last line), Link to Balelynx, search Field, plug in Field

                                  II> Foxy throws Spinny to jump up, Spinny jumps up, Xyz out Horse, Gazell Jumping Horse :), Gazell throws Rage or Roar depending on your play style.
                                  III> Horse + Balelynx -> Sunlight Wolf, Link Gazell -> Balelynx in the box Sunlight Wolf points to, trigger effect to pick up Gazell, Tensei Link Shoukan Sunlight Wolf, click effect to pick up the trap.
                                  IV> Set Trap End Turn

                                  Cynet Mining and Salamangreat Spinny (2 card combo )

                                  UR Rarity
                                  Cynet Mining
                                  UR Rarity
                                  Cynet Mining
                                  Cynet Mining
                                  Spell Normal
                                  Cynet Mining

                                    Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


                                    SR Rarity
                                    Salamangreat Spinny
                                    SR Rarity
                                    Salamangreat Spinny
                                    Salamangreat Spinny
                                    FIRE 3
                                    Salamangreat Spinny
                                    • ATK:

                                    • 1000

                                    • DEF:

                                    • 1500


                                    If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


                                    I> Mining throws Spinny, search Gazell, Gazell jumps on its own, throws Rage or Roar trap, Spinny jumps, Xyz jumps on Horse, Detact Horse Spinny jumps on Jack Jaguar, Jack Jaguar links to Balelynx, Link both to Sunlight Wolf

                                    II> Jack Jaguar jumped up by pushing the Horse back, Sunlight Wolf picked up Gazell, Tensei Link Shoukan Sunlight Wolf then picked up the trap
                                    III> Set Trap End Turn.

                                    Salamangreat Spinny and Lady Debug (The next 2 card combos, Spinny is always the best)

                                    SR Rarity
                                    Salamangreat Spinny
                                    SR Rarity
                                    Salamangreat Spinny
                                    Salamangreat Spinny
                                    FIRE 3
                                    Salamangreat Spinny
                                    • ATK:

                                    • 1000

                                    • DEF:

                                    • 1500


                                    If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


                                    SR Rarity
                                    Lady Debug
                                    SR Rarity
                                    Lady Debug
                                    Lady Debug
                                    LIGHT 4
                                    Lady Debug
                                    • ATK:

                                    • 1700

                                    • DEF:

                                    • 1400


                                    If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


                                    I> Normal Lady Debug, search Gazell. Then link -> Balelynx, search Field, Spinny throws itself, Gazell trigger effect jumps onto the field, throws Roar or Rage. Click Field.

                                    II> Gazell + Spinny -> Horse, Spinny Detach Horse jumps Jack Jaguar, Jack Jaguar + Balelynx -> Sunlight Wolf, Tensei Link Shoukan. Jack Jaguar pushed Spinny up, Sunlight Wolf picked up Gazell, Sunlight Wolf picked up Trap.
                                    III> Set Trap End Turn




                                    Companion unit:

                                    - Yu-Gi-Oh! Guidance Vietnam





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