Instructions for Playing Vaylantz

Instructions for Playing Vaylantz

WAIT: IF YOU HAVE EVER PLAYED RITUAL BEAST, THIS DECK TAKES A LOT MORE BRAIN, CONSIDER CAREFULLY BEFORE READING AND UNDERSTANDING



And it takes even more brainpower when this deck is a combo deck :)

Vaylantz is a Pendulum deck and if your eyes are staggered you should not play this deck. When you play this deck you will feel like you are playing chess in a card game.

The deck mainly consists of WATER Spellcaster and FIRE Machine monsters

Sections covered in this guide:




CORE

 

Vaylantz World - Shinra Bansho and Vaylantz World - Konig Wissen (x1-3)

UR Rarity
Vaylantz World - Shinra Bansho
UR Rarity
Vaylantz World - Shinra Bansho
Vaylantz World - Shinra Bansho
Spell Field
Vaylantz World - Shinra Bansho

    When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Shinra Bansho". If there are 2 cards in the Field Zones: The turn player can target 1 Monster Card in their own Spell & Trap Zone; they Special Summon that card to their own Main Monster Zone in its same column. The turn player can only use this effect of "Vaylantz World - Shinra Bansho" once per turn.


    UR Rarity
    Vaylantz World - Konig Wissen
    UR Rarity
    Vaylantz World - Konig Wissen
    Vaylantz World - Konig Wissen
    Spell Field
    Vaylantz World - Konig Wissen

      When this card is activated: Place 1 "Vaylantz" Field Spell from your Deck face-up in your opponent's Field Zone, except "Vaylantz World - Konig Wissen". If there are 2 cards in the Field Zones: The turn player can target 1 Effect Monster in the opponent's Main Monster Zone, in the same column as one of the monsters they control; they place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card.) The turn player can only use this effect of "Vaylantz World - Konig Wissen" once per turn.


      This card has the same effect: when activated , it will place 1 field vaylantz card from your deck on the opp field, except the card has the same name as the activated card.


      and when there are 2 leaves on the field zone, it will be possible to do:

      Shinra Bansho: whoever's turn it is, they jump monsters from the spell/trap box to the monster zone in the same column that card used to be in (generally opps can't use this effect unless they have pendulum monsters).

      Konig Wissen: select an opp effect monster and place it in the spell/trap zone in the same column as the cell it was in.

      These are searchable leaves and are beneficial to you, especially Konig Wissen bait negate or deal with non-destroyed cards very well, but you have to have 2 cards in the field zone to use it and opp can also use it so sometimes it's a bit of a squeeze.

      Shinonome the Vaylantz Priestess (x3)

      SR Rarity
      Shinonome the Vaylantz Priestess
      SR Rarity
      Shinonome the Vaylantz Priestess
      Shinonome the Vaylantz Priestess
      WATER 21
      Shinonome the Vaylantz Priestess
      • ATK:

      • 500

      • DEF:

      • 500


      [ Pendulum Effect ] During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Shinonome the Vaylantz Priestess" once per turn. [ Monster Effect ] During your Main Phase, if you control this Special Summoned card: You can add 1 "Vaylantz" Spell from your Deck to your hand. If this card in the Monster Zone moves to another Monster Zone: You can add 1 "Vaylantz" monster from your Deck to your hand, except "Shinonome the Vaylantz Priestess". You can only use each effect of "Shinonome the Vaylantz Priestess" once per turn.


      our waifu


      This monster has the ability to jump on its own when placed in the pendulum, so there is no need to use a normal summon. However, when in the monster zone, it has the ability to search spells (usually War) and monsters are extremely stable.

      Vaylantz Buster Baron (x2-3)

      R Rarity
      Vaylantz Buster Baron
      R Rarity
      Vaylantz Buster Baron
      Vaylantz Buster Baron
      FIRE 21
      Vaylantz Buster Baron
      • ATK:

      • 800

      • DEF:

      • 800


      [ Pendulum Effect ] During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Buster Baron" once per turn. [ Monster Effect ] If you control this Special Summoned card: You can target 1 other "Vaylantz" monster in your Main Monster Zone; move that monster you control to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card in either player's Pendulum Zone; place it face-up in its adjacent Spell & Trap Zone as a Continuous Spell. You can only use each effect of "Vaylantz Buster Baron" once per turn.


      have the ability to jump on their own, have the ability to move your monsters to another space (because these monsters jump straight up, so you have to move a slot out for another monster to jump on, like the case of the Mekk-Knights).


      Moreover, there is also the ability to break opp's scale and move the vaylantz monster in the pendulum scale to another cell to jump up.

      Saion the Vaylantz Archer (x1-2)

      N Rarity
      Saion the Vaylantz Archer
      N Rarity
      Saion the Vaylantz Archer
      Saion the Vaylantz Archer
      WATER 41
      Saion the Vaylantz Archer
      • ATK:

      • 1100

      • DEF:

      • 1100


      [ Pendulum Effect ] During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Saion the Vaylantz Archer" once per turn. [ Monster Effect ] If you control this Special Summoned card: You can target 1 Effect Monster on the field; toss a coin and if the result is heads, negate its effects, or if the result is tails, halve its ATK. If this card in the Monster Zone moves to another Monster Zone: You can target 1 card on the field; toss a coin and if the result is heads, destroy it, or if the result is tails, return it to the hand. You can only use each effect of "Saion the Vaylantz Archer" once per turn.


      Has the ability to jump and bait negate well, level 4

      Vaylantz Voltage Viscount (x2-3)

      N Rarity
      Vaylantz Voltage Viscount
      N Rarity
      Vaylantz Voltage Viscount
      Vaylantz Voltage Viscount
      FIRE 41
      Vaylantz Voltage Viscount
      • ATK:

      • 1400

      • DEF:

      • 1400


      [ Pendulum Effect ] During your Main Phase: You can Special Summon this card to your Main Monster Zone in its same column, also you cannot Special Summon non-"Vaylantz" monsters for the rest of this turn, except from the Extra Deck. You can only use this effect of "Vaylantz Voltage Viscount" once per turn. [ Monster Effect ] During your Main Phase, if you control this Special Summoned card: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck, face-up in your Spell & Trap Zone as a Continuous Spell. If this card in the Monster Zone moves to another Monster Zone: You can place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Voltage Viscount" once per turn.


      has the ability to jump on its own, placing monsters from the extra deck on the field for them to jump, so thanks to this monster we never use normal summons, yep it's level 4 - the king of levels in this deck

      Nazuki the Vaylantz Ninja (x3)

      R Rarity
      Nazuki the Vaylantz Ninja
      R Rarity
      Nazuki the Vaylantz Ninja
      Nazuki the Vaylantz Ninja
      WATER 61
      Nazuki the Vaylantz Ninja
      • ATK:

      • 1800

      • DEF:

      • 1800


      [ Pendulum Effect ] If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Nazuki the Vaylantz Ninja" once per turn. [ Monster Effect ] You can target 1 other monster in either Main Monster Zone; move that monster to an adjacent (horizontal) Monster Zone. If this card in the Monster Zone moves to another Monster Zone: You can target 1 "Vaylantz" Monster Card in your Spell & Trap Zone; Special Summon it to your Main Monster Zone in its same column. You can only use each effect of "Nazuki the Vaylantz Ninja" once per turn.


      has the ability to jump on its own, but only when there is Shinra Bansho or a water-type Vaylantz monster on the field. This monster has the ability to jump for your other vaylantz and change places for other Vaylantz to jump. Level 6 should be able to get a few cards like Norito, or Link always let it fight

      Vaylantz Mad Marquess (x3)

      N Rarity
      Vaylantz Mad Marquess
      N Rarity
      Vaylantz Mad Marquess
      Vaylantz Mad Marquess
      FIRE 61
      Vaylantz Mad Marquess
      • ATK:

      • 1700

      • DEF:

      • 1700


      [ Pendulum Effect ] If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Mad Marquess" once per turn. [ Monster Effect ] During your Main Phase: You can roll a six-sided die, excavate that many cards from the top of your Deck (or as many as you can), and if you do, you can add 1 excavated "Vaylantz" card to your hand, also shuffle the rest into the Deck. If this card in the Monster Zone moves to another Monster Zone: You can roll a six-sided die, and if you roll a 2, 3, 4, or 5, Special Summon 1 Monster Card from your Spell & Trap Zone to your Main Monster Zone in its same column. You can only use each effect of "Vaylantz Mad Marquess" once per turn.


      If you have Konig Wissen or the FIRE Vaylantz monster, this monster can jump on its own, this monster has the ability to search, but remember to offer the chicken because if you excavate 6 cards, you may not have the card you need or even not have any card at all, and there is a possibility that ability to jump other Vaylantz monsters (but you must not roll them 1 and 6).


      This one is Level 6 so it can Xyz some monsters like Norito

      Vaylantz Dominator Duke (x0-2)

      N Rarity
      Vaylantz Dominator Duke
      N Rarity
      Vaylantz Dominator Duke
      Vaylantz Dominator Duke
      FIRE 81
      Vaylantz Dominator Duke
      • ATK:

      • 2000

      • DEF:

      • 2000


      [ Pendulum Effect ] If "Vaylantz World - Konig Wissen" is in a Field Zone or if you control a FIRE "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Vaylantz Dominator Duke" once per turn. [ Monster Effect ] You can target 1 Set card in the Spell & Trap Zone; that Set card cannot be activated this turn (even if this card leaves the field). If this card in the Monster Zone moves to another Monster Zone: You can target 1 face-up monster in your opponent's Main Monster Zone; take control of that face-up monster, but it cannot declare an attack nor activate its effects, also it is treated as a "Vaylantz" monster. You can only use each effect of "Vaylantz Dominator Duke" once per turn.


      Only jump when there is a Vaylantz FIRE or Konig Wissen monster, this card has the ability to bait opp's spells/traps well as well as the body-stealing effect of opp's monster. Moreover, that monster is still considered a Vaylantz monster, but that monster cannot attack or activate its effects, Level 8 so you can get numbers like Number 38

      Hojo the Vaylantz Warrior (x0-2)

      N Rarity
      Hojo the Vaylantz Warrior
      N Rarity
      Hojo the Vaylantz Warrior
      Hojo the Vaylantz Warrior
      WATER 81
      Hojo the Vaylantz Warrior
      • ATK:

      • 1900

      • DEF:

      • 1900


      [ Pendulum Effect ] If "Vaylantz World - Shinra Bansho" is in a Field Zone or if you control a WATER "Vaylantz" monster: You can Special Summon this card to your Main Monster Zone in its same column. You can only use this effect of "Hojo the Vaylantz Warrior" once per turn. [ Monster Effect ] You can target 1 face-up card in either Spell & Trap Zone; return it to the hand. If this card in the Monster Zone moves to another Monster Zone (except during the Damage Step): You can Fusion Summon 1 "Vaylantz" Fusion Monster from your Extra Deck, using monsters from your hand, field, and/or Pendulum Zones. You can only use each effect of "Hojo the Vaylantz Warrior" once per turn.


      Only when there is Shinra Bansho or WATER Vaylantz can jump, this one has the ability to push spell/trap opp and fusion (which is usually taken to Xyz with Link) but it has to be said again, having only this one is possible Take on this boss the textbook way

      Senet Switch and Vaylantz Wars - The Place of Beginning (change monster position)

      N Rarity
      Senet Switch
      N Rarity
      Senet Switch
      Senet Switch
      Spell Continuous
      Senet Switch

        Once per turn, during your Main Phase, you can move 1 monster on your side of the field to an adjacent (horizontal) unoccupied Monster Card Zone.


        R Rarity
        Vaylantz Wars - The Place of Beginning
        R Rarity
        Vaylantz Wars - The Place of Beginning
        Vaylantz Wars - The Place of Beginning
        Spell Normal
        Vaylantz Wars - The Place of Beginning

          Add 1 "Vaylantz" Field Spell from your Deck to your hand, then you can apply the following effect. ● Destroy 1 Pendulum Monster Card you control, and if you do, add 1 "Senet Switch" from your Deck to your hand. If this card is in your GY, except the turn it was sent there: You can banish this card; place 1 face-up "Vaylantz" Pendulum Monster from your Extra Deck in your Pendulum Zone. You can only use each effect of "Vaylantz Wars - The Place of Beginning" once per turn.


          Senet Switch x1: has the ability to move monsters to another cell to trigger effects or make room for others to jump, and this is eternal magic


          Vaylantz Wars x3: search Senet Switch and have the ability to pick up monsters from the Extra Deck to Pendulum Zone to let Vaylantz monsters jump or set scale, and this card can be searched

          Vaylantz Genesis Grand Duke (x1)

          SR Rarity
          Vaylantz Genesis Grand Duke
          SR Rarity
          Vaylantz Genesis Grand Duke
          Vaylantz Genesis Grand Duke
          FIRE 1010
          Vaylantz Genesis Grand Duke
          • ATK:

          • 2500

          • DEF:

          • 2500


          [ Pendulum Effect ] You can activate 1 of these effects; ● Special Summon this card to your Main Monster Zone in its same column. ● Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone. You can only use this effect of "Vaylantz Genesis Grand Duke" once per turn. [ Monster Effect ] 2 "Vaylantz" monsters This face-down card in the Extra Deck must first be either Fusion Summoned, or Special Summoned by Tributing 1 Level 5 or higher non-Fusion "Vaylantz" monster in the same column as the Extra Monster Zone. If this card is Special Summoned: You can target 1 Monster Card in your opponent's Spell & Trap Zone; return it to the hand, and if you do, inflict damage to your opponent equal to its ATK, then, this card gains ATK equal to half the damage inflicted.


          Up is quite easy with 2 Vaylantz monsters. Although you can fusion summon, you can tribute this monster to make it jump up like Thunder Dragon Colo Su so usually no one fuses out, this one allows you to,... push 1 monster. in spell/trap zone opp on hand...


          This monster has the ability to move monsters when in the pendulum zone and jump on its own. In addition, this monster also has Scale 10 - a super wide scale for pendulum

          Mamonaka the Vaylantz United (x1)

          UR Rarity
          Mamonaka the Vaylantz United
          UR Rarity
          Mamonaka the Vaylantz United
          Mamonaka the Vaylantz United
          WATER 1010
          Mamonaka the Vaylantz United
          • ATK:

          • 2800

          • DEF:

          • 2800


          [ Pendulum Effect ] You can activate 1 of these effects; ● Special Summon this card to your Main Monster Zone in its same column. ● Move 1 monster in your Main Monster Zone to an adjacent (horizontal) Monster Zone. You can only use this effect of "Mamonaka the Vaylantz United" once per turn. [ Monster Effect ] 3 "Vaylantz" monsters During the Main Phase (Quick Effect): You can target 1 Effect Monster in your opponent's Main Monster Zone; place that opponent's monster face-up as a Continuous Spell in their Spell & Trap Zone in its same column. (If the zone is occupied, destroy the occupying card, and if it is a Monster Card, your opponent loses LP equal to its ATK). You can only use this effect of "Mamonaka the Vaylantz United" once per turn. If this Special Summoned card you control is destroyed by your opponent's card effect: You can place this card in your Pendulum Zone.


          leveled with 3 Vaylantz monsters and has the ability to place monsters with opp's effects in the spell/trap box (quick effect) and this card has the effect of placing itself in the pendulum zone when destroyed (the one above does not have this effect).


          In addition, it has the effect of automatically jumping and changing positions of the Vaylantz monster when in the pendulum zone



          Staple

           

          Cyber-Stein (x1)

          UR Rarity
          Cyber-Stein
          UR Rarity
          Cyber-Stein
          Cyber-Stein
          DARK 2
          Cyber-Stein
          • ATK:

          • 700

          • DEF:

          • 500


          You can pay 5000 LP; Special Summon 1 Fusion Monster from your Extra Deck in Attack Position.


          Without Cyber-Stein, Vaylantz is not Vaylantz, frankly this is no different from the core deck - OP, main normal summon of the deck, searchable, boss jump, FTK, anything it can do

          Gear Gigant X (x1)

          UR Rarity
          Gear Gigant X
          UR Rarity
          Gear Gigant X
          Gear Gigant X
          EARTH
          Gear Gigant X
          • ATK:

          • 2300

          • DEF:

          • 1500


          2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.


          a piece of meat that's easy to pick up, punch, and search for Cyber-Stein

          Kai-Den Kendo Spirit and Kuro-Obi Karate Spirit (x0-1)

          N Rarity
          Kai-Den Kendo Spirit
          N Rarity
          Kai-Den Kendo Spirit
          Kai-Den Kendo Spirit
          WIND 59
          Kai-Den Kendo Spirit
          • ATK:

          • 2400

          • DEF:

          • 1000


          [ Pendulum Effect ] If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand. [ Monster Effect ] When this card is Normal Summoned: You can choose 1 card in your Pendulum Zone, and send to the GY all cards your opponent controls in the same column as that card. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.


          N Rarity
          Kuro-Obi Karate Spirit
          N Rarity
          Kuro-Obi Karate Spirit
          Kuro-Obi Karate Spirit
          WIND 59
          Kuro-Obi Karate Spirit
          • ATK:

          • 2400

          • DEF:

          • 1000


          [ Pendulum Effect ] If a monster(s) is Pendulum Summoned: Return this card from the Pendulum Zone to the hand. [ Monster Effect ] When this card is Normal Summoned: You can send to the GY all Spells/Traps your opponent controls in the same column as the card(s) in your Pendulum Zones. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand.


          mainly takes scale 9 and the ability to push back

          Gizmek Okami the Dreaded Deluge Dragon (x1)

          UR Rarity
          Gizmek Okami, the Dreaded Deluge Dragon
          UR Rarity
          Gizmek Okami, the Dreaded Deluge Dragon
          Gizmek Okami, the Dreaded Deluge Dragon
          WATER 10
          Gizmek Okami, the Dreaded Deluge Dragon
          • ATK:

          • 2950

          • DEF:

          • 2950


          You can pay 1500 LP; destroy all monsters on the field that were Special Summoned from the Extra Deck, also you can only attack with 1 monster this turn. You can only use each of the following effects of "Gizmek Okami, the Dreaded Deluge Dragon" once per turn. If 2 or more monsters Special Summoned from the Extra Deck are on the field: You can Special Summon this card from your hand. If this card in your possession is sent to your GY by an opponent's card: You can banish 1 monster from your opponent's GY, then gain LP equal to its ATK.


          Level 10, Machine and has excellent break field ability, compatible well with this deck

          Naturia Exterio (x1)

          SR Rarity
          Naturia Exterio
          SR Rarity
          Naturia Exterio
          Naturia Exterio
          EARTH 10
          Naturia Exterio
          • ATK:

          • 2800

          • DEF:

          • 2400


          "Naturia Beast" + "Naturia Barkion" A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. While this card is face-up on the field, you can negate the activation of a Spell/Trap Card, and destroy it, by removing from play 1 card from your Graveyard, then sending the top card of your Deck to the Graveyard.


          Get jumped by Cyber-stein and you have the ability to negate spells/traps indefinitely (if the textbook combo is correct and not negated like Dak Ruler Yes More).

          Instant Fusion, Lyrilusc - Independent Nightingale and Supreme King Dragon Starving Venom (FTK Burn)

          UR Rarity
          Instant Fusion
          UR Rarity
          Instant Fusion
          Instant Fusion
          Spell Normal
          Instant Fusion

            Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.


            SR Rarity
            Lyrilusc - Independent Nightingale
            SR Rarity
            Lyrilusc - Independent Nightingale
            Lyrilusc - Independent Nightingale
            WIND 1
            Lyrilusc - Independent Nightingale
            • ATK:

            • 1000

            • DEF:

            • 0


            "Lyrilusc - Assembled Nightingale" + 1 "Lyrilusc" monster If this card is Fusion Summoned using an Xyz Monster on the field as Fusion Material whose original name includes "Lyrilusc": You can increase this card's Level by the number of Xyz Materials that monster(s) had. This card gains ATK equal to its Level x 500. Unaffected by other cards' effects. Once per turn: You can inflict damage to your opponent equal to this card's Level x 500.


            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.


            Starving Venom-chan, please copy the bird's effect and burn 4000 twice

            Crossout Designator, Called by the Grave, Nibiru and the Primal Being (handtrap and staple)

            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
                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.


                You can bring everything you have, but these are 3 cards that are quite important because Nibiru shuts down and gets hit with a handtrap right away for a choke point or when you brick, you fail the combo, if you play a lot then you brick :D

                Heavymetalfoes Electrumite and Beyond the Pendulum (x0-1)

                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.


                UR Rarity
                Beyond the Pendulum
                UR Rarity
                Beyond the Pendulum
                Beyond the Pendulum
                DARK
                Beyond the Pendulum
                • ATK:

                • 1200

                • LINK-2

                Link Arrow:

                Bottom-Left

                Bottom-Right


                2 Effect Monsters, including a Pendulum Monster If this card is Link Summoned in the Extra Monster Zone: You can pay 1200 LP; add 1 Pendulum Monster from your Deck to your hand, but for the rest of this turn, unless you Pendulum Summon after this effect resolves, you cannot activate monster effects, and the effects of any cards in your Pendulum Zones are negated. If 2 monsters with different original Levels are Pendulum Summoned at the same time to the zones this card points to: You can target 2 cards on the field; destroy them. You can only use this effect of "Beyond the Pendulum" once per turn.


                Extremely easy to build and extremely searchable, mercenary lord of almost all pendulum decks

                Number 38: Hope Harbinger Dragon Titanic Galaxy, Time Thief Redoer and Norito the Moral Leader ( Some popular Xyz cards)

                UR Rarity
                Number 38: Hope Harbinger Dragon Titanic Galaxy
                UR Rarity
                Number 38: Hope Harbinger Dragon Titanic Galaxy
                Number 38: Hope Harbinger Dragon Titanic Galaxy
                LIGHT
                Number 38: Hope Harbinger Dragon Titanic Galaxy
                • ATK:

                • 3000

                • DEF:

                • 2500


                2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.


                UR Rarity
                Time Thief Redoer
                UR Rarity
                Time Thief Redoer
                Time Thief Redoer
                DARK
                Time Thief Redoer
                • ATK:

                • 2400

                • DEF:

                • 2000


                2 Level 4 monsters Once per turn, during the Standby Phase: You can attach the top card of your opponent's Deck to this card as material. (Quick Effect): You can detach up to 3 different types of materials from this card, then apply the following effect(s) depending on what was detached. ● Monster: Banish this card until the End Phase. ● Spell: Draw 1 card. ● Trap: Place 1 face-up card your opponent controls on the top of the Deck. You can only use this effect of "Time Thief Redoer" once per turn.


                SR Rarity
                Norito the Moral Leader
                SR Rarity
                Norito the Moral Leader
                Norito the Moral Leader
                LIGHT
                Norito the Moral Leader
                • ATK:

                • 2700

                • DEF:

                • 2000


                2 Level 6 Spellcaster monsters Once per turn, when your opponent activates a Spell/Trap Card (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.


                Norito: grants the ability to negate spells/traps


                Number 38 : Negate Spell, Attract Attack

                Redoer: steals opp cards, has the ability to dodge targets, draw cards and place opp cards face up on the top deck, super delicious in almost every situation

                Some common Link cards

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

                • 800

                • LINK-2

                Link Arrow:

                Bottom-Left

                Bottom-Right


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


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

                • 2300

                • LINK-4

                Link Arrow:

                Top

                Left

                Bottom

                Right


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




                Tag(s):

                I:P avoids opp targets and has the ability to protect

                Unicorn: push the opp card back
                Accesscode: shoot card without target, not once per turn and opp doesn't do anything to get in, big body (usually 5300)
                Apollousa: negate not once per turn, easy to level
                Ms. Dai: rob boss opp to go up, block the grave




                Companion unit:

                - Yu-Gi-Oh! Guidance Vietnam





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