Instructions for Playing Labrynth

Instructions for Playing Labrynth

WAIT, THIS IS DECK CONTROL DRINKING TEA AND READING THE NEWSPAPER AND PLAYING GAMES. HE WHO LIKES TO PLAY COMBO SHOULD CONSIDER BEFORE READING


*Wait a second time, Labrynth Virus is a very scary evil cult and is forbidden to play in any form because playing will cause addiction. If you can't quit, here are instructions*

What's stronger than a deck full of traps? It's a deck full of waifu or a trap in both senses , has the ability to restock, opp monsters don't interfere with your traps, has a field, doesn't use extra decks to freely use pots, and if you want you can play flood too. cmn gate always lets you fight

Sections covered in this guide:




CORE

 

Labrynth Labyrinth (x2-3)

SR Rarity
Labrynth Labyrinth
SR Rarity
Labrynth Labyrinth
Labrynth Labyrinth
Spell Field
Labrynth Labyrinth

    If you activate a Set "Welcome Labrynth" Normal Trap, you can add this additional effect to that card's effect at resolution. ● Also after that, destroy 1 card on the field. If you activate a non-"Labrynth" Normal Trap Card (except during the Damage Step): You can Special Summon 1 Fiend monster from your hand or GY. You can only use each effect of "Labrynth Labyrinth" once per turn.


    Ignoring the problem of this card's name being tongue-in-cheek, this card is a very good card, but because it can be searched, it is often played x2.


    This card heals and harasses opp very well, specifically

    + jump 1 Field from hand or grave (not required to be a Labrynth monster) if you activate a NORMAL trap card that is not a Labrynth

    + If you use the set NORMAL trap card Welcome Labrynth, you will receive an additional effect: after that, shoot 1 card on the field (yes, no target).

    Welcome Labrynth (LOOK AT THIS NAME)

    UR Rarity
    Welcome Labrynth
    UR Rarity
    Welcome Labrynth
    Welcome Labrynth
    Trap Normal
    Welcome Labrynth

      Special Summon 1 "Labrynth" monster from your Deck, also until the end of the next turn after this card resolves, you cannot Special Summon monsters from the Deck or Extra Deck, except Fiend monsters. If a monster leaves the field by your Normal Trap effect, while this card is in your GY, except the turn it was sent there: You can Set this card. You can only use each effect of "Welcome Labrynth" once per turn.


      WELCOME LABRYNTH


      is a card whose name already means something extremely powerful when played with the field, it is a NORMAL trap card, and because the name has Labrynth, without counting the effect, its body is already too good in this deck.

      This card jumps 1 Labrynth from the Deck but the lock can only summon monsters from the Deck and Extra Deck which are Fiend monsters, from hands like Nibiru or Heavenly Prison Loose is fine.

      Moreover, it even picked itself up from the grave!

      When a monster leaves the field due to a NORMAL trap, you return this card face-down to the field from the grave, except for the turn this card goes to the grave. For example: Torrential Tribute, Compulsory Evacuation Device. Karma Cut throws eggs BE

      Ariane the Labrynth Servant (x1)

      SR Rarity
      Ariane the Labrynth Servant
      SR Rarity
      Ariane the Labrynth Servant
      Ariane the Labrynth Servant
      DARK 4
      Ariane the Labrynth Servant
      • ATK:

      • 1800

      • DEF:

      • 1100


      You can send 1 Normal Trap from your hand or that's Set on your field to the GY; Special Summon 1 Level 4 or lower Fiend monster from your Deck in Defense Position, except "Ariane the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect. ● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap. You can only use each effect of "Ariane the Labrynth Servant" once per turn.


      searcher, send 1 Normal Trap card (call it that, traps are NORMALLY cringe-inducing) from hand or face-down on the field to the grave and jump 1 level 4 or lower Field from the deck in defense position (yep jump Back jack too)


      + If a monster leaves the field due to Normal Trap, you draw 1 card, yes, +1 resource, then you can special summon 1 Fiend or set 1 spell/trap from your hand to the field. Not only does it help pick up the handtrap, but it also adds resources to the field. Too OP, but searchable :D

      Level 4 + Level 4 = Number 41

      Arianna the Labrynth Servant (x3)

      SR Rarity
      Arianna the Labrynth Servant
      SR Rarity
      Arianna the Labrynth Servant
      Arianna the Labrynth Servant
      DARK 4
      Arianna the Labrynth Servant
      • ATK:

      • 1600

      • DEF:

      • 2100


      If this card is Normal or Special Summoned: You can add 1 "Labrynth" card from your Deck to your hand, except "Arianna the Labrynth Servant". If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can draw 1 card, then you can apply this effect. ● From your hand, either Special Summon 1 Fiend monster, or Set 1 Spell/Trap. You can only use 1 "Arianna the Labrynth Servant" effect per turn, and only once that turn.


      When summoning to the field, search for 1 Labrynth card in your hand, yep, monsters/magic/traps are fine, except this one.


      If a monster leaves the field due to Normal Trap, Draw 1 card and you can Summon 1 Fiend from your hand or place 1 Spell/Trap from your hand on the field.

      Searcher but also Level 4, Def 2100 is quite good in some situations so x3 is reasonable

      Lovely Labrynth of the Silver Castle (x1-2)

      UR Rarity
      Lovely Labrynth of the Silver Castle
      UR Rarity
      Lovely Labrynth of the Silver Castle
      Lovely Labrynth of the Silver Castle
      DARK 8
      Lovely Labrynth of the Silver Castle
      • ATK:

      • 2900

      • DEF:

      • 1900


      Your opponent cannot activate monster effects in response to the activation of your Normal Trap Cards. You can only use each of the following effects of "Lovely Labrynth of the Silver Castle" once per turn. You can target 1 Normal Trap in your GY; Set it to your field, but it cannot be activated unless you control a Fiend monster. If another monster(s) leaves the field by your Normal Trap effect (except during the Damage Step): You can destroy 1 card in your opponent's hand (at random) or their field.


      Our Waifu


      I usually don't play x3 because I can't find it and Level 8 still bricks me every once in a while

      is a very strong boss of the deck, making it impossible for opp to use monster effects to interfere with your Normal Trap, so if you flip the trap just once, opp will have a heart attack, convulsions, etc. like some guy who lost a World Cup bet.

      Moreover, it also brings back 1 Normal Trap from the grave to the field, it sounds normal, yes it's really normal, but we play with Normal Trap very strongly, just with waifu, opp monsters can't do anything to get in. If you already use the Normal trap, if that trap hits the choke point then RIP, well that trap can only be used when you control the Fiend monster :D

      If the monster leaves the field by Normal Trap, you shoot 1 card FROM OPP'S HAND (but randomly) or on the field, shoot without targeting but can also snatch the whole hand.

      Best Waifu

      Labrynth Stovie Torbie, Labrynth Chandraglier and Labrynth Cooclock (Guys, in theory they are also waifu if your taste is strong)

      N Rarity
      Labrynth Stovie Torbie
      N Rarity
      Labrynth Stovie Torbie
      Labrynth Stovie Torbie
      DARK 2
      Labrynth Stovie Torbie
      • ATK:

      • 0

      • DEF:

      • 2000


      (Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Labrynth Stovie Torbie" once per turn.


      N Rarity
      Labrynth Chandraglier
      N Rarity
      Labrynth Chandraglier
      Labrynth Chandraglier
      DARK 3
      Labrynth Chandraglier
      • ATK:

      • 1500

      • DEF:

      • 0


      (Quick Effect): You can send this card from your hand or field to the GY and discard 1 card; Set 1 "Labrynth" Spell/Trap from your hand or Deck. If a monster(s) leaves the field by your Normal Trap effect, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Labrynth Chandraglier" once per turn.


      R Rarity
      Labrynth Cooclock
      R Rarity
      Labrynth Cooclock
      Labrynth Cooclock
      DARK 1
      Labrynth Cooclock
      • ATK:

      • 0

      • DEF:

      • 0


      (Quick Effect): You can discard this card; this turn, you can activate 1 Normal Trap Card that was Set this turn, if you control a "Labrynth" monster. If a card(s) is sent from your hand to the GY to activate your Normal Trap Card or your "Labrynth" card or effect, except "Labrynth Cooclock", while this card is in your GY (except during the Damage Step): You can add this card to your hand, or Special Summon it. You can only use each effect of "Labrynth Cooclock" once per turn.


      (-) Stovie Torbie (usually x3): Set 1 Labrynth card from your hand or Deck at the cost of SEND this card and DISCARD another card. Because this is a quick effect, it is very good at avoiding the target (but this monster is rarely summoned). on the field)


      If a monster leaves the field due to a Normal Trap effect and this card is in the grave, it jumps back onto the field (AND DOES NOT BANISH OR FLY BACK TO THE DECK WHEN LEAVING THE FIELD), yes, if it jumps onto the field, it acts as a Fiend monster.

      (-) Chandraglier (usually x3): similar to Stovie Torbie in that when jumping from the grave, this one is added to the hand

      (-) Cooclock (usually x0-1): allows discarding itself to use the Normal Trap you just placed this turn (well, Normal Trap you usually use turn opp to make it difficult for them, but there are still some Normal Traps that use your turn okay ), if a card (monster/magic/trap) sent from hand to grave activates Normal Trap or Labrynth's card or effect, except this card while this card is in the grave, pick this card back into hand

      Storming Mirror Force and Labrynth Archfiend (You Can't Hurt Me)

      SR Rarity
      Storming Mirror Force
      SR Rarity
      Storming Mirror Force
      Storming Mirror Force
      Trap Normal
      Storming Mirror Force

        When an opponent's monster declares an attack: Return all your opponent's Attack Position monsters to the hand.


        R Rarity
        Labrynth Archfiend
        R Rarity
        Labrynth Archfiend
        Labrynth Archfiend
        DARK 7
        Labrynth Archfiend
        • ATK:

        • 2000

        • DEF:

        • 2800


        Gains 400 ATK for each Normal Trap with a different name in your GY. Your opponent's monsters cannot target Fiend monsters for attacks, except "Labrynth Archfiend". You can only use each of the following effects of "Labrynth Archfiend" once per turn. If a Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand. If this card is Special Summoned: You can Set 1 Normal Trap from your Deck that can only be activated when an attack is declared.


        Labrynth Archfiend allows opp to only choose it from your Fiend monster pile to attack, in addition to increasing ATK by 400 for each other Normal Trap name in the grave, jumping automatically when a trap card is activated and if this monster is special summoned then set 1 Normal Trap that activates only when an attack is declared (an attack is declared).


        Mirror Force: yep, these cards are so broken, but the most common is Storming Mirror Force, easy to use, easy to win, not destroyed



        Staple

         

        Absolute King Back Jack (x3)

        SR Rarity
        Absolute King Back Jack
        SR Rarity
        Absolute King Back Jack
        Absolute King Back Jack
        DARK 1
        Absolute King Back Jack
        • ATK:

        • 0

        • DEF:

        • 0


        During your opponent's turn (Quick Effect): You can banish this card from the GY; excavate the top card of your Deck, and if it is a Normal Trap, Set it to your field. Otherwise, send it to the GY. That Set card can be activated during this turn. If this card is sent to the GY: You can look at 3 cards from the top of your Deck, then place them on the top of the Deck in any order. You can only use each effect of "Absolute King Back Jack" once per turn.


        It's a Fiend monster and it's even better


        + If this card falls into the grave, look at the 3 cards on top of your deck and place it according to your arrangement

        + On opp's turn, you banish this card from the grave to excavate the top deck, Normal Trap is placed face up on the field and can be used during that turn.

        It's not natural that this one is x3

        Help Back Jack reach the grave

        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 Gryphon
        UR Rarity
        Knightmare Gryphon
        Knightmare Gryphon
        LIGHT
        Knightmare Gryphon
        • ATK:

        • 2500

        • LINK-4

        Link Arrow:

        Left

        Top

        Right

        Bottom


        2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, 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 Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.


        SR Rarity
        Knightmare Cerberus
        SR Rarity
        Knightmare Cerberus
        Knightmare Cerberus
        EARTH
        Knightmare Cerberus
        • ATK:

        • 1600

        • LINK-2

        Link Arrow:

        Left

        Top


        2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects.


        UR Rarity
        Linkuriboh
        UR Rarity
        Linkuriboh
        Linkuriboh
        DARK
        Linkuriboh
        • ATK:

        • 300

        • LINK-1

        Link Arrow:

        Bottom


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


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

        • 1900

        • LINK-2

        Link Arrow:

        Top

        Right


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


        UR Rarity
        Relinquished Anima
        UR Rarity
        Relinquished Anima
        Relinquished Anima
        DARK
        Relinquished Anima
        • ATK:

        • 0

        • LINK-1

        Link Arrow:

        Top


        1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.


        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.


        Prioritize Linkuribuh or Anima and Goddess of the Closed World, bring the other cards if you like :3

        Pot of Extravagance (PoT oF gReEd)

        SR Rarity
        Pot of Extravagance
        SR Rarity
        Pot of Extravagance
        Pot of Extravagance
        Spell Normal
        Pot of Extravagance

          At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




          Tag(s):

          Well, we don't use extra decks much

          handtrap & 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
              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.


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

                • 500

                • DEF:

                • 200


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


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

                • 3000

                • DEF:

                • 600


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


                UR Rarity
                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.


                Prioritize Ash Blossom and/or Imperm, if playing Maxx C then x1 Nibiru

                Lord of the Heavenly Prison (If there's a trap, it's there)

                UR Rarity
                Lord of the Heavenly Prison
                UR Rarity
                Lord of the Heavenly Prison
                Lord of the Heavenly Prison
                DARK 10
                Lord of the Heavenly Prison
                • ATK:

                • 3000

                • DEF:

                • 3000


                During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.


                Protect, self-jump, big body, I take 1 spell/trap straight from the deck onto the field

                Opp monsters leave the field using normal traps

                SR Rarity
                Ice Dragon's Prison
                SR Rarity
                Ice Dragon's Prison
                Ice Dragon's Prison
                Trap Normal
                Ice Dragon's Prison

                  Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn.


                  R Rarity
                  Compulsory Evacuation Device
                  R Rarity
                  Compulsory Evacuation Device
                  Compulsory Evacuation Device
                  Trap Normal
                  Compulsory Evacuation Device

                    Target 1 monster on the field; return that target to the hand.


                    R Rarity
                    Dogmatika Punishment
                    R Rarity
                    Dogmatika Punishment
                    Dogmatika Punishment
                    Trap Normal
                    Dogmatika Punishment

                      Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.


                      SR Rarity
                      Archfiend's Ghastly Glitch
                      SR Rarity
                      Archfiend's Ghastly Glitch
                      Archfiend's Ghastly Glitch
                      Trap Normal
                      Archfiend's Ghastly Glitch

                        If you control a Fiend monster: Target 1 card on the field; destroy it, then, you can send 1 Fiend monster from your Deck to the GY.


                        R Rarity
                        Torrential Tribute
                        R Rarity
                        Torrential Tribute
                        Torrential Tribute
                        Trap Normal
                        Torrential Tribute

                          When a monster(s) is Summoned: Destroy all monsters on the field.


                          Play whatever you like :D

                          Number 41: Bagooska the Terribly Tired Tapir (greasy)

                          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.


                          Put yourself in a defensive position and feel :)

                          Ancient stamping machine

                          SR Rarity
                          D/D/D Marksman King Tell
                          SR Rarity
                          D/D/D Marksman King Tell
                          D/D/D Marksman King Tell
                          DARK
                          D/D/D Marksman King Tell
                          • ATK:

                          • 2300

                          • DEF:

                          • 2000


                          2 Level 5 monsters You can also Xyz Summon this card by using a Rank 4 "D/D/D" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn, during either player's turn, if you took any effect damage this turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; it loses 1000 ATK and DEF, and if it does, inflict 1000 damage to your opponent. If this card is sent from the field to the Graveyard: You can send 1 "D/D" or "Dark Contract" card from your Deck to the Graveyard.


                          SR Rarity
                          D/D/D Wave King Caesar
                          SR Rarity
                          D/D/D Wave King Caesar
                          D/D/D Wave King Caesar
                          WATER
                          D/D/D Wave King Caesar
                          • ATK:

                          • 2400

                          • DEF:

                          • 1200


                          2 Level 4 Fiend-Type monsters During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn.


                          UR Rarity
                          D/D/D Deviser King Deus Machinex
                          UR Rarity
                          D/D/D Deviser King Deus Machinex
                          D/D/D Deviser King Deus Machinex
                          DARK10
                          D/D/D Deviser King Deus Machinex
                          • ATK:

                          • 3000

                          • DEF:

                          • 3000


                          [ Pendulum Effect ] While you have a card in your other Pendulum Zone: You can target 1 Pendulum Monster you control or in your GY; Special Summon the card in your other Pendulum Zone, and if you do, place that targeted Pendulum Monster in your Pendulum Zone. You can only use this effect of "D/D/D Deviser King Deus Machinex" once per turn. [ Monster Effect ] 2 Level 10 Fiend monsters You can also Xyz Summon this card by using a "D/D/D" monster you control as material. (Transfer its materials to this card.) You can only control 1 "D/D/D Deviser King Deus Machinex" in your Monster Zone. Once per Chain, when a Monster Card your opponent controls activates its effect (Quick Effect): You can either detach 2 materials from this card, or destroy 1 "Dark Contract" card you control, and if you do, attach that opponent's card to this card as material. Once per turn, during your Standby Phase: You can place this card in your Pendulum Zone.


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

                          • 3000

                          • DEF:

                          • 3000


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




                          Tag(s):

                          In general, creating enough Xyz materials so that Zeus can activate the effect 2 times or more is good

                          go with Dogmatika Punishment

                          UR Rarity
                          Elder Entity N'tss
                          UR Rarity
                          Elder Entity N'tss
                          Elder Entity N'tss
                          LIGHT 4
                          Elder Entity N'tss
                          • ATK:

                          • 2500

                          • DEF:

                          • 1200


                          1 Synchro Monster + 1 Xyz Monster Must be Special Summoned (from your Extra Deck) by sending the above cards you control to the GY. (You do not use "Polymerization".) Once per turn: You can Special Summon 1 Level 4 monster from your hand. If this card is sent to the GY: You can target 1 card on the field; destroy it. You can only Special Summon "Elder Entity N'tss(s)" once per turn.


                          SR Rarity
                          Fossil Warrior Skull Knight
                          SR Rarity
                          Fossil Warrior Skull Knight
                          Fossil Warrior Skull Knight
                          EARTH 6
                          Fossil Warrior Skull Knight
                          • ATK:

                          • 2400

                          • DEF:

                          • 1100


                          1 Rock monster + 1 Level 5 or 6 monster Must first be Special Summoned with "Fossil Fusion". If this card attacks a Defense Position monster, inflict piercing battle damage. When this attacking card destroys a monster by battle: You can activate this effect; this card can make a second attack in a row. You can banish this card from your GY, then target 1 monster on the field; destroy it. You can only use this effect of "Fossil Warrior Skull Knight" once per turn.


                          UR Rarity
                          Five-Headed Dragon
                          UR Rarity
                          Five-Headed Dragon
                          Five-Headed Dragon
                          DARK 12
                          Five-Headed Dragon
                          • ATK:

                          • 5000

                          • DEF:

                          • 5000


                          5 Dragon monsters Must be Fusion Summoned. Cannot be destroyed by battle with a DARK, EARTH, WATER, FIRE, or WIND monster.


                          N Rarity
                          Fossil Machine Skull Wagon
                          N Rarity
                          Fossil Machine Skull Wagon
                          Fossil Machine Skull Wagon
                          EARTH 6
                          Fossil Machine Skull Wagon
                          • ATK:

                          • 1700

                          • DEF:

                          • 1500


                          1 Rock monster in your GY + 1 Level 5 or 6 monster Must first be Special Summoned with "Fossil Fusion". This card can make up to 2 attacks on monsters during each Battle Phase. When this card destroys an opponent's monster by battle: You can inflict 800 damage to your opponent. You can banish this card from your GY, then target 1 Spell/Trap on the field; destroy it. You can only use this effect of "Fossil Machine Skull Wagon" once per turn.


                           

                          Dimensional Barrier and Rivalry of Warlords (Floodgate time)

                          SR Rarity
                          Dimensional Barrier
                          SR Rarity
                          Dimensional Barrier
                          Dimensional Barrier
                          Trap Normal
                          Dimensional Barrier

                            Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.


                            SR Rarity
                            Rivalry of Warlords
                            SR Rarity
                            Rivalry of Warlords
                            Rivalry of Warlords
                            Trap Continuous
                            Rivalry of Warlords

                              Each player can only control 1 Type of monster. Send all other face-up monsters they control to the GY.


                               

                              Full Force Virus and Eradicator Epidemic Virus (Heresy)

                              SR Rarity
                              Full Force Virus
                              SR Rarity
                              Full Force Virus
                              Full Force Virus
                              Trap Normal
                              Full Force Virus

                                Tribute 1 DARK monster with 2000 or more DEF; look at your opponent's hand, all monsters they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all those monsters with 1500 or less DEF.


                                SR Rarity
                                Eradicator Epidemic Virus
                                SR Rarity
                                Eradicator Epidemic Virus
                                Eradicator Epidemic Virus
                                Trap Normal
                                Eradicator Epidemic Virus

                                  Tribute 1 DARK monster with 2500 or more ATK, and declare 1 type of card (Spell or Trap); look at your opponent's hand, all Spells/Traps they control, and all cards they draw until the end of their 3rd turn after this card's activation, and destroy all cards of that declared type.


                                  These are 2 Commonly Used Virus Leaves


                                  (-) Full Force: Tribute 1 DARK monster with 2000 DEF or greater, until the end of the 3rd turn, monsters with 1500 DEF or less in hand, field and cards that opp drew will be destroyed :) (vl Ash Blossom Zombie has DEF 1800)

                                  (-) Eradicator Epidemic: Tribute 1 DARK monster with ATK 2500 or greater and choose a spell or trap, card in hand, field or all opp cards drawn until the end of the 3rd turn after this card activates to be destroyed. (RIP SKY STRIKER)





                                  Companion unit:

                                  - Yu-Gi-Oh! Guidance Vietnam





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