Instructions for Playing Centur-Ion

Instructions for Playing Centur-Ion

Centur-Ion is a deck with a level 12 synchro style, but you can absolutely play a level 10 synchro or link style if you mix a few cards.


The way to play Centur-Ion is to place monsters in the spell & trap zone, the spell & trap zone monsters will have the effect of jumping onto the field and field allowing you to synchro during the enemy's turn. Although only a few synchro bodies are produced in one turn, the bodies are of good quality and have good quality. restocking so being lured by these guys is very tiring

Sections covered in this guide:




Fatherland Records

 

Hot Red Dragon Archfiend King Calamity (F to pay respect)
UR rarity
Forbidden
Hot Red Dragon Archfiend King Calamity
UR rarity
Forbidden
Hot Red Dragon Archfiend King Calamity

Banned, this game is simply a one-player game, synchro turn opp or turn me are both strong



CORE

 

Centur-Ion Trudea (x3)
SR rarity
Centur-Ion Trudea
SR rarity
Centur-Ion Trudea

1 combo card of the deck, this card has the ability to pull more Centurion monsters from the hand or deck into spells & traps (then they jump up to get the body synchro summon)


This card's ability to increase levels by 4 is also very good, allowing you to synchro level 12 easily because this card itself is level 4 or 8.

Centur-Ion Primera (x3)
UR rarity
Centur-Ion Primera
UR rarity
Centur-Ion Primera

deck's searcher, has the effect of protecting Centur-Ion Level 5 or higher monsters from being destroyed by effects like Raigeki ,...


Because the spells of this deck are very diverse, there are cards that expand combos and a special field allows you to synchro turn the enemy, so this is a very good searcher.

In addition, this card located in the spell & trap zone has the effect of automatically jumping back onto the field

Centur-Ion Gargoyle II (x1)
R rarity
Centur-Ion Gargoyle II
R rarity
Centur-Ion Gargoyle II

This card goes to the grave when used as a synchro material and will pick itself up in the hand, but this cooldown effect has a strong point, which is chaining, you often give this card the last chain link to avoid handtraps or negates without targeting.


This card also has the ability to self-jump and adjust down 4 levels to level 12 for ease as well as self-jump by sending monsters/spells/traps Centur-Ion to the grave.

Centur-Ion Emeth VI (x0-1)
R rarity
Centur-Ion Emeth VI
R rarity
Centur-Ion Emeth VI

Play it if you like, this card has the effect of placing your monsters in the spell & trap zone to jump themselves (as well as adding resources for counter traps).


This card also has the ability to jump when in the spell & trap zone

Stand Up Centur-Ion! (x3)
SR rarity
Stand Up Centur-Ion!
SR rarity
Stand Up Centur-Ion!

Field both protects itself from destruction and is both a searcher and synchro turn the enemy. x3 is out of the question

Emblema Oath (x3)
Card rarity
Emblema Oath
Card rarity
Emblema Oath

deck's searcher, both set the spell/trap Centur-Ion and place the monster Centur-Ion in the spell/trap zone, x3 to increase the deck's stability.

Wake Up Centur-Ion! (x1-2)
R rarity
Wake Up Centur-Ion!
R rarity
Wake Up Centur-Ion!

Expand combo by spawning additional tokens (level 4 or 8) but cannot make Fusion or Link materials


As well as having the ability to mill 1 Centur-Ion monster/spell/trap from the deck to the grave

This is a card that expands combos and can be searched, so you can bring x1 and don't need to x3

Centur-Ion Bonds (x1)
N rarity
Centur-Ion Bonds
N rarity
Centur-Ion Bonds

Place the Centur-Ion monster from your hand and grave into the spell & trap zone. Although there is no search ability, the chaining effect from the grave when the Centur-Ion monster is synchro summoned is very strong to avoid negates or untargeted hantraps, so it is often fielded. or Wake-Up thrown into the grave

Centur-Ion Phalanx (x1)
N rarity
Centur-Ion Phalanx
N rarity
Centur-Ion Phalanx

An unpleasant disruptor for the opponent, banishing monsters but returning during the next standby phase


The second effect of this card is very strong, only banishes from the grave and jumps 1 Centur-Ion monster from the grave (although it reduces 1500 ATK, it can still be attacked and the effect can be used).

Centur-Ion True Awakening (x1)
SR rarity
Centur-Ion True Awakening
SR rarity
Centur-Ion True Awakening

an omni-negate and destroy counter trap but must send 1 monster card from the spell & trap zone to the grave to use

Centur-Ion Auxila (x1)
UR rarity
Centur-Ion Auxila
UR rarity
Centur-Ion Auxila

searcher, protects monsters in spell & trap zones from being destroyed by card effects and has the ability to restore goods at the end of the turn (pick up 2 bodies to turn after synchro or pick up 1 more body to use counter trap)

Centur-Ion Legatia (x1-2)
UR rarity
Centur-Ion Legatia
UR rarity
Centur-Ion Legatia

Ability to protect monsters with ATK 2000 or lower from being destroyed by battle


When you are specially summoned (not required Synchro), you draw 1 and shoot 1 opp card with the highest ATK (yep both add your resources and subtract opp resources)

also has the ability to restore goods at the end of the turn like Auxila



Staple

 

handtrap & staple
UR rarity
Infinite Impermanence
UR rarity
Infinite Impermanence
UR rarity
Maxx "C"
UR rarity
Maxx "C"
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Nibiru, the Primal Being
UR rarity
Nibiru, the Primal Being
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Effect Veiler
UR rarity
Effect Veiler

Since the deck has 1 card combo and 1.5 card combos of various types, you can bring a handtrap to turn 2 with less pressure or staple against the handtrap to make turn 1 danceable.

Bystial
UR rarity
Bystial Dis Pater
UR rarity
Bystial Dis Pater
SR rarity
Branded Regained
SR rarity
Branded Regained
UR rarity
The Bystial Lubellion
UR rarity
The Bystial Lubellion
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut
SR rarity
Limited to 1 copy
Bystial Druiswurm
SR rarity
Limited to 1 copy
Bystial Druiswurm
R rarity
Branded Beast
R rarity
Branded Beast

These guys are level 6 and jump and banish opp's LIGHT and DARK monsters on the enemy's turn or your turn as a handtrap. Because they are level 6, they can go with the Level 4 monsters of the level 10 synchro deck.


In addition, these guys have enough recovery and disruption like shooting negate cards, send cards, search cards, and all

SuperHealthy Samurai
UR rarity
Superheavy Samurai Prodigy Wakaushi
UR rarity
Superheavy Samurai Prodigy Wakaushi
UR rarity
Superheavy Samurai Monk Big Benkei
UR rarity
Superheavy Samurai Monk Big Benkei
UR rarity
Superheavy Samurai Motorbike
UR rarity
Superheavy Samurai Motorbike
UR rarity
Superheavy Samurai Brave Masurawo
UR rarity
Superheavy Samurai Brave Masurawo
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur
UR rarity
Accel Synchro Stardust Dragon
UR rarity
Accel Synchro Stardust Dragon
SR rarity
Superheavy Samurai Scarecrow
SR rarity
Superheavy Samurai Scarecrow
R rarity
Limited to 1 copy
Superheavy Samurai Soulpiercer
R rarity
Limited to 1 copy
Superheavy Samurai Soulpiercer

Stardust Dragon will jump back to Motorbike to synchro level 10, boss Masurawo of Superheavy Samurai is level 12 so it can be leveled very easily.


These guys have strong search ability and don't worry about being bricked

Red Supernova Dragon, Crimson Dragon and Cosmic Blazar Dragon (Spam boss go brrrrrrr)
UR rarity
Red Supernova Dragon
UR rarity
Red Supernova Dragon
UR rarity
Crimson Dragon
UR rarity
Crimson Dragon
UR rarity
Cosmic Blazar Dragon
UR rarity
Cosmic Blazar Dragon

You will synchro onto Crimson Dragon , then you use the Crimson Dragon effect, select your Level 12 Synchro monster and jump 1 of the 2 bosses onto it.


Cosmic Blazar Dragon : you breathe, I negate
Red Supernova Dragon : you breathe, I banish

Chaos Angel and Chaos Archfiend (Chaos)
UR rarity
Chaos Angel
UR rarity
Chaos Angel
SR rarity
Chaos Archfiend
SR rarity
Chaos Archfiend

Centur-Ion's 2 searcher monsters are LIGHT and DARK, including 1 Tuner and 1 non-Tuner so you can play with them, usually you will go to Archfiend , the super monster clears the field and if Archfiend is cooked, it will jump Chaos Angel. Get a very annoying banish


In addition, there are some cases where you can go straight to Chaos Angel , for example using the Bystials

Ringowurm the Dragon Guarding the Hundred Apples (x0-3)
UR rarity
Ringowurm, the Dragon Guarding the Hundred Apples
UR rarity
Ringowurm, the Dragon Guarding the Hundred Apples

Possesses the ability to self-jump and is a Tuner, not only that, if you summon Synchro this turn, you can banish this card from the grave to spawn 1 more token to use for combos (tokens can be Tuner or non-Tuner If you lack a body, get that body)

S:P Little Knight (x0-1)
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight

super staple, plays an extremely annoying role in harassing opp

Xyz
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
SR rarity
Number 41: Bagooska the Terribly Tired Tapir
UR rarity
Dingirsu, the Orcust of the Evening Star
UR rarity
Dingirsu, the Orcust of the Evening Star
UR rarity
Limited to 1 copy
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Limited to 1 copy
Divine Arsenal AA-ZEUS - Sky Thunder
UR rarity
Evilswarm Exciton Knight
UR rarity
Evilswarm Exciton Knight
UR rarity
Super Starslayer TY-PHON - Sky Crisis
UR rarity
Super Starslayer TY-PHON - Sky Crisis

Number 41 : play the exact spam engine, get Maxx "C" or missplay 4 + 4 = 12, you can go to Number 41 in defensive position to defend


Zeus : easy to pick up, send all cards from the field to the grave except Zeus not once per turn
Ty-Phon : super easy to level, specializes in fighting boards with many big body monsters

Dingirsu : easy to do, send without a target, specializing in fighting against target-resistant or destruction-resistant enemies

Exciton Knight : easy to get up, one shot and down

Tilting Entrainment (x0-1)
SR rarity
Tilting Entrainment
SR rarity
Tilting Entrainment

Go with Superheavy Samurai or cards you mix related to Pendulum monsters

Hop Ear Squadron (x0-1)
SR rarity
Hop Ear Squadron
SR rarity
Hop Ear Squadron

Synchro turns opp by jumping from his hand onto the field. You can negate or disrupt to harass opp




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