Subterror Gameplay Guide

Subterror Gameplay Guide

Subterror is a control deck with a flip playstyle, with the return of Dragoon, Subterror will be an extremely strong protection tool with good recovery ability. If you don't fight with Dragoon, you can still fight normally, Subterror monsters can still buff ATK high and then punch through the boss or negate the enemy.

Sections covered in this guide:




Nah I'd Win

 

The King

UR Rarity
Red-Eyes Black Dragon
UR Rarity
Red-Eyes Black Dragon
Red-Eyes Black Dragon
DARK 7
Red-Eyes Black Dragon
  • ATK:

  • 2400

  • DEF:

  • 2000


''A ferocious dragon with a deadly attack.''


 Rarity
Red-Eyes Dark Dragoon
 Rarity
Red-Eyes Dark Dragoon
Red-Eyes Dark Dragoon
DARK 8
Red-Eyes Dark Dragoon
  • ATK:

  • 3000

  • DEF:

  • 2500


"Dark Magician" + "Red-Eyes Black Dragon" or 1 Dragon Effect Monster Cannot be destroyed by card effects. Neither player can target this card with card effects. During your Main Phase: You can destroy 1 monster your opponent controls, and if you do, inflict damage to your opponent equal to that monster's original ATK. You can use this effect a number of times per turn up to the number of Normal Monsters used as Fusion Material for this card. Once per turn, when a card or effect is activated (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy that card, and if you do that, this card gains 1000 ATK.


SR Rarity
Red-Eyes Fusion
SR Rarity
Red-Eyes Fusion
Red-Eyes Fusion
Spell Normal
Red-Eyes Fusion

    Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your hand, Deck, or field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn.


    UR Rarity
    Dark Magician
    UR Rarity
    Dark Magician
    Dark Magician
    DARK 7
    Dark Magician
    • ATK:

    • 2500

    • DEF:

    • 2100


    ''The ultimate wizard in terms of attack and defense.''


    UR Rarity
    Predaplant Verte Anaconda
    UR Rarity
    Predaplant Verte Anaconda
    Predaplant Verte Anaconda
    DARK
    Predaplant Verte Anaconda
    • ATK:

    • 500

    • LINK-2

    Link Arrow:

    Bottom-Left

    Bottom-Right


    2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.


    With just one random fusion card using materials from the deck, you can jump out a whole boss with a big body, hard to kill, can negate, shoot cards and burn, Subterror itself has the ability to protect Dragoon well so you can mix the two together.



    CORE

     

    Subterror Guru (x3)

    UR Rarity
    Subterror Guru
    UR Rarity
    Subterror Guru
    Subterror Guru
    EARTH 4
    Subterror Guru
    • ATK:

    • 1600

    • DEF:

    • 1800


    FLIP: You can add 1 "Subterror" card from your Deck to your hand, except "Subterror Guru". You can target 1 other face-up monster on the field; change that monster, also this card, to face-down Defense Position. This is a Quick Effect if you control another "Subterror" card. You can only use each effect of "Subterror Guru" once per turn.


    is the soul of the deck, possessing the ability to search every time you flip as well as turn another face-up monster on the field and this card into a face-down defense (this effect will be a quick effect if you are controlling another Subterror card)


    a search engine that is both annoying and annoying, total ATK/DEF is 3400

    The Hidden City (x3)

    SR Rarity
    The Hidden City
    SR Rarity
    The Hidden City
    The Hidden City
    Spell Field
    The Hidden City

      When this card is activated: You can add 1 "Subterror" monster from your Deck to your hand. Once per turn: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position. Once per turn, when an opponent's monster declares an attack: You can change 1 face-down Defense Position "Subterror" monster you control to face-up Attack or Defense Position, then you can negate the attack. You can only activate 1 "The Hidden City" per turn.


      Acts as a field and a searcher with good protection ability. When the enemy attacks, you can change a face-down "Subterror" monster to face-up defense and block the attack (at this time the monster will flip summon and activate the effect). In addition, this card also allows you to flip a face-down Subterror monster to face-up defense or turn it to attack position, helping you to activate the flip effect of several cards more easily.

      Subterror Fiendess (x2-3)

      N Rarity
      Subterror Fiendess
      N Rarity
      Subterror Fiendess
      Subterror Fiendess
      EARTH 1
      Subterror Fiendess
      • ATK:

      • 800

      • DEF:

      • 500


      When your opponent activates a card or effect (Quick Effect): You can send this card from your hand or field to the GY, then target 1 "Subterror" monster you control; negate the activation, then change the targeted monster to face-down Defense Position. You can target 1 face-up monster you control; change it to face-down Defense Position, and if you do, Special Summon 1 "Subterror" monster from your hand or GY, in face-up or face-down Defense Position. You can only use each effect of "Subterror Fiendess" once per turn.


      is the negate of the deck and can be searched, also the target is restored to be used again in the following turns to continuously apply pressure.


      Get an omni-negate by sending yourself from your hand or field to the graveyard then turning your Subterror face down (when your opponent plays that face down card, the field will protect it)

      This card has another rarely used but very powerful effect, which is to summon 1 Subterror from your hand or a field.

      Subterror Nemesis Archer (x1)

      N Rarity
      Subterror Nemesis Archer
      N Rarity
      Subterror Nemesis Archer
      Subterror Nemesis Archer
      EARTH 3
      Subterror Nemesis Archer
      • ATK:

      • 1600

      • DEF:

      • 1400


      At the start of the Damage Step, if this card attacks an opponent's face-down Defense Position monster, and you control another "Subterror" monster: You can shuffle that opponent's monster into the Deck. If this card on the field is destroyed by battle or card effect and sent to the GY: You can Special Summon 1 "Subterror" monster from your Deck in face-up or face-down Defense Position. You can only use each effect of "Subterror Nemesis Archer" once per turn.


      After setting the ostrich type monsters, you must have a card to remove those cards from the field, because if the enemy's cards are set, they can still be turned up the next turn. When this card attacks a set monster, it will kick that monster straight back to the deck, regardless of what effects or stats the monster had.


      Additionally, if your opponent does not read the card text and destroys this card, you can jump 1 Subterror monster from the grave.


      because this card also... depends on the situation to be used and searchable so x1 is fine

      Subterror Final Battle (x1-3)

      R Rarity
      Subterror Final Battle
      R Rarity
      Subterror Final Battle
      Subterror Final Battle
      Trap Normal
      Subterror Final Battle

        Activate 1 of these effects, also, after that, Set this card face-down instead of sending it to the GY. ● Change 1 Set "Subterror" monster on the field to face-up Attack or Defense Position. ● Change 1 face-up "Subterror" monster on the field to face-down Defense Position. ● ATK/DEF of 1 "Subterror" monster on the field become equal to its combined original ATK/DEF until the end of this turn. ● This turn, activated effects of "Subterror" cards cannot be negated.


        Usually other people x1 this card, I x3 for him to win


        This card has many effects that are not only usable but also very good. After using it, instead of going to the grave, this card will automatically be placed face down on the field and used again the next turn.

        Effect 1: Change Subterror monsters from face down to face up (activates Subterror's flip effect)
        Effect 2: Change Subterror monster from face up to face down (give field protection or flip it up next turn - sometimes on the turn it's face down to trigger flip effect)
        Effect 3: ATK/DEF of a Subterror monster you choose is equal to the total ATK and DEF of that monster (buff ATK to punch through the boss or negate the enemy or simply to defend)
        Effect 4: Subterror's effect cannot be blocked (negate)

        Subterror Behemoth Umastryx (x0-1)

        SR Rarity
        Subterror Behemoth Umastryx
        SR Rarity
        Subterror Behemoth Umastryx
        Subterror Behemoth Umastryx
        EARTH 7
        Subterror Behemoth Umastryx
        • ATK:

        • 2000

        • DEF:

        • 2700


        FLIP: You can target 1 monster your opponent controls; banish it. You can only use this effect of "Subterror Behemoth Umastryx" once per turn. When a face-up monster you control is flipped face-down, if you control no face-up monsters: You can Special Summon this card from your hand in Defense Position. Once per turn: You can change this card to face-down Defense Position.


        Although strong, has the effect of jumping onto the field as well as banishing all kinds of huge bodies, but brick is brick, if you like it, bring it, if not, then don't.

        Subterror Cave Clash (x0-1)

        N Rarity
        Subterror Cave Clash
        N Rarity
        Subterror Cave Clash
        Subterror Cave Clash
        Spell Continuous
        Subterror Cave Clash

          All "Subterror" monsters you control gain 500 ATK and DEF for each Set monster on the field. Once per turn, when a "Subterror" monster you control inflicts battle damage to your opponent: You can target 1 "Subterror" card in your Graveyard, except "Subterror Cave Clash"; add it to your hand.


          provides a huge body to punch through the enemy boss and even OTK the enemy, but one of the other reasons is from the recovery ability of this card. When your Subterror monster deals battle damage to the enemy, it will pick up a Subterror monster/spell/trap from the grave, you can pick up the omni-negate continuously to snowball the enemy



          Staple

           

          Jar

          UR Rarity
          Pot of Greed
          UR Rarity
          Pot of Greed
          Pot of Greed
          Spell Normal
          Pot of Greed

            Draw 2 cards.




            Tag(s):

            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):

              SR Rarity
              Pot of Duality
              SR Rarity
              Pot of Duality
              Pot of Duality
              Spell Normal
              Pot of Duality

                Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.




                Tag(s):

                SR Rarity
                Pot of Prosperity
                SR Rarity
                Pot of Prosperity
                Pot of Prosperity
                Spell Normal
                Pot of Prosperity

                  Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                  Tag(s):

                  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):

                    Any fan who hasn't been banned and has resources, put them all in the deck, this deck is already slow so don't worry about restricting

                    Summon Limit, Skill Drain and There Can Be Only One (floodgay)

                    SR Rarity
                    Summon Limit
                    SR Rarity
                    Summon Limit
                    Summon Limit
                    Trap Continuous
                    Summon Limit

                      Neither player can Summon more than two times per turn. (Negated Summons count toward this limit. Negated cards/effects that would Summon do not count.)


                      SR Rarity
                      Skill Drain
                      SR Rarity
                      Skill Drain
                      Skill Drain
                      Trap Continuous
                      Skill Drain

                        Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                        UR Rarity
                        There Can Be Only One
                        UR Rarity
                        There Can Be Only One
                        There Can Be Only One
                        Trap Continuous
                        There Can Be Only One

                          Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.


                          because this deck is so slow, you also have to slow down opp like me to help the world chill out, if everyone lives in a hurry, then life will not be fun

                          Lord of the Heavenly Prison (x0-3)

                          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.


                          a very famous card in the role of backrow protection, this card is set and cannot be destroyed by effects and when a spell/trap activates an effect, this card will jump from the hand to the field (after jumping to the field, it will no longer protect the spell/trap) and you can set a spell/trap directly from your deck!!!

                          Hantrap & Staple

                          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.


                          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
                            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
                              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.


                              UR Rarity
                              Ghost Ogre & Snow Rabbit
                              UR Rarity
                              Ghost Ogre & Snow Rabbit
                              Ghost Ogre & Snow Rabbit
                              LIGHT 3
                              Ghost Ogre & Snow Rabbit
                              • ATK:

                              • 0

                              • DEF:

                              • 1800


                              When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.


                              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):

                                Well, literally, if the deck lacks slots when building, put these guys in to fill the slots, and still slow down opp well on turn 2. Luckily, no one brought shifter to Subterror.

                                Counter Traps

                                R Rarity
                                Solemn Scolding
                                R Rarity
                                Solemn Scolding
                                Solemn Scolding
                                Trap Counter
                                Solemn Scolding

                                  If this is the only Set card in your Spell & Trap Zone, when a monster would be Summoned, OR a Spell Card, Trap Card, or monster effect is activated: Pay 3000 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):

                                    SR Rarity
                                    Solemn Warning
                                    SR Rarity
                                    Solemn Warning
                                    Solemn Warning
                                    Trap Counter
                                    Solemn Warning

                                      When a monster(s) would be Summoned, OR when a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s): Pay 2000 LP; negate the Summon or activation, and if you do, destroy it.




                                      Tag(s):

                                      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
                                        Iron Thunder
                                        UR Rarity
                                        Iron Thunder
                                        Iron Thunder
                                        Trap Counter
                                        Iron Thunder

                                          When a Spell/Trap Card, or monster effect, is activated on the field: Pay half your LP; negate the activation, and if you do, destroy that card, then destroy any other cards in the same column the destroyed card was in, that are in the Monster Zones or Spell & Trap Zones.


                                          The easiest way to slow down the enemy is to not let them do anything. To be honest, it's a 1-player game. If you're a newbie and don't know when to use it, just block the enemy's normal summon. Usually, the opp won't be able to do anything anymore (well, sometimes there are cases where the opp still has an extender and can continue to combo, but we'll see when that happens :>)

                                          What is Extra Deck?

                                          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.


                                            UR Rarity
                                            Garura, Wings of Resonant Life
                                            UR Rarity
                                            Garura, Wings of Resonant Life
                                            Garura, Wings of Resonant Life
                                            DARK 6
                                            Garura, Wings of Resonant Life
                                            • ATK:

                                            • 1500

                                            • DEF:

                                            • 2400


                                            2 monsters with the same Type and Attribute, but different names Any battle damage your opponent takes from battles involving this card is doubled. If this card is sent to the GY: You can draw 1 card. You can only use this effect of "Garura, Wings of Resonant Life" once per turn.


                                            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.


                                            UR Rarity
                                            PSY-Framelord Omega
                                            UR Rarity
                                            PSY-Framelord Omega
                                            PSY-Framelord Omega
                                            LIGHT 8
                                            PSY-Framelord Omega
                                            • ATK:

                                            • 2800

                                            • DEF:

                                            • 2200


                                            1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


                                            SR Rarity
                                            Golden Cloud Beast - Malong
                                            SR Rarity
                                            Golden Cloud Beast - Malong
                                            Golden Cloud Beast - Malong
                                            LIGHT 6
                                            Golden Cloud Beast - Malong
                                            • ATK:

                                            • 2200

                                            • DEF:

                                            • 1000


                                            1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can increase or decrease its Level by 1. If this card is sent to the GY: You can target 1 face-up card your opponent controls; return it to the hand. You can only use this effect of "Golden Cloud Beast - Malong" once per turn.


                                            UR Rarity
                                            Tri-Brigade Arms Bucephalus II
                                            UR Rarity
                                            Tri-Brigade Arms Bucephalus II
                                            Tri-Brigade Arms Bucephalus II
                                            DARK
                                            Tri-Brigade Arms Bucephalus II
                                            • ATK:

                                            • 3500

                                            • LINK-5

                                            Link Arrow:

                                            Left

                                            Right

                                            Bottom-Left

                                            Bottom

                                            Bottom-Right


                                            3+ Beast, Beast-Warrior, and/or Winged Beast monsters Cannot be Special Summoned from the Extra Deck unless you have 3 or more "Tri-Brigade" Spells/Traps in your GY. Your opponent cannot activate cards or effects when you Special Summon a monster(s). When a monster declares an attack: You can banish this card, also banish all cards your opponent controls. If this card is sent to the GY: You can send 1 Beast, Beast-Warrior, or Winged Beast monster from your Extra Deck to the GY. You can only use this effect of "Tri-Brigade Arms Bucephalus II" once per turn.


                                            Since the deck doesn't use Extra Deck, you can use the pots freely as well as use Dogmatika Punishment to throw cards from the Extra Deck that have effects when in the grave.

                                            Metaltronus (x2-3)

                                             Rarity
                                            Metaltronus
                                             Rarity
                                            Metaltronus
                                            Metaltronus
                                            Spell Quick
                                            Metaltronus

                                              Target 1 face-up non-Token monster your opponent controls; Special Summon 1 monster from your hand, Deck, or Extra Deck that has 2 or more of the same Type, Attribute, and/or ATK (but negate its effects), and if you do, negate that targeted monster's effects, also, after that, if these monsters have the same name, you can banish both, face-down. Your opponent cannot activate the targeted monster's effects in response to this card's activation. You can only activate 1 "Metaltronus" per turn.


                                              You can bring cards in the Extra Deck that are currently meta to anti-meta (for example Kitkallos , Bident Dragon ,...)



                                              Videos

                                               

                                              Subterror Guru (Videos)

                                              UR Rarity
                                              Subterror Guru
                                              UR Rarity
                                              Subterror Guru
                                              Subterror Guru
                                              EARTH 4
                                              Subterror Guru
                                              • ATK:

                                              • 1600

                                              • DEF:

                                              • 1800


                                              FLIP: You can add 1 "Subterror" card from your Deck to your hand, except "Subterror Guru". You can target 1 other face-up monster on the field; change that monster, also this card, to face-down Defense Position. This is a Quick Effect if you control another "Subterror" card. You can only use each effect of "Subterror Guru" once per turn.





                                              Companion unit:

                                              - Yu-Gi-Oh! Guidance Vietnam





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