Guide to Paleozoic play

Guide to Paleozoic play

Paleozoic in the main deck has 2 main effects, 1 specific effect for each card, 1 general effect allowing summoning from the grave when a trap is activated.


All Paleozoic monsters (including traps considered as monsters or extra decks) are immune to opp's monster effects

This deck will often use traps that have effects on the field and in the grave to optimize. The deck also uses cards that allow copying effects from the grave, search trap, mill trap,...




+69 Resources

 

That Grass Looks Greener (x3 if possible)

UR Rarity
SR Rarity
That Grass Looks Greener
UR Rarity
SR Rarity
That Grass Looks Greener
That Grass Looks Greener
Spell Normal
That Grass Looks Greener

    If you have more cards in your Deck than your opponent does: Send cards from the top of your Deck to the Graveyard so you have the same number of cards in the Deck as your opponent.


    Because the deck carries 60 cards and this card allows you to send cards from the top deck to the grave equal to the difference in the enemy's deck (usually the enemy only brings 40 cards), this helps you add countless resources to the grave. not once per turn.

    Reasoning (x3)

    SR Rarity
     Rarity
    Reasoning
    SR Rarity
     Rarity
    Reasoning
    Reasoning
    Spell Normal
    Reasoning

      Your opponent declares a monster Level from 1 to 12. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set, then, if that monster is the same Level as the one declared by your opponent, send all excavated cards to the GY. If not, Special Summon the excavated monster, also send the remaining cards to the GY.


      That Grass Looks Greener but over or under, summary: the enemy chooses a level 1 to 12 monster, turns over the card on top of the deck - if it is a normal summon monster or can be set face down, there will be 2 cases


      + That monster is the same level as the level opp predicted before: send all the turned cards on top of the deck

      + that monster has a different level than the level opp predicted before: summon that monster to the field, the remaining overturned cards are thrown into the grave

      => This will allow you to add a ton of your trap resources to the grave to use effects from the grave. If you hit a monster, don't worry, your monsters on the field or in the grave can use it :)



      Paleozoic

      All Paleozoic monsters are immune to monster effects


      Paleozoic Trap When a trap activates while this card is in the grave, you will summon that trap to the field as a monster (and of course immune to monster effects).

      Paleozoic Canadia (x3)

      N Rarity
      UR Rarity
      Paleozoic Canadia
      N Rarity
      UR Rarity
      Paleozoic Canadia
      Paleozoic Canadia
      Trap Normal
      Paleozoic Canadia

        Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


        Once upon a time, Floodgate Trap Hole destroyed the duel links meta


        Although this move only changes the monster to face down defense, this will end some combos because when the monster is face down, it cannot synchro, xyz or link, plus that monster does not have an effect that activates when summoned. is an effect that must be on the field. If you click on it to activate it, this card will block that card from activating the effect (toggle on).

        Paleozoic Dinomischus (x3)

        R Rarity
        UR Rarity
        Paleozoic Dinomischus
        R Rarity
        UR Rarity
        Paleozoic Dinomischus
        Paleozoic Dinomischus
        Trap Normal
        Paleozoic Dinomischus

          Target 1 face-up card on the field; discard 1 card, and if you do, banish it. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


          discard 1 card and banish, although it sounds a bit harsh, banish is a strong effect that can counter grave users (discard 1 card allows you to throw more cards you want to the grave but on the field there are already 5 face-down cards or monster cards but you have normal summon/set in turn)

          Paleozoic Marrella (x3)

          N Rarity
          N Rarity
          Paleozoic Marrella
          N Rarity
          N Rarity
          Paleozoic Marrella
          Paleozoic Marrella
          Trap Normal
          Paleozoic Marrella

            Send 1 Trap from your Deck to the GY. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


            Send 1 trap to the grave, you can send Transaction Rollback to use another trap effect in the grave or simply send another Paleozoic to let them jump from the grave to combo

            Paleozoic Olenoides (x3)

            N Rarity
            SR Rarity
            Paleozoic Olenoides
            N Rarity
            SR Rarity
            Paleozoic Olenoides
            Paleozoic Olenoides
            Trap Normal
            Paleozoic Olenoides

              Target 1 Spell/Trap Card on the field; destroy it. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


              shoot spells/traps (even your own), this allows you to protect your Paleozoic monsters (remember Paleozoic is only immune to monsters, still susceptible to spells/traps), this card is especially strong when shooting spells/traps enemy's eternal or environmental magic

              Paleozoic Leanchoilia (x3)

              N Rarity
              N Rarity
              Paleozoic Leanchoilia
              N Rarity
              N Rarity
              Paleozoic Leanchoilia
              Paleozoic Leanchoilia
              Trap Normal
              Paleozoic Leanchoilia

                Target 1 banished card; return it to the GY. Once per Chain, when a Trap Card is activated while this card is in your GY: You can Special Summon this card as a Normal Monster (Aqua/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field.


                Select all banned monsters/spells/traps and return them to the grave, this helps your Paleozoic or Transaction Rollback to activate effects from the grave.

                Paleozoic Cambroraster (X1)

                UR Rarity
                 Rarity
                Paleozoic Cambroraster
                UR Rarity
                 Rarity
                Paleozoic Cambroraster
                Paleozoic Cambroraster
                WATER
                Paleozoic Cambroraster
                • ATK:

                • 1200

                • LINK-2

                Link Arrow:

                Top

                Bottom


                2 "Paleozoic" monsters Unaffected by other monsters' effects. You can only use each of the following effects of "Paleozoic Cambroraster" once per turn. You can target 1 Set card in the Spell & Trap Zone; send it to the GY, and if you do, Set 1 "Paleozoic" Trap directly from your Deck. It can be activated this turn. If a Set card(s) you control would be destroyed by card effect, you can banish this card from your field or GY instead.


                It's easy to get up, it also sends cards to the grave to search (for example, if opp doesn't use the grave, if you put the grave counter card face down, that card will be useless) and has protection, but body 1200 is easy to OTK, this monster accidentally gets opp It's okay to punch a normal summon because going to the grave still protects spells/traps, so you limit the cost of traps to protect this card

                Paleozoic Opabinia (X2)

                SR Rarity
                SR Rarity
                Paleozoic Opabinia
                SR Rarity
                SR Rarity
                Paleozoic Opabinia
                Paleozoic Opabinia
                WATER
                Paleozoic Opabinia
                • ATK:

                • 0

                • DEF:

                • 2400


                2 Level 2 monsters This card is unaffected by other monsters' effects. You can activate "Paleozoic" Trap Cards from your hand. If this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card; add 1 "Paleozoic" Trap Card from your Deck to your hand. You can only use this effect of "Paleozoic Opabinia" once per turn.


                Easy to climb, can use Paleozoic trap from hand !!!, handtrap is real. Able to search and defend quite hard (2400 DEF)

                Paleozoic Anomalocaris (X2)

                SR Rarity
                R Rarity
                Paleozoic Anomalocaris
                SR Rarity
                R Rarity
                Paleozoic Anomalocaris
                Paleozoic Anomalocaris
                WATER
                Paleozoic Anomalocaris
                • ATK:

                • 2400

                • DEF:

                • 0


                3 or more Level 2 monsters This card is unaffected by other monsters' effects. Once per turn, if a Trap Card(s) is sent from your Spell & Trap Zone to the Graveyard (except during the Damage Step): You can excavate the top card of your Deck, and if it is a Trap Card, add it to your hand. Otherwise, send it to the Graveyard. Once per turn, during either player's turn, if this card has a Trap Card as Xyz Material: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it.


                Although it's a bit difficult to level up, it has the ability to add up your own resources and shoot strong enemy resources (unfortunately the target - in return you can shoot underworld d goddess )



                Rick Rollback

                 

                Transaction Rollback (X3)

                 Rarity
                 Rarity
                Transaction Rollback
                 Rarity
                 Rarity
                Transaction Rollback
                Transaction Rollback
                Trap Normal
                Transaction Rollback

                  Pay half your LP, then target 1 Normal Trap in your opponent's GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can banish this card from your GY and pay half your LP, then target 1 Normal Trap in your GY, except "Transaction Rollback"; this effect becomes that card's activation effect. You can only use 1 "Transaction Rollback" effect per turn, and only once that turn.


                  Born as a cost, the effect from the grave allows you to copy the effect of a trap card in the grave and you can use the same trap card's effect twice.


                  If you are on the field, you can copy opp's Imperm to negate, in general this card will be the most optimal for going to the grave.



                  Fuck

                   

                  Fairy Tail - Snow (X1)

                  UR Rarity
                   Rarity
                  Fairy Tail - Snow
                  UR Rarity
                   Rarity
                  Fairy Tail - Snow
                  Fairy Tail - Snow
                  LIGHT 4
                  Fairy Tail - Snow
                  • ATK:

                  • 1850

                  • DEF:

                  • 1000


                  If this card is Normal or Special Summoned: You can target 1 face-up monster your opponent controls; change it to face-down Defense Position. If this card is in your GY (Quick Effect): You can banish 7 other cards from your hand, field, and/or GY; Special Summon this card.


                  Book of moon and jump from the grave once per turn, this card combined with paleozoic can attack the enemy apollousa or accesscode talker in the surprise of the enemy

                  Absolute King Back Jack (X3)

                  SR Rarity
                   Rarity
                  Absolute King Back Jack
                  SR Rarity
                   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.


                  Specialized in trap decks, especially with lots of graves, back 5 allows you to both rearrange the top deck (to prevent bricking, or if you see too much brick, surr quickly) and also place traps directly on the field.


                  The easiest way to send to the grave is to spam the 2 cards Reasoning and That Grass Looks Greener mentioned above



                  Other cards

                   

                  Pot of Desires, Pot of Prosperity and Pot of Duality (Draw robbery)

                  SR Rarity
                   Rarity
                  Pot of Desires
                  SR Rarity
                   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):

                    SR Rarity
                     Rarity
                    Pot of Prosperity
                    SR Rarity
                     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
                      UR Rarity
                      Pot of Duality
                      SR Rarity
                      UR 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):

                        Use whatever you like, the main purpose of the above cards is to allow you to have more resources or pick up the card you need

                        Needlebug Nest (X3)

                        SR Rarity
                        R Rarity
                        Needlebug Nest
                        SR Rarity
                        R Rarity
                        Needlebug Nest
                        Needlebug Nest
                        Trap Normal
                        Needlebug Nest

                          Send the top 5 cards of your Deck to the GY.


                          Mill 5 is not free once per turn, in theory you get +5 resources from just one card

                          Reckless Greed (X2)

                          SR Rarity
                           Rarity
                          Reckless Greed
                          SR Rarity
                           Rarity
                          Reckless Greed
                          Reckless Greed
                          Trap Normal
                          Reckless Greed

                            Draw 2 cards and skip your next 2 Draw Phases.


                            Pot of greed but the draw phase is skipped, sounds a bit boring but with Rollback you can spam this card's effect to draw continuously

                            Accumulated Fortune (X3)

                            SR Rarity
                            N Rarity
                            Accumulated Fortune
                            SR Rarity
                            N Rarity
                            Accumulated Fortune
                            Accumulated Fortune
                            Trap Normal
                            Accumulated Fortune

                              Activate only as Chain Link 4 or higher. Draw 2 cards. You cannot activate this card if multiple cards/effects with the same name are in that Chain.


                              Draw 2 has no side effects, chaining a lot of links is easy when you flip a bunch of traps. If you like, wait for opp to activate a card before chain link 1 and then you can chain it to save money.

                              Aegis of the Ocean Dragon Lord (x3)

                              R Rarity
                              SR Rarity
                              Aegis of the Ocean Dragon Lord
                              R Rarity
                              SR Rarity
                              Aegis of the Ocean Dragon Lord
                              Aegis of the Ocean Dragon Lord
                              Trap Normal
                              Aegis of the Ocean Dragon Lord

                                Until the End Phase, face-up Level 3 or lower WATER monsters you control cannot be destroyed by battle or by card effects.


                                All your monsters are WATER, they are already immune to very annoying monster effects, but now they cannot be destroyed by battle or effects thanks to this card, meaning there are only spell/trap banish, return,... only affects these guys and usually very few decks (except trap control like Labyrnth) use them, making your defense extremely tough.

                                Needle Ceiling (x3)

                                R Rarity
                                UR Rarity
                                Needle Ceiling
                                R Rarity
                                UR Rarity
                                Needle Ceiling
                                Needle Ceiling
                                Trap Normal
                                Needle Ceiling

                                  When there are 4 or more monsters on the field: Destroy all face-up monsters.


                                  The effect of destroying all monsters is like Dark Hole but used on the enemy's turn. You can use it in every phase, including the battle phase to block OTK decks that cannot negate (Numeron) to destroy all monsters when opp just Pendulum Summon: )

                                  Rise to Full Height (x3)

                                  R Rarity
                                   Rarity
                                  Rise to Full Height
                                  R Rarity
                                   Rarity
                                  Rise to Full Height
                                  Rise to Full Height
                                  Trap Normal
                                  Rise to Full Height

                                    Target 1 face-up monster on the field; double its DEF, but its DEF becomes 0 at the end of this turn. You can banish this card from your GY, then target 1 monster you control; your opponent's monsters cannot attack for the rest of this turn, except to attack that monster. You can only activate 1 "Rise to Full Height" per turn.


                                    is another protection card that when activated from the grave, when used on the field on your 2400 DEF monster also creates a monster that is immune to monster effects (and cannot be destroyed by battle or effects if using Aegis of the Ocean Dragon Lod )

                                    Lost Wind (x3)

                                    R Rarity
                                    UR Rarity
                                    Lost Wind
                                    R Rarity
                                    UR Rarity
                                    Lost Wind
                                    Lost Wind
                                    Trap Normal
                                    Lost Wind

                                      Target 1 face-up Special Summoned monster on the field; negate its effects, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in your GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.


                                      negate monster effects but can be negated up to 2 times: 1 time when flipped on the field, 1 time when regenerating yourself onto the field from the grave if there is a monster specially summoned from the enemy's extra deck

                                      Ice Dragon's Prison (x3)

                                      SR Rarity
                                      UR Rarity
                                      Ice Dragon's Prison
                                      SR Rarity
                                      UR 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.


                                        has the ability to summon monsters from the enemy grave (this monster you can use to Xyz or Link), if that monster has the same Type (Type) such as Dragon-Type, then you can banish (not target) both monsters at the same time. Type on both fields, this allows you to subtract 2 of the enemy's resources if the enemy uses a deck that depends on the grave, as well as opp not knowing which card you will banish if they control too many cards of the same Type

                                        Destructive Daruma Karma Cannon (x3)

                                        UR Rarity
                                         Rarity
                                        Destructive Daruma Karma Cannon
                                        UR Rarity
                                         Rarity
                                        Destructive Daruma Karma Cannon
                                        Destructive Daruma Karma Cannon
                                        Trap Normal
                                        Destructive Daruma Karma Cannon

                                          Change as many monsters on the field as possible to face-down Defense Position, then, if either player controls a face-up monster(s), they must send all face-up monsters they control to the GY.


                                          super trap, turns all monsters on the field into face-down defense, any face-up monster that cannot be face-up will be sent to the grave. Of course, using this card is very profitable because blocking opps that cannot link, synchro or Xyz can also send linked monsters. opp's go to the grave (can't defend face down), but the Paleozoic guys don't care, they can jump from the grave to the field if they want :)

                                          Trap Trick (x3)

                                          SR Rarity
                                           Rarity
                                          Trap Trick
                                          SR Rarity
                                           Rarity
                                          Trap Trick
                                          Trap Trick
                                          Trap Normal
                                          Trap Trick

                                            Banish 1 Normal Trap from your Deck, except "Trap Trick", and Set 1 card with the same name directly from your Deck, also it can be activated this turn. You can only activate 1 Trap Card for the rest of this turn after this card resolves. You can only activate 1 "Trap Trick" per turn.


                                            The trap card is commonly used in decks that use traps. This card allows you to place 1 trap card face down along with the card you ban from the deck when activating this card, and the face-down card will be activated this turn !!!. However, you can only use 1 trap card in that turn. These are risky tricks. Although you can search for the trap you need and use it immediately, using it at the wrong time means you handicap your opponent with the remaining 4 trap cards.

                                            Gigantic Spright (x1)

                                            UR Rarity
                                             Rarity
                                            Gigantic Spright
                                            UR Rarity
                                             Rarity
                                            Gigantic Spright
                                            Gigantic Spright
                                            DARK
                                            Gigantic Spright
                                            • ATK:

                                            • 1600

                                            • DEF:

                                            • 1600


                                            2 Level 2 monsters For this card's Xyz Summon, you can treat Link-2 monsters you control as Level 2 monsters for material. The original ATK of this card that has a Fusion, Synchro, Xyz, or Link Monster as material becomes doubled. During your Main Phase: You can activate this effect; detach 1 material from a monster you control, and if you do, Special Summon 1 Level 2 monster from your Deck, also neither player can Special Summon monsters for the rest of this turn, except Level/Rank/Link 2 monsters. You can only use this effect of "Gigantic Spright" once per turn.


                                            To level up easily, you can use link 2 monsters (including our paleozoic - Cambroraster - to Xyz), if so, this monster will have 3200 ATK to OTK and punch negates or enemy bosses (ATK 3000) easily, even OTK release

                                             

                                            Divine Arsenal AA-ZEUS - Sky Thunder, Downerd Magician and Sky Cavalry Centaurea (Ancient Stamping Machine)

                                            UR Rarity
                                             Rarity
                                            Divine Arsenal AA-ZEUS - Sky Thunder
                                            UR Rarity
                                             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):

                                            SR Rarity
                                             Rarity
                                            Downerd Magician
                                            SR Rarity
                                             Rarity
                                            Downerd Magician
                                            Downerd Magician
                                            DARK
                                            Downerd Magician
                                            • ATK:

                                            • 2100

                                            • DEF:

                                            • 200


                                            2 Level 4 Spellcaster-Type monsters During your Main Phase 2, you can also Xyz Summon this card by using a Rank 3 or lower Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card gains 200 ATK for each Xyz Material attached to it. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card attacked or was attacked, after damage calculation: Detach 1 Xyz Material from this card.


                                            SR Rarity
                                             Rarity
                                            Sky Cavalry Centaurea
                                            SR Rarity
                                             Rarity
                                            Sky Cavalry Centaurea
                                            Sky Cavalry Centaurea
                                            LIGHT
                                            Sky Cavalry Centaurea
                                            • ATK:

                                            • 2000

                                            • DEF:

                                            • 0


                                            2 Level 2 monsters This card cannot be destroyed by battle while it has Xyz Material. At the end of the Damage Step, if this card battled an opponent's monster: You can detach 1 Xyz Material from this card; return the opponent's monster from the field to the hand.


                                            Centau : not destroyed by combat, after punching Zeus , if Zeus 's ingredients are not an even number, you can add Downerd Magician so Zeus can use the effect 2+ times

                                            Linkuriboh and Relinquished Anima (x1)

                                            UR Rarity
                                            UR Rarity
                                            Linkuriboh
                                            UR Rarity
                                            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.


                                            UR Rarity
                                             Rarity
                                            Relinquished Anima
                                            UR Rarity
                                             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.


                                            Usually you play this card to send Back 5 Cu to the grave. I recommend using these 2 cards. Although both are UR (komoney), they are very strong cards that only use 1 monster.


                                            Linkuribuh : can sacrifice Back 5 Cu to revive from the grave => use Back 5 Cu continuously if still on the field (or still in hand but there is no way to send to the grave, normal summon and get this card), in addition to Has the powerful ability to reduce ATK to 0

                                            Anima : SUCC enemy boss or negate bait

                                            Link Shoukan

                                            UR Rarity
                                             Rarity
                                            Underworld Goddess of the Closed World
                                            UR Rarity
                                             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.


                                            SR Rarity
                                             Rarity
                                            Lyna the Light Charmer, Lustrous
                                            SR Rarity
                                             Rarity
                                            Lyna the Light Charmer, Lustrous
                                            Lyna the Light Charmer, Lustrous
                                            LIGHT
                                            Lyna the Light Charmer, Lustrous
                                            • ATK:

                                            • 1850

                                            • LINK-2

                                            Link Arrow:

                                            Bottom-Left

                                            Bottom-Right


                                            2 monsters, including a LIGHT monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 LIGHT monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 LIGHT monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Lyna the Light Charmer, Lustrous" once per turn.


                                            UR Rarity
                                             Rarity
                                            Selene, Queen of the Master Magicians
                                            UR Rarity
                                             Rarity
                                            Selene, Queen of the Master Magicians
                                            Selene, Queen of the Master Magicians
                                            LIGHT
                                            Selene, Queen of the Master Magicians
                                            • ATK:

                                            • 1850

                                            • LINK-3

                                            Link Arrow:

                                            Bottom-Left

                                            Bottom

                                            Bottom-Right


                                            2+ monsters, including a Spellcaster monster If this card is Link Summoned: Place Spell Counters on this card, equal to the number of Spells on the field and in the GYs. While an "Endymion" card(s) is on the field, your opponent's monsters cannot target this card for attacks. Once per turn, during the Main Phase (Quick Effect): You can remove 3 Spell Counters from your field; Special Summon 1 Spellcaster monster from your hand or GY in Defense Position, to your zone this card points to.


                                            UR Rarity
                                             Rarity
                                            Apollousa, Bow of the Goddess
                                            UR Rarity
                                             Rarity
                                            Apollousa, Bow of the Goddess
                                            Apollousa, Bow of the Goddess
                                            WIND
                                            Apollousa, Bow of the Goddess
                                            • ATK:

                                            • 0

                                            • LINK-4

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

                                            • 2300

                                            • LINK-4

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                                            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):

                                            Spellcaster should be able to go to Selene , Lyna link 2 + has the effect of jumping 1 more body => Link 3 Selene easily, Link 3 Selene pulls 1 more body => to Accesscode Talker or Apollousa easily


                                            Apollousa : negate not once per turn go brrrrrrrrrr

                                            Accesscode Talk er : 5300 ATK, shoot card without target and opp can't do anything (except toggle on) go brrrrrrr

                                            Underworld Goddess : turns opp monsters into Link materials, negate no target, negate summon from grave, only affected by target effects, ATK large




                                            Companion unit:

                                            - Yu-Gi-Oh! Guidance Vietnam





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