Instructions for Playing Kashtira Tearlaments Ishizu

Instructions for Playing Kashtira Tearlaments Ishizu

It's nice to see a deck that's only limited to 1 and hasn't been banned yet (or in the future :) ) anyway, since it's a deck that's all number 1, you know how OP it is. If you have a few empty slots, add a handtrap and staple and you're done, yes. And among them was the guy Kashtira and this deck was born


Kashtira: is a tough deck that is a strong mercenary (Pankratops but better), has the ability to jump, search, big body,... in general, they are very strong.
Ishizu : throw cards into the grave go brrrrrrrrrr, recover the row go brrrrrrrrr

TEARlaments: throw the card to the grave, then pick it up again to fusion, then throw and repeat when opp surr, then stop

It's simple, you just need to know the basics like that, later I will make an article explaining each guy clearly :3

Sections covered in this guide:




CORE

 

Terraforming and Instant Fusion (x1)

Terraforming
Terraforming
Terraforming
Spell Normal
Terraforming

    Add 1 Field Spell from your Deck to your hand.




    Tag(s):

    Instant Fusion
    Instant Fusion
    Instant Fusion
    Spell Normal
    Instant Fusion

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


      Terraforming: yes, having this card automatically knows that this deck has a strong field and wants to pick it up as soon as possible


      Having said that, the search field of this deck is banned =))

      Instant Fusion: Actually, in the past, this card was used to jump into the search field but now it's been banned so if you like it, bring it or not (Mudragon is also fat :3)

      Primeval Planet Perlereino (x3)

      Primeval Planet Perlereino
      Primeval Planet Perlereino
      Primeval Planet Perlereino
      Spell Field
      Primeval Planet Perlereino

        When this card is activated: You can add 1 "Tearlaments" monster or 1 "Visas Starfrost" from your Deck to your hand. Fusion Monsters and "Tearlaments" monsters you control gain 500 ATK. If a "Tearlaments" monster(s) you control or in your GY is shuffled into the Deck or Extra Deck (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Primeval Planet Perlereino" once per turn. You can only activate 1 "Primeval Planet Perlereino" per turn.


        searcher

        The field should be searchable
        Increase ATK to make it easier to punch negates or opp bosses
        Able to shoot cards
        The name is Tearlaments so it should be searched by another leaf

        What can I say, field adds my resources, subtracts opp resources and even if spring is thrown into my mouth, I only have it on the field, this card still slowly consumes opp resources.

        Tearlaments Scheiren (as much as possible (I say this because if I get banned later, this song can't be wrong :) ))

        Tearlaments Scheiren
        Tearlaments Scheiren
        Tearlaments Scheiren
        DARK 4
        Tearlaments Scheiren
        • ATK:

        • 1800

        • DEF:

        • 1300


        During your Main Phase: You can Special Summon this card from your hand, and if you do, send 1 monster from your hand to the GY, then, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Scheiren" once per turn.


        Self jump to level 4 (yeah it's number 41 reference), has trash throwing effect in hand (nice in that it throws monsters, not necessarily tear monsters so can throw x2s from other engines or unused handtraps) 3-card mill (That's right Peter, it's a disguised 4-card mill),


        If this monster is sent to the Graveyard by an effect, fuse the monster using monsters in the GYM, field and/or hand by placing materials at the bottom of the deck.

        => So we will have: 1 person suddenly jumped into the field from the sky, threw a pile of cards in front of opp's helplessness, the cards went to the grave with chain links everywhere, making opp bitter and didn't know whether to throw the handtrap or not and then pick it up. Back in the row to fuse to create the boss and then have a row to throw again later. If the card is at the bottom of the deck, search for 1 card and the deck will shuffle again :3

        Tearlaments Havnis (max if you can :))

        Tearlaments Havnis
        Tearlaments Havnis
        Tearlaments Havnis
        DARK 3
        Tearlaments Havnis
        • ATK:

        • 1600

        • DEF:

        • 1000


        When your opponent activates a monster effect on the field (Quick Effect): You can Special Summon this card from your hand, and if you do, send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Havnis" once per turn.


        Jumps automatically when opp activates a monster's effect (disguised handtrap), then throws 3 cards from the deck to the grave (yes, if you throw well, it will kill the sion) and if the effect is thrown to the grave, it will fuse like the one above.


        Well, what's so hot about this one to get banned? It simply jumps 1 negate or 1 disrupt turn opp, turns into our turn and throws a bunch of remaining handtraps in your hand to trigger opp :3

        Tearlaments Merrli (max if u can)

        Tearlaments Merrli
        Tearlaments Merrli
        Tearlaments Merrli
        DARK 2
        Tearlaments Merrli
        • ATK:

        • 800

        • DEF:

        • 2000


        If this card is Normal or Special Summoned: You can send the top 3 cards of your Deck to the GY. If this card is sent to the GY by card effect (except during the Damage Step): You can Fusion Summon 1 Fusion Monster from your Extra Deck, by placing Fusion Materials mentioned on it from your hand, field, and/or GY, including this card from your GY, on the bottom of the Deck in any order. You can only use each effect of "Tearlaments Merrli" once per turn.


        have fusion effects like the others, if you land on the field then mill 3 top decks, if good then one card combo, if unlucky then have goods to play later, in general the effect is short and strong like "draw 2 cards" for example

        Tearlaments Reinoheart (x1-3)

        Tearlaments Reinoheart
        Tearlaments Reinoheart
        Tearlaments Reinoheart
        WATER 4
        Tearlaments Reinoheart
        • ATK:

        • 1500

        • DEF:

        • 2100


        If this card is Normal or Special Summoned: You can send 1 "Tearlaments" monster from your Deck to the GY, except "Tearlaments Reinoheart". If this card is sent to the GY by card effect: You can Special Summon this card (but banish it when it leaves the field), and if you do, send 1 "Tearlaments" card from your hand to the GY. You can only use each effect of "Tearlaments Reinoheart" once per turn.


        Oh shit, level 4 guys jump on their own



        when landing: throw the card you like to the grave (as long as it's a Tear monster and minus this card) and if this card is sent to the grave by a card effect, instead of fusion it jumps itself and throws another 1 Another Tear card from your hand, in general, you only play this card a little, but x3 mill 1 shot 2 to 3 copies of this card without any fusion pieces is a bit boring.

        Tearlaments Scream (x0-1)

        Tearlaments Scream Tearlaments Scream
        Tearlaments Scream
        Spell Continuous
        Tearlaments Scream

          If a monster(s) is Normal or Special Summoned, and you control a "Tearlaments" monster or "Visas Starfrost" (except during the Damage Step): You can send the top 3 cards of your Deck to the GY, also, for the rest of this turn, all monsters your opponent controls lose 500 ATK. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" Trap from your Deck to your hand. You can only use each effect of "Tearlaments Scream" once per turn.


          This card is called scream because on the field opp will have convulsions, heart attacks and extreme panic :)


          Unlike the field, its name is Tearlaments so you can search and forget about the banned search

          If you have Tear or Visas Starbuck and a monster touches the field, mill 3 free cards from the deck, reduce ATK opp (well, it's easier to kill the boss and negate) and more importantly, if this card is sent to the grave by a card effect, then search 1 Trap Tearlaments, which searches, sends monsters, negates opp monsters and is an eternal trap :)

          Tearlaments Sulliek (x1)

          Tearlaments Sulliek
          Tearlaments Sulliek
          Tearlaments Sulliek
          Trap Continuous
          Tearlaments Sulliek

            If you control a "Tearlaments" monster or "Visas Starfrost": You can target 1 Effect Monster your opponent controls; negate its effects, then send 1 monster you control to the GY. If this card is sent to the GY by card effect: You can add 1 "Tearlaments" monster from your Deck to your hand. You can only use each effect of "Tearlaments Sulliek" once per turn.


            Eternal trap, searchable, negate monster, send card to grave to trigger effect, searchable Tear monster


            10/10

            Kelbek the Ancient Vanguard (max if u can)

            Kelbek the Ancient Vanguard
            Kelbek the Ancient Vanguard
            Kelbek the Ancient Vanguard
            EARTH 4
            Kelbek the Ancient Vanguard
            • ATK:

            • 1500

            • DEF:

            • 1800


            If a card(s) is sent from the hand or Deck to your opponent's GY (except during the Damage Step): You can target 1 Special Summoned monster your opponent controls; Special Summon this card from your hand, then return that monster to the hand. If this card is sent from the hand or Deck to the GY: You can activate this effect; each player sends the top 5 cards of their Deck to the GY (or their entire Deck, if less than 5), then, if "Exchange of the Spirit" is in your GY, you can Set 1 Trap from your GY. You can only use each effect of "Kelbek the Ancient Vanguard" once per turn.


            Oh shit, level 4 guys jump on their own


            As long as opp has a card sent to the grave from his hand or deck (which happens easily, for example Phantom Knights, some mercenary engines accidentally throw cards, blah blah,...), then you choose a specially summoned monster. opp's special, jump this one onto the field and push it back to your hand

            So when this card is sent to the grave from the hand and deck, send 5 cards from the top deck of both players (well, sometimes I just squeeze it myself, so don't worry, I got 5 free mills that are so delicious :3)

            Keldo the Sacred Protector (max if u can)

            Keldo the Sacred Protector
            Keldo the Sacred Protector
            Keldo the Sacred Protector
            EARTH 4
            Keldo the Sacred Protector
            • ATK:

            • 1200

            • DEF:

            • 1600


            You can discard 1 other EARTH Fairy monster; Special Summon this card from your hand, then add 1 "Exchange of the Spirit" or 1 card that mentions it from your Deck to your hand. (Quick Effect): You can banish this card from your field or GY, then target up to 3 cards in any GY(s), or up to 5 if "Exchange of the Spirit" is on your field or in your GY; shuffle them into the Deck. You can only use each effect of "Keldo the Sacred Protector" once per turn.


            level 4 destroys other monsters to jump


            This one has a dirty quick effect of "picking up" 3 cards from opp's or friend's grave, which means that grave collectors like Tom Knights, Rokket 1 hour,... will have some cards shuffled like torn scale, some unused PK cards. banish to activate the effect, pick up the link to borreload the savage dragon without link monsters to equip,...

            Mudora the Sword Oracle (max if u can)

            Mudora the Sword Oracle
            Mudora the Sword Oracle
            Mudora the Sword Oracle
            EARTH 4
            Mudora the Sword Oracle
            • ATK:

            • 1500

            • DEF:

            • 1800


            You can discard 1 other EARTH Fairy monster; Special Summon this card from your hand, then you can place 1 "Gravekeeper's Trap" from your Deck face-up in your Spell & Trap Zone. (Quick Effect): You can banish this card from your field or GY, then target up to 3 cards in any GY(s), or up to 5 if "Exchange of the Spirit" is on your field or in your GY; shuffle them into the Deck. You can only use each effect of "Mudora the Sword Oracle" once per turn.


            level 4 jumps by disabling another guy


            effect picks up dirty household like the guy above

            Agido the Ancient Sentinel (x2-3)

            Agido the Ancient Sentinel
            Agido the Ancient Sentinel
            Agido the Ancient Sentinel
            EARTH 4
            Agido the Ancient Sentinel
            • ATK:

            • 1500

            • DEF:

            • 1300


            If a card(s) is sent from the hand or Deck to your opponent's GY (except during the Damage Step): You can Special Summon this card from your hand, then you can Special Summon 1 Level 4 EARTH Fairy monster from your GY, except "Agido the Ancient Sentinel". If this card is sent from the hand or Deck to the GY: You can activate this effect; each player sends the top 5 cards of their Deck to the GY (or their entire Deck, if less than 5), then, if "Exchange of the Spirit" is in your GY, you can send 5 more cards from the top of either player's Deck to the GY. You can only use each effect of "Agido the Ancient Sentinel" once per turn.


            Well, the effect is a bit 3-point compared to the other 3 guys, so sometimes they get played x2. Instead of jumping to take Xyz's body or doing other perverse or difficult things for opp, this guy jumps an EARTH Fairy from the grave, that's right. You can Xyz and all kinds of things, but in reality, the other two guys banish from the other guy's grave, they send it from their hand or deck to the grave, not the field to activate the effect and there aren't always those in the grave, so it still gets stuck from time to time. Take x1 to give the slot to another card

            Kashtira Fenrir (x3 (if you get hit, try to bring as much as you can because it's so OP))

            Kashtira Fenrir
            Kashtira Fenrir
            Kashtira Fenrir
            EARTH 7
            Kashtira Fenrir
            • ATK:

            • 2400

            • DEF:

            • 2400


            If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


            ONE CARD COMBO


            Suddenly, in the sky, some guy jumps onto the field, the searcher puts a one card combo, baits your handtrap, then he punches your negate then banishes your card. If you block them all, then Xyz will bombard you or cause difficulty. for you

            No wonder why the OCG side is limited to 1

            Kashtira Unicorn (x3 (if you get hit, try to bring as much as you can because it's so OP))

            Kashtira Unicorn
            Kashtira Unicorn
            Kashtira Unicorn
            WIND 7
            Kashtira Unicorn
            • ATK:

            • 2500

            • DEF:

            • 2100


            If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


            Same as the garbage man above but search spell



            Same here as OP vl


            yep, it's also limited on one side of the OCG because it's so strong

            Kashtira Birth (x1)

            Kashtira Birth
            Kashtira Birth
            Kashtira Birth
            Spell Continuous
            Kashtira Birth

              You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


              search, banish opp's grave, make Kashtira trash cancer bastards normally not donate (if not qualified to jump on their own), jump back on Kashtira's group to banish opp's goods



              Extra Deck

               

              Tearlaments Kitkallos (x69)

              Tearlaments Kitkallos
              Tearlaments Kitkallos
              Tearlaments Kitkallos
              DARK 5
              Tearlaments Kitkallos
              • ATK:

              • 2300

              • DEF:

              • 1200


              1 "Tearlaments" monster + 1 Aqua monster If this card is Special Summoned: You can take 1 "Tearlaments" card from your Deck, and either add it to your hand or send it to the GY. You can target 1 monster you control; Special Summon 1 "Tearlaments" monster from your hand or GY, and if you do, send the targeted monster to the GY. If this card is sent to the GY by card effect: You can send the top 5 cards of your Deck to the GY. You can only use each effect of "Tearlaments Kitkallos" once per turn.


              too strong and got banned :)


              This monster can jump by fusion or INSTANT FUSION, search or throw (monster/spell/trap) Tearlaments to the grave to trigger a bunch of effects, the effect jumps monsters onto the field from the grave or hand to send a card opp (-1 enemy +1 copy). body, yes very balanced), and has mill top 5 deck, yes welcome to prison


              picked up by the fusion material, named Kitkallos (this detail is important)

              Tearlaments Rulkallos (x1)

              Tearlaments Rulkallos Tearlaments Rulkallos
              Tearlaments Rulkallos
              WATER 8
              Tearlaments Rulkallos
              • ATK:

              • 3000

              • DEF:

              • 2500


              "Tearlaments Kitkallos" + 1 "Tearlaments" monster Other Aqua monsters you control cannot be destroyed by battle. You can only use each of the following effects of "Tearlaments Rulkallos" once per turn. When your opponent activates a card or effect that includes an effect that Special Summons a monster(s) (Quick Effect): You can negate the activation, and if you do, destroy it, then, send 1 "Tearlaments" card from your hand or face-up field to the GY. If this Fusion Summoned card is sent to the GY by a card effect: You can Special Summon this card.


              The ingredients needed are Kitkallos above :)


              protects other Aqua monsters from being punched to death, has the ability to negate and destroy when the effect is related to a special summon of monsters (High Caesar, is that you?), has the effect of sending own Tear monsters to trigger effects or send Go to the grave to fuse, and if this player's child was summoned to fuse before and is sent to the grave by an effect, jump up.

              Yes, punching is difficult because ATK 3000, DEF 2500 (dodging Lightning storm) and being sent even jumps, but everyone thinks the second time it sends it it won't jump, so it picks this one up to the Extra Deck to fuse and then releases this one again. In general, she's hot and has a great body. She has a Negate and a bodyguard

              Tearlaments Kaleido-Heart (x1-3)

              Tearlaments Kaleido-Heart Tearlaments Kaleido-Heart
              Tearlaments Kaleido-Heart
              DARK 9
              Tearlaments Kaleido-Heart
              • ATK:

              • 3000

              • DEF:

              • 3000


              "Tearlaments Reinoheart" + 2 Aqua monsters Cannot be used as Fusion Material. If this card is Special Summoned, or if an Aqua monster is sent to your GY by card effect while this card is on the field: You can target 1 card your opponent controls; shuffle it into the Deck. If this card is sent to the GY by card effect: You can Special Summon this card, and if you do, send 1 "Tearlaments" card from your Deck to the GY. You can only use each effect of "Tearlaments Kaleido-Heart" once per turn.


              Well, I'm probably the only one who plays this one x3, anyway, the summoning conditions for this one are very good, 1 Heart and 2 Aqua so you can pick up some mini bosses for the Extra Deck, otherwise it cannot be used as a fusion material, meaning is that it cannot be picked up during fusion


              When this monster is special summoned or an Aqua monster is sent to the grave by an effect, 1 of opp's monsters will be shuffled straight to the deck :) and if this monster is sent to the grave by a card effect, then jump back to this monster, yep this text is better than text of the other kid, after jumping, send a Tear card from the deck to the grave to trigger the effect

              but the weakness is that its fusion material requires at least 3 of them including 1 Heart, yes, I'm talking about DD Crow or Bitchytial, even though the Heart is WATER but most of them are DARK, well you want one Heart going to the grave is a bit stressful because there's a lot of Aqua and Heart is usually played with 2 copies



              Staple

               

              Handtrap

              Twin Twisters Twin Twisters
              Twin Twisters
              Spell Quick
              Twin Twisters

                Discard 1 card, then target up to 2 Spells/Traps on the field; destroy them.


                Forbidden Droplet Forbidden Droplet
                Forbidden Droplet
                Spell Quick
                Forbidden Droplet

                  Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                  Tag(s):

                  Zombie World Zombie World
                  Zombie World
                  Spell Field
                  Zombie World

                    All monsters on the field and in the GYs become Zombie monsters. Neither player can Tribute Summon monsters, except Zombie monsters.


                    Called by the Grave
                    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):

                      Infinite Impermanence 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.


                        Ghost Belle & Haunted Mansion Ghost Belle & Haunted Mansion
                        Ghost Belle & Haunted Mansion
                        EARTH 3
                        Ghost Belle & Haunted Mansion
                        • 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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


                        Triple Tactics Talent Triple Tactics Talent
                        Triple Tactics Talent
                        Spell Normal
                        Triple Tactics Talent

                          If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                          Tag(s):

                          Dark Ruler No More Dark Ruler No More
                          Dark Ruler No More
                          Spell Normal
                          Dark Ruler No More

                            Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.




                            Tag(s):

                            Lightning Storm
                            Lightning Storm
                            Lightning Storm
                            Spell Normal
                            Lightning Storm

                              If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                              Tag(s):

                              Nibiru, the Primal Being 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.


                              Ash Blossom & Joyous Spring 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.


                              Necroworld Banshee Necroworld Banshee
                              Necroworld Banshee
                              DARK 4
                              Necroworld Banshee
                              • ATK:

                              • 1800

                              • DEF:

                              • 200


                              "Zombie World" in the Field Zone cannot be destroyed by card effects, also neither player can target it with card effects. (Quick Effect): You can banish this card from your field or GY; activate 1 "Zombie World" directly from your hand or Deck. You can only use this effect of "Necroworld Banshee" once per turn.


                              Well, being thrown into the grave will brick you because the grave is full of things unrelated to fusion materials, but you can still bring it as usual.


                              Imperm can be brought because Imperm is currently quite good when not being called by the grave, meeting pure negate monsters like pure Phantom Knights (endboard apollousa + F0 + Fog Blade) is like a king wearing a dragon robe :)

                              Just kidding, play whatever you like

                              Zombie World + Banshee: makes opp bitter even though their grave has a ton of resources

                              I hope no one notices that I write a lot of text to meet the quota

                              Bitchytial

                              Wollow, Founder of the Drudge Dragons Wollow, Founder of the Drudge Dragons
                              Wollow, Founder of the Drudge Dragons
                              DARK
                              Wollow, Founder of the Drudge Dragons
                              • ATK:

                              • 2400

                              • DEF:

                              • 1300


                              2+ Level 6 monsters Monsters you control gain 100 ATK/DEF for each card in your opponent's GY. (Quick Effect): You can target 1 card in your opponent's GY and detach 1 or 2 materials from this card, then activate the appropriate effect; ● 1: Return it to the Deck. ● 2: If the target is a monster, Special Summon it face-up, or in face-down Defense Position, to your field. If it is not, Set it on your field. You can only use this effect of "Wollow, Founder of the Drudge Dragons" once per turn.


                              Bystial Druiswurm
                              Bystial Druiswurm
                              Bystial Druiswurm
                              DARK 6
                              Bystial Druiswurm
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                              Bystial Saronir
                              Bystial Saronir
                              Bystial Saronir
                              DARK 6
                              Bystial Saronir
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.


                              Bystial Magnamhut
                              Bystial Magnamhut
                              Bystial Magnamhut
                              DARK 6
                              Bystial Magnamhut
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                              This group banishes opp's monster like a handtrap and jumps onto the field. The good thing is that it has a trigger effect when sent to the grave, so it's good to play with them. In this group, there's a guy who gets sent that doesn't activate the effect, but another guy who gets sent jumps it. and it jumps to click the search card effect so bring it too :3


                              If you haven't banned opp's card yet, xyz 2 Bitchy tials on WOOOOO SEEGS to play with opp's grave

                              Predaplant Dragostapelia (x1)

                              Predaplant Dragostapelia Predaplant Dragostapelia
                              Predaplant Dragostapelia
                              DARK 8
                              Predaplant Dragostapelia
                              • ATK:

                              • 2700

                              • DEF:

                              • 1900


                              1 Fusion Monster + 1 DARK monster Once per turn (Quick Effect): You can target 1 face-up monster your opponent controls; place 1 Predator Counter on it, and if it is Level 2 or higher, it becomes Level 1 as long as it has a Predator Counter. Negate the activated effects of your opponent's monsters that have Predator Counters.


                              Look at its fusion materials, Peter, it picked up a Fusion monster



                              Besides, there is negate

                              10/10

                              Chou Yuugo Go Brrrrr

                              Starving Venom Fusion Dragon Starving Venom Fusion Dragon
                              Starving Venom Fusion Dragon
                              DARK 8
                              Starving Venom Fusion Dragon
                              • ATK:

                              • 2800

                              • DEF:

                              • 2000


                              2 DARK monsters on the field, except Tokens If this card is Fusion Summoned: You can make this card gain ATK equal to 1 opponent's Special Summoned monster, until the end of this turn. Once per turn: You can target 1 Level 5 or higher monster your opponent controls; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects. If this Fusion Summoned card is destroyed: You can destroy all your opponent's Special Summoned monsters.


                              Garura, Wings of Resonant Life 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.


                              Mudragon of the Swamp Mudragon of the Swamp
                              Mudragon of the Swamp
                              WATER 4
                              Mudragon of the Swamp
                              • ATK:

                              • 1900

                              • DEF:

                              • 1600


                              2 monsters with the same Attribute but different Types Your opponent cannot target this card, or monsters on the field with the same Attribute as this card, with card effects. Once per turn (Quick Effect): You can declare 1 Attribute; this card becomes that Attribute until the end of this turn.


                              Super Polymerization
                              Super Polymerization
                              Super Polymerization
                              Spell Quick
                              Super Polymerization

                                Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.




                                Tag(s):

                                 

                                Divine Arsenal AA-ZEUS - Sky Thunder (x1)

                                Divine Arsenal AA-ZEUS - Sky Thunder
                                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):

                                everywhere i see xyz, i see his face

                                Mecha Phantom Beast Dracossack (x0-1)

                                Mecha Phantom Beast Dracossack Mecha Phantom Beast Dracossack
                                Mecha Phantom Beast Dracossack
                                WIND
                                Mecha Phantom Beast Dracossack
                                • ATK:

                                • 2600

                                • DEF:

                                • 2200


                                2 Level 7 monsters Once per turn: You can detach 1 material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.


                                It's easy to go up because there are Kashtira, protect yourself, shoot cards well, tokens can be used as ingredients for combos (I don't know what combos).


                                Rated 9/11 points

                                Number 41: Bagooska the Terribly Tired Tapir, Abyss Dweller and Time Thief Redoer (Hey guys, the deck has Level 4 monsters that jump on their own)

                                Number 41: Bagooska the Terribly Tired Tapir 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.


                                Abyss Dweller Abyss Dweller
                                Abyss Dweller
                                WATER
                                Abyss Dweller
                                • ATK:

                                • 1700

                                • DEF:

                                • 1400


                                2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                                Time Thief Redoer Time Thief Redoer
                                Time Thief Redoer
                                DARK
                                Time Thief Redoer
                                • ATK:

                                • 2400

                                • DEF:

                                • 2000


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


                                Redoer : NTR top deck opp, avoid target, put card on top deck to turn later opp draws again in desperation, draw 1 card

                                Abyss Dweller : nice graveyard
                                Number 41: Chad, make opp lower his head and negate the activation effect (opp if you play a deck full of link monsters, you should reincarnate into a new game, especially those with strong OTK ability thanks to Accesscode Talker)

                                Dharc the Dark Charmer Gloomy (x0-1)

                                Dharc the Dark Charmer, Gloomy Dharc the Dark Charmer, Gloomy
                                Dharc the Dark Charmer, Gloomy
                                DARK
                                Dharc the Dark Charmer, Gloomy
                                • ATK:

                                • 1850

                                • LINK-2

                                Link Arrow:

                                Bottom-Left

                                Bottom-Right


                                2 monsters, including a DARK monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 DARK 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 DARK monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Dharc the Dark Charmer, Gloomy" once per turn.


                                NTR to climb links or fusion, Xyz,...


                                So happy that this child's search effect has finally been used

                                Spright Sprind and Spright Elf (Spright Mercenary)

                                Spright Sprind Spright Sprind
                                Spright Sprind
                                FIRE
                                Spright Sprind
                                • ATK:

                                • 1400

                                • LINK-2

                                Link Arrow:

                                Bottom-Left

                                Top-Right


                                2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. You can only use 1 of the following effects of "Spright Sprind" per turn, and only once that turn. If this card is Link Summoned: You can send 1 Level 2 monster from your Deck to the GY. If another monster is Special Summoned while this card is on the field (except during the Damage Step): You can detach 1 material from an Xyz Monster you control, then target 1 monster on the field; return it to the hand.


                                Spright Elf
                                Spright Elf
                                Spright Elf
                                FIRE
                                Spright Elf
                                • ATK:

                                • 1400

                                • LINK-2

                                Link Arrow:

                                Bottom-Left

                                Bottom-Right


                                2 monsters, including a Level/Rank/Link 2 monster Cannot be used as Link Material the turn it is Link Summoned. Your opponent cannot target monsters this card points to with card effects. During the Main Phase (Quick Effect): You can target 1 Level 2 monster in your GY, or, if your opponent controls a monster, you can target 1 Rank/Link 2 monster instead; Special Summon it. You can only use this effect of "Spright Elf" once per turn.


                                Sprind : *Merrli is thrown into the grave for the 177013th time*

                                Elf: protects the target *Merrli is jumped onto the field for the 177013th time*



                                Combo

                                Ash Blossom & Joyous Spring (one card combo)

                                Ash Blossom & Joyous Spring 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.


                                normal 1 any Tear monster, mill 3 handtrap, set 4 endturn 🐧




                                Companion unit:

                                - Yu-Gi-Oh! Guidance Vietnam





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