Period | 20 May 2022 - 26 May 2022 |
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Older Boxes mostly contain outdated cards that have not seen play in a very long time, which is why, if you have a limited amount of resources available, you should generally just stay away from them.
Nobody should have to dig through a Box like The The Ultimate Rising to try and get a copy of Sphere Kuriboh because they might end up exhausting all their gems in the process, but what if those 200 packs costed 5,000 gems instead of 10,000? Would it be worth it then to invest? This is the question that I’m going to try and answer here; I’m going try and direct you towards the Boxes that contain the highest amount of value in order for you to take full advantage of the current sale.
I will be introducing which box is worth to invest and giving each card that’s good enough to be a reason to invest in a specific Box a rating from one to three stars in order to make this guide easier to go through. Let’s jump into it!
Shiranui, a previous meta deck which playing around with banishment of Zombie monsters that generally provides card advantages on it.
Shiranui Sunsaga | FIRE Zombie ★10 ATK 3500 / DEF 0 |
Soul of Resurrection [R] | |
1 Zombie Tuner + 1+ non-Tuner Zombie monsters If this card is Special Summoned: You can return any number of your Zombie Synchro Monsters, that are banished or are in your GY, to the Extra Deck, then you can destroy cards your opponent controls, equal to the number of cards returned. If a Zombie monster(s) you control would be destroyed by battle or card effect, you can banish 1 "Shiranui" monster from your GY instead. You can only Special Summon "Shiranui Sunsaga(s)" once per turn. |
Shiranui Shogunsaga | FIRE Zombie ★8 ATK 3000 / DEF 0 |
Soul of Resurrection [R] | |
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters If this card is Special Summoned: You can banish 1 Zombie-Type monster from your Graveyard; this card gains ATK equal to the banished monster's original ATK, until the end of this turn. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can target 1 of your banished Zombie-Type monsters with 0 DEF; return it to the Graveyard. You can only Special Summon "Shiranui Shogunsaga(s)" once per turn. |
Shiranui Samuraisaga | FIRE Zombie ★6 ATK 2500 / DEF 0 |
Soul of Resurrection [N] | |
1 Zombie-Type Tuner + 1 or more non-Tuner Zombie-Type monsters Once per turn, during either player's turn: You can target 1 of your banished Zombie-Type monsters; shuffle it into the Deck, and if you do, change to Defense Position all monsters your opponent controls with ATK less than or equal to that monster's. If this card is banished: You can target 1 face-up monster your opponent controls; it loses 500 ATK. You can only Special Summon "Shiranui Samuraisaga(s)" once per turn. |
Shiranui Solitaire | FIRE Zombie ★4 ATK 500 / DEF 0 |
Soul of Resurrection [SR] | |
You can Tribute 1 Zombie-Type monster; Special Summon 1 Zombie-Type Tuner with 0 DEF from your Deck. If this card is banished: You can target 1 of your banished "Shiranui" monsters, except "Shiranui Solitaire", or up to 2 instead if "Shiranui Style Synthesis" is on the field; Special Summon them. You can only use each effect of "Shiranui Solitaire" once per turn. |
Shiranui Spectralsword | FIRE Zombie ★2 ATK 800 / DEF 0 |
Soul of Resurrection [R] | |
If this card is in your Graveyard, except the turn this card was sent to the Graveyard: You can target 1 non-Tuner Zombie-Type monster in your Graveyard; banish both it and this card, and if you do, Special Summon 1 Zombie-Type Synchro Monster from your Extra Deck whose Level equals the total Levels those 2 monsters had. You can only use this effect of "Shiranui Spectralsword" once per turn. |
Raigeki Break | Normal Trap |
Soul of Resurrection [UR] | |
Discard 1 card, then target 1 card on the field; destroy it. |
A Decent Tech that can destroy Monster and Backrow by discarding 1 card which also can be a good synergy with Deck that need graveyard setup like Shiranui Deck.
Yonseju, one of the budget Deck that can be considered to invest in this box.
Yosenju Kama 2 | WATER Beast-Warrior ★4 ATK 1800 / DEF 200 |
Spirit of the Beast [SR] | |
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 2". This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. |
Yosenju Kama 3 | WIND Beast-Warrior ★4 ATK 1500 / DEF 800 |
Spirit of the Beast [SR] | |
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 "Yosenju" monster from your hand, except "Yosenju Kama 3". When another "Yosenju" monster you control inflicts battle damage to your opponent: You can add 1 "Yosenju" card from your Deck to your hand, except "Yosenju Kama 3". You can only use this effect of "Yosenju Kama 3" once per turn. During the End Phase, if this card was Normal Summoned this turn: Return it to the hand. |
Yosenju Izna | WIND Beast-Warrior ★4 ATK 800 / DEF 1200 |
Spirit of the Beast [R] | |
Once per turn, during the End Phase, if this card was Normal Summoned this turn: Return it to the hand. You can only use each of the following effects of "Yosenju Izna" once per turn. ● You can discard this card; this turn, your opponent cannot activate cards or effects when a "Yosenju" monster(s) is Normal or Special Summoned. ● If you control another "Yosenju" monster: You can draw 1 card. |
Yosenju Oyam | WIND Beast ★6 ATK ? / DEF ? |
Spirit of the Beast [N] | |
When an opponent's monster declares a direct attack: You can send 1 "Yosenju" monster from your hand to the Graveyard, except "Yosenju Oyam"; Special Summon this card from your hand. You can only use this effect of "Yosenju Oyam" once per turn. At the start of the Damage Step, if this card battles an opponent's face-up monster: You can make this card's ATK and DEF become equal to the original ATK of the opponent's monster it is battling, until the end of this turn. When this card is destroyed by battle and sent to the Graveyard: You can add 1 "Yosenju" card from your Deck to your hand. |
Yosenjus Sword Sting | Normal Trap |
Spirit of the Beast [UR] | |
If you control no monsters: Reveal up to 2 "Yosenju" monsters with different names in your hand, then target the same number of face-up cards your opponent controls; return them to the hand. You can only activate 1 "Yosenjus' Sword Sting" per turn. |
Magnetic Field | Field Spell |
Spirit of the Beast [SR] | |
If you control a Level 4 or lower EARTH Rock-Type monster: You can target 1 Level 4 or lower "Magnet Warrior" monster in your Graveyard; Special Summon it. You can only use this effect of "Magnetic Field" once per turn. Once per turn, at the end of the Damage Step, when an EARTH Rock-Type monster you control battles an opponent's monster, but the opponent's monster was not destroyed by the battle: You can return that opponent's monster to the hand. |
Necrovalley | Field Spell |
Selection Box Vol. 02 [UR] Dark Dimension [UR] | |
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard. |
Necrovalley is a good addition for Graveyard Lock since it can prevent many different decks that uses the graveyard at all especially The Phantom Knights Deck and D/D/D Deck.
Forbidden Lance | Quick Spell |
Valhalla Calling [UR] Selection Box Vol. 02 Mini [UR] | |
Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards. |
A popular card that can be used to prevent it from being destroyed by Treacherous Trap Hole, or from being flipped face-down by Floodgated or Canadia. it also can ensure one of your monsters is able to attack through a Drowning Mirror Force.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
A Level 11 Synchro Monster with 3200 ATK stats that can makes itself immune to all effects during battle.
Glow-Up Bloom | DARK Zombie ★1 ATK 0 / DEF 0 |
Curse of Dread [UR] | |
If this card is sent to the GY: You can banish this card from your GY; add 1 Level 5 or higher Zombie monster from your Deck to your hand, or, if "Zombie World" is in a Field Zone, you can Special Summon it from your Deck instead, also, in either case, you cannot Special Summon monsters for the rest of this turn, except Zombie monsters. You can only use this effect of "Glow-Up Bloom" once per turn. |
Glow-Up Bloom can be generally used in the Zombie Deck like Vendread for a Tuner. For Example, Normal Summon Glow-Up Bloom and pair it with any of your monsters, even your Ritual monsters, to make a Synchro. Glow-Up Bloom also has extra utility in the graveyard, letting you search your Ritual monsters.
Plaguespreader Zombie | DARK Zombie ★2 ATK 400 / DEF 200 |
Curse of Dread [UR] | |
If this card is in your Graveyard: You can place 1 card from your hand on the top of the Deck; Special Summon this card, but banish it when it leaves the field. |
A Zombie Tuner that can be used for many purposes and its low cost revival effect contributes to its versatility.
Revived King Ha Des | DARK Zombie ★6 ATK 2450 / DEF 0 |
Curse of Dread [R] | |
"Plaguespreader Zombie" + 1 or more non-Tuner Zombie-Type monsters Negate the effects of Effect Monsters destroyed by battle with Zombie-Type monsters you control. |
Its effect essentially prevents your opponent from activating any floating effects.
Archfiend Zombie-Skull | DARK Zombie ★6 ATK 2500 / DEF 1200 |
Curse of Dread [N] | |
"Plaguespreader Zombie" + 2 or more non-Tuner Zombie-Type monsters Face-up Zombie-Type monsters you control cannot be destroyed by card effects. |
The mass Zombie-Type monsters protection from destruction effects.
Vendread, another budget Zombie Ritual Deck that can be considered in this box.
Revendread Slayer | DARK Zombie ★6 ATK 2400 / DEF 0 |
Curse of Dread [UR] | |
You can Ritual Summon this card with any "Vendread" Ritual Spell. Once per battle, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can banish 1 Zombie monster from your GY; this card gains 300 ATK. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Spell from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use this effect of "Revendread Slayer" once per turn. |
Revendread Executor | DARK Zombie ★8 ATK 3000 / DEF 0 |
Curse of Dread [R] | |
You can Ritual Summon this card with any "Vendread" Ritual Spell. This card's name becomes "Revendread Slayer" while on the field. While this Ritual Summoned card is on the field, your opponent cannot target cards you control with card effects, except this card. If this Ritual 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 "Vendread" card from your Deck to your hand. You can only use this effect of "Revendread Executor" once per turn. |
Vendread Battlelord | DARK Zombie ★7 ATK 2700 / DEF 0 |
Curse of Dread [R] Selection Box Vol. 02 Mini [R] | |
You can Ritual Summon this card with any "Vendread" Ritual Spell. You can banish 1 "Vendread" card from your GY and declare 1 type of card (Monster, Spell, or Trap); for the rest of this turn, your opponent cannot activate cards or effects of that type. If this Ritual Summoned card is sent to the GY: You can add 1 Ritual Monster from your Deck to your hand, and if you do, send 1 "Vendread" monster from your Deck to the GY. You can only use each effect of "Vendread Battlelord" once per turn. |
Vendread Revenants | DARK Zombie ★4 ATK 1800 / DEF 200 |
Curse of Dread [SR] | |
If this card in your possession is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains this effect. You can only use the preceding effect of "Vendread Revenants" once per turn. ● Once per turn (Quick Effect): You can target 1 Special Summoned monster your opponent controls; banish it. |
Vendread Houndhorde | DARK Zombie ★3 ATK 0 / DEF 2100 |
Curse of Dread [R] | |
If this card is in your GY: You can discard 1 "Vendread" card; Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Houndhorde" once per turn. ● Once per turn (Quick Effect): You can target 1 Spell/Trap your opponent controls; banish it. |
Revendread Evolution | Ritual Spell |
Curse of Dread [R] | |
This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or send 1 "Vendread" monster from your Deck to the GY, whose total Levels equal the Level of the Ritual Monster you Ritual Summon. The Ritual Summoned monster is destroyed during the End Phase of the next turn. You can only activate 1 "Revendread Evolution" per turn. |
Revendread Origin | Ritual Spell |
Curse of Dread [SR] Selection Box Vol. 02 Mini [SR] | |
This card can be used to Ritual Summon any "Vendread" Ritual Monster from your hand or GY. You must also Tribute monsters from your hand or field, and/or banish Zombie monsters from your GY, whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "Revendread Slayer(s)" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. |
Vendread Nights | Field Spell |
Curse of Dread [N] | |
You can discard 1 card; add 1 "Vendread" monster from your Deck to your hand. You can only use this effect of "Vendread Nights" once per turn. When your "Vendread" monster destroys an opponent's monster by battle: You can banish 1 "Vendread" monster from your GY; it can attack an opponent's monster again in a row. |
A Good Starter Box which contains two good budget Starter Deck: Electromagnet and Triamid. For new players who wanna have an decent power level Deck without invest too much gems, I will recommended you to go on with this box.
Berserkion the Electromagna Warrior | EARTH Rock ★8 ATK 3000 / DEF 2800 |
Guardians of Rock [UR] | |
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior" from your hand, Graveyard, and/or face-up from your Monster Zone. You can banish 1 Level 4 or lower "Magnet Warrior" monster from your Graveyard, then target 1 card your opponent controls; destroy it. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 each of your banished "Alpha The Electromagnet Warrior", "Beta The Electromagnet Warrior", and "Gamma The Electromagnet Warrior"; Special Summon them. |
Alpha The Electromagnet Warrior | EARTH Rock ★3 ATK 1700 / DEF 1100 |
Guardians of Rock [SR] | |
If this card is Normal or Special Summoned: You can add 1 Level 8 "Magna Warrior" monster from your Deck to your hand. You can only use this effect of "Alpha The Electromagnet Warrior" once per turn. During your opponent's turn: You can Tribute this card; Special Summon 1 Level 4 "Magnet Warrior" monster from your Deck (this is a Quick Effect). |
Gamma The Electromagnet Warrior | EARTH Rock ★3 ATK 800 / DEF 2000 |
Guardians of Rock [SR] | |
If this card is Normal or Special Summoned: You can Special Summon 1 Level 4 or lower "Magnet Warrior" monster from your hand, except "Gamma The Electromagnet Warrior". You can only use this effect of "Gamma The Electromagnet Warrior" once per turn. During your opponent's turn: You can Tribute this card; Special Summon 1 Level 4 "Magnet Warrior" monster from your Deck (this is a Quick Effect). |
Triamid Master | EARTH Rock ★4 ATK 1800 / DEF 700 |
Guardians of Rock [SR] | |
Once per turn: You can send 1 face-up "Triamid" card you control to the Graveyard, then target 1 Set Card on the field; destroy it. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). |
Triamid Hunter | EARTH Rock ★3 ATK 1400 / DEF 1100 |
Guardians of Rock [R] | |
If a Field Spell Card is face-up on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). |
Triamid Dancer | EARTH Rock ★3 ATK 600 / DEF 1900 |
Guardians of Rock [N] | |
Once per turn: You can target 1 "Triamid" card in your Graveyard; shuffle it into the Deck, and if you do, all Rock-Type monsters you control gain 500 ATK and DEF. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect). |
Triamid Cruiser | Field Spell |
Guardians of Rock [SR] | |
Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a "Triamid" monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card in the Field Zone is sent to the Graveyard: You can add 1 "Triamid" monster from your Deck to your hand. You can only use this effect of "Triamid Cruiser" once per turn. |
Triamid Kingolem | Field Spell |
Guardians of Rock [R] | |
All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid" monster from your hand. You can only use this effect of "Triamid Kingolem" once per turn. |
Triamid Fortress | Field Spell |
Guardians of Rock [N] | |
All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 "Triamid" monster in your Graveyard; add it to your hand. You can only use this effect of "Triamid Fortress" once per turn. |
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