Crystal Beast decks might not be all that viable in Duel Links due to limited cards and only 3 spell/trap zones, but it can still be a fun and gimmicky. Using the Crystal Beast monster's effects to put themselves on the spell/trap zone, you can use cards like Crystal Conclave to return cards from field back to hand, or the other Crystal spells for some swarming potential.
[Skill] description | User |
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Transcendent Crystals Can be used from turn 3 and onward by sending 1 to 3 cards from your hand to the Graveyard. Choose the same number of "Crystal Beast" monster(s) from your Deck as the number of cards you sent from your hand to Graveyard, and place it/them in your Spell/Trap Zone. If begin the Duel with a Deck that has 7 or more "Crystal Beast" monsters, you can use this Skill regardless of the current turn. This Skill can only be used once per turn, and twice per Duel. | Jesse Anderson |
Crystal Keeper | FIRE Warrior ★4 ATK 1500 / DEF 1800 |
Idea of Armageddon [UR] | |
Pendulum Effect Each turn, the first time an "Ultimate Crystal" monster(s) and/or "Crystal Beast" card(s) you control would be destroyed by card effect that turn, it is not destroyed. Monster Effect If a "Crystal Beast" monster you control battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute this card from your hand or face-up from your field; your battling monster's ATK/DEF become double its original ATK/DEF during that damage calculation only, but it is destroyed at the end of this Damage Step. |
Mainly to be used as a handtrap when your Crystal Beast monster battles a monster. Its pendulum effect is decent at best, but since the deck already struggles with spells/trap zones, using this as a pendulum effect is rarely ever worth it. Unless you go against decks that will be destroying with card effects like Fire King High Avatar Garunix.
Keep in mind that this card is not a "Crystal Beast" monster, so you can't use Rare Value or Crystal Conclave with it. However, you can use it when you need it, and return it back to hand with Zephyros' effect, which you can easily send to grave with the skill.
The main monster that's used for battling in this deck is Pegasus, and it has 1800 ATK, which will become 3600 ATK after using Keeper. It's high enough to beat over most monsters, but you'll have to use this conservatively since using Keeper will also destroy your monster right after the battle, not until the end of the turn.
If you have Rare Value or Crystal Conclave, you can choose to place your destroyed monster to the spell/trap zone for a later follow up.
Crystal Master | DARK Spellcaster ★3 ATK 1300 / DEF 1000 |
Idea of Armageddon [SR] | |
Pendulum Effect Your opponent cannot target "Ultimate Crystal" monsters or "Crystal Beast" cards you control with card effects. Monster Effect You can Tribute this card; add 1 "Ultimate Crystal" monster, "Crystal Beast" monster, or "Crystal" Spell/Trap from your Deck to your hand. |
A much better pendulum effect compared to Keeper, but you'll still have to carefully consider when to use this to prevent clogging your back row.
The monster effect is used to search for the spells/traps.
This is also a helpful way to search for Rainbow Dragon if you ever want to play a different version.
Crystal Beast Sapphire Pegasus | WIND Beast ★4 ATK 1800 / DEF 1200 |
Jesse Anderson [UR] Jesse Anderson Lvl 11 & 35 [UR] | |
When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Essentially the main monster of the deck, simply because it's a low level "Crystal Beast" monster with the highest base attack. Its effect helps filter out your deck and is good as a fuel/cost for the other Crystal Beast spells/traps.
You can summon multiple Pegasus pretty quickly/easily:
With 2 on the field, you can make an XYZ play. Just keep in mind that the XYZ monsters aren't "Crystal Beast" monsters, so it won't work well with Crystal Conclave or Crystal Keeper/Master.
If you have a Crystal Conclave, use Pegasus to take another Pegasus from deck to the backrow. This lets you use the Pegasus in the backrow as the cost to return an enemy's card, so that you can normal summon the new Pegasus next turn for further card filtering.
Crystal Beast Topaz Tiger | EARTH Beast ★4 ATK 1600 / DEF |
Jesse Anderson [SR] | |
If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Attack is higher than Pegasus, but only when it attacks, which can be situationally better than Pegasus. Mainly in the deck to have more "Crystal Beast" monsters.
Crystal Beast Amber Mammoth | EARTH Beast ★4 ATK 1700 / DEF 1600 |
Jesse Anderson [SR] | |
When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Situationally useful to protect your monsters from battle. Special summoning this in defense can help protect your LP from potential OTK.
Crystal Keeper will boosts its DEF to 3200, high enough to block most monster, but only for 1 attack.
Crystal Beast Ruby Carbuncle | LIGHT Beast ★3 ATK 300 / DEF 300 |
Jesse Anderson at Lvl 6 [R] Jesse Anderson [R] Jesse Anderson Starter Deck [R] [SR] | |
When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard. |
Special summon with Promise, Beacon, or Conclave. Best used when you already have 2 Crystal Beasts in the backrow, which can be consistently done through the skill.
Use Crystal Conclave to special summon Carbuncle from deck after your Crystal Beast is destroyed by battle and sent to backrow. This will bring them back to the field, and you can then activate Conclave's return effect using any card that you have.
Blackwing - Zephyros the Elite | DARK Winged Beast ★4 ATK 1600 / DEF 1000 |
Aerial Assault [UR] Selection Box Vol.04 [UR] | |
If this card is in your Graveyard: You can return 1 face-up card you control to the hand; Special Summon this card, and if you do, take 400 damage. You can only use this effect of "Blackwing - Zephyros the Elite" once per Duel. |
Send this to the grave through the skill so you can return a card from your field back to hand. Effectively making it a searcher if you have it in your hand since the skill lets you choose which card to put in the backrow from your deck.
Having this in the grave can give you better security knowing that you can just use the pendulum monsters for their pendulum effects. Return it back to your hand if you need the zone again to set something like Conclave.
The only other target that you might want to return is Pegasus so you can re-use its effect.
Archfiend Eccentrick | LIGHT Fiend ★3 ATK 800 / DEF 1000 |
Selection Box Vol.01 Super Mini [UR] | |
Pendulum Effect You can target 1 other Spell/Trap Card on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. Monster Effect You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn. |
One of the very few ways to deal with an opponent's spells/traps. It's also Pendulum summonable in this deck since Keeper and Master are a scale of 2 and 5, allowing you to bring back Eccentrick every turn to destroy a monster.
Eccentrick's scale of 7 also helps with pendulum summoning, but the deck doesn't really benefit from Pendulum summoning that much. You'll also need Keeper as the low scale, which is better used in hand.
Crystal Bond | Normal Spell |
Jesse Anderson [UR] | |
Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn. |
Crystal Bond is a great search card, it allows you to search 2 Crystal Beast monsters from your deck placing one in your hand and one in your spell/trap zone. You can search Sapphire Pegasus to your hand and then Normal summon it to add another Crystal Beast into your Spell/trap zone, giving you a total of 3 searches.
Rare Value | Normal Spell |
Jesse Anderson [UR] | |
If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards. |
The follow-up after using the skill, or after Crystal Bond. Helps with clearing your field, as well as helping to get better draws.
Rainbow Bridge | Normal Spell |
Truth Universe [SR] | |
Add 1 "Crystal" Spell/Trap from your Deck to your hand. |
Core searcher card, and not limited to once per turn. Priority is almost always Crystal Conclave. Crystal Bond is the second, and Beacon if you want to make a play.
Crystal Promise | Normal Spell |
Jesse Anderson at Lvl 40 [SR] Jesse Anderson [SR] | |
Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target. |
The follow-up after normal summoning Pegasus. Best used to either special summon a Pegasus for further filtering or Mammoth for a defensive formation.
With only 3 spell/trap zones, using this on Carbuncle can only bring back 1 monster to the field, so it's not the best use of it, but still useful to keep in mind if you need another level 4 to XYZ.
Crystal Beacon | Normal Spell |
Jesse Anderson at Lvl 18 and 25 [SR] Jesse Anderson [SR] | |
Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect. |
Special summon Carbuncle from deck after using the skill to end up with 3 monsters in a turn. Best used in turn 1 since your opponent can't respond with a card to destroy/banish one of your Crystal Beast that's in the backrow.
Crystal Conclave | Continuous Trap |
Truth Universe [SR] | |
Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the Graveyard, then target 1 "Crystal Beast" card you control and 1 other card on the field; return them to the hand. You cannot activate these effects in the same chain. |
Core card in the deck since its effect is pretty strong. The first effect helps with floating, while the second one is extremely useful to interrupt your opponent's plays.
Keep in mind that you can't simply flip it up and return a card right away in the same chain. So if you want to return the first monster your opponent controls, you'll need to flip it up earlier than that. If it's not for a chain, you can flip it up and wait for it to resolve, and then activate the return effect.
Number 70: Malevolent Sin | DARK Insect ★4 ATK 2400 / DEF 1200 |
Photons of Galaxy [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster your opponent controls; banish it until your opponent's next Standby Phase. At the end of the Damage Step, if this card attacked: You can make this card gain 300 ATK, and if you do, increase its Rank by 3. |
Mandatory in most decks that uses a lot of level 4 monsters. Effective against opponents that focuses on only 1 monster, making it easier to secure some wins.
Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Decent monster to bring out when you know that it will work on your opponent's monster. Works as a form of control.
Ghostrick Alucard | DARK Zombie ★3 ATK 1800 / DEF 1600 |
Photons of Galaxy [SR] | |
2 Level 3 monsters Monsters your opponent controls cannot target face-up "Ghostrick" monsters, or any face-down Defense Position monsters, for attacks, except this one. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of "Ghostrick Alucard" once per turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand. |
One of the very few ways to deal with opponent's spell/trap cards. Might rarely be used since 2 Carbuncles are rarely on the field.
Number 20: Giga-Brilliant | LIGHT Insect ★3 ATK 1800 / DEF 1800 |
Number Hunter: Kite Tenjo Unlock Event [SR] | |
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters you currently control gain 300 ATK. |
If you ever have 2 Carbuncles on the field, you can consider summoning Giga-Brilliant so you can rank up into Corebage and/or Gaia Dragon. This lets you return a defense position monster your opponent controls and have a piercing attack monster on the field.
Digital Bug Corebage | LIGHT Insect ★5 ATK 2200 / DEF 1800 |
Infinite Ray [R] | |
2 or more Level 5 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material. |
Gaia Dragon, the Thunder Charger | WIND Dragon ★7 ATK 2600 / DEF 2100 |
Infinite Ray [SR] | |
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Follow-up after Corebage, which is summonable through Giga-Brilliant, which is an XYZ that needs 2 Carbuncles. This ladder lets you return a defense position monster your opponent controls back to hand, and then have a pierce effect monster on the field.
Number 18: Heraldry Patriarch | LIGHT Psychic ★4 ATK 2200 / DEF 2200 |
Voltage of the Metal [R] | |
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard. |
Very helpful against decks that uses same name monsters like Harpies or Cyber Dragons. Its value is high when those decks are very strong in the meta.
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. |
While the deck does have ways to get cards from grave back to hand, they aren't exactly crucial to make its plays. However, its benefits may outweigh the negatives since it works quite well when going against decks that rely on their grave.
Rainbow Dragon | LIGHT Dragon ★10 ATK 4000 / DEF 0 |
Jesse Anderson [UR] Jesse Anderson Starter Deck [UR] | |
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned. ● During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent. ● You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Deck. |
You'll need to bring the other Crystal Beast monsters, and the deck will play quite differently than the current example. But it's slightly more usable now since Crystal Master can search for this.
Crystal Raigeki | Normal Trap |
Card Trader [SR] | |
Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target. |
Crystal Raigeki exchange a Crystal Beast in your backrow to destroy a card your opponent controls. The advantage of Crystal Raigeki is that you can use it during your opponent's turn to disrupt his plays, but as a trap it is also at a disadvantage because it needs to be set a turn before activation.
Number C39: Utopia Ray | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Infinite Ray [UR] | |
3 Level 4 LIGHT monsters You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect. |
The deck doesn't really have good ways to control LP for this to be really good. But it's an option that you can bring in if you don't have other options. After all, if it properly resolves, it can end up winning you the duel.
Number 39: Utopia | LIGHT Warrior ★4 ATK 2500 / DEF 2000 |
Shining Hope [UR] | |
2 Level 4 monsters When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card. |
To be used with Utopia Ray, so you'll need 2 extra deck slots if you want to bring them along.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
Destroy itself or 1 Crystal Beast monster and 1 card your opponent controls. You can make a Dire Wolf and destroy an opponent's spell/trap before your normal summon to have safer and uninterrupted play.
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