Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
High ATK and has a card removal effect without disabling its attack. The deck has no way to recover banished cards other than Vermillion's effect, but it's not reliable, so you'll have to be careful about using the resources.
Underworld Fighter Balmung | EARTH Warrior ★4 ATK 2100 / DEF 800 |
Revolution Beginning [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is destroyed by a card effect and sent to the Graveyard: You can target 1 Level 4 or lower monster in your Graveyard, except this card; Special Summon that target. |
Balmung is just a weak beater you can make with Lefty Driver plus Righty Driver. The deck has nothing for self-destruction so Balmung's floating effect will practically never be used.
Naturia Barkion | EARTH Dragon ★6 ATK 2500 / DEF 1800 |
Selection Box Vol. 03 [UR] | |
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect. |
Barkion gives Trap negation which is useful against some decks, particularly control decks. His effect cost is easier to provide compared to Landoise, because this deck does not really have ways to recycle cards in the graveyard except with Samurai Destroyer. Between Synchro Summonings and cycling your deck with Nisamu and Cash Cache, you should have enough cards in your graveyard for multiple Barkion effect cost.
Notable cards you should negate are Magician Navigation, Fiendish Chain, Floodgate Trap Hole, battle traps such as Wall of Disruption, and removal effects such as Raigeki Break.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Brionac's mass removal effect can be costly but can clear your opponent's field for an OTK. When using his effect conservatively you want to only target your opponent's boss monsters and Extra Deck monsters for removal.
Naturia Landoise | EARTH Rock ★7 ATK 2350 / DEF 1600 |
Dimension of the Wizards [SR] | |
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters While this card is face-up on the field, you can send 1 Spell Card from your hand to the Graveyard to negate the activation of an Effect Monster's effect, and destroy that Effect Monster. |
Having an EARTH monster Synchro deck gives you access to Naturia Synchros which specialize in negation. Naturia Landoise is a great first turn play if you have Spell cards on hand. Most combo starters are monsters,think Shiranui Squire and Magicians Rod, so a properly timed negation by Landoise can shut down some deck's entire turn.
However one problem with Landoise is its effect cost. This deck doesn't really have any Spells you want to keep on hand, much less discard as cost. Cash Cache will usually be immediately used to fetch a Karakuri, so deciding whether to set your Quick-Play Spells depends on predicting your opponent's deck.
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. |
Useful if your opponent only has 1 monster on the field, or against monsters that the deck can't simply beat over. Temporarily removing them will let you attack directly, potentially becoming an OTK.
Note by ⓛㅅⓛ:
Notable differences from other decks:
Strictly 3x Kunamzam:
Meaning no Haipa or scout since I want my deck to be as compact as possible so I don't any minor variable like an 1 off monster.
2x Bureido:
I have never been in need of a Star Eater, I don't have any Floodgate so I'd lose anyway against Lunalights
Note by Ahmed Helmy:
Merchant is the core combo of the deck , the main point of the deck is to use restart in hope to draw Merchant if you already have him just don't activate your skill.
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