[Skill] description | User |
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Duel, standby! Each player's starting hand increases by 1 card. You cannot activate Spell/Trap Cards or monster effects on your first turn. | Tea Gardner |
[Skill] description | User |
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Fusion Reserves - Roids Can be used each time your Life Points decrease by 1800. From your Deck, add 1 Fusion Material whose name is specially listed on a "roid" Fusion Monster card in your Extra Deck. This Skill can only be used once per Duel. | Syrus Truesdale |
[Skill] description | User |
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Endless Trap Hell Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. | Odion |
When Drillroid attacks a defense position monster, he destroys it before damage calculation meaning you will not take damage in case the opponent has stronger defense. This does well to destroy monsters like Wiz, Sage Fur Hire and others that are used as walls. You can also combo him with effects that change your opponent to defense position. Change your opponent's monsters to defense position during battle to protect your own monsters and then during your turn attack them with Drillroid to remove them from the field. Since Drillroid's destruction activates before damage calculation, it will also avoid being banished by Amazoness Onslaught.
Many decks, including ones popular in the meta, have good opening plays by summoning a monster and activating it's effect (i.e. Beat, Bladesman Fur Hire, Amazoness Princess, etc.) or just generally want their monster in attack position because of their good attack and bad defense stats. In both cases Paleozoic Canadia and Floodgate Trap Hole could effectively disrupt them by changing them to face-down defense position. Floodgate Trap Hole leaves them stuck in face-down defense position unless a card effect is used. While Paleozoic Canadia only puts them in that position temporarily, so it is best used when your opponent had just summoned the monster or when your opponent attacks with the monster, so they cannot immediately change it back to attack position. Additionally, Paleozoic Canadia special summons itself from the graveyard as a monster in response to you activating a trap card, putting an extra body on the field.
D.D. Assailant and Wind-Up Juggler are both good beaters and have simple to use effects capable of removing your opponent's monsters from the field. You can use D.D. Assailant to attack into your opponent's more powerful monster to banish it along with D.D. Assailant. Wind-Up Juggler can destroy the monster it battles after damage calculation, but unlike D.D. Assailant Wind-Up Juggler himself does not need to be destroyed to activate this effect and the monster goes to the graveyard instead of banishing.
Since there are many Warrior-type monsters popular in the meta right now. (i.e. Amazoness, Masked Heroes, Beat, Bladesman Fur Hire, etc.) Kintetic Soldier's usually situational attack boost is now more reliable, essentially summoning a 3350 attack beater. But watch out for battle traps and effect nullification like Forbidden Chalice.
Against Amazoness, you can attack into their weakest attack position monster to try to end the duel even when they have Amazoness Onslaught face-up. Against Masked Heroes, Masked HERO Anki won't be able to attack over Kinetic Soldier usually and sometimes your opponent will attack into him without reading which would destroy their Masked HERO Anki. Masked Heroes could also resort to summoning Vision HERO Trinity, but he is very costly to summon and very vulnerable to battle traps. In both cases you can place Kinetic Soldier face-down and wait for your opponent to attack into it and dealing large amounts of damage.
Treacherous Trap Hole is a powerful trap card capable of destroying 2 monsters your opponent controls for no cost except itself. The drawback is that you cannot activate it if you have trap cards in your graveyard, this includes other copies of Treacherous Trap Hole. So to help you activate multiple Treacherous Trap Hole in one duel we will use Diskblade Rider to banish the trap cards in your graveyard. Additionally, Diskblade Rider will gain 500 attack for banishing a Normal Trap card.
Simple to use and powerful if used successfully. Widespread Ruin and Wall of Disruption punishes your opponent for carelessly attacking while you have set backrow. You will use these cards to protect your monsters. Widespread Ruin destroys the strongest attack position monster your opponent controls. Wall of Disruption weakens your opponent's attack position monsters by lots depending on how many monsters they control. The only downside to these cards are they can only be activated in response to an attack making them vulnerable to disruption. Especially matchups against Ancient Gears which leaves them dead on the field.
Whenever Kycoo the Ghost Destroyer deals battle damage to your opponent you can banish 2 monsters in their graveyard. This prevents them from reviving their monsters if they cannot interact with the banish zone. This is most effective against a Zombie deck but also has uses against popular cards in other meta decks. Notable cards you can disrupt include revival cards like Mayhem Fur Hire, Amazoness Willpower, Amazoness Onslaught, Amazoness Baby Tiger, Powerful Rebirth, etc., and cards that interact with the graveyard like Destiny HERO - Celestial, Seal, Strategist Fur Hire, Red-Eyes Slash Dragon, etc.
Snipe Hunter has a 2/3 chance to destroy any card on the field you choose for the cost of 1 hand card. This could help you get out of situations your trap cards cannot. A good card to use as cost is Paleozoic Canadia because it can summon itself as a monster while in the graveyard. If you already have trap cards in your graveyard, Treacherous Trap Hole is dead in your hand so you can instead use it as cost for Snipe Hunter's effect. Although keep in mind that Snipe Hunter's effect does not always go off, and missing it is an instant minus 1.
Revive any level 4 or lower monster from your graveyard which in this deck's case could be any of your monsters. The revived monster also gains 100 attack and defense with Powerful Rebirth and is not destroyed even if Powerful Rebirth leaves the field. You can discard a monster with Snipe Hunter and then use Powerful Rebirth to revive it.
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