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The strategy is straightforward beatdown but is supported with generic staples. The combo starter is obviously: Suprex. Note: Before you link climbing, make sure you activate different non-link Gouki monster effects from GY to grab each other from the deck as well as to thin your deck faster.
OK, back to the tactic. The best way in turn 1 is to Normal Summon Gouki Suprex, activate his effect special summon another Gouki from hand then link into Gouki Jet Ogre and then, activate both link materials effect from GY, grab Gouki Headbatt or if you already have him in your hand, grab any Gouki monster, then activate hand effect of Headbat, discard Gouki, target Gouki on the field, special summon him.
Gouki Suprex | EARTH Warrior ★4 ATK 1800 / DEF 0 |
Flames of the Heart [UR] | |
When this card is Normal Summoned: You can Special Summon 1 "Gouki" monster from your hand. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Suprex". You can only use this effect of "Gouki Suprex" once per turn. |
Gouki Headbatt | EARTH Warrior ★2 ATK 800 / DEF 0 |
Flames of the Heart [R] Selection Box Vol.02 Super Mini [R] | |
If this card is in your hand: You can send 1 other "Gouki" monster from your hand to the GY, then target 1 "Gouki" monster you control; Special Summon this card in Defense Position, and if you do, the targeted monster gains 800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Headbatt". You can only use each effect of "Gouki Headbatt" once per turn. |
Gouki Jet Ogre | EARTH Warrior ATK 2000 / LINK 2 |
The Gore at Lvl 3, 14, and 25 [SR] | |
2 "Gouki" monsters Once per turn: You can target 1 "Gouki" card you control; destroy it, and if you do, change all monsters on the field to face-up Attack Position. If this card is sent from the field to the GY: You can make all "Gouki" monsters you currently control gain 500 ATK until the end of this turn. You can only use this effect of "Gouki Jet Ogre" once per turn. |
Then Link climbing to Gouki Thunder Ogre. Make sure you have no monster in the zone Thunder Ogre points to. Activate the Non-LINK GY effect again to grab others from the deck. Normal summon any Gouki monster to zone Thunder Ogre points to since he makes you gain additional normal summon then finally link Thunder Ogre + 1 Gouki to Gouki The Master Ogre and then activate Gouki Re-Match to set costs for Master Ogre negate. Once per turn, he can negates any face-up card on the opponent's field by returning any number Gouki monster it points to, to the hand.
Gouki Thunder Ogre | EARTH Warrior ATK 2200 / LINK 3 |
The Gore [UR] | |
2+ "Gouki" monsters If a monster(s) this card points to is destroyed by battle or card effect: You can make this card gain 400 ATK. The turn player applies the following effect while this monster is on the field. ● During their Main Phase, they can Normal Summon 1 monster from their hand to their zone this card points to, in addition to their Normal Summon/Set. (They can only gain this effect once per turn.) |
Gouki The Master Ogre | EARTH Warrior ATK 2800 / LINK 4 |
Future Circuit [SR] | |
2+ "Gouki" monsters Once per turn (Quick Effect): You can return to the hand any number of "Gouki" monsters you control that this card points to, then target the same number of face-up cards your opponent controls; they have their effects negated until the end of this turn. This card can attack all monsters your opponent controls, once each. If your opponent controls a face-up monster(s), this card can only target their monster with the highest ATK for attacks (your choice, if tied). |
Gouki Octostretch | EARTH Warrior ★1 ATK 0 / DEF 0 |
Flames of the Heart [R] Selection Box Vol.02 Super Mini [R] | |
If your opponent's monster attacks, during damage calculation (Quick Effect): You can discard this card; the damage you take from that battle is halved. When your opponent activates an effect that would inflict damage to you (even during the Damage Step) (Quick Effect): You can discard this card; the damage you take from that effect is halved. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Octostretch". You can only use this effect of "Gouki Octostretch" once per turn. |
Be careful with LINK monster because it will return to the extra deck and you will fail to negate it. If there's still a Gouki monster GY effect after you summon Master Ogre, grab Gouki Octostretch to prevent OTK during the next turn.
Also, set all interruption traps if you have any in your hand. If Suprex is ever negated, but still on the field, activate the hand effect of Headbat. However, this is probably not optimal since you will less grab Gouki cards from your deck. For turn 2, Suprex again but probably you need back-row removal or monster removal like MST or Dark Hole to do the same combo as turn 1.
Mystical Space Typhoon | Quick Spell |
Antinomic Theory [UR] Selection Box Vol.03 Mini [UR] | |
Target 1 Spell/Trap Card on the field; destroy that target. |
Dark Hole | Normal Spell |
Future Circuit [SR] | |
Destroy all monsters on the field. |
Or you can link summon Knightmare Phoenix, bait the opponent's back-row then grab Re-Match from the Deck. If there's still a back-row, summon Knightmare Unicorn and shuffle any opponent card you want to the deck. Be careful both these monsters need to discard, so make sure to discard an unimportant card.
Knightmare Unicorn | DARK Fiend ATK 2200 / LINK 3 |
Future Circuit [UR] | |
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card. |
Knightmare Phoenix | FIRE Fiend ATK 1900 / LINK 2 |
Future Circuit [SR] | |
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle. |
Gouki The Great Ogre | EARTH Warrior ATK 2600 / LINK 3 |
Link Revolution [SR] | |
2+ "Gouki" monsters All monsters on the field lose ATK equal to their original DEF. If this card would be destroyed by battle or card effect, you can destroy 1 of your monsters this card points to instead. |
You probably will end up with Gouki The Great Ogre during turn 2 since he makes all opponent monsters lose ATK equal to their DEF. This is a huge impact if you face against Galaxy-Eyes since they have solid high ATK and DEF.
After you summon LINK 3 or 4 and the opponent has no back-row, and there's no monster on the opponent's field that has a Quick Effect, grab Gouki Finishing Move and target LINK 3 or 4 Gouki monster you control, it will gain 1000 ATK x its link rating. So it will have over 5000-6000 ATK or 7000-8000 ATK if you control Gouki Twistcobra. Don't worry about the defense position monster since Finishing Move can deal piercing damage.
Gouki Twistcobra | EARTH Warrior ★3 ATK 1600 / DEF 0 |
Flames of the Heart [SR] Selection Box Vol.02 Super Mini [SR] | |
(Quick Effect): You can Tribute 1 "Gouki" monster, then target 1 "Gouki" monster you control; it gains ATK equal to the original ATK of the Tributed monster until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Twistcobra". You can only use each effect of "Gouki Twistcobra" once per turn. |
Gouki Finishing Move | Normal Spell |
The Gore [SR] | |
Target 1 "Gouki" Link Monster you control; it gains ATK equal to its Link Rating x 1000 until the end of this turn, also if it attacks a Defense Position monster this turn, inflict piercing battle damage to your opponent. For the rest of this turn after this card resolves, you cannot declare attacks, except with "Gouki" monsters. You can only activate 1 "Gouki Finishing Move" per turn. |
Gouki Iron Claw | EARTH Warrior ★2 ATK 1000 / DEF 0 |
Flames of the Heart [R] Selection Box Vol.02 Super Mini [R] | |
During the Damage Step, when your "Gouki" monster battles an opponent's monster (Quick Effect): You can send this card from your hand to the GY; until the end of this turn, your monster gains 500 ATK, and if it does, it is unaffected by your opponent's card effects. If this card is sent from the field to the GY: You can add 1 "Gouki" card from your Deck to your hand, except "Gouki Iron Claw". You can only use each effect of "Gouki Iron Claw" once per turn. |
You can also activate the Gouki Iron Claw hand effect for extra 500 damage also if your opponent somehow activates the card effect during attack declaration, your attacking monster will be immune to opponent card effects due to Iron Claw.
For staples, I put 1 Kiteroid to prevent OTK because 1 Ostotreitch is not enough sometimes and its effects are better than Ostotreitch.
2 Back-row removals, Mystical Space Typhoon, 3 if you count Phoenix, 1 Book of Moon, and 1 Expendable Dai to destroy any card and extra draw.
Remember you have to successfully destroy the card if you want to get the Draw effect of this card. 2 Dark Hole because to get a higher chance to OTK or remove any opponent monster that has a Quick Effect.
Book of Moon | Quick Spell |
Chaotic Soldiers [UR] Selection Box Vol.04 [UR] | |
Target 1 face-up monster on the field; change that target to face-down Defense Position. |
Expendable Dai | Normal Trap |
Future Circuit [SR] | |
Tribute 1 Warrior monster, then target 1 card on the field; destroy it, and if you do, draw 1 card. |
The last cards in my main deck are Gouki Cage Match and Gouki Face Turn. Most players probably don't bring this card often but for me, they are good to extend your combo. The idea is to activate Cage Match and destroy it with Face Turn to revive Gouki from GY without needing to destroy your monster or just to push extra damage since the monster you revive with Re-Match is Special Summoned in DEF Position.
Gouki Cage Match | Field Spell |
Flames of the Heart [N] Selection Box Vol.02 Super Mini [N] | |
When this card is activated: Place 3 counters on this card. If your "Gouki" monster destroys an opponent's monster by battle: Remove 1 counter from this card. Once per turn, at the end of the Battle Phase, if the last of these counters has been removed this way: You can Special Summon as many "Gouki" monsters as possible with different names from your hand and/or Deck, then place 3 counters on this card. |
Gouki Face Turn | Normal Spell |
Flames of the Heart [R] Selection Box Vol.02 Super Mini [R] | |
Target 1 "Gouki" card you control and 1 "Gouki" monster in your GY; destroy that card on the field, and if you do, Special Summon that other monster from the GY. You can only activate 1 "Gouki Face Turn" per turn. |
Extra deck is filled with 2 Gouki Jet Ogre, 1 Gouki Thunder Ogre, 1 Gouki The Great Ogre, 1 Gouki The Master Ogre, 1 Knightmare Phoenix, 1 Knightmare Unicorn, 1 Knightmare Mermaid.
Mermaid purpose is to get rid of Knightmare Corruptor Iblee. You can also use Link Disciple but I think she is better than him since Mermaid needs any 1 Mermaid monster other than herself so if somehow you have unused Phoenix, you can just use it as material for Mermaid where Link Disciple cannot do. Phoenix LINK Arrow points to the opponent so you cannot summon another LINK monster except use it first as LINK material.
Knightmare Mermaid | WATER Fiend ATK 1000 / LINK 1 |
Card Trader [UR] | |
1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked. |
Link Disciple | LIGHT Cyberse ATK 500 / DEF 1 |
Link Revolution [R] | |
1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn. |
Knightmare Corruptor Iblee | DARK Cyberse ★2 ATK 0 / DEF 0 |
Future Circuit [SR] | |
When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn. |
For skill, I use LP Boost α. You can also use Three Effects! but that skill is exclusive to Playmaker and Ai so the skill I use is more generic and can be played by a lot of characters.
[Skill] description | User |
---|---|
LP Boost α Increases starting Life Points by 1000. | Common |
[Skill] description | User |
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Three Effects! Select 1 Link Monster you control, and apply one of the following effects of your choice: ● For one time only until the end of your opponent's next turn, that monster will not be destroyed by battle. ● Until the end of your opponent's next turn, you take no battle damage from attacks involving that monster. ● Increase your Life Points by an amount equal to the ATK of that monster. This Skill can only be used once per Duel. | Playmaker and Ai |
That's Gouki for you. This deck is strong, probably on the same level as Salamangreat. But still weak to Mekk-Knight and Infernoid since they summon a lot of monsters, can dodge any card effect and banish your monster from GY. Sometimes Blue-Eyes deck since Blue-Eyes Spirit Dragon negate GY effect + stops your Re-Match because cannot special summon 2 or monsters at the same time. Also anti-meta deck like Cubic. I've been clapped by this deck since the Cubic counter makes my monster unable to attack and negated + Cubic Dharma protects from Battle Damage.
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