[Skill] description | User |
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Destiny Draw Can be used when your Life Points decrease by 2000. In the Draw Phase, instead of conducting your normal draw, draw a card of your choice. This Skill can only be used one per Duel. | Yami Yugi |
All Weather monsters' first effects are to setup your backrow, while their second effects let you use them as cost.
The Weather Painter Snow | EARTH Fairy ★3 ATK 0 / DEF 2200 |
Infernity Destruction [UR] | |
When this card is Normal Summoned: You can place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Snow" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. |
Because of her activation condition, Snow is the best first-turn summon requiring no prior setup. Fetch Snowy Canvas for another search effect and use it to get Thundery Canvas. Set Thundery Canvas and you should be prepared to survive the opponent's next turn.
The Weather Painter Sun | FIRE Fairy ★3 ATK 1600 / DEF 400 |
Infernity Destruction [R] | |
If this card is in your GY: You can send 1 face-up Continuous Spell/Trap you control to the GY; Special Summon this card in Defense Position, and if you do, place 1 "The Weather" Spell/Trap from your hand face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Sun" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. |
The Weather Painter Thunder | LIGHT Fairy ★3 ATK 1700 / DEF 0 |
Infernity Destruction [R] | |
You can send 1 face-up Continuous Spell/Trap you control to the GY; place 1 "The Weather" Spell/Trap from your Deck face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Thunder" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. |
Thunder gives you a way to search The Weather Spell/Traps without clogging your backrow. This is most useful mid to late game when your backrow is full of Canvases and backrow techs. For example, you can use this effect to get rid of Valhalla and replace it with Thundery Canvas or Cloudy Canvas.
The Weather Painter Cloud | WIND Fairy ATK 1500 / DEF 1000 |
Infernity Destruction [N] | |
If another face-up "The Weather" card you control is sent to the GY: You can target up to 2 "The Weather" Spells/Traps in your GY; place them face-up in your Spell & Trap Zone. You can only use this effect of "The Weather Painter Cloud" once per turn. Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summon this banished card. |
With Cloud on your field, you can immediately bring back any Canvases removed by your opponent. The recovery effect can also be manually activated with Thunder's search cost, resulting in a full backrow setup.
Sun is mostly used to quickly put a monster onboard and then be used as Synchro or Xyz material. The Special Summoning cost also has the added utility of cycling your backrow in case you want to replace a Canvas.
Kiteroid | WIND Machine ★1 ATK 200 / DEF 400 |
Card Trader [SR] | |
Activate when you discard this card from your hand during damage calculation after a direct attack. Any Battle Damage you would receive from that direct attack becomes 0. Only once, if you remove this card from the game when it is in your Graveyard, any Battle Damage you would receive from a direct attack becomes 0. |
Prevents OTKs similar to Sphere Kuriboh. Keep it in your hand to avoid damage from a direct attack, then later banish it from the graveyard to avoid damage from another direct attack.
Wightprincess | DARK Zombie ★3 ATK 1600 / DEF 0 |
Energy of Gigarays [R] | |
This card’s name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn. |
Can be used during either players' turn makes this card more useful to prevent OTK from your opponent by reducing their ATK regarding to their own Level/Rank.
The Weather Snowy Canvas | Continuous Spell |
Infernity Destruction [SR] | |
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect. ● You can banish this card (Quick Effect); add 1 "The Weather" card from your Deck to your hand, also you cannot add cards from your Deck to your hand for the rest of this turn, except by drawing them. You can only control 1 "The Weather Snowy Canvas". |
Search Snowy Canvas with Snow for your opening combo. Normal Summon Snow into searching Snowy Canvas and into Thundery Canvas. After that Snowy Canvas lets you search any in-archetype card every turn.
The Weather Cloudy Canvas | Continuous Spell |
Infernity Destruction [R] | |
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect. ● You can banish this card, then target 1 face-up monster on the field (except during the Damage Step) (Quick Effect); halve its current ATK for the rest of this turn, but it can attack directly this turn. You can only control 1 "The Weather Cloudy Canvas". |
Cloudy Canvas is used offensively to either push damage through direct attacking or to run over an opponent's monster after halving its ATK. Of the three Canvas cards, Cloudy is your least priority.
The Weather Thundery Canvas | Continuous Trap |
Infernity Destruction [SR] | |
"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect. ● At the start of the Damage Step, if this card battles an opponent's monster: You can banish this card; return that opponent's monster to the hand. You can only control 1 "The Weather Thundery Canvas". |
Thundery Canvas is the center of this deck's control strategy. Therefore, the middle Spell/Trap Zone should always be reserved for Thundering Canvas. Having it onboard essentially gives every one of your monsters a non-destruction removal effect. The removal also triggers when the opponent declares an attack so this can effectively lock them out of battling. Thundery Canvas doesn't even require any form of permanent cost because The Weather monsters always return after being banished, overall retaining your resources.
Having Cloud on the field gives an extra layer of protection to your board setup. Your opponent won't even be able to get rid of Thundery Canvas without getting rid of Cloud first.
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. |
Lightning Vortex | Normal Spell |
Sign of Harpies [SR] | |
Discard 1 card; destroy all face-up monsters your opponent controls. |
Crackdown | Continuous Trap |
Selection Box Vol.02 Super Mini [UR] | |
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card. |
Warning Point | Normal Trap |
Link Revolution [UR] | |
When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon. |
Drowning Mirror Force | Normal Trap |
Gaia Genesis [UR] Selection Box Vol. 02 [UR] Special Set Bundle Sale [UR] | |
When an opponent's monster declares a direct attack: Shuffle all Attack Position monsters your opponent controls into the Deck. |
Karma Cut | Normal Trap |
Arena of Sanctuary [SR] Selection Box Vol. 02 Mini [SR] | |
Discard 1 card, then target 1 face-up monster your opponent controls; banish that target, then banish all cards with the same name as that monster from your opponent's Graveyard. |
Number 47: Nightmare Shark | WATER Fish ★3 ATK 2000 / DEF 2000 |
Reginald Kastle Unlock Event [UR] | |
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack. |
Summon Nightmare Shark and use its effect to hit your opponent directly for 2000 damage.
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. |
After Corebage uses up its material you can overlay it with Gaia Dragon for a stronger beater with a piercing effect. This can also be done with Ptolemy M7 but you end up with slightly less ATK with the only addition being a piercing effect.
Super Quantal Mech Beast Grampulse | WATER Machine ★3 ATK 1800 / DEF 2800 |
Shining Sunrise [SR] | |
2 Level 3 monsters Cannot attack unless it has Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 Spell/Trap Card on the field; destroy it. This effect can be activated during either player's turn, if this card has "Super Quantum Blue Layer" as Xyz Material. Once per turn: You can attach 1 "Super Quantum" monster from your hand or field to this card as an Xyz Material. |
The Phantom Knights of Break Sword | DARK Warrior ★3 ATK 2000 / DEF 1000 |
Phantom of Rebellion [SR] | |
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your Graveyard; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. |
It has a card removal effect that almost works like Diamond Dire Wolf. It's recommended to go after backrows first since it will be a huge problem if the monsters you normal or special summoned get stopped by something like Floodgate Trap Hole or even Book of Moon.
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. |
Giga-Brilliant can be summoned for its field-wide ATK boost, but usually you'll want to reserve him for making Corebage.
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. |
Summon Corebage by overlaying it on Giga-Brilliant. It's removal effect is specialized for removing troublesome enemy walls, especially ones immune to destruction.
Brute Enforcer | DARK Cyberse ATK 1600 / DEF 2 |
Link Revolution [SR] | |
2 Effect Monsters You can discard 1 card, then target 1 face-up card your opponent controls; your opponent can discard 1 card with the same original type (Monster/Spell/Trap) as that face-up card to negate this effect, otherwise destroy that face-up card. You can only use this effect of "Brute Enforcer" once per turn. |
Santa Claws | LIGHT Fiend ★6 ATK 1200 / DEF 2500 |
Force of Infinity [SR] | |
You can Special Summon this card (from your hand) to your opponent's field in Defense Position, by Tributing 1 monster they control. If Summoned this way, once, during the End Phase of this turn: You can draw 1 card. |
Another good monster to use as monster removal by tributing 1 monster your opponent control. If you attack Santa Claws with The Weather Painter Cloud, you can return it to your hand which causes infinity recycle for free monster removal each turn.
Psychic Wheeleder | EARTH Psychic ★3 ATK 600 / DEF 0 |
Dimension of the Wizards [UR] | |
If you control a Level 3 monster other than "Psychic Wheeleder", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Wheeleder" once per turn this way. If this card is sent to the GY as Synchro Material: You can target 1 monster on the field with less ATK than the Synchro Monster that used this card as material; destroy it. You can only use this effect of "Psychic Wheeleder" once per turn. |
Simply adding Wheeleder gives your deck amazing Synchro Summoning ability. The Weather monsters are all level-3 and have good field presence, so Wheeleder will almost always be available to Special Summon.
The removal effect upon Synchro Summoning with Wheeleder works well with The Weather's more control-oriented playstyle.
Battlin Boxer Veil | FIRE Warrior ★4 ATK 0 / DEF 1800 |
Rage of Volcano [R] | |
When you take battle damage: You can Special Summon this card from your hand, and if you do, gain Life Points equal to the damage you took. |
Veil is a useful defensive tech because your Main Deck is entirely composed of low-stat monsters that are defenseless without their backrow. Special Summon it upon taking a large amount of damage to heal back up and put a body on board to catch subsequent attacks.
Lava Golem | FIRE Fiend ★8 ATK 3000 / DEF 2500 |
Yami Marik [UR] Yami Marik event [UR] Yami Marik Starter Deck [UR] | |
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's side of the field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. During each of your Standby Phases: Take 1000 damage. |
Valhalla, Hall of the Fallen | Continuous Spell |
Valhalla Calling [UR] | |
Once per turn: You can Special Summon 1 Fairy-Type monster from your hand. You must control no monsters to activate and to resolve this effect. |
The Weather decks have a slow start-up. The problem is they have no way of spamming their monsters, so it can be dangerous to fight decks that can spam multiple high-power monsters in a single turn such as Blackwings. Valhalla gives you a free Special Summon putting an extra body onboard.
Ideally you Special Summon Thunder and use its effect to immediately replace Valhalla with a Weather Spell/Trap. Do not Special Summon Snow since because her search effect will not activate.
Both These cards effectively serve the same purpose, to prevent OTKs. Especially early in the Duel when you haven't built your board of Thundering Canvas and Weather monsters. The discard cost can be used to load Sun into the graveyard, or you can load a Canvas card to be recovered by Cloud.
Rainbow Life | Normal Trap |
Jesse Anderson [SR] | |
Discard 1 card. Until the end of this turn, whenever you would take damage you gain that amount of Life Points instead. |
Hallowed Life Barrier | Normal Trap |
Ranked Rewards [R] | |
Discard 1 card from your hand. This turn, any damage you take from your opponent's cards and effects becomes 0. |
Trishula, the Dragon of Icy Imprisonment | WATER Dragon ★9 ATK 2700 / DEF 2000 |
Arena of Sanctuary [UR] | |
3 monsters with different names Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn. |
Trishula's main purpose is to get rid of your monsters afflicted with a negative effect such as Floodgate Trap Hole and Fiendish Chain. This lets you unclog the monster zone so you can replace the debuffed monsters.
Trishula on the field also acts as a big beater which this deck lacks. Having a beater compliments can compliment the deck's control playstyle; after removing the opponent's monster with Thundery Canvas attacks you can hit your opponent with Trishula.
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. |
A staple level-6 Synchro in any deck that can make it. Brionac's mass removal effect is amazing for field clearing especially when you can gather resources with Snowy Canvas. You'll only need at most one copy of each Canvas card on the field so feel free to use any copies in your hand as fuel.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Summon Coral Dragon for its single-target removal effect. Again the discard cost shouldn't be too much of a problem. And destroying cards, especially backrow, can be much more effective than returning them to the opponent's hand with Brionac.
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