[Skill] description | User |
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Balance Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck. You cannot Special Summon or activate monster effects until the end of the Main Phase of your first turn. | Common |
War Rock Meteoragon | EARTH Warrior ★7 ATK 2600 / DEF 2600 |
Shining Sunrise [UR] | |
Cannot be destroyed by an opponent's card effects. When an attack is declared involving this card and an opponent's monster: You can negate that opponent's monster's effects this turn, as well as the activated effects and effects on the field of monsters with its same original name. Once per turn, during a Battle Phase in which your EARTH Warrior monster battles (Quick Effect): You can make all "War Rock" monsters you currently control gain 200 ATK until the end of your opponent's turn, also this card can make up to 2 attacks on monsters during each Battle Phase this turn. |
A Level 7 War Rock with decent 2600 ATK and card effect destruction immunization effect. Meteoragon can negates your opponent's monster effect when he battles or battled against those monsters which works well against flip monsters, monster with float effect or removal effect while they are leaving the field.
Since Meteoragon has double attack ability (only on monsters), this will brings out double monster negation and possible deal massive amount of battle damage to your opponent.
War Rock Fortia | EARTH Warrior ★4 ATK 1700 / DEF 1700 |
Shining Sunrise [R] | |
If your EARTH Warrior monster battles, after damage calculation: You can add 1 "War Rock" card from your Deck to your hand, except "War Rock Fortia", then all "War Rock" monsters you currently control gain 200 ATK until the end of your opponent's turn. If this card is sent from your Monster Zone to your GY by an opponent's card effect: You can Special Summon 1 Level 5 or higher "War Rock" monster from your hand or Deck. You can only use each effect of "War Rock Fortia" once per turn. |
War Rock Card Searcher while there is an Earth Warrior monster you control performs battles after damage calculation, also will boost up the other "War Rock" monsters' ATK by 200. Her float effect will brings out 1 Level 5 or higher "War Rock" monster like Meteoragon or Mahmud in this case.
Keep in mind that, these effect can only be used once per turn for each.
War Rock Gactos | EARTH Warrior ★4 ATK 1900 / DEF 1900 |
Shining Sunrise [R] | |
If an EARTH Warrior monster is Normal Summoned to your field: You can Special Summon this card from your hand. If this card is sent from your Monster Zone to your GY by an opponent's card effect: You can Special Summon 1 Level 5 or higher "War Rock" monster from your hand or Deck. You can only use this effect of "War Rock Gactos" once per turn. |
A Board Extender which can special summoned himself while an Earth Warrior monster is Normal Summoned. You can utilize this effect for Xyz Summon or Extra Beater. Same as Fortia's float effect, Gactos can also brings out Mahmud or Meteoragon from your hand or Deck when he is destroyed by your opponent's card effect.
War Rock Wento | EARTH Warrior ★4 ATK 1800 / DEF 1800 |
Shining Sunrise [R] | |
If your EARTH Warrior monster battles an opponent's monster, during damage calculation (Quick Effect): You can pay 800 LP; your battling monster gains 800 ATK, until the end of this turn. If this card is sent from your Monster Zone to your GY by an opponent's card effect: You can Special Summon 1 Level 5 or higher "War Rock" monster from your hand or Deck. You can only use each effect of "War Rock Wento" once per turn. |
Wento's effect usually used to boost up "War Rock" monster's ATK stat for getting rid of Big Beater monsters easier.
War Rock Mammud | EARTH Warrior ★5 ATK 2000 / DEF 2000 |
Shining Sunrise [N] | |
If you control no monsters, or all monsters you control are Warrior monsters, you can Normal Summon this card without Tributing. If your EARTH Warrior monster battles, after damage calculation: You can target 1 Spell/Trap your opponent controls; destroy it, then all "War Rock" monsters you currently control gain 200 ATK until the end of your opponent's turn. You can only use this effect of "War Rock Mammud" once per turn. |
Can be normal summoned without Tributing if you control no monsters or only Warrior monsters. Mammud with Backrow Removal effect if other "War Rock" monsters including himself battle and damage calculation after, then boost up all "War Rock" monsters' ATK by 200.
War Rock Mountain | Field Spell |
Shining Sunrise [SR] | |
When this card is activated: You can add 1 "War Rock" monster from your Deck to your hand. At the start of the Battle Phase, if you control no monsters, or all monsters you control are Warrior monsters: You can Special Summon 1 "War Rock" monster from your hand with a different name than the cards you control. If your Warrior monster would be destroyed by battle, you can send this card to the GY instead. You can only activate 1 "War Rock Mountain" per turn. |
Main Core Searcher for adding 1 "War Rock" monster from your Deck when you activates this card. At the start of the Battle Phase and if you control no monsters or only Warrior monsters, you can swarm another piece of "War Rock" monster from your hand with different name which gives you extra Beater. War Rock Mountain also can be used as "War Rock" monsters battle destruct protection.
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. |
Great Discruptive Trap by negating 1 face-up monster's effect with block attack while it is Summoned, also prevent it from being using as Extra Deck Summon material.
Compulsory Evacuation Device | Normal Trap |
Selection Box Vol.04 Mini [UR] | |
Target 1 monster on the field; return that target to the hand. |
Very powerful monster removal card that can disrupt your opponent's combo easily.
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. |
Easily to get rid of Big Beater monsters while they are being summoned, also banish instead of putting them to the Graveyard which will prevent those Monsters from recycling and triggering their floating or graveyard effect.
Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Heroic Champion - Excalibur | LIGHT Warrior ★4 ATK 2000 / DEF 2000 |
Eternal Stream [UR] | |
2 Level 4 Warrior-Type monsters Once per turn: You can detach 2 Xyz Materials from this card; this card's ATK becomes double its original ATK until your opponent's next End Phase. |
Summon Excalibur and immediately activate its effect to double its ATK. This should be enough to beatdown any enemy monster. If your opponent has an empty field, you can attack directly for an OTK.
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. |
Powerful OTK enabler, but can only be used when you're low on LP. Because of this it is best made for clutching games. The effect can be used multiple times in one turn to reduce an opponent's monster's ATK to nothing while also boosting Utopia Ray's ATK.
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. |
Always summon Utopia Ray by upgrading from Utopia.
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. |
Works great when your opponent only has 1 monster on the field, potentially giving you an OTK chance. Also works well against Xyz monsters since this will remove their materials.
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. |
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
Super Quantal Mech King Great Magnus | LIGHT Machine ★12 ATK 3600 / DEF 3200 |
Shining Sunrise [R] | |
3 Level 12 monsters If this card is sent to the Graveyard: You can Special Summon 3 "Super Quantal Mech Beast" Xyz Monsters with different names from your Graveyard. This card gains these effects, based on the number of Xyz Materials with different names attached to it. ● 2 or more: Once per turn, during either player's Main Phase: You can detach 1 Xyz Material from this card; shuffle 1 card on the field into the Deck. ● 4 or more: It is unaffected by card effects, except "Super Quant" cards. ● 6 or more: Your opponent cannot add cards from the Deck to the hand by card effects. |
Great Magnus will becomes powerful controller on board with min. 3 materials which can be Xyz Summoned easily by using Dreadnoid's effect.
Number 27: Dreadnought Dreadnoid | WATER Machine ★4 ATK 2200 / DEF 1000 |
Maximum Gustav [R] | |
2+ Level 4 monsters At the end of the Battle Phase, if this card destroyed an opponent's monster by battle: You can Special Summon from your Extra Deck, 1 Rank 10 or higher Machine Xyz Monster by using this face-up card you control as material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) You can only use this effect of "Number 27: Dreadnought Dreadnoid" once per turn. If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead. |
Decent ATK and defensive effect to help survive. Bring this out if your opponent only has 1 monster on the field that you know you can get over. Destroying a monster by battle will let you Xyz summon a rank 10, which can be used to bring out Great Magnus with 3 materials.
Missus Radiant | EARTH Beast ATK 1400 / DEF 2 |
Link Revolution [R] | |
2 EARTH monsters All EARTH monsters on the field gain 500 ATK and DEF, also all WIND monsters on the field lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 EARTH monster in your GY; add it to your hand. You can only use this effect of "Missus Radiant" once per turn. |
Missus Radiant is a useful card in War Rock decks which mostly are EARTH monsters. Its effect of boosting the ATK and DEF of all EARTH monsters on the field by 500 can be quite beneficial, making it easier for them to defeat opponents' monsters. Additionally, the effect of reducing the ATK and DEF of all WIND monsters by 400 can be useful in hindering opponents who rely on WIND monsters.
Moreover, the card's ability to retrieve an EARTH monster from the GY (graveyard) upon its destruction by battle or card effect can help players regain resources and maintain field presence.
Knightmare Mermaid | WATER Fiend ATK 1000 / DEF 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. |
Used as LINK Summon Tech by using Knightmare Corruptor Iblee that is special summoned by the opponent to your field due to her own effect.
Ferocious Flame Swordsman | FIRE Warrior ATK 1300 / DEF 2 |
Selection Box Vol.06 [SR] | |
2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn. |
500 ATK Booster effect with 1 Non-Link Warrior Monster Revival Floating effect after Ferocious Flame Swordsman is being destroyed by battle or card effect makes this card quite useful in this Deck, but you need to keep in mind that the Revival Monster will be banished when it leaves the field.
Pot of Duality | Normal Spell |
Link Revolution [UR] | |
Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card. |
Pot Of Duality helps to increase the consistency of this Deck since it can act as a good Searcher Tech for adding Key Card as soon as possible from your Deck to your hand. However, you are not allowed to Special Summon monsters during the turn you activate this card, so use this card wisely.
Reinforcement of the Army | Normal Spell |
Starter/Special Set Bundle Sale [UR] | |
Add 1 Level 4 or lower Warrior monster from your Deck to your hand. |
Good Searcher for adding War Rock Monster for combo setup.
War Rock Dignity | Quick Spell |
Shining Sunrise [R] | |
You must control a "War Rock" monster to activate either of these effects. ● When a monster your opponent controls activates its effect: Negate that effect. ● During the Battle Phase, when your opponent activates a Spell/Trap Card, or monster effect: Negate that effect. You can only activate 1 "War Rock Dignity" per turn. |
Mostly used to protect War Rock monsters from your opponent's backrow while your "War Rock" monsters battle.
Ice Dragons Prison | Normal Trap |
Selection Box Vol.06 [UR] | |
Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn. |
Ice Dragon's Prison can be a useful card in a Gandora Deck, as it allows you to Special Summon a monster from your opponent's graveyard to your side of the field and negate its effects. This can be particularly useful if your opponent has a strong monster in their graveyard that you can use to your advantage. Additionally, the card allows you to banish a monster from both players' fields that have the same Type as each other, which can be a useful way to clear the field of troublesome monsters.
Bottomless Trap Hole | Normal Trap |
Future Circuit [UR] Selection Box Vol.05 [UR] | |
When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it. |
Easily to get rid of Big Beater monsters while they are being summoned, also banish instead of putting them to the Graveyard which will prevent those Monsters from recycling and triggering their floating or graveyard effect.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [UR] [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Abyss Dweller is an anti-Graveyard interaction tech, intended to hinder Decks that activate a ton of effects from the graveyard. It's best to activate this at the start of the opponent's turn, so make sure to toggle Chain to "ON" and activate Abyss Dweller's effect during the opponent's Draw Phase.
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. |
Roach is great for monster suppression, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks and High-Level Monster Special Summon Decks like Mekk-Knight and Infernoid. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
Daigusto Emeral | WIND Rock ★4 ATK 1800 / DEF 800 |
Sign of Harpies [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target. |
Summon Emeral by using two Level 4 monsters as material. Emeral will then be used as a mini self-sufficient draw engine. Emeral can help you recover the monsters in the graveyard so you don't run out of sources.
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