[Skill] description | User |
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Flight Control Return 1 “T.G.” monster in your hand to your Deck and add 1 “T.G.” monster to your hand from your Deck. During the turn you use this Skill, you cannot Special Summon any Level 10 or higher monsters except “T.G.” monsters. This Skill can only be used once per turn and twice per Duel. This Skill can only be used if you begin the Duel with no monsters other than T.G.” monsters in your Main Deck. | Antinomy |
T.G. Screw Serpent | WATER Sea Serpent ★4 ATK 1300 / DEF 500 |
Antinomic Theory [UR] | |
If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "T.G." monster in your GY, except "T.G. Screw Serpent"; Special Summon that monster, but its effects are negated. You can banish this card from your GY, then target 1 "T.G." monster you control; increase or reduce its Level by 1 until the end of this turn. You can only use each effect of "T.G. Screw Serpent" once per turn. |
Screw Serpent lets you revive Booster Raptor so you can use them both to make a Level-5 Synchro. This simple effect, and the fact that it lets Booster Raptor use its inherent Special Summoning effect, makes Screw Serpent a great Synchro enabler.
Screw Serpent's level modulation lets you go directly to your Level-6 Synchros without needing to synchro climb from Star Guardian.
T.G. Striker | EARTH Warrior ★2 ATK 800 / DEF 0 |
Antinomy Lvl 14, 25, and 40 [UR] | |
If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your hand). During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker". |
Striker is a Tuner that can Special Summon itself, which already makes him a great monster to run in Synchro Decks. For this Deck in particular, his best pair is Warwolf to make Level-5 Synchros.
T.G. Drill Fish | WATER Fish ★1 ATK 100 / DEF 800 |
Antinomic Theory [UR] | |
This card can attack directly. You can only use each of the following effects of "T.G. Drill Fish" once per turn. ● If all monsters you control are "T.G." monsters (min. 1): You can Special Summon this card from your hand. ● When a "T.G." monster you control inflicts battle damage to your opponent: You can target 1 monster your opponent controls; destroy it. |
Drill Fish's first effect allows it to function like Booster Raptor. Additionally, its second effect gives it extra utility as a removal card. Use Drill Fish to attack your opponent directly. The damage is small but it lets you trigger the removal effect.
T.G. Warwolf | DARK Beast-Warrior ★3 ATK 1200 / DEF 0 |
Antinomic Theory [SR] | |
When a Level 4 or lower monster(s) is Special Summoned (except during the Damage Step): You can Special Summon this card from your hand. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Warwolf". |
Warwolf's inherent Special Summoning condition aligns perfectly with Striker. The idea is to Special Summon Striker then Special Summon Warwolf and use both monsters to make a Level-5 Synchro, all without even using your Normal Summon.
T.G. Booster Raptor | WIND Dinosaur ★1 ATK 400 / DEF 300 |
Antinomy Unlock Event [SR] | |
If you control a "T.G." monster, you can Special Summon this card (from your hand). You can only Special Summon "T.G. Booster Raptor" once per turn this way. Once per turn, during the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Booster Raptor". |
Booster Raptor is the non-Tuner monster you will use the most for Synchro Summoning. Its inherent Special Summoning effect lets you put it on the field alongside Screw Serpent, making it easy to make Level-5 Synchros.
T.G. Catapult Dragon | EARTH Dragon ★2 ATK 900 / DEF 1300 |
Antinomy Lvl 3, 16, and 30 | |
Once per turn: You can Special Summon 1 Level 3 or lower "T.G." Tuner monster from your hand. |
Catapult Dragon has an effect that helps you put monsters on board, something very important to Synchro Decks. After making Star Guardian with Striker and Warwolf, you can Normal Summon Catapult Dragon then use its effect to Special Summon another Striker. Use all your monsters to make Quariongandrax.
Fire Formation - Tenki | Continuous Spell |
Eternal Stream [SR] | |
When this card is activated: You can add 1 Level 4 or lower Beast-Warrior-Type monster from your Deck to your hand. All Beast-Warrior-Type monsters you control gain 100 ATK. You can only activate 1 "Fire Formation - Tenki" per turn. |
Warwolf is a a particularly useful monster to use as synchro material because of its inherent Special Summoning effect. And because some versions of this Deck don't really need the backrow space, Tenki is a viable way to search Warwolf.
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.
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.
Needle Ceiling | Normal Trap |
Valiant Souls [UR] Selection Box Vol.04 [UR] | |
When there are 4 or more monsters on the field: Destroy all face-up monsters. |
Needle Ceiling can clear the field of multiple opposing monsters, setting up an opportunity for you to go on the offensive. However, it's important to note that Needle Ceiling can also destroy your own monsters, so you should be careful when using it and try to use it when you have a clear advantage on the field. Alternatively, you can avoid getting destroyed by using Book of Moon on your own monsters.
Survival's End is mainly used for its graveyard effect, which is usually milled from the deck through the Lightsworn cards. Use this on Booster Raptor so you can disrupt your opponent and be able to get a search effect from Booster Raptor.
Canadia is used to disrupt your opponent if you get them in your hand, but being mill can also be good since it will help for synchro summoning.
Marella is used to sending Survival's End so you can destroy your opponent's card during their turn, but you'll need either Booster Raptor or Miscellaneousaurus on the field.
Paleozoic Canadia | Normal Trap |
Valiant Souls [UR] Special Set Bundle Sale [UR] | |
Target 1 face-up monster your opponent controls; change it to face-down Defense Position. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. |
Paleozoic Canadia can be a useful disruption card in a T.G. Deck. Its effect of changing an opponent's monster to face-down Defense Position can help slow down the opponent's offensive strategy, and it can be activated from the Graveyard as a Normal Monster when a Trap Card is activated. This can provide additional field presence and potential Synchro Summoning options.
Paleozoic Marrella | Normal Trap |
Valiant Souls [N] | |
Send 1 Trap Card from your Deck to the Graveyard. Once per Chain, when a Trap Card is activated while this card is in your Graveyard: Special Summon this card as a Normal Monster (Aqua-Type/WATER/Level 2/ATK 1200/DEF 0). (This card is NOT treated as a Trap Card.) If Summoned this way, this card is unaffected by monster effects, also banish it when it leaves the field. |
Paleozoic Marrella, on the other hand, can help with deck thinning by sending a Trap Card from the deck to the Graveyard, which can potentially trigger other Trap Cards with Graveyard effects. Additionally, it can be activated from the Graveyard as a Normal Monster when a Trap Card is activated, providing additional field presence and potential Synchro Summoning options.
Survivals End | Normal Trap |
Tyranno Hassleberry [SR] Tyranno Hassleberry Unlock Event [SR] | |
Destroy as many Normal Monsters on the field as possible, and if you do, Special Summon Level 4 or lower Dinosaur-Type monsters from your Deck, up to the number destroyed, but destroy them during the End Phase. You can banish this card from your Graveyard, then target 1 Dinosaur-Type monster you control and 1 card your opponent controls; destroy them. |
Survival's End can provide destruction power and potential field presence.
The first effect of Survival's End allows players to destroy as many Normal Monsters on the field as possible (Paleozoics as Monster on the field), and if they do, they can Special Summon Level 4 or lower Dinosaur-Type monsters from the deck, up to the number of monsters destroyed. This can be a powerful way to clear the opponent's field and quickly fill the player's own field along with T.G. Booster Raptor special summon for potential Synchro Summoning options.
The second effect of Survival's End allows players to banish the card from their Graveyard to destroy one Dinosaur-Type monster they control and one card their opponent controls. This can be a useful way to clear problematic monsters or cards on the opponent's field, while also potentially triggering the Graveyard effects (Paleozoics in the case) of other cards in the deck.
Trishula, Dragon of the Ice Barrier | WATER Dragon ★9 ATK 2700 / DEF 2000 |
Starter/Special Set Bundle Sale [UR] | |
1 Tuner + 2 or more non-Tuner monsters When this card is Synchro Summoned: You can banish up to 1 card each from your opponent's hand, field, and Graveyard. (The card in the hand is chosen at random.) |
The effect of banishing 1 card each from your opponent's hand, field, and Graveyard can easily disrupt your opponent's combo especially using Wonder Magician or Star Guardian's effect to special summon this card during your opponent's turn.
Crystron Quariongandrax | WATER Machine ★9 ATK 3000 / DEF 3000 |
Cybernetic Rebellion [UR] | |
2 or more Tuners + 1 non-Tuner monster If this card is Synchro Summoned: You can target monsters your opponent controls and/or in their Graveyard, up to the number of Synchro Materials used for the Synchro Summon of this card; banish them. If this Synchro Summoned card is destroyed by battle or card effect: You can target 1 banished monster, except this card; Special Summon it to your field. |
Quariongandrax is a very powerful boss monster in any Deck that can make it. Upon summoning, it gets rid of three enemy cards which is already enough for a monster wipe or to get rid of all backrow that may pose a threat. This is made especially dangerous because of Quarionagndrax's powerful base stats. And when destroyed, Quariongandrax will float into any banished monster, even the one's from your enemy's banish zone.
Battlewasp - Hama the Conquering Bow | WIND Insect ★8 ATK 2800 / DEF 2000 |
Witchs Sorcery [UR] | |
1 Tuner + 1+ non-Tuner monsters If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn. ● When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF. ● At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY. |
It's highly likely you'll summon Hama using Star Guardian as material, in which case its double attack effect goes live. This double attack effect lets you make full use of Hama's debuff effect. In short, Hama is great at beating down enemy monsters and dealing significant damage along the way.
Shiranui Squiresaga | FIRE Zombie ★7 ATK 2100 / DEF 0 |
Soul of Resurrection [UR] | |
1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these. ● Zombie: You can have all monsters you control gain 300 ATK. ● FIRE: You can destroy 1 Spell/Trap on the field. ● Synchro: You can destroy 1 monster on the field. |
Summon Shiranui Squiresaga and banish it with its own effect, similar to how Diamond Dire Wolf is used. This lets you get rid of two cards from the opponent's field (1 monster and 1 backrow) while also giving all your other monsters a slight ATK boost.
Gives the deck a non-targeting spell/trap and monster removal. The easiest monster to banish to get the effect is to banish herself, but you can also banish Miscellaneousaurus for the spell/trap, or any synchro monster in the graveyard to destroy a monster.
If you've used Black Rose Dragon previously, you can use it as the cost for the spell/trap AND monster removal.
T.G. Wonder Magician | LIGHT Spellcaster ★5 ATK 1900 / DEF 0 |
The King of Vermillion [UR] | |
1 Tuner + 1 or more non-Tuner "T.G." monsters If this card is Synchro Summoned: Target 1 Spell/Trap Card on the field; destroy that target. If this card on the field is destroyed: Draw 1 card. During your opponent's Main Phase, you can: Immediately after this effect resolves, Synchro Summon using this card you control (this is a Quick Effect). |
Free 1 Backrow Removal Effect when she is Synchro Summoned and her Floating Effect will allow you to have 1 Draw.
Her second effect is the same as T.G. Star Guardian which allows you to Synchro Summon a Monster including herself, this effect is really good as Disruption Combo.
Vulcan the Divine | FIRE Beast-Warrior ★6 ATK 2000 / DEF 1600 |
Soul of Resurrection [SR] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but for the rest of this turn, you cannot activate cards, or the effects of cards, with the same name as those returned to the hand by this effect. You can only use this effect of "Vulcan the Divine" once per turn. |
Vulcan the Divine is the Synchro monster most effective when made during the opponent's turn. Its removal effect when used during the opponent's turn can get rid of their boss monster upon summoning.
T.G. Star Guardian | LIGHT Warrior ★5 ATK 100 / DEF 2100 |
Antinomic Theory [SR] | |
1 Tuner + 1+ non-Tuner "T.G." monsters Once per Chain, during your opponent’s Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only use each of the following effects of "T.G. Star Guardian" once per turn. ● If this card is Special Summoned: You can target 1 "T.G." monster in your GY; add it to your hand. ● During your Main Phase: You can Special Summon 1 "T.G." monster from your hand. |
Your Main Deck combos are mostly focused at making the Level-5 Star Guardian, then from Star Guardian you can Synchro climb into your Level-6s. The reason why this is better than directly going into Level-6 Synchros is because Star Guardian lets you Synchro Summon during the opponent's turn, which results in more unique interactions.
The combo usually goes like this:
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] Fantastic Arc [R] | |
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. |
Summon Samurai Destroyer as an offensive option. He prevents your opponent from activating effects when he battles, stopping battle traps and disruption like Sphere Kuriboh and Kiteroid, letting all of Samurai Destroyer's attacks go through.
Monsters battling Samurai Destroyer have their effects negated. This makes Samurai Destroyer a good way to get rid of monsters without triggering their floating effects. You can also attack into monsters and ignore their self ATK boosts.
PSY-Framelord Zeta | LIGHT Psychic ★7 ATK 2500 / DEF 1800 |
Future Horizon [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand. |
PSY-Framelord Zeta allows players to target one Special Summoned monster their opponent controls in face-up Attack Position, banish both that monster and PSY-Framelord Zeta from the field, and return them during the player's next Standby Phase. This can be a useful way to remove a troublesome monster from the opponent's field temporarily.
Mist Bird Clausolas | WIND Winged Beast ★3 ATK 0 / DEF 2300 |
Tornado of Phantoms [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn. |
Can lead to an OTK, or just turn off dangerous monsters like Bloom Diva the Melodious Choir.
Knightmare Phoenix | FIRE Fiend ATK 1900 / DEF 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. |
A Link 2 Knightmare Monster owns Backrow Removal Effect by discarding 1 card. Phoenix's co-linked effect will allow you to have 1 Card Draw and Battle Destruction Protection.
Miscellaneousaurus | FIRE Dinosaur ★4 ATK 1800 / DEF 1000 |
Truth Universe [UR] | |
During either player's Main Phase: You can send this card from your hand to the Graveyard; during this Main Phase, Dinosaur-Type monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur-Type monsters from your Graveyard, including this card; Special Summon 1 Dinosaur-Type monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn. |
Miscellaneousaurus' main purpose is to banish itself from the graveyard then Special Summon Booster Raptor from the Deck. With this you're able to get Booster Raptor on the field easily when you need it as synchro material.
T.G. Cyber Magician | LIGHT Spellcaster ★1 ATK 0 / DEF 0 |
Antinomic Theory [R] | |
When using this card you control as a Synchro Material for a "T.G." Synchro Monster, you can use "T.G." monsters in your hand as non-Tuner Synchro Materials. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician". |
Normal Summon Cyber Magician then make Star Guardian with the non-Tuner materials from your hand. Cyber Magician is the only reason why we run one copy of Rush Rhino, but you can also use a combination of materials like Drill Fish and Warwolf.
T.G. Rush Rhino | EARTH Beast ★4 ATK 1600 / DEF 800 |
Antinomy Lvl 10, 21, and 35 | |
If this card attacks, it gains 400 ATK during the Damage Step only. During the End Phase, if this card is in the Graveyard because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino". |
Rush Rhino's effect suggests using it as a beater, but you don't really need this kind of monster in a Synchro Deck. Instead, use Rush Rhino as synchro material or as a way to fetch another T.G. monster you need.
T.G. Jet Falcon | WIND Winged Beast ★3 ATK 1400 / DEF 1200 |
Antinomy Lvl 7, 18, and 33 [R] | |
If this card is sent to the Graveyard as a Synchro Material: Inflict 500 damage to your opponent. |
To have more level 3 in the deck so the odds of being able to make Star Guardian early is higher.
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