Content

Chain Beat: deck recipe [Pre-Built Version]

Duel Links Chain Beat deck, Chain Beat in the current meta, how to use.
update 28/12/2021

Required Box

Generation Next Valiant Souls Gaia Genesis Shining Hope Photons of Galaxy Voltage of the Metal Chaotic Soldiers Fantastic Arc

Example Deck

Standard Version

Evilswarm ThunderbirdEvilswarm ThunderbirdEvilswarm ThunderbirdWind-Up RabbitWind-Up RabbitWind-Up Rabbit
Book of MoonBook of MoonBook of MoonFiendish ChainFiendish ChainDrowning Mirror Force
Drowning Mirror ForceDrowning Mirror ForceCompulsory Escape DeviceCompulsory Escape DeviceCompulsory Escape DeviceNeedle Ceiling
Floodgate Trap HoleFloodgate Trap HoleZero ForceZero ForceZero ForceCurse of Anubis
Windstorm of Etaqua-----
Number 47: Nightmare SharkGaia Dragon, the Thunder ChargerNumber 70: Malevolent SinSteelswarm RoachNumber 20: Giga-BrilliantDigital Bug Corebage
Number 18: Heraldry Patriarch-----

Set Skill

[Skill] descriptionUser
Draw Sense: DARK
Can be used each time your Life Points decrase by 1500. In the Draw Phase, instead of doing a normal draw, draw a random DARK attribute monster.
Common
Common
Draw Sense: EARTH
Can be used each time your Life Points decrease by 1500. During your Draw Phase, instead of conducting your normal draw, draw a random EARTH-attribute monster.
Common
Common

How to Play

Wind-Up Rabbit, Evilswarm Thunderbird & Zero Force

Wind-Up Rabbit
Wind-Up Rabbit
EARTH Beast ★3
ATK 1400 / DEF 600
Voltage of the Metal [R]
During either player's turn: You can target 1 "Wind-Up" monster you control; banish it until your next Standby Phase. This effect can be used only once while this card is face-up on the field.

Its effect is mainly to protect itself since there are no other Wind-Up monsters, and to ensure that you'll have a monster during your turn. Being a quick effect means that it can dodge a Floodgate Trap Hole or any targeted cards once.

You can chain its effect to a Needle Ceiling to destroy all monsters your opponent controls without being destroyed itself.

Evilswarm Thunderbird
Evilswarm Thunderbird
DARK Thunder ★4
ATK 1650 / DEF 1050
Fantastic Arc [SR]
During either player's turn, when a card or effect is activated (except during the Damage Step): You can banish this card you control. During the next Standby Phase, return this card banished by this effect to the field, and if you do, it gains 300 ATK. You can only use the effect of "Evilswarm Thunderbird" once per turn.
Zero Force
Zero Force
Normal Trap
Duel-A-Thon [SR]
Choose your gift campaign [SR]
Activate only when a face-up monster you control is removed from play. The ATK of all face-up monsters on the field becomes 0.

This is to be paired with Wind-Up Rabbit to reduce the ATK of all monsters your opponent controls. Unfortunately, this can't be activated in the damage step since Wind-Up Rabbit can't use its effect in the damage step.

Keep in mind that this will also reduce your other monsters' ATK to 0. Even though Winda wants to be destroyed, this can end up leaving you in a dangerous situation if it was in attack position. You can use a Book of Moon to flip your monster to face-down defense position to avoid damage, and also reset their ATK.

Extra Decks

Number 47: Nightmare Shark
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.

The deck has many cards for stalling, so there will be opportunities where you'll have 2 Wind-Up Rabbit on the field. Having Nightmare Shark lets you bypass enemy monsters that are difficult to deal with.

Attacking twice with this is already enough to win the game. Use Windstorm of Etaqua or Curse of Anubis after you attack to make sure that Nightmare Shark won't get destroyed.

Gaia Dragon, the Thunder Charger
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.

Use this to go on the offensive against defensive players. Rank up into this through Malevolent Sin or Corebage so you can get a monster that can inflict piercing damage.

Number 70: Malevolent Sin
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.

A really good generic rank 4 monster in general. Effective against opponents that only have 1 strong monster on the field. Temporarily banishing them will let you get a direct attack. Even if it's just 1 time, you can later finish them off with Nightmare Shark.

Steelswarm Roach
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.
Number 20: Giga-Brilliant
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.

Mainly here to be used to rank up into Corebage.

Digital Bug 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.

Its removal is better than Malevolent Sin, but the opponent's monster needs to be in defense position. You can put them to defense through the Book of Moons or the trap cards.

If your opponent is low on LP, you can rank up into Gaia Dragon instead. This can be situationally better if you know that your opponent has handtraps like Kiteroid or Battlin Boxer Veil.

Number 18: Heraldry Patriarch
Number 18: Heraldry Patriarch
LIGHT Psychic ★4
ATK 2200 / DEF 2200
Voltage of the Metal [R]
2 Level 4 monsters
Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.

Backrows Traps

Negates Monster's Effect

Fiendish Chain
Fiendish Chain
Continuous Trap
Selection Box Vol. 03 [UR]
Shining Hope [UR]
Activate this card by targeting 1 Effect Monster on the field; negate that face-up monster's effects, also that face-up monster cannot attack. When it is destroyed, destroy this card.

Stops potential combos from being performed. However, it can be stopped if your opponent chains a quick-play spell/trap removal. This also doesn't stop your opponent from using the affected monster into a synchro or XYZ.

Interrupt Techs

Floodgate Trap Hole
Floodgate Trap Hole
Normal Trap
Generation Next [UR]
When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.

Stops your opponent's combos or prevents powerful bosses on the field. You can even use this after your opponent flips them face-up after you use Book of Moon.

Compulsory Escape Device
Compulsory Escape Device
Normal Trap
Fantastic Arc [UR]
Each player chooses 1 monster they control, then shuffles it into the Deck.
Needle Ceiling
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.

Wipes multiple of your opponent's monsters. You can chain Wind-Up Rabbit's effect to avoid the destruction, while Winda is fine with getting destroyed since she can summon fusion monsters.

Change Battle Position

Curse of Anubis
Curse of Anubis
Normal Trap
Odion [R]
Change all Effect Monsters on the field to Defense Position. Until the end of this turn, the original DEF of those monsters becomes 0, also their battle positions cannot be changed.

A stronger form of position switching compared to Windstorm of Etaqua, but this will also affect your monsters.

Best used during your turn before you summon your monsters so you can follow it up with Corebage or Gaia Dragon.

Windstorm of Etaqua
Windstorm of Etaqua
Normal Trap
Mai Valentine [R]
Change the battle positions of all face-up monsters your opponent controls.

Switch your opponent's monster to defense position so you can follow it up with Corebage or Gaia Dragon. Alternatively, you can use this on defensive players to switch them into attack position. This tends to happen after Zero Force is used.

Keep in mind that your opponent can simply switch back to attack position if they were not summoned the turn you use this.

Other Cards Option

Ritual Beast Engine

Spiritual Beast Tamer Winda
Spiritual Beast Tamer Winda
WIND Psychic ★4
ATK 1600 / DEF 1800
Spirit of the Beast [UR]
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn.

Easily usable in any deck that has some extra deck slots since it's almost like a 1-card fusion. It's a safe monster to set in most cases since it can float into a big beater or a high DEF monster.

Its weakness is if it gets removed through non-destruction methods like tributed, returned to hand, or banished. Setting it instead of face-up avoids cards like Karma Cut.

Since this deck doesn't use any Ritual Beast, you won't be able to de-fuse once you special summon the fusion monster, so you'll have to choose carefully which one to bring out.

Ritual Beast Ulti-Apelio
Ritual Beast Ulti-Apelio
WIND Pyro ★6
ATK 2600 / DEF 400
Spirit of the Beast [UR]
Selection Box Vol.04 [UR]
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Has decent ATK and its effect ensures that you can't be interrupted by most cards, but you will still have to watch out for hand traps that will increase enemy's ATK.

Ritual Beast Ulti-Pettlephin
Ritual Beast Ulti-Pettlephin
WIND Aqua ★6
ATK 200 / DEF 2800
Spirit of the Beast [R]
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster
Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Cannot be destroyed by card effects. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position.

Good amount of DEF to be a blocker and it can't be destroyed. Bring this out if you go against decks that often destroys with card effects like Fire King High Avatar Garunix.

Comments

anonymous
ah, I remember this kind of deck in TCG, but lack of burning damage
<< Anonymous(anonymous)
Not KoG Reply
That is what I thought too. Without THAT Quick Play spell card in Duel Links, I do not know how this deck would win aside from having lots of pinks.
Anonymous
For garbage like this more backrow should be at limit 3, playable by themselves but not allowed to be combined in a ca ncer cluster

And before someone says it yes I know this deck is not mEtA, the problem is not their power is how they slow down the game

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You can’t activate it because you have already lost the duel at this point V
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