Focusing on the "lswarm" monsters that can give additional summons, it makes it easy to go for a rank 4 XYZ, including Evilswarm Bahamut so that they can take control of the opponent's monster. And since there's also a Rock-type monster, Adusted Gold and Dark Gaia can be slotted in to have another high ATK monster for some OTK plays.
[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 |
Rescue Rabbit | EARTH Beast ★4 ATK 300 / DEF 100 |
Infinite Ray [UR] Selection Box Vol.05 [UR] | |
Cannot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck. Destroy them during the End Phase. You can only use the effect of "Rescue Rabbit" once per turn. |
This can help make your turn 1 play a little better/safer/faster since you can special summon 2 Heliotrope from the deck, allowing you to Xyz into Evilswarm Nightmare for a somewhat "safe" turn 1 play.
You can run multiple copies to increase the odds of getting it earlier, but this can end up bricking you after its first use, which is why Unexpected Dai can be more preferred.
These are added because they can be a quick and easy way to perform a fusion, being able to bring out a high attack monster to help with the offensive.
Once you get Adusted Gold, activate its effect to search Dark Calling from your deck. You can only fuse into Dark Gaia with Adusted Gold and Heliotrope, and they need to either be in the hand or grave.
Use Unexpected Dai to get Heliotrope from the deck to the field. Then XYZ into any rank 4 with any other level 4 monster that can activate its effect right away. Abyss Dweller is one of the better option that you can use since it's a quick effect. Send the Heliotrope from a material to the grave so you can activate Dark Calling.
Dark Gaia summoned using Adusted Gold and Heliotrope will be 4050, which is high enough to beat over most monsters, and can OTK if you can get a direct attack. Its attack helps when going against defensive decks that often sets their monster.
Evil HERO Adusted Gold | DARK Fiend ★4 ATK 2100 / DEF 800 |
Pendulum Genesis [UR] | |
You can discard this card; add 1 "Dark Fusion", or 1 card that specifically lists "Dark Fusion" in its text, from your Deck to your hand, except "Evil HERO Adusted Gold". You can only use this effect of "Evil HERO Adusted Gold" once per turn. Cannot attack unless you control a Fusion Monster. |
Dark Calling | Normal Spell |
Evil Domination [SR] | |
Banish, from your hand or your Graveyard, the Fusion Material Monsters listed on a Fusion Monster Card that can only be Special Summoned with "Dark Fusion", then Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon with "Dark Fusion".) |
Evil HERO Dark Gaia | EARTH Fiend ★8 ATK ? / DEF 0 |
Pendulum Genesis [SR] | |
1 Fiend-Type monster + 1 Rock-Type monster Must be Special Summoned with "Dark Fusion" and cannot be Special Summoned by other ways. The original ATK of this card is equal to the combined original ATK of the Fusion Material Monsters used to Fusion Summon it. When this card declares an attack: You can change all Defense Position monsters your opponent controls to face-up Attack Position. (Flip Effects are not activated at this time.) |
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. |
Useful to help trigger the skill without ending up with low LP. Being special summonable and a level 4 monster is useful for making rank 4 XYZ play as well.
Evilswarm Castor | DARK Warrior ★4 ATK 1750 / DEF 550 |
Shark Fang [UR] | |
During the turn this card was Normal Summoned, you can Normal Summon 1 "lswarm" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) |
Living up to their name, Evilswarm decks are great at swarming the field with level-4 monsters. This trait allows them to function as an effective Rank-4 spam deck. Among them, Castor might be the simplest to use; simply Normal Summon Castor then use the extra summon to put another level-4 onboard, giving you the materials needed for a Rank-4 play.
Evilswarm Kerykeion | DARK Spellcaster ★4 ATK 1600 / DEF 1550 |
Shark Fang [SR] | |
You can only use each effect of "Evilswarm Kerykeion" once per turn. While this card is in the Graveyard, if it was sent there this turn, you can Normal Summon 1 "lswarm" monster for 1 less Tribute. You can banish 1 "lswarm" monster from your Graveyard, then target 1 "lswarm" monster in your Graveyard; add that target to your hand, also, this card gains the following effect. ● This turn: You can activate this effect; Normal Summon 1 "lswarm" monster. |
Kerykeion is another monster that gives you extra Normal Summons. However his effect requires a bit more graveyard setup. This does not reduce from his overall usefulness, only that he won't be as useful early game.
The graveyard recovery essentially makes him a one-card Xyz enabler because you can immediately Normal Summon the monster you recovered. This makes him better than Castor when you're low on hand resources.
You can use Kerykeion's effect alongside Castor to Normal Summon 3 monsters in a single turn.
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. |
This is to help bring out a monster from the deck to make a rank 4 XYZ play. It's also the only Rock type monster in the deck, which is what's needed to fuse into Dark Gaia with Adusted Gold. Heliotrope's ATK is also decent enough for a level 4 which contributes to Dark Gaia's ATK.
Heliotrope is also part of the "lswarm" archetype, so it has some synergy with the other cards. Switching it with another level 4 Rock type normal monster won't work as well.
Evilswarm Heliotrope | DARK Fiend ★4 ATK 1950 / DEF 650 |
Crusaders Battleground [SR] | |
.ytilaer a maerd rieht ekam thgim yeht taht os ydob a rof gninraey ,sluos mrawsleetS gniregnil fo sthguoht eht era esehT "!etanimretxE !etacidarE !etanimilE" |
Unexpected Dai | Normal Spell |
Stardust Acceleration [UR] Gladiator's Storm [UR] | |
If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck. |
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. |
To be used when your LP gets low. Its effect can be used more than once per turn. With 3 materials, it will end up with 4000 ATK and -3000 ATK on your opponent's monster, potentially getting an OTK.
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. |
Only go into this when you want to go into Utopia Ray, which is only when your LP is 1000 or lower.
Evilswarm Bahamut | DARK Dragon ★4 ATK 2350 / DEF 1350 |
Shark Fang [UR] | |
2 Level 4 "lswarm" monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls; discard 1 "lswarm" monster, and if you do, take control of that opponent's monster. |
Bahamut's on-demand monster stealing effect is great for breaking enemy boards while also increasing your field presence. Stealing enemy monsters is just as strong as it sounds, unless their boss monster is immune to targeting.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [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. |
Has a quick effect so you can reliably send Heliotrope to the grave to fuse for Dark Gaia. Its effect is also very useful to stop cards from activating in the grave.
Just keep in mind that you'll want to activate the effect before your opponent's card activate, instead of chaining after it happens.
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. |
Effective when going against only 1 strong boss monster. The banish effect is only temporary, but it can be enough to win some games.
Banishing XYZ monsters will also remove all their materials, and some monsters can't be special summoned back if it says they can't be special summoned in their text, making it a permanent banish.
Evilswarm Nightmare | DARK Fiend ★4 ATK 950 / DEF 1950 |
Fantastic Arc [SR] | |
2 Level 4 DARK monsters When your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 Xyz Material from this card; change that Special Summoned monster(s) to face-down Defense Position. |
It's a very strong defensive effect since it doesn't target and can be used twice in a single turn, giving the deck a somewhat safe turn 1 play.
If it doesn't get disrupted, there's a pretty high chance of it being able to use its effect since most decks special summons monsters to make strong plays.
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. |
One of the good turn 1 options XYZ monsters that you can do. Doing this on first turn can essentially change how your opponent plays their first turn, making them more defensive and not summon their boss monsters right away. You can then follow up with Dark Gaia next turn.
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. |
Can be a good follow-up after flipping your opponent's monsters to face down from Nightmare's effect. It's mainly worth it if you think you really need the removal since you will need to use Malevolent Sin to go into this and Corebage's effect can only be used once.
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. |
Incredibly useful against decks that use the same name monsters like Harpies or Cyber Dragons, especially since it doesn't even target and is a quick effect.
Evilswarm Mandragora | DARK Plant ★4 ATK 1500 / DEF 1450 |
Lords of Shining [SR] | |
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). |
Mandragora's inherent Special Summoning effect is fairly easy to activate since you'll be combining your monsters a lot for Rank-4 plays. Also going second almost always guarantees you to Special Summon Mandragora. This makes Mandragora a great field extender.
A full combo can go something like this:
Evilswarm Hraesvelg | DARK Winged Beast ★4 ATK 1150 / DEF 1850 |
Yubel [SR] Yubel Unlock Event: Rise of the Yubel, the Ultimate Nightmare [SR] | |
FLIP: Target 1 face-up card your opponent controls; return that target to the hand. |
Unlike your other Main Deck lswarm monsters, Hraesvelg doesn't have a swarming effect. Instead it has a removal effect which can be used for stalling. Set Hraesvelg when you go first; this should be enough to get rid of boss monsters like Shiranui Sunsaga. Other than that Hraesvelg being a level-4 makes him useful as Rank-4 material.
Forbidden Lance | Quick Spell |
Valhalla Calling [UR] Selection Box Vol. 02 Mini [UR] | |
Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards. |
Dark Gaia can be a threatening card, which will often make your opponent focus on it. Having Lance prevents your monsters from being hit with dangerous spells/traps, but also lowers your opponent's ATK.
It has more value if the meta has plenty of decks that use powerful spells/traps, but even if not, Lance still isn't a dead draw if you get it to help with damage calculation.
Infestation Terminus | Normal Trap |
Lords of Shining [R] Shark Fang [R] | |
Target 1 "lswarm" monster you control and 2 cards your opponent controls; banish the first target, and if you do, return the second targets to the hand. |
The Spell/Trap cards in this deck are mostly generic tech options with control effects, useful in almost any deck. Terminus however, is a powerful removal card exclusive to lswarm decks.
It essentially works like an improved Ballista Squad, freeing up a monster zone while also removing enemy cards. Use this to get rid of your monsters afflicted with a debuff. Also it's best to target enemy Extra Deck monsters and other monsters that are difficult to get back on the field.
Xyz Reborn | Normal Trap |
Shark Fang [UR] | |
Target 1 Xyz Monster in your Graveyard; Special Summon it, and if you do, attach this card to it as an Xyz Material. |
Since this is an XYZ focused deck, there's a decent chance you'll be able to use this in a duel. While most of the rank 4s aren't super impactful, being able to bring back Bahamut to take control of your opponent's monster again can instantly turn around a duel.
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. |
If you don't have chalice, you can consider bringing this instead. There will be many powerful monster effects that you'll need to stop to prevent their combo. The downside compared to chalice is that this will end up stuck in your field if your opponent simply goes into an XYZ or synchro with their locked monster.
Paleozoic Canadia | Normal Trap |
Valiant Souls [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. |
Helps stop enemy combos, similar to Fiendish Chain. The additional effect of being able to special summon it is a nice bonus, but this deck has no ways to take advantage of it, especially since this isn't a trap heavy deck.
Gagaga Cowboy | EARTH Warrior ★4 ATK 1500 / DEF 2400 |
Gagaga XYZ [UR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent. |
Cowboy in defense position lets you burn the opponent's last 800LP to steal some wins. Other than that, the attack position effect is pretty good for beating down powerful enemy monsters.
Number 32: Shark Drake | WATER Fish ★4 ATK 2800 / DEF 2100 |
Shark Fang [UR] | |
3 Level 4 monsters Once per turn, when this attacking card destroys an opponent's monster by battle and sends it to the Graveyard: You can detach 1 Xyz Material from this card; Special Summon the destroyed monster to your opponent's side of the field in face-up Attack Position, also it loses 1000 ATK, and if you do Summon this way, this card can make a second attack during this Battle Phase. |
Works similarly to Bahamut, but this one is more resource heavy. Unexpected Dai and Castor can make you end up with 3 level 4 on the field, but it's often better to go Bahamut and have another monster on your field in case something happens.
Gagaga Samurai | EARTH Warrior ★4 ATK 1900 / DEF 1600 |
Shining Hope [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to Defense Position, and if you do, change the attack target to this card and perform damage calculation. |
Unlike Kachi Kochi Dragon, Samurai's multi-attack effect can be used without battling an enemy monster. This way you can use both attacks to hit directly and push a ton of damage.
You can summon Samurai alongside Cowboy and give Cowboy the double attack. Cowboy with his attack position effect can then attack over two enemy monsters.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
One of the options to deal with opponent's back row. This can be useful if you want to just destroy 1 card so you can follow up with a Dark Gaia and go for OTK.
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