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.
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.|
|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.)
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.
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.
|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.
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.
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.
Only go into this when you want to go into Utopia Ray, which is only when your LP is 1000 or lower.
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.
|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.
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.
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.
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:
|DARK Winged Beast ★4|
ATK 1150 / DEF 1850
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.
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.
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.
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.
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.
|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.
|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.
|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.
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.
Multi-attack effects are usually only good on monsters with at least above average ATK. Kachi Kochi Dragon's ATK is relatively low, but because this deck can make multiple Rank-4's you can summon Maestroke alongside it. Maestroke puts the enemy monster face-down for Kachi Kochi Dragon to attack. Then Kachi Kochi Dragon's second attack can hopefully hit directly.
Maestroke the Symphony Djinn
|DARK Fiend ★4|
ATK 1800 / DEF 2300
|Shark Fang [UR]|
|2 Level 4 monsters|
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls; change it to face-down Defense Position. If a "Djinn" Xyz Monster you control would be destroyed, you can detach 1 Xyz Material from that monster instead.
Maestroke helps you deal with high-ATK low-DEF enemy monsters. This can also be used to turn off lingering effects and stat boosts. It also has a self-protection effect against all forms of destruction at the cost of an Xyz material.
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