Content

The Phantom Knights: deck recipe [Mar 3]

Duel Links The Phantom Knights deck, The Phantom Knights in the current meta, how to use.
update 03/03/2023

Required Card Boxes

Main Deck

Valhalla Calling Chaotic Soldiers Phantom of Rebellion Raiders Requiem Selection Box Vol.04 Mini Selection Box Vol.06

Extra Deck

Voltage of the Metal Photons of Galaxy Phantom of Rebellion Future Circuit Raiders Requiem

Example Deck

Standard Version

The Phantom Knights of Ancient CloakThe Phantom Knights of Ancient CloakThe Phantom Knights of Ancient CloakThe Phantom Knights of Ragged GlovesThe Phantom Knights of Ragged GlovesThe Phantom Knights of Ragged Gloves
The Phantom Knights of Silent BootsThe Phantom Knights of Silent BootsThe Phantom Knights of Silent BootsThe Phantom Knights of Stained GreavesThe Phantom Knights of Stained GreavesThe Phantom Knights Rank-Up-Magic Launch
Book of MoonBook of MoonBook of MoonForbidden LanceForbidden LanceForbidden Lance
Ice Dragons PrisonCompulsory Evacuation DeviceCompulsory Evacuation DevicePhantom Knights WingPhantom Knights Sword-
Dark Requiem Xyz DragonDark Rebellion Xyz DragonDark Rebellion Xyz DragonLeviair the Sea DragonNumber 70: Malevolent SinThe Phantom Knights of Break Sword
The Phantom Knights of Break SwordKnightmare Phoenix----

Set Skill

[Skill] descriptionUser
Treason Phantom
The following effects can be used once per Duel.

● Reveal a total of 2 "The Phantom Knights" monsters and/or "Phantom Knights" Spell/Trap Card from your hand, return one of them to your Deck, and send 1 "The Phantom Knights" monster from your Deck to your Graveyard. During this turn, you can treat "The Phantom Knight" monsters as Level 4 monsters when you Xyz Summon "Dark Rebellion Xyz Dragon".

● Remove 2 Xyz Materials from 1 "Dark Rebellion Xyz Dragon" you control, and increase its ATK by 500 until the end of the turn. During your opponent's next turn after you activate this effect, you can activate your Xyz Monster's effect only one time.
Common
Common

How to Play

The Phantom Knights Monsters

The deck's main play involves going into a rank 3 to make Break Sword. The main deck monsters are all level 3 with a search or special summoning effect so you can do this.

With the help of the skill, you can send Cloak (or Gloves -> Cloak) to search for Boots to help with making a rank 3. Alternatively, you can also use Gloves to send Sword or Fog Blade (that's added with the skill) to the grave to special summon a monster from the grave, but it's generally better to add the Fog Blade to hand since it's a useful disruption card.

Once you can make a rank 3, you can go into Break Sword for a card removal effect. Destroying itself will allow you to follow up into a rank 4, becoming Dark Rebellion Xyz Dragon or any other rank 4 Xyz like Malevolent Sin.

Just keep in mind that Break Sword can only special summon Phantom Knight monsters, so this isn't an auto combo if you needed to use Kagemucha Knight as a filler. Additionally, if you used the skill, you won't be able to make a generic rank 4 Xyz as a follow-up.

The Phantom Knights of Ancient Cloak
The Phantom Knights of Ancient Cloak
DARK Warrior ★3
ATK 800 / DEF 1000
Phantom of Rebellion [UR]
If this card is in Attack Position: You can target 1 DARK monster on the field; change this card to Defense Position, and if you do, that monster gains 800 ATK and DEF until the end of your opponent's turn. You can banish this card from your Graveyard; add 1 "The Phantom Knights" card from your Deck to your hand, except "The Phantom Knights of Ancient Cloak". You can only use each effect of "The Phantom Knights of Ancient Cloak" once per turn.

Its on-field effect is used if you already have a strong monster on the field and it's to help you beat over high ATK monsters. Together with Ragged Gloves, you can increase a rank 3/4 Xyz monster by +1800 ATK.

The graveyard effect is very useful since you can use it to search for what you need. Boots can special summon itself to help make a rank 3 Xyz, while Gloves is if you already have Boots and have yet to normal summon.

The Phantom Knights of Ragged Gloves
The Phantom Knights of Ragged Gloves
DARK Warrior ★3
ATK 1000 / DEF 500
Yuto at Lvl 10, 18, and 25 [UR]
A DARK Xyz Monster that was Summoned using this card on the field as an Xyz Material gains this effect.

● If it is Xyz Summoned: It gains 1000 ATK.You can banish this card from your Graveyard; send 1 "Phantom Knights" card from your Deck to the Graveyard. You can only use each effect of "The Phantom Knights of Ragged Gloves" once per turn.

Useful in the hand as the monster that's normal summoned with another special summon to make a rank 3 with the ATK boost.

The graveyard effect is pretty versatile since it can send phantom knight's related cards. This ultimately lets you search for a monster/spell through Cloak or Boots, or special summon a monster from the grave by sending a Trap.

The Phantom Knights of Silent Boots
The Phantom Knights of Silent Boots
DARK Warrior ★3
ATK 200 / DEF 1200
Phantom of Rebellion [SR]
If you control a "The Phantom Knights" monster, you can Special Summon this card (from your hand). You can only Special Summon "The Phantom Knights of Silent Boots" once per turn this way. You can banish this card from your Graveyard; add 1 "Phantom Knights" Spell/Trap Card from your Deck to your hand. You can only use this effect of "The Phantom Knights of Silent Boots" once per turn.

Special summonable so you can make a rank 3, or to just be used as sacrifice fodder for your Break Sword's effect. Once it's in the grave, you can search for Fog Blade so you can potentially stop your opponent's plays.

The Phantom Knights of Stained Greaves
The Phantom Knights of Stained Greaves
DARK Warrior ★3
ATK 1200 / DEF 600
Raiders Requiem [R]
If a "The Phantom Knights" monster(s) is Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand, then you can increase the Level of this card by 1. You can banish this card from your GY; Special Summon 1 "The Phantom Knights" monster from your hand, except "The Phantom Knights of Stained Greaves", then you can increase its Level by 1. You can only use each effect of "The Phantom Knights of Stained Greaves" once per turn.

Special summonable when a "The Phantom Knights" monster is special summoned on your field so you can make a rank 3, or you can use it as 1 of the Rank 4 Xyz Material by choosing to increase Stained Greaves' Level by 1. This effect can be useful for setting up your field for a powerful Xyz play, or for getting a specific monster on the field to help with your game plan.

The Phantom Knights Rank-Up-Magic Launch

The Phantom Knights Rank-Up-Magic Launch
The Phantom Knights Rank-Up-Magic Launch
Quick Spell
Starter/Special Set Bundle Sale [UR]
During the Main Phase: Target 1 DARK Xyz Monster you control with no material; Special Summon from your Extra Deck, 1 DARK Xyz Monster that is 1 Rank higher than that monster you control, by using it as material, and if you do, attach this card to it as additional material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY, then target 1 DARK Xyz Monster you control; attach 1 "The Phantom Knights" monster from your hand to that monster as material.

The Phantom Knights Rank-Up-Magic Launch allows you to Rank-Up your Xyz Monster that has no material and gain access to higher Rank monsters from your Extra Deck. The first effect can be used during your Main Phase to Special Summon a higher Rank DARK Xyz Monster by using one of your Xyz Monsters as material and attaching this card to it as additional material. This can be especially useful when your opponent has a powerful monster on the field that you need to get rid of quickly.

The second effect allows you to banish this card from your GY during your Main Phase and attach a "The Phantom Knights" monster from your hand to a DARK Xyz Monster you control as material. This effect can help you to maintain control of the field and provide more resources for your Xyz Monsters.

Phantom Knight's Wing

Phantom Knights Wing
Phantom Knights Wing
Normal Trap
The Dark Duelist of Xyz: Yuto! Unlock Event [UR]
Target 1 face-up monster on the field; it gains 500 ATK, also the first time that target would be destroyed by battle or card effect this turn, it is not destroyed. You can banish this card from your Graveyard, then target 1 "The Phantom Knights" monster in your Graveyard; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Wing" once per turn.

ATK boost with 500 ATK and 1 time protection from Battle or Card Destruction. It's Grave effect will allows you to revive 1 "The Phantom Knights" monster from your Graveyard by banishing itself which can helps for getting another Xyz Summon with 1 other Phantom Knights monster.

Phantom Knight's Sword

Phantom Knights Sword
Phantom Knights Sword
Continuous Trap
Yuto Unlock Event [UR]
Activate this card by targeting 1 face-up monster on the field; it gains 800 ATK, also if that target would be destroyed by battle or card effect, you can destroy this card instead. When it leaves the field, destroy this card. You can banish this card from your Graveyard, then target 1 "The Phantom Knights" monster in your Graveyard; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Phantom Knights' Sword" once per turn.

Can protect your monster or as a damage calculation trap to catch your opponent's off guard. Additionally, it can also be used in the grave to special summon a Phantom Knights monster in your grave.

You can reliably send this to the grave with Gloves or add it to the hand with Boots.

Tech Cards

Book of Moon
Book of Moon
Quick Spell
Chaotic Soldiers [UR]
Selection Box Vol.04 [UR]
Target 1 face-up monster on the field; change that target to face-down Defense Position.

Useful disruption tool to stop your opponent, but can also be used on your own monsters to avoid certain cards like Karma Cut or Floodgate Trap Hole.

Forbidden Lance
Forbidden Lance
Quick Spell
Valhalla Calling [UR]
Selection Box Vol. 02 Mini [UR]
Special Set Bundle Sale [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.

To avoid getting interrupted by your opponent, also decent as a damage step card since the ATK reduction is pretty big.

Ice Dragons Prison
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 is used as Disruption Tech and is very useful against the Deck that only contains or mostly 1 Monster-Type.

Compulsory Evacuation Device
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.

Extra Decks

Dark Requiem Xyz Dragon
Dark Requiem Xyz Dragon
DARK Dragon ★5
ATK 3000 / DEF 2500
Raiders Requiem [UR]
3 Level 5 monsters
If this card has "Dark Rebellion Xyz Dragon" as Xyz Material, it gains these effects.

● Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, this card gains ATK equal to that monster's original ATK.
● During either player's turn, when your opponent activates a monster effect: You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy that monster, then you can Special Summon 1 Xyz Monster from your Graveyard.
Dark Rebellion Xyz Dragon
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.

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.

Leviair the Sea Dragon
Leviair the Sea Dragon
WIND Sea Serpent ★3
ATK 1800 / DEF 1600
Voltage of the Metal [UR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Can let you extend your combo so you can perform 2 rank 3 Xyz in a turn.

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.

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.

Keep in mind that if you use the skill, you can't use Break Sword's effect to special summon 2 PK to the field to Xyz into this because of the skill's restriction. But on any other turn, this is a pretty great combo since you can use Break Sword to destroy a backrow and then follow it up with Malevolent Sin to banish your opponent's monster so you can attack directly.

The Phantom Knights of Break Sword
The Phantom Knights of Break Sword
DARK Warrior ★3
ATK 2000 / DEF 1000
Phantom of Rebellion [SR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 card you control and 1 card your opponent controls; destroy them. If this Xyz Summoned card is destroyed: You can target 2 "The Phantom Knights" monsters with the same Level in your Graveyard; Special Summon them and increase their Levels by 1, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters.

The main starter boss of the deck. It has a card removal effect that almost works like Diamond Dire Wolf and a rank-up effect that works differently than just adding a higher rank on top of it.

You can use its effect to destroy your other Phantom Knight card so you can activate them in the graveyard, or simply destroy itself so you can bring back 2 Phantom Knights monsters so you can Xyz into a rank 4.

It's recommended to go after backrows first since it will be a huge problem if the monsters you special summoned get stopped by something like Floodgate Trap Hole or even Book of Moon.

Knightmare Phoenix
Knightmare Phoenix
FIRE Fiend
ATK 1900 / LINK 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.

Similars to Knightmare Cerberus but Backrow Removal Effect by discarding 1 card (this effect can combo with Joker's Straight). Phoenix's co-linked effect will allow you to have 1 Card Draw and Battle Destruction Protection.

Other Card Options

Kagemucha Knight

Kagemucha Knight
Kagemucha Knight
DARK Warrior ★3
ATK 0 / DEF 0
Arts of Atlantis [SR]
When you Normal Summon a Level 3 monster: You can Special Summon this card from your hand. This card cannot be used as a Synchro Material Monster.

Works great as a filler since it's a level 3 with a special summon effect.

Reinforcement of the Army

Reinforcement of the Army
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.

Reinforcement of the Army gives a big advantage to Phantom Knights Deck which can allows you to search out Phantom Knights monsters or Kagemucha Knight from your Deck for combo setup board as soon as possible.

Phantom Knight's Techs

The Phantom Knights of Wrong Magnetring
The Phantom Knights of Wrong Magnetring
Normal Trap
Yuto at Lvl 33 [UR]
When an opponent's monster declares an attack: Negate that attack, then Special Summon this card in Attack Position as an Effect Monster (Warrior/DARK/Level 2/ATK 0/DEF 0) with the following effect. (This card is NOT treated as a Trap.)

● (Quick Effect): You can send this card and 1 face-up card you control to the GY (either a "The Phantom Knights" monster or a "Phantom Knights" Continuous Spell/Trap); draw 2 cards.

Magnetring can act as attack blocker when your opponent's monster declares an attack. After that, you can send 1 "The Phantom Knights" monster or a "Phantom Knights" Continuous Trap including this card, you will gain another 2 Extra Draw.

Mill Card Techs

Chance of milling more sources for Graveyard Setup.

Dice It
Dice It
Normal Trap
Joey Wheeler (DSOD) Unlock Event - Memories of a Friend [UR]
Roll a six-sided die. Apply this effect, depending on whose turn it is.
● During your turn: Banish cards from your GY equal to the result. Then, if the result was 1, send 6 cards from the top of your Deck to the GY.
● During your opponent's turn: Send cards from the top of your Deck to the GY equal to the result. Then, if the result was 6, banish 1 card from your GY.
Needlebug Nest
Needlebug Nest
Normal Trap
Land of the Titans [R]
Selection Box Vol. 01 [R]
Send the top 5 cards of your Deck to the Graveyard.

Other Techs

Monster Gate
Monster Gate
Normal Trap
Paradox Brothers Lvl 35 [SR]
Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the Graveyard.

Monster Gate will let you able to mill some Phantom Knights spell/traps until you get to your Phantom Knights monster. Since most of the Techs in The Phantom Knights Order Version Deck like Breakthrough and Skill Prisoner still have graveyard counter effect, so mill them to the GY might not be a problem.

Crackdown
Crackdown
Continuous Trap
Selection Box Vol.02 Super Mini [UR]
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.

Snatch 1 monster your opponent control is not only a great disruption to your opponent but also can use that monster for your Link Summoning.

Warning Point
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.

Expendable Dai
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.

Similar effect to Ballista Squad but gives an Extra 1 Draw and Warrior-Type monster required which makes this card works pretty well in this Deck since The Phantom Knights monsters are Warrior-Type.

Breakthrough Skill
Breakthrough Skill
Normal Trap
Cross Dimension [UR]
Selection Box Vol.03 Mini [UR]
Target 1 face-up Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; that target has its effects negated until the end of this turn.

Disrupts your opponent and it works well when you get it in hand or milled with the Monster Gate and Needlebug Nest.

Skill Prisoner
Skill Prisoner
Normal Trap
Absolute Inferno [SR]
Target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 card you control; this turn, when any monster effect resolves that targeted that card at activation, negate that effect.

Skill Prisoner will allows your Monsters get rid from your opponent's monster effect target activation especially like Farfa that will banish your monster when it sent to the GY which used in Popular Meta Deck, Burning Abyss.

Other Extra Decks

Comments

FckyouKonami
I'll never get over from the fact that they unloaded the limit of ancient cloak and silent cloak just for it to be so consistent with the new skill. Someone from the Duel Links balancing team should be headshotted by a shotgun with this fvcking blunder.

Now everyone summons Dark Requiem with fcking ease and its way worse from Galaxy Era because it would always have protection with set 2-3 S/T's if they 1st turned. At the very least, Galaxy users rely heavily on Spells which doesn't have graveyard float effects and the monsters it uses as XYZ materials doesn't also have graveyard float effects which the Dark Rebellion had BOTH.
<< Anonymous(FckyouKonami)
Anonymous Reply
Money overrides any logical thought
Anonymous
someone explain to me why this is Tier 1?
<< Anonymous
Anonymous Reply
1. New skill
2. New boss monster
3. Other decks got nerfed
Anonymous
So why change it from Fog Blade? Making it easier to XYZ Dark Rebellion seems irrelevant when you can just make break sword, not to mention that Fog Blade is a free resummon. Is Treason Phantom really that good?
<< Anonymous
Anonymous Reply
It is. If Photon Lord proved anything, it's that setting up a monster capable of negating other monsters in a first turn creates a lot of pressure.

Combo that with generic, powerful backrow and you are off to a great start. Not to mention the skill lets you fix your hand as well.
Anonymous
when shun gets released we may see some more support for this deck
Anonymous
Very broken deck with their skill makes it super consistent after kc this needs a hit
<< Anonymous
Anonymous Reply
im gonna be fine if they delay the skill activation for 1 turn and limit Wightprincess to 2
<< Anonymous
Anonymous Reply
Gandora is new and pk got one kc cup not it's time for nerf lol
<< Anonymous
Anonymous Reply
They gave you Necrovalley support for a reason you know...
<< Anonymous
Anonymous Reply
Necrovaley do nothing vs pk. The deck runs 3-4 mst/cc and breaksword can just pop it. Obviously the skill need a good nerf.
Anonymous
Really?! Destiny Draw?! Over used Garbage skill.
<< Anonymous
Anonymous Reply
Yeah it's overused band-aid for garbage but it's the best we've got.
<< Anonymous
Anonymous Reply
Either you get an op custom skill or resort to d draw to even have a chance to even compete
<< Anonymous
Anonymous Reply
that's.....kind of a contradiction. If a Skill is overused then it's not garbage, if it's garbage then people won't use it.
Anonymous
Rogue deck AT BEST
<< Anonymous
Anonymous Reply
And? Good rogue decks are always welcome.
<< Anonymous
Anonymous Reply
I'll be honest with ya at this moment with this stupid eternal meta we have had to endure I'd rather take 2 or 3 decks that shake the entire meta and ladder over yet another rogue deck that'll have to bear with being sodomized by the same decks as always
<< Anonymous
Anonymous Reply
They just need to decently nerd top tier decks so they are at the same level and the current rogue tier. Everyone happy = GG
<< Anonymous
Anonymous Reply
I consistently get KoG with Photons as a “rogue” deck, and that’s perfectly fine with me. Most players in DL are too dumb to read card effects thus not knowing hot to play around less used decks. They just know “Me always click yes, me ignore ignore opponent monster effect and attack.”
Anonymous
I tested some and I think the combo version is very strong. Atleast 2 pops plus 3 monsters on board.

This deck is gonna stay in the meta for a while.

Commens and feedback

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