Gets rid of one of your monsters affected by Fiendish Chain or Floodgate Trap Hole, while also getting rid of any problem card your opponent might have.
![]() 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. |
Continuous monster negate to help with stalling if you don't have better cards, but not a reliable long stall card since they can still be used for to Xyz into something. This will also end up not removing the chain on your field, potentially clogging up your trap zones.
Alternatively, you can use Breakthrough Skill as a negate card instead.
![]() 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. |
Flipping monsters face-down is a good way to turn off effects and expose weak stats. Also, face-down monsters cannot be used as Synchro or Xyz material.
![]() Karma Cut | Normal Trap |
Arena of Sanctuary [SR] Selection Box Vol. 02 Mini [SR] | |
Discard 1 card, then target 1 face-up monster your opponent controls; banish that target, then banish all cards with the same name as that monster from your opponent's Graveyard. |
The banishing removal of Karma Cut is generally useful for both offense and defense. Discard Shiranui monsters as cost, prioritizing Spectralsword. If you already have Spectralsword in the graveyard, discard Solitaire. Effective against monsters that can't be destroyed or have effects that activate when sent to the grave, like Bloom Diva the Melodious Choir or any Burning Abyss monsters.
![]() Wall of Disruption | Normal Trap |
Servants of Kings [SR] Selection Box Vol. 02 Mini [SR] | |
When an opponent's monster declares an attack: All Attack Position monsters your opponent controls lose 800 ATK for each monster they control. |
Potentially a game-winning card if used when your opponent has 3 monsters since Shiranui synchros have high ATK.
![]() Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Summon Coral Dragon by using Spectralsword and a Level-4 monster both on the field as material. It has a decent removal effect, but more importantly it sets you up to Synchro climb into Onimaru. When Coral Dragon leaves the field you get to draw a card; this is good for refunding the resource cost of making it.
![]() Assault Blackwing - Onimaru the Divine Thunder | DARK Winged Beast ★12 ATK 3000 / DEF 2000 |
Aerial Assault [R] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. |
At best, Onimaru is a 6000 ATK beater immune to destruction effects. But even if you don't summon him with Synchro monsters as materials, he's still a powerful beater with destruction immunity.
![]() 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. |
Malevolent Sin is a great tech against enemy Xyz monsters. By temporarily banishing the targeted monster, you get to remove all of its Xyz materials. The removal is non-destruction which bypasses many protection effects. Lastly, Malevolent Sin has the ability to slowly grow into a stronger beater over time.
![]() 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. |
1 for 1 card removal that you might sometimes be able to use if you still have 2 level 4 monsters on your field at the start of your turn. Use its effect to destroy enemy backrow before committing with Spectralsword and Solitaire to make Shogunsaga.
Noted by IIINC:
Tech out backrow to fit the meta. Removals are good against Harpie Ladies and F.A. On Mach while card effect negations are better against Yosenju’s and Water Xyz’s.
Noted by PentolMaker:
Just try climb KoG with no skill SHIRA and it still strong.
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