IGN | Set Skill | Date Submitted |
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Rucava | Grit | Oct 31 |
IGN | Set Skill | Date Submitted |
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Spiido | Time Passage | Oct 3 |
A comment from Spiido:
Since I haven't completed the full archetypes yet I decided to merge both into one deck and the result surprised me. A big asset is the absurd drawing power if the effects of Ixchel and Fortune Lady Water work. Excluding the Past, the other Fortune Lady needs to be on the deck to be more effective. The Wind is ideal for dealing with backroll so it can come in your hand. Archetype support cards make it easy to set up your combos. With creativity it is possible to think of many Syncros along with the Darklords.
Talking about the Darklords, Ixchel and Banishment are essential to come in the starting hand, Tezcatlipoca only has the protection function, Amdusc must be used very wisely to reuse the right card and Desire is to deal with strong monsters. Darklord's support cards need to be well used, even though my deck only has one trap. One tip is to use the field first and then use the monsters to replicate its effect.
The supreme hand would be to come with Ixchel and a Banishment or Contact, to throw both except Contact and be lucky enough to pick up some Fortune Lady and a support. From this point you can be creative: do Every and bring Ixchel from the Graveyard and have Tezca to protect her, and if you have Banishment you can get the Desire to think of an OTK.
Use Every to make other Syncros with it, even use Ixchel with Past to make Star Eater... The situation will make you think of many possibilities and not a few. The weakness of this deck is typical of these hybrid decks, a brick risk is imminent.
IGN | Set Skill | Date Submitted |
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TripTime | Time Passage | Oct 9 |
A comment from TripTime:
This deck is all about draw power. In total you have 6 pot of greeds in your deck. Use your Darklord Ixchel for drawing. After Synchro-Summon Every with Fortune Lady Water = Draw 2 Cards. Revive your Ixchel with DL Contact. Next round use your FL past and synchro Star-Eater-Dragon = great for backrow. If you cant go for scrap dragon. This deck is great. I reached KOG in 1 day with it. This is Tier 1 i guess, because it can handle any other meta and Darklord deck without any problems.
IGN | Set Skill | Date Submitted |
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找到面了 | Time Passage | Oct 4 |
A comment from 找到面了:
Note: Standard Fortune Lady (FL) deck. Winning rate 80+% at legendary ranks. Shadow imprisoning mirror is super awesome against Desperado, Darklords, Vendread, Gravekeepers, Keeper of Dragon Magic, Aleister the Invoker, and even Flower Cardians. You only need to pay attention that it does not block your own FL Past's effect. I lost twice because I forgot about it.
Armades is great in attacking low-level monsters in Desperado deck, as well as flip monsters in Gravekeepers deck. Two copies of enemy controller is a MUST because they offer great flexibility in both offense and defense, and they have great synergy with FL Every. I played every card in the extra deck except Black Rose Dragon, so feel free to replace it with any Synchro monster you like.
IGN | Set Skill | Date Submitted |
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Redpe | Level Augmentation | Oct 5 |
A comment from Redpe:
Surprise them with superpower attack using level augmented skill
FLLady+Yubel = 7600atk in one turn
FLLady+earty (second best) = 5200atk in one turn
when your hand is bad, windy+Yubel = 4500atk is still considered strong.
quite fun and surprise deck but relatively difficult to call every (with 2draws) compared with the classic time passage version.
IGN | Set Skill | Date Submitted |
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Kanonkyo | Time Passage | Oct 6 |
IGN | Set Skill | Date Submitted |
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BanditQueef | Time Passage | Oct 6 |
A comment from BanditQueef:
Easiest KoG in a long time. Unknown synchron came in clutch many times.
IGN | Set Skill | Date Submitted |
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JamCam | Time Passage | Oct 10 |
A comment from JamCam:
How to Use: Pretty much a copied deck off of the #1 in the September KC Cup. Pretty consistent enough. Although dead hands happen often enough to make things interesting.
Standard would be a Every first turn opener then work from there depending on your need. Safest play for me after Every is Arcanite to destroy two cards then chain into Scrap Dragon.
Wind is really good in forcing your opponent to pop their backrow. Also Regulation of Tribe and Shadow Mirror are a God send. Be mindful though that Shadow Mirror will also affect your Past so if you're looking to use Past's effect make sure it's before Shadow Mirror.
Strong against most meta decks. Problems would be of all things BEWD if you have a bad opener and Subterror or Metaphys (use Black Rose Dragon wisely in these match ups).
Side Note: There's an argument to made between Drowning Mirror over WoD (Wall of Destruction) but my personal preference is WoD since most of my wins come from someone running into an Every with WoD.
IGN | Set Skill | Date Submitted |
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『KURD』BAUER | Time Passage | Oct 8 |
IGN | Set Skill | Date Submitted |
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UglyKid | The Tie that Binds | Oct 30 |
A comment from UglyKid:
Y'all really letting any deck into KoG nowadays, aren't you? I guess it mostly worked because a lot of people forgot how to handle Fur Hires.
IGN | Set Skill | Date Submitted |
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Luxun | Attack Charge | Oct 1 |
A comment from Luxun:
Glad to have reached KOG with Gravekeepers. The deck is very strong now. Basically, if you make the supernaturalist in your first turn, you'll most likely win.
Canadian and CC are the staples this deck needs. Also, use the Descendant's effect wisely, usually focusing on back row.
IGN | Set Skill | Date Submitted |
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Insert | Light and Dark | Oct 6 |
A comment from Insert:
It was the most consistent build testes. I reduced the number of monsters to have fewer dead draws. I only have 2 thrones and 2 Necrovalley, so I ran 2 Canadians to help me control the game. But If I had a third Necrovalley, I rather use just 1 Canadia. And Royal of Spirit is like monster reborn. Very useful to use more times my GK that I have only 1 copy.
IGN | Set Skill | Date Submitted |
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imthetundra | Beatdown | Oct 7 |
A comment from imthetundra:
All you have to do is swarm the field with gravekeepers this deck has a out to the current meta which is stall AND BIG BRAIN beatdown is to get over neos if needed only neos have me little trouble but that's what necrovalley and tth is for..good luck.
IGN | Set Skill | Date Submitted |
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V6277 | Mind Scan | Oct 8 |
A comment from V6277:
Against Others:
Blue Eyes - Blue Eyes decks were a challenge if you don't immediately get Necrovalley and protect it religiously. Ultimate Providence (UP) was key here since Dragon Spirit can get rid of it even if Supernaturalist is on the field. If Necrovalley and Supernaturalist aren't on the field by turn 3, it's a challenge to win but not impossible.
Neos Engine Decks - These are still winning in terms of numbers of decks I faced, with all kinds of focused decks ranging from Cyberdarks to D-Heroes. As is key with Gravy's, you want Necrovalley out ASAP, but it was often the case that I couldn't have it in the first few turns. If it wasn't available I stalled until I could get rid of their monsters with Guard and Descendant.
Subterrors - Strangely, I never fought much Subterrors in Legend, they're much more common in Platinum in my experience. You want to prevent Umastryx from ever reaching the field and get rid of Final Battle ASAP. Descendant was key to winning againts Subway Terror Decks.
Metaphys - So annoying, sometimes I didn't even know whether it was my turn. You want to prevent Daedalus from staying on the field, UP was amazing in handling it.
Invoked - More like, Yet Another Neos Engine (YANE) Deck. Challenge if Necrovalley doesn't come early, but guard was king here too. Cocytus was a gonner once Supernaturalist is on the field.
Ancient Gears - By far the biggest challenge. Since they negate effects during the damage step, it's not possible to stall for Necrovalley. If you can't get Supernaturalist on the field, Descendant is your homie here. Overall, I lost the most to AG decks.
Elementsabers - Necrovalley has a field day.
Flower Cardians - Kill them with fire by turn two or protect with naturalist, otherwise don't waste your time.
Magnet Warriors - Magnets depolarized. No banishing from the graveyard, no strong cards on their field. Worship the Valley of Necros.
Fortune Lady - Necro-V and Supernaturalist to protect, otherwise stall and eliminate Every with UP.
Triamids - Is it my turn yet? But seriously, they're no fun to face. I think I only won a couple against them. Thankfully, they're not rampant.
Magician Girls - You want Necrovalley out as soon as possible since they want to summon Quintent Magician for that cleanup and attack. You get Necrovalley out and protect it, there's not much they can do. If they do happen to summon Quintent before you manage to bring out the Valley, UP will protect you then you can get rid of Quintent with Gravy Guard.
Desperado - If you get Supernaturalist with the Valley, it's game over for them. They can't get rid of it, so they usually surrender. The annoying decks were ones that had Rebirth of Parshath, they pretty much prevent anything and bring out a stomper card.
Six Sams - Supernaturalist with the Valley again to win, otherwise get rid of Shi En with Gravy Guard. The biggest challenge with facing Six Sams was World Legacy Clash. That card is too OP.
Darklords - Really annoying, they can't do much with Necrovalley on the field but if they get Desire or World Legacy Clash it's a lost game.
Amano-Iwato - Iight imma head out
These were the most common decks in legendary. Almost all of them are manageable thanks to Necrovalley and Supernaturalist no destroy combo. By far the most annoying cards were World Legacy Clash and Treacherous Trap Hole, although TTH is not that much of a big deal since Rite of Spirit, Gravy's Headman and Descendant helped cleanup the field a bit. I still believe WLC should be nerfed, it's the perfect card to protect high attack monsters and there's not much to avoid banishing from the field.
IGN | Set Skill | Date Submitted |
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diva | Balance | Oct 10 |
IGN | Set Skill | Date Submitted |
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Maxsoad | Beatdown | Oct 13 |
A comment from Maxsoad:
How to use:
Another GK deck, the main strategy is to fill the field with your GK's and nullify the attacks of your opponent, the main combo I've been using is:
Necrovalley throne-->activate Necrovalley-->GK Spy is set-->spy is attacked-->spy effect bring GK nobleman-->Nobleman is attacked-->Nobleman brings another spy or GK guard.
this combo nullifies the majority of attacks that might come and you get enough time to prepare for a fusion summon, which can be the quintet magican or the supernaturalist, using the spiritualist(brought by one of the spy's or if unlucky with necrovalley you can use the magicalized fusion.
another combo is to make a good use of GK descendant with headman, spies and spirit ritual, you can easily clean the board of the enemy when you combo with them correctly and attack directly the enemy without having to worry about a drowning mirror force or something similar.
IGN | Set Skill | Date Submitted |
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{TSK}Railgun | Balance | Oct 26 |
IGN | Set Skill | Date Submitted |
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darkchip86 | Attack Charge | Oct 10 |
A comment from darkchip86:
Easiest KoG climbs for me yet with this deck, losing only 2 games through Legend rank 1 to King of Games.
The deck isn't actually as complete as I'd like it to be, I'd like another Gilfe which I haven't pulled yet and possibly another Sangan or Night Beam.
The deck is difficult to counter once Golden Castle, Prinzessin and Carriage are on the field.
And the Solemn Scoldings and Night Beam have won me several games against possible threats.
Just be mindful of your deck count, don't enter the opponent's turn with 11 cards left in the deck unless you're certain you can win next turn. Else you will draw 1, mill 10 and lose by checkout when the opponent just ends.
Also, I've found that the biggest threats to the deck in this meta are Dragon Spirit of White and Invoked Cocytus. The former usually banishes Glass Slippers so you can only poke directly for 300 afterward or hope you draw Gren Maju Da Eiza to attack overall monsters that they use.
Whereas Cocytus is the most difficult as Castle doesn't affect him so he can happily attack your Princezzin and carriage.
For me, the ways around him have been to tribute him for Lava Golem (luckily there is no Fire Invoked for them to remove Golem) or get Gren Maju on (usually with 4000atk or sometimes 8000atk) to attack over it as it's defense isn't big enough even when they discard Aleister.
A lot of people seem to misplay against this deck and just attack, I guess forgetting (or just not reading) Castle's effect. And some players have attacked me with Reactor Dragon thinking it will negate Castle, only to lose their Dragon and LP.
The deck has been fun and consistent even without a 3rd Gilfe. And Psychic Wheeleder with the synchros was a good backup when struggling to get the castle/bird/Sangan.
IGN | Set Skill | Date Submitted |
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Bolle | Attack Charge | Oct 10 |
IGN | Set Skill | Date Submitted |
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Faruq xyz | The Tie that Binds | Oct 26 |
A comment from Faruq xyz:
Note: work for full deck. I played deck in platinum rank until the king of the game.
Focus to play:
gold castle is a focus game because it can special summon monster for attack directly and save your life point.
Drill of barnacle, because you can attack directly and Will good if you combine with the power of the guardian
IGN | Set Skill | Date Submitted |
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JMcFab PHD | Restart | Oct 28 |
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