“Gusto” is an archetype of WIND monsters that was originally introduced in Visions of Ice back in May 2018 and that is yet to see any competitive play. One of the main things this archetype was previously lacking was a good Extra Deck to complement the various Special Summoning effects and this exactly what the new Mini BOX Tornado of Phantoms is seemingly trying to provide.
[Skill] description | User |
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Endless Trap Hell Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. | Odion |
The playstyle of this Gusto build involves lots of floating effects alternating between Winda and the birds to form a floating loop. This works well with its Synchro strategy, making sure you have a monster onboard to use as synchro material when your turn comes around.
The Gusto monsters in your graveyard after the floating loop will be used for your Synchro monsters' effect cost.
Gusto Egul | WIND Winged Beast ★1 ATK 200 / DEF 400 |
Tornado of Phantoms [SR] | |
When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 4 or lower non-Tuner "Gusto" monster from your Deck. |
Gusto Gulldo | WIND Winged Beast ★3 ATK 500 / DEF |
Tornado of Phantoms [R] | |
When this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 or lower "Gusto" monster from your Deck. |
Winda, Priestess of Gusto | WIND Psychic ★2 ATK 1000 / DEF 400 |
Tornado of Phantoms [R] | |
When this card is destroyed by battle with an opponent's attacking monster and sent to your Graveyard: You can Special Summon 1 "Gusto" Tuner monster from your Deck. |
You can Set Gusto Gulldo on Turn 1, wait for your opponent to destroy it with card effect or simply by battle and then Special Summon Winda, Priestess of Gusto from your Deck in Defense Position. When Winda is destroyed by battle and sent to the Graveyard, it allows you to Special Summon a “Gusto” Tuner from your Deck (Gusto Gulldo). This lets you stall a bunch of attacks.
Neither Gusto Gulldo nor Winda has limitations to how many times their effects can be activated during the same turn; use this opportunity to set up your Graveyard for Daigusto Gulldos while thinning your Deck at the same time. You can use Egul in place of Gulldo for this combo.
Keep in mind that, if you use Gulldo or Egul as Synchro Material, their effect will miss timing because it’s an optional “When...you can…”.
Caam, Serenity of Gusto | WIND Psychic ★4 ATK 1700 / DEF 1100 |
Visions of Ice [N] | |
Once per turn: You can shuffle 2 "Gusto" monsters from your Graveyard into the Main Deck; draw 1 card. |
Caam lets you recover Gusto monsters from the graveyard and draw a card at the same time. This lets you extend your floating loop when the opponent's turn come around, while also giving you what is essentially a free draw.
Since She is your only level-4 monster, after activating her effect pair her with Gulldo to make Gulldos.
Pilica, Descendant of Gusto | WIND Psychic ★3 ATK 1000 / DEF 1500 |
Tornado of Phantoms [UR] | |
When this card is Normal or Special Summoned: You can target 1 WIND Tuner monster in your Graveyard; Special Summon that target in face-up Defense Position. Its effects are negated. If you activated this effect, you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only use this effect of "Pilica, Descendant of Gusto" once per turn. |
Both Gulldo and Egul are the tuner monsters in the deck that Pilica can summon. Since there are no level 4 synchros in the deck, you want to summon this when you can get Gusto to the field.
Spiritual Beast Tamer Winda | WIND Psychic ★4 ATK 1600 / DEF 1800 |
Spirit of the Beast [UR] Selection Box Vol.04 [UR] | |
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn. |
Ritual Beast Ulti-Apelio | WIND Pyro ★6 ATK 2600 / DEF 400 |
Spirit of the Beast [UR] Selection Box Vol.04 [UR] | |
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position. |
Ritual Beast Ulti-Pettlephin | WIND Aqua ★6 ATK 200 / DEF 2800 |
Spirit of the Beast [R] | |
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Cannot be destroyed by card effects. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position. |
This version of the deck does not use Spiritual Beasts and Ritual beasts to special summon the fusion normally. However, the extra deck monsters are worth bringing because of how easily Beast Tamer Winda can summon them, making Winda a card that you can put in just about any deck.
Since there are no spiritual beast monsters in the deck, the fusion's effect of splitting into 2 monsters is unusable here.
Ulti-Apelio is a nice 2600 ATK beater that has an effect of being unaffected by other cards during battle. Handy to ensure that you can destroy your opponent's monster.
Ulti-Pettlephin is mostly for defensive purposes since it has really high defense and can't be destroyed by card effects.
Sphere Kuriboh | DARK Fiend ★1 ATK 300 / DEF 200 |
The Ultimate Rising [UR] Selection Box Vol. 01 [UR] | |
When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard; change the attacking monster to Defense Position. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon. |
Having a handtrap like Sphere Kuriboh really gives you some control over what monsters you have at the end of enemy's turns. This prevents unexpected additional attacks from your opponent if they use a follow up card after their monster attacks.
Blessings for Gusto | Normal Trap |
Stardust Acceleration | |
Target 2 "Gusto" monsters in your Graveyard, plus a third "Gusto" monster in your Graveyard; shuffle both of the first 2 targets into your Deck, then Special Summon the third target. |
A form of recovery for the later turns. Gusto monsters have low ATK and DEF with good floating effects, so there will be plenty of times where you end up filling the graveyard pretty quickly.
You can summon Pilica to bring back a tuner and restart the whole floating chain again, or go with Caam / Gusto synchro if you have more cards in the grave that you can return.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
A great generic level 9 synchro monster for a card removal. You can synchro into this by using any of the spiritual beast fusion with Gusto Gulldo.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] Selection Box Vol.04 [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Strong generic level 6 synchro since you can return multiple cards per use. The discard cost is less of an issue since there are ways to recycle from the grave to the deck, and Gusto monsters can float into other Gustos from the deck.
Ally of Justice Catastor | DARK Machine ★5 ATK 2200 / DEF 1200 |
The King of Vermillion [SR] | |
1 Tuner + 1 or more non-Tuner monsters At the start of the Damage Step, if this card battles a non-DARK monster: Destroy that monster. |
If you can make a level 5, it's often better to special summon Daigusto Gulldos. But if it's destroyed and you can't recycle/resummon it yet, this is another alternative.
Sometimes your opponent won't attack into a Spiritual Beast Tamer Winda since it will be obvious if you special summon her from another Gusto card. You can use Egul to synchro away to make some aggressive plays.
Daigusto Gulldos | WIND Winged Beast ★5 ATK 2200 / DEF 800 |
Tornado of Phantoms [R] | |
1 Tuner + 1 or more non-Tuner "Gusto" monsters Once per turn: You can shuffle 2 "Gusto" monsters from your Graveyard into the Main Deck to target 1 face-up monster your opponent controls; destroy that target. |
Summon Gulldos by pairing Gulldo with Winda, or Egul with Caam. It has a basic targeting destruction effect but what makes this effect particularly good is its activation cost. Returning 2 Gusto monsters to the deck actually helps you by replenishing your floating loop, and getting Gusto monsters in your graveyard is not a problem by using said floating loop.
[Skill] description | User |
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Endless Trap Hell Can be used when you have 3 trap cards in the Graveyard. 1 random Trap Card in your Graveyard is added to your hand. Then, shuffle 1 random Trap Card in your Graveyard into your Deck. This skill can only be used once per Duel. | Odion |
Battlewasp - Hama the Conquering Bow | WIND Insect ★8 ATK 2800 / DEF 2000 |
Witchs Sorcery [UR] | |
1 Tuner + 1+ non-Tuner monsters If this card was Synchro Summoned using a Synchro Monster as material, it can make a second attack during each Battle Phase. You can only use each of the following effects of "Battlewasp - Hama the Conquering Bow" once per turn. ● When this card inflicts battle damage to your opponent: You can make all monsters your opponent currently controls lose 1000 ATK/DEF. ● At the end of your Battle Phase, if your opponent has not taken any battle damage this Phase: You can inflict 300 damage to your opponent for each "Battlewasp" monster in your GY. |
If you synchro Daigusto Gulldos with another Gulldo, Hama will get the added effect of being able to attack twice per turn. With a beefy 3000 ATK, it can help secure games through an OTK.
Mist Bird Clausolas | WIND Winged Beast ★3 ATK 0 / DEF 2300 |
Tornado of Phantoms [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. These changes last until the end of this turn. |
Make Clausolas with Winda plus Egul. If you want to remove an opponent's monster, you will need something else alongside Clausolas to actually attack the monster you debuff.
The negation lets you turn off effects that are disruptive to your Battle Phase like Witchcrafter Madame Verre, Masked HERO Koga, and the Crystron Tuners. You can also get rid of Shiranui Sunsaga's protection while simultaneously debuffing it so another one of your monsters can take it down.
Daigusto Eguls | WIND Psychic ★7 ATK 2600 / DEF 1800 |
Stardust Acceleration [R] | |
1 Tuner + 1 or more non-Tuner "Gusto" monsters Once per turn, during your End Phase: You can banish 1 WIND monster from your Graveyard to target 1 face-down card your opponent controls; destroy that target. |
Fairly okay stats but the effect is too slow. Summon Eguls by pairing Gulldo with Caam. Since the removal effect only targets face-down cards, you will mostly be using this to get rid of backrow. The problem is this effect only activates during the End Phase, but usually you want your opponent's backrow destroyed before you battle.
Realistically the only matchup where Eguls' effect will be useful is against something like Subterror.
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] | |
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. |
Samurai Destroyer is generally a better level-7 to make than Eguls. Preventing your opponent from activating effects until the end of the Damage Step protects Samurai destroyer from battle traps and prevents your opponent from using cards like Kiteroid. The effect negation also prevents the battled monster from floating and removes any self-ATK boosts.
PSY-Framelord Zeta | LIGHT Psychic ★7 ATK 2500 / DEF 1800 |
Future Horizon [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand. |
Psy-Framelord Zeta removes a problem monster from the field. When they comeback during your next Standby Phase, you can just banish them again effectively acting as permanent removal. You can keep doing this until you make something capable of removing said problem monster, like Gulldos or Lava Golem.
Just make sure you leave an open monster zone for Zeta to come back to.
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