Valkyrie decks have good swarming potential, being able to special summon multiple monsters on the field at a time for a beatdown. With Valkyrie Erda on the field, she has a continuous effect that reduces the ATK of all your opponent's monsters, as well as being able to banish destroyed cards.
|LIGHT Fairy ★9|
ATK 2200 / DEF 2400
|Arena of Sanctuary [SR]|
|If this card is in your hand: You can target 1 face-up Spell/Trap you control; send it to the GY, and if you do, Special Summon this card. If this card is Normal or Special Summoned: You can Special Summon 1 Level 8 or lower "Valkyrie" monster from your hand or GY. You can only use each effect of "Valkyrie Sigrun" once per turn.|
Valkyries gain their control effects when Special Summoned by another Valkyrie monster. And among the Valkyries, Sigrun is one of the better combo starters. Special Summon her by sending Ritual Cage / Ancient Gear Castle to the graveyard.
Your main combo would go something like this:
|LIGHT Fairy ★8|
ATK 2000 / DEF 2200
|Arena of Sanctuary [R]|
|You can only control 1 "Valkyrie Erda". While you control this card, Special Summoned by the effect of a "Valkyrie" card, all face-up monsters your opponent controls lose 1000 ATK. Any card destroyed by battle or card effect that would be sent to your opponent's GY is banished instead.|
Erda is your offense-oriented Valkyrie, and usually the Valkyrie you want to summon at the end of your Special Summon combo. The 1000 ATK debuff to all your opponent's monsters is quite important if you want to beat them down, since Valkyries have below average base stats.
Erda's second effect can be a very useful control effect against some matchups like Blackwing. This effect prevents the opponent from recovering destroyed cards and can also stop some floating effects from activating.
|LIGHT Fairy ★5|
ATK 1600 / DEF 1600
|Arena of Sanctuary [R]|
|If this card is Summoned: You can target 1 monster your opponent controls; destroy it. After damage calculation, if this card battled: You can target 1 Continuous Spell in your GY; add it to your hand. You can only use each effect of "Valkyrie Zweite" once per turn.|
Only consider summoning Zweite as an offensive option if Erda is already on the field. You're unlikely to trigger Zweite's second effect without Erda debuffing the enemy monsters. However, if you manage to trigger the second effect, you can retrieve the card you used to special summon Sigrun to do another combo next turn. Also with Erda on the field, Zweite's removal effect will banish the destroyed monster.
If you only want her removal effect, you can Special Summon Zweite as a quick way to get rid of an enemy monster. You can follow this up with Embrace or Ballista Squad to maximize the Zweite on your field.
|LIGHT Fairy ★4|
ATK 1000 / DEF 1600
|Arena of Sanctuary [R]|
|If this card is Normal or Special Summoned: You can add 1 "Valkyrie" card from your Deck to your hand, except "Valkyrie Dritte". You can only use this effect of "Valkyrie Dritte" once per turn. Gains 200 ATK for each of your opponent's banished monsters.|
Your priority is searching Sigrun if you don't have her yet, otherwise search any other Valkyrie that's part of your combo. Since Dritte is already occupying a space on the field, search Erda/Brunhilde if you already have Sigrun on hand.
Dritte's inherent ATK boost can continuously increase while you have Erda on the field. But even so, it will take a while to reach a significant amount.
|LIGHT Fairy ★3|
ATK 1400 / DEF 1400
|Arena of Sanctuary [R]|
|During your Main Phase: You can excavate the top cards of your Deck equal to the number of other "Valkyrie" monsters you control, and if you do, add 1 excavated Normal Spell/Trap to your hand, also send the remaining cards to the GY. Otherwise, shuffle all excavated cards into the Deck. When this card is destroyed by battle and sent to the GY: You can Special Summon 1 "Valkyrie" monster from your Deck. You can only use each effect of "Valkyrie Vierte" once per turn.|
Vierte will mostly be used for her floating effect. Valkyries have very few combo starters like Vierte, but once they do perform their combo, they can be extremely deadly.
Set Vierte along with Trap cards you have on hand then pass the turn. When your opponent destroys Vierte by battle, Special Summon Sigrun, then Special Summon Erda with Sigrun's effect to complete your board setup.
Using the extra deck monsters, Vierte can be your answer to defensive decks since you can go into Giga Brilliant -> Corebage -> Gaia Dragon, Thunder Charger. You'll need 2 Viertes on the field to do this, which is doable through Super Team Buddy Force Unite!
|LIGHT Fairy ★1|
ATK 0 / DEF 2000
|Arena of Sanctuary [SR]|
|If this card is Special Summoned: You can Special Summon 1 "Valkyrie" monster from your Deck, except "Valkyrie Sechste". During your Main Phase: You can send the top 2 cards of your opponent's Deck to the GY. You can only use each effect of "Valkyrie Sechste" once per turn.|
Sechste is a combo extender. Sigrun can only Special Summon from your hand or graveyard, which doesn't give you as many options early game. In this case, Special Summon Sechste with Sigrun, then use Sechste's effect to Special Summon any Valkyrie from the deck.
You should never use Sechste's second effect because it just gives your opponent a free graveyard setup.
Only relying on Zweite for monster removal can be insufficient, especially since we only run one copy of her. Also, her removal effect won't be any good at protecting your monsters since it only activates upon summon. Supplement this by adding generic monster removal techs such as Karma Cut or Ballista Squad.
Apple of Enlightenment
|Arena of Sanctuary [R]|
|Target cards in your opponent's GY, up to the number of "Valkyrie" monsters you control; banish them. If this Set card in its owner's control has left the field because of an opponent's effect, and is now in the GY or banished: You can draw cards equal to the number of "Valkyrie" monsters you control +1.|
The graveyard disruption does is useful for disrupting enemy combos and setups. For example, you can banish Crystron Thystvern and Crystron Sulfefnir to disrupt Crystron Deck combos, you can also banish all LIGHT or all DARK monsters from the opponent's graveyard so they can't summon Chaos Dragon Levianeer with its best effect.
The second effect's activation is all up to chance, but when it does occur you get a huge resource boost. Most competitive decks run Cosmic Cyclone tech for easy back row removal, giving you a good chance at triggering the draw effect. Just be sure to only set this when you already have Valkyries on the field.
Super Team Buddy Force Unite!
|Spirit of the Beast [SR]|
Selection Box Vol. 02 Mini [SR]
|Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone.|
Reviving Sigrun/Sechste is one of the few comeback plays this deck has, do this by Normal Summoning Dritte, search Erda/Brunhilde, then activate Super Team Buddy Force. From here you can use Sigrun/Sechste's effect to rebuild your board.
You can also use this card reactively by special summoning Zweite to disrupt combos. Useful to prevent any synchro or XYZs from being summoned.
Trishula, the Dragon of Icy Imprisonment
|WATER Dragon ★9|
ATK 2700 / DEF 2000
|Arena of Sanctuary [UR]|
|3 monsters with different names|
Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn.
The main reason you would want to make him is to unclog your field, removing monsters afflicted with negative effects such as Floodgate Trap Hole. Since this is not a dragon deck, you won't be able to use its effect at all, so it becomes just a beater.
Keep in mind that if you want to special summon this because your monster is Floodgated, Fiendish Chained, etc, you need to special summon other Valkyries with different names from each other because of Trishula's restriction.
Number 47: Nightmare Shark
|WATER Fish ★3|
ATK 2000 / DEF 2000
|Reginald Kastle Unlock Event [UR]|
|2 Level 3 monsters|
When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack.
This card helps provide an answer for when you can't get over your opponent's monster, even with Erda's effect like a high DEF monster. Since it's a rank 3 monster, it's only summonable by using 2 Viertes.
Summon Nightmare Shark, use its effect on itself, and hit your opponent directly for 2000 damage.
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 an anti-Xyz tech, special summonable by using 2 Drittes. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
Generally useful against opponents that uses a lot of resources to focus on 1 main boss monster.
Valkyrie decks can lack good options for dealing with dangerous non monster cards, so Dire Wolf is useful for when you need to deal with a very high attack monster, back row, or a dangerous field spell like Necrovalley.
Digital Bug Corebage
|LIGHT Insect ★5|
ATK 2200 / DEF 1800
|Infinite Ray [R]|
|2 or more Level 5 LIGHT Insect-Type monsters|
You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material.
Giga-Brilliant and Corebage is essentially the deck's answer to high DEF monsters that your valkyries can't get over.
If you only have 1 Zweite in the deck, then the only way for you to summon this is by going 2 Viertes into Giga-Brilliant to go into Corebage.
Gaia Dragon, the Thunder Charger
|WIND Dragon ★7|
ATK 2600 / DEF 2100
|Infinite Ray [SR]|
|2 Level 7 monsters|
You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
Only special summonable by using Corebage. A pretty decent ATK monster against defensive decks, and together with Erda essentially makes this card a 3600 ATK beater.
Run any skill that gives you a Continuous Spell at the beginning of the Duel, Master of Rites II and Middle Age Mechs are good examples. Avoid It's a Toon World because Toon World has a LP cost to reactivate.
If you have none of these Skills, a Skill that activates a Field Spell at the beginning of the Duel should be a good placeholder.
|LIGHT Fairy ★7|
ATK 1800 / DEF 2000
|Arena of Sanctuary [UR]|
|Unaffected by your opponent's Spell effects. Gains 500 ATK for each monster your opponent controls. When an opponent's monster declares an attack: You can have this card lose exactly 1000 DEF, and if you do, your "Valkyrie" monsters cannot be destroyed by battle this turn.|
The second boss monster of this deck. Brunhilde is a more defensive monster which can wall your opponent when in a losing position. The attack boost is handy when your opponent has a full field of monsters, putting Brunhilde at 3300ATK.
The battle destruction immunity is good because it helps you maintain your board, which is important because of the low comeback potential of this deck. However, nothing is stopping the opponent from just removing Brunhilde with a card effect.
The Spell effect immunity is handy for dealing with cards like Enemy Controller, World Legacy Clash, and Dark Magical Circle. But sadly most disruption cards are Traps like Floodgate Trap Hole and Karma Cut, leaving Brunhilde just as vulnerable as your other Valkyries.
When used offensively, the debuff of Erda and the inherent buff of Brunhilde make a great OTK combo.
|Arena of Sanctuary [R]|
|If all monsters you control are "Valkyrie" monsters: Target 1 Attack Position "Valkyrie" monster you control and 1 face-up monster your opponent controls; change your monster to Defense Position, and if you do, banish that opponent's monster. You cannot Special Summon monsters the turn you activate this card, except "Valkyrie" monsters. You can only activate 1 "Valkyrie's Embrace" per turn.|
A simple no-cost banishing removal card. Valkyries have a good amount of defense so changing their battle position does not leave them too vulnerable, especially with Erda debuffing your opponent's monsters. However this will decrease your damage potential when on the offensive, so it is better to target a Valkyrie that's about to leave the field (i.e. Sechste to tribute summon Zweite) or at least target your weakest Valkyrie.
One downside of this card is it can become a brick when in a losing position because you need at least 1 Valkyrie onboard to use it.
Herald of the Abyss
|Warriors Unite [UR]|
|Pay 1500 LP and declare 1 Monster Type and Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 “Herald of the Abyss” per turn.|
Herald of the Abyss offers great non-destruction non-targeting removal tech that Valkyries lack.
The downside is you don't get to choose the monster to remove. This makes your removal kinda useless against decks like Blackwing and Shiranui that can spam their monsters with similar Type and Attribute.
Some Valkyrie monsters are able to activate their effect just by being summoned, no matter the method. And with many of the Valkyries being high-level monsters you'll need a bunch of Special Summoning effects to not brick.
Celestial Transformation can be used to Special Summon Sigrun, letting her put another Valkyrie on the field for field presence. You can also Special Summon Zweite for on demand removal, or Sechste for an instant summon from the Deck.
Simple backrow removal that's greatly appreciated in a deck lacking it. Good for OTK decks since you will want to be getting rid of backrow during your turn and you don't want your opponent chaining the targeted card.
Night Beam being a Normal Spell lets you occasionally fetched it with Vierte's excavation effect.
Fire Formation - Gyokkou
|Blades of Spirits [SR]|
Selection Box Vol. 01 Mini [SR]
|Activate this card by targeting 1 Set Spell/Trap Card your opponent controls. Your opponent cannot activate the targeted card in response to this card's activation. While this card is face-up on the field, that Set card cannot be activated. All Beast-Warrior-Type monsters you control gain 100 ATK.|
As stated previously, Valkyries' don't have any form of backrow removal. Gyokkou does not get rid of the opponent's backrow but alternatively prevents them from using it.
Gyokkou being a Continuous Spell is another reason why it synergizes well with this deck. This lets you use Gyokkou as cost for Sigrun's summon, but of course you will lose the lock on your opponent's backrow.
Bad Aim is a costless removal effect. It's activation condition usually isn't a problem since you can use it in response to any opponent activation, such as when they are performing their board setup combo.
|LIGHT Warrior ★4|
ATK 2000 / DEF 1000
|Selection Box Vol.04 [UR]|
|2 Level 4 LIGHT monsters|
Once per turn: You can detach 2 Xyz Materials from this card to target 1 face-up monster your opponent controls; its ATK becomes 0, and if it does, its effects are negated. When this card you control is destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard: Draw 1 card.
Summon Paladynamo and use its effect to completely cripple a powerful enemy monster. This works well at getting rid of threats that are immune to effect removal. After spending his effect, Paladynamo just becomes a below average beater, so you can crash him into an enemy monster to get a free draw.
|WIND Rock ★4|
ATK 1800 / DEF 800
|Sign of Harpies [SR]|
|2 Level 4 monsters|
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
● Target 1 non-Effect Monster in your Graveyard; Special Summon that target.
The Deck doesn't really have much graveyard setup ability aside from Vierte's excavation effect. But even so, Emeral is still a decent monster to toolbox incase you need a draw engine and/or graveyard recycling.
Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
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