Stardust Spark Dragon | LIGHT Dragon ★8 ATK 2500 / DEF 2000 |
Future Horizon [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 face-up card you control; once during this turn, it cannot be destroyed by battle or by card effects. |
Stardust Spark Dragon is another option you could tag into with Blue-Eyes Spirit Dragon's effect. As opposed to Michael, Stardust Spark provides more survivability. You can use Stardust Spark Dragon's effect on itself to effectively make it immune to all forms of destruction.
Giganticastle | EARTH Rock ★9 ATK 2900 / DEF 2800 |
Card Trader [R] | |
1 Tuner + 1 or more non-Tuner monstersThis card gains 200 ATK and DEF for each non-Tuner Synchro Material Monster used to Synchro Summon this card. |
A decent option as a filler card in the extra deck if you don't have other options. It will have 3100 ATK on the field to beat over other monsters with 3000 ATK, like a mirror match. It's also 2nd to highest attack in the deck and is much more easily summonable compared to Neo Blue-Eyes Ultimate Dragon.
Hieratic Sun Dragon Overlord of Heliopolis | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Infinite Ray [UR] | |
2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card; Tribute any number of monsters from your hand and/or your side of the field (minimum 1), then destroy an equal number of cards on the field. |
Make Heliopolis by using two Blue-Eyes monsters as material. Heliopolis' mass removal effect is very powerful and, with enough cost, can result in an enemy board wipe. You can then proceed to hit them directly with 3000 ATK.
Thunder End Dragon | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Chaotic Soldiers [UR] | |
2 Level 8 Normal Monsters Once per turn: You can detach 1 Xyz Material from this card; destroy all other monsters on the field. |
Special summonable using the normal Blue-Eyes monsters. Gives the deck a non-targeting monster removal, and it can attack the turn the effect is used.
Since it also destroys your monsters, you can use it to help send White Stone of Ancients to the grave. After it's in the grave, you can activate it to recover the Blue-Eyes that was used as the material to either use the skill or bring out Alternative White.
Having this as an option can be pretty good if you go against monsters that are untargetable like Lunalight Sabre Dancer. Main advantage over using Twin Burst Dragon is that you can activate it during the main phase. If your opponent uses a spell/trap to stop your Thunder End Dragon, you can continue your plays instead of having your monster taken out during the battle phase.
Number 15: Gimmick Puppet Giant Grinder | DARK Machine ★8 ATK 1500 / DEF 2500 |
Darkness Gimmick [UR] | |
2 Level 8 monsters Up to twice per turn, during your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Special Summoned monster your opponent controls; destroy it, then if it was an Xyz Monster, inflict damage to your opponent equal half to its original ATK. |
Special summoned monsters are somewhat common nowadays, so this card's effect has a good chance of being usable. But its low attack can be bad if you have no protection or a follow-up.
Sylvan Princessprite | LIGHT Plant ★1 ATK 1800 / DEF 100 |
Selection Box Vol.04 [SR] | |
2 Level 1 monsters You can detach 1 Xyz Material from this card; excavate the top card of your Deck, and if it is a Spell/Trap Card, add it to your hand. Otherwise, send it to the Graveyard. You can send 1 other Plant-Type monster from your hand or face-up from your field to the Graveyard, then target 1 "Sylvan" monster in your Graveyard; Special Summon it. You can only use each effect of "Sylvan Princessprite" once per turn. |
Summon Princessprite by using any of your Level-1 Tuners as Xyz materials. We mainly want Princessprite for her excavate effect. If you excavate a Spell/Trap its effectively a free draw, and even if you mill your monster this Deck has many ways of using monsters in the graveyard.
Number 68: Sanaphond the Sky Prison | DARK Rock ★8 ATK 2100 / DEF 2700 |
Infinite Ray [R] | |
2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs. |
Sanaphond is another powerful Rank-8 you can make. The Deck does a lot of discarding, so late game Sanaphond should easily reach 3000+ ATK. The detach effect is also very powerful, doubling as both protection and graveyard control. Be careful because this also prevents you from reviving Monsters from your graveyard.
Noted by LaplaceXz:
A Chaos variant BEWD deck.
Not really a fan of BEWD, especially with how most people build it. Such as using discard traps and using Azure over Melody.
I find that Melody is so much worth it in this build, since it has 1 additional target (Levia). I hardly ever synchro into BESD, let alone tagging it out for Azure.
1 Levia is the way to go as the second copy will only contribute to bricking.
BEWD deck is known for bricking no matter how you build it, Hence, playing hand traps sure does surprise many people when they see I didn't set any backrow.
I think replacing Neo BEUD to either Dragluon or another copy of Twin Burst is much better.
I never really used Neo BEUD and there are times when a second copy of Twin Burst would help. (such as playing against targeting-immune boss monster)
I was thinking of using 1 copy of Ancient Rules but so far, there's never really a duel where I'm stuck with dead BEWD in my hand since the skill, Melody and Alternative pretty much help fix that problem.
But anyhow I got DLVmax before making any of those changes.
Noted By Zaphkiel:
Ultimate providence will win you 80% of the game.
Note by MichaelMike1:
Have a few back and forth run in legend 1 to 5, but in the end I manage to survive against other meta decks and achieve my 10th KOG along with that icon thanks to this build. It can be versatile dealing with any decks but the main issue is bricking. If only this game can unrestrict Melody and Azure then there would be a fighting chance because right now the meta is too fast pace for Blue-Eyes to keep up.
Noted By MichaelMike1:
I have encountered a lot of Gaias in my climb lately and decided to stick with Deep-Eyes because if their fusion monster activates his effect and pops one of my Blue-Eyes monsters, I can have a back-up plan and special summon Deep-Eyes and stall for a bit.
Noted by pasq:
The core strategy is always the same, I just added 2 copies of Maiden with the eyes of blue to have more starters. The main utility of Maiden is to gain time if you don't start with Ancient or Sage, to deal with problematic deck and to push for OTK with Sage.
I found it very useful against Waters since your not depending only on Ancient to summon big monsters and they cannot deal with it without targeting. It was very useful also with Photons, and in the mirror match.
Many deck are not running cards to deal with Maiden and not all the player know how to do it even if they have the cards.
Raigeki break is also an important card in this build since is used to deal with backrow and to destroy Galloping Gaia that other than being the main win condition of that deck is a big problem for the Maiden.
And always remember that Blue-Eyes are capable of beating every deck when you start quite well and to lose against the worst deck in the game when you brick, this is my recipe to minimize bricking!
Noted By MichaelMike1:
This month I seem to be struggling a lot because of the recent box that gave a buff to Onomat decks. I decided to tech in Deep-Eyes and Silver's Cry, so that I can prevent an OTK from them. Most of the time, if they failed their OTK then you might make a come back and win the game.
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