Content

Triamid: deck recipe [Feb 2021]

Duel Links Triamid deck, Triamid in the current meta, how to use.
Duel Links Breaking News
33rd Main Box: Antinomic Theory
update 22/02/2021

Overview

The general strategy of Triamid Decks is to cycle through their Field Spells and monsters to activate multiple effects. All the monsters have effects that let you replace your current Triamid Field Spell with another one from your deck. The Field Spells in-turn are able to search, retrieve, and Special Summon Triamid monsters.

Required Card Boxes

Valiant Souls Visions of Ice Guardians of Rock

Example Deck

Standard Version

Triamid SphinxTriamid MasterTriamid MasterTriamid MasterTriamid HunterTriamid Hunter
Triamid HunterTriamid DancerTriamid CruiserTriamid CruiserTriamid CruiserTriamid Kingolem
Triamid KingolemTriamid KingolemTriamid FortressTriamid FortressShadow-Imprisoning MirrorTreacherous Trap Hole
Treacherous Trap HoleTriamid PulseTriamid PulseTriamid Pulse--
Number 47: Nightmare SharkLeviair the Sea DragonGaia Dragon, the Thunder ChargerNumber 70: Malevolent SinNumber 20: Giga-BrilliantWind-Up Zenmaines
Digital Bug Corebage-----

Powersink Version

Triamid SphinxTriamid MasterTriamid MasterTriamid HunterTriamid HunterTriamid Dancer
Triamid DancerTriamid CruiserTriamid CruiserTriamid CruiserTriamid KingolemTriamid Kingolem
Triamid KingolemTriamid FortressTreacherous Trap HoleTreacherous Trap HoleTriamid PulseTriamid Pulse
Powersink StonePowersink Stone----
Abyss DwellerNumber 47: Nightmare SharkNumber 47: Nightmare SharkDiamond Dire WolfGagaga SamuraiNumber 70: Malevolent Sin
Soul of Silvermountain-----
[Skill] descriptionUser
Balance
Your starting hand will reflect the card balance of your deck. This Skill will not activate unless you have at least 6 of each type of card (Monster, Spell, and Trap) in your Deck.
Common
Common

How to Use

Triamid Sphinx

Triamid Sphinx
Triamid Sphinx
EARTH Rock ★10
ATK 2500 / DEF 2500
Arena of Sanctuary [SR]
Cannot be Normal Summoned/Set. Must be Special Summoned with the effect of a "Triamid" card, and cannot be Special Summoned by other ways. If a face-up "Triamid" card(s) you control, except "Triamid Sphinx", is destroyed by battle or card effect: You can Special Summon this card from your hand. While you control another "Triamid" card, this card gains 500 ATK and DEF for each Field Spell Card with a different name in your Graveyard, also monsters your opponent controls cannot attack, except to attack "Triamid Sphinx".

The Triamid deck's boss monster. Its inherent summoning condition is easily fulfilled by crashing a Triamid monster or by waiting until your opponent destroys one of your cards. You can also Special Summon Sphinx with Kingolem's effect.

On the field Sphinx is essentially a really big beater. Maximizing his inherent stat boost is easy with Triamid's Field Spell cycling, putting Sphinx at 4000 ATK. With ATK boosts from Kingolem and dancer, Sphinx can reach even higher amounts.

Sphinx' last effect practically prevents your opponent from declaring battle, because attacking over it is very unlikely. Their only choice would be to use a removal effect to get rid of Sphinx.

Triamid Monsters

Triamid monsters let you cycle your Triamid Field Spells during your opponent's turn. You can use this to bring out Triamid Kingolem during battle to gain an attack boost. This also lets you trigger the effects of Triamid Field Spells when they are sent to the graveyard.

Triamid Master
Triamid Master
EARTH Rock ★4
ATK 1800 / DEF 700
Guardians of Rock [SR]
Once per turn: You can send 1 face-up "Triamid" card you control to the Graveyard, then target 1 Set Card on the field; destroy it. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).

Triamid Master sets up your aggressive plays by destroying the opponent's set cards, usually this will be used to get rid of enemy backrow. Also, by using your Triamid Fields as cost for any of Master's effects, he will be able to trigger the Field Spells' effect.

Triamid Hunter
Triamid Hunter
EARTH Rock ★3
ATK 1400 / DEF 1100
Guardians of Rock [R]
If a Field Spell Card is face-up on the field, you can Normal Summon 1 Rock-Type monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).

Triamid Hunter lets you swarm the field with Triamid monsters for more damage potential. Hunter can be used as the cost for Master's first effect in case you don't want to get rid of your Field Spell.

Triamid Dancer
Triamid Dancer
EARTH Rock
ATK 600 / DEF 1900
Guardians of Rock [N]
Once per turn: You can target 1 "Triamid" card in your Graveyard; shuffle it into the Deck, and if you do, all Rock-Type monsters you control gain 500 ATK and DEF. Once per turn, during your opponent's turn: You can target 1 "Triamid" Field Spell Card in your Field Zone; send it to the Graveyard, and if you do, activate 1 "Triamid" Field Spell Card from your Deck with a different name (this is a Quick Effect).

Triamid Dancer recovers Triamid cards back to your deck while giving your monsters a permanent stat boost. Because her base ATK is so low, she is extremely vulnerable during the opponent's turn, so you can use Dancer for Master's cost after using her stat boost effect.

Here is a sample combo you can do assuming Master and a Field Spell is already present on the field:

  1. Normal Summon Hunter.
  2. Hunter's effect gives you a second Normal Summon for Dancer.
  3. Activate Dancer's to boost your monsters' stats.
  4. Activate Master's effect using Dancer as cost.

Triamid Field Spell

Triamid Field Spells' primary effects are most useful at different phases of the duel after that they will be switched out by another Triamid Field Spell.

Triamid Cruiser and Triamid Fortress' secondary effects allow you to gain resources when they are sent to the graveyard. Triamid Kingolem lets you Special Summon a Triamid monster from your hand for more field presence. Because Sphinx is such a formidable presence on the field, you should always aim to search/summon him.

Triamid Cruiser
Triamid Cruiser
Field Spell
Guardians of Rock [SR]
Each time a Rock-Type monster is Normal Summoned, gain 500 LP. If a "Triamid" monster is Normal Summoned: You can draw 1 card, then discard 1 card. If this face-up card in the Field Zone is sent to the Graveyard: You can add 1 "Triamid" monster from your Deck to your hand. You can only use this effect of "Triamid Cruiser" once per turn.

Triamid Cruiser is good during your Main Phase to dig through your deck.

Triamid Kingolem
Triamid Kingolem
Field Spell
Guardians of Rock [R]
All Rock-Type monsters on the field gain 500 ATK. If a "Triamid" monster you control battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card in the Field Zone is sent to the Graveyard: You can Special Summon 1 "Triamid" monster from your hand. You can only use this effect of "Triamid Kingolem" once per turn.

Triamid Kingolem is good during your Battle Phase and for most of the Duel, because of it's attack boost and Spell/Trap protection during battle.

Triamid Fortress
Triamid Fortress
Field Spell
Guardians of Rock [N]
All Rock-Type monsters on the field gain 500 DEF. "Triamid" monsters on the field cannot be destroyed by card effects. If this face-up card in the Field Zone is sent to the Graveyard: You can target 1 "Triamid" monster in your Graveyard; add it to your hand. You can only use this effect of "Triamid Fortress" once per turn.

Triamid Fortress is brought out to protect your monsters from effect destruction. This is a good compliment to Sphinx who is almost impossible to kill by battle.

Keep in mind your Triamid monsters have quick effects that can activate Fortress from the deck. So the destruction protection can be used in response to your opponent's removal effect.

Triamid Pulse

Triamid Pulse
Triamid Pulse
Continuous Trap
Card Trader [SR]
Once per turn: You can banish 2 cards from your Graveyard (any combination of Rock-Type monsters or Field Spell Cards), then activate 1 of these effects;● Target 1 other face-up card on the field; destroy it.● Target 1 Rock-Type monster in your Graveyard; Special Summon it in Defense Position.● Target up to 3 Field Spell Cards in your Graveyard; shuffle them into the Deck, then draw 1 card.

Triamid Pulse is a good compliment to all the cycling Triamid Decks do. Triamid cards you do not retrieve with Triamid Dancer you can banish to activate one of Triamid Pulse's powerful effects. The first effect is a removal for face-up cards Triamid Master cannot target. The second effect is a revival. The third effect recovers your Triamid Field Spells and lets you gain resources.

Treacherous Trap Hole

Treacherous Trap Hole
Treacherous Trap Hole
Normal Trap
Visions of Ice [SR]
Selection Box Vol. 02 Mini [SR]
If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets.

Getting rid of two enemy monsters for no cost is extremely good. And since the Traps in this Deck tend to stay on the field, you'll usually be prepared to activate Treacherous Trap Hole.

Powersink Stone

Powersink Stone
Powersink Stone
Continuous Trap
Ranked Rewards [R]
Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.

Getting two counters on this card is quite easy even during the opponent's turn with the archetypal Quick Effect of Triamids. Do this during the opponent's Standby Phase so when their Main Phase comes they'll be locked from using monster effects. This shuts off search effects upon summon and field extension effects, which are common combo pieces.

On the other hand, you won't really be affected since you don't have any plays during the opponent's turn, except for searching out Fortress.

Extra Decks

Abyss Dweller
Abyss Dweller
WATER Sea Serpent ★4
ATK 1700 / DEF 1400
Photons of Galaxy [UR]
2 Level 4 monsters
While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn.

Unlike Necrovalley, Abyss Dweller only locks your opponent out of their graveyard plays. Which is favorable because this Deck also has its own graveyard recycling. However, Abyss Dweller's graveyard control is not as strong as Necrovalley because your opponent can still move cards out of the graveyard. Also being attached to a 1700 ATK monster, makes your control effect quite easy to get rid of by battle.

Number 47: Nightmare Shark
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.

Summon Nightmare Shark and use it to attack directly for 2000 damage. Do this if said attack will win you the game.

Leviair the Sea Dragon
Leviair the Sea Dragon
WIND Sea Serpent ★3
ATK 1800 / DEF 1600
Voltage of the Metal [UR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Leviair lets you recover the monsters you banished with Triamid Pulse and helps you swarm the field.

Number 20: Giga-Brilliant
Number 20: Giga-Brilliant
LIGHT Insect ★3
ATK 1800 / DEF 1800
Number Hunter: Kite Tenjo Unlock Event [SR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card; all face-up monsters you currently control gain 300 ATK.

Giga-Brilliant's slight ATK boost to all your monsters can be qutie significant since most of your monsters have low base ATK. This boost is permanent so in total you're getting a permanent 600 ATK to all your monsters as long as they stay on the field.

Wind-Up Zenmaines
Wind-Up Zenmaines
FIRE Machine ★3
ATK 1500 / DEF 2100
Voltage of the Metal [SR]
2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

Zenmaines is good for stalling since your opponent would think twice before attacking into it and triggering its removal effect. You can also manually trigger Zenmaines' removal by crashing it into an enemy monster.

Number 70: Malevolent Sin
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 does have a decent non-destruction removal effect but most of the time you'll summon it just to upgrade into Digital Bug Corebage.

Digital Bug Corebage
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.

Shuffling into the Deck is a very powerful form of removal and Corebage's effect is great at getting rid of defensive walls. It also works well against Decks that always puts their monsters in defense position such as Superheavy Samurai and Subterror.

Gaia Dragon, the Thunder Charger
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.

After spending all its Xyz materials, upgrade Corebage into Gaia Dragon to get a stronger beater on board.

Soul of Silvermountain
Soul of Silvermountain
EARTH Rock ★3
ATK 1800 / DEF 2200
Shark Fang [R]
2 Level 3 EARTH monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 Set card in your opponent's Spell & Trap Card Zone; it cannot be activated while this card is face-up on the field. If this card destroys an opponent's monster by battle while it has Xyz Material: You can target 1 EARTH monster in your Graveyard; Special Summon that target in face-up Defense Position.

Locking enemy backrow is sometimes better than removal because you'll simultaneously be clogging their Spell Trap Zone. Also, Silvermountain's second effect is great for field presence and can be activated more often with the ATK boost from Dancer. The second effect does not require Xyz material cost, giving Silvermountain a permanent purpose onboard.

Other Cards Option

Other Techs

Karma Cut
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.
Wall of Disruption
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.

Other Extra Decks

Number C39: Utopia Ray
Number C39: Utopia Ray
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Infinite Ray [UR]
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Number 39: Utopia
Number 39: Utopia
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Shining Hope [UR]
2 Level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.

Make Utopia with two Masters. Utopia has the highest base-stat among generic Rank-4's making him a good beater. His inherent protection effect can also give himself and your other monsters some staying power.

Maestroke the Symphony Djinn
Maestroke the Symphony Djinn
DARK Fiend ★4
ATK 1800 / DEF 2300
Shark Fang [UR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up Attack Position monster your opponent controls; change it to face-down Defense Position. If a "Djinn" Xyz Monster you control would be destroyed, you can detach 1 Xyz Material from that monster instead.

Putting monsters face-down is an effective way of shutting off lingering effects and exposing weak DEF stats. In contrast to Utopia, Maestroke's protection effect is more selfish but can protect against more forms of removal.

Leviair the Sea Dragon
Leviair the Sea Dragon
WIND Sea Serpent ★3
ATK 1800 / DEF 1600
Voltage of the Metal [UR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your side of the field.

Leviair has synergy with Triamid Pulse's activation cost. With this you can bring back banished Triamid monsters for field presence. Bring back Triamid Hunter and Normal Summon another monster to make a second Rank-3.

Diamond Dire Wolf
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.
Wind-Up Zenmaines
Wind-Up Zenmaines
FIRE Machine ★3
ATK 1500 / DEF 2100
Voltage of the Metal [SR]
2 Level 3 monsters
If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it.

A more defensive option. Summon Zenmaines in a pinch to protect you from further attacks. Your opponent would think twice before attacking into Zenmaines due to fear of breaking their board setup.

Melomelody the Brass Djinn
Melomelody the Brass Djinn
LIGHT Fiend ★3
ATK 1400 / DEF 1600
Shining Hope [SR]
2 Level 3 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Djinn" Xyz Monster you control; it can make a second attack during each Battle Phase this turn.

Similar use as Samurai but summoned with level-3 monsters. Attack directly with the double attack to deal massive damage.

Gagaga Samurai
Gagaga Samurai
EARTH Warrior ★4
ATK 1900 / DEF 1600
Shining Hope [SR]
2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to Defense Position, and if you do, change the attack target to this card and perform damage calculation.

Summon Samurai to push damage with two direct attacks.

[February 2020] KC Cup Lvl Max Notes

Comments

Hot New Top
Anonymous 5days ago
Good deck, although I must say, bloody annoying to lose against LOL.
Anonymous 9days ago
thank you for abusing balance, the skill will be gone very soon
<< Anonymous
Anonymous 9days ago Reply
np

Glad I could help
<< Anonymous
Anonymous 8days ago Reply
Everybody and their moms use balance everywhere nowadays
<< Anonymous
Anonymous 8days ago Reply
Because their moms b**b size are unbalanced
<< Anonymous
Anonymous 8days ago Reply
Those are not humans, they are just sheeps.
Anonymous 8days ago
no triple book of moon ??!!
hmm i think i am in the wrong site !!
YEET 19days ago
Ah yes triamid... I remember winning against invokesaber during KC cup (2020 if im not wrong) as mako balance.

This card could compete again if banishing card like Karma cut got limited (XD hope so).
<< Anonymous(YEET)
Dave 18days ago Reply
When single cards like karma gets hit, and battle traps become at least bit more popular. Triamid will become bit better.
<< Anonymous(Dave)
Anonymous 18days ago Reply
Like armades back in the day
Dave
Sacred defense barrier the field spell card ( SR) from tag duell slows them and buys you time. Cuz I play fast paste rank3 -4 cuz with rock dudes.
Anonymous
Is it better to use 1 or 2 sphinx?
2 stronger or brickier?
<< Anonymous(gAbri6)
Anonymous Reply
I am the person who posted this question. Thanks for the tips, guys! I really appreciate your help.
<< Anonymous
Anonymous Reply
Powersink stone is a smart move for this deck.
<< Anonymous
Anonymous Reply
powersink is an old tech, triamid traps selection is very flexible depends on your lobby, too much stone can brick against non-monster-effect deck
<< Anonymous
Anonymous Reply
Well it depends, right now the only meta deck that i think wont bother this being on the feild with two counters is DM deck, if the opponent cant get rid of it and you can atleast put 1 counter on this during their turn they can only activate 1 monters effect on that turn. If you can put two (2 triamid monters except boss + 1 feild spell) you can lock them from using monsters effect.
Anonymous
If we start with Dancer, is it better to set or play it face up?
<< Anonymous
Anonymous Reply
face up
Anonymous
Playing sphinx with balance is a big mistake that Triamaid Players do. It can brick hard and you will be in a desperate situation !!
<< Anonymous
Anonymous Reply
then don't play sphinx, especially if you don't have a copy
YEET
This deck is now annoying with their new support... And i like it XD
<< Anonymous(YEET)
Anonymous Reply
XD
YEET
Sad this deck was a POG back then :( ....
<< Anonymous(YEET)
Hero Reply
Triamid Sphinx coming to duel links
<< Anonymous(Hero)
YEET Reply
Wow you right bout it
<< Anonymous(YEET)
Anonymous Reply
i was able to reach kog faster with this deck (<50 games) than with DM (with almost 150 games)
Anonymous
I don't understand how this is an easy deck to build don't you have to clear out the box 3 times, that's 15k gems, right?
<< Anonymous
Shadw_Wolf Reply
Just buy them, right now theres another sale going on. Not as good as the previous sale for Truth Universe.... But if you can pull TMaster Or Triamid Cruiser, you half way there.
Better cards to replace Triamid Pulse with are Judgement of Anubis, Ultimate Providence, Radiant Mirror Force.
Anonymous
Release Sphinx

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