Thank you for sharing your tips with us IGN: Pochita!
Hi it’s Pochita here! (Also Known as Ghost) This month I’m using the Tie That Binds build with Stromberg witch helps the versatility of the Deck quite a bit securing big damage and helping your monsters to get over those nasty boss monsters.
[Skill] description | User |
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The Tie that Binds Until the end of you turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This skill can only be used once per turn. | Common |
Prinzessin | LIGHT Fairy ★4 ATK 300 / DEF 600 |
Dimension of the Wizards [R] | |
If this card is Normal or Special Summoned: You can Special Summon 1 "Pumpkin Carriage" from your hand or Deck, then, if "Golden Castle of Stromberg" is in a Field Zone, you can equip 1 "Glass Slippers" from your Deck to this card. You can only use this effect of "Prinzessin" once per turn. When this card inflicts battle damage to your opponent by a direct attack: You can target 1 "Glass Slippers" equipped to this card and 1 face-up monster on the field; equip that "Glass Slippers" to that target. |
Glass Slippers | Equip Spell |
Dimension of the Wizards [N] | |
If this card is equipped to a Fairy monster, it gains 1000 ATK. If this card is equipped to a non-Fairy monster, it cannot attack, also it loses 1000 ATK. If this card is sent to the GY because the equipped monster is destroyed: You can target 1 "Prinzessin" you control; equip this card to that target. You can only use this effect of "Glass Slippers" once per turn. |
I also chose to use 2 Prinzessin because of 2 reasons here, first a lot of the time I was able to have both Beauties on the field doing a nice 3200 direct attack which won me games in most cases, 2 also helped here for less chance of milling out all my chances to rank 4 Xyz even though Number 70: Malevolent Sin did not see much play this month, and say you are going first and want to set up, you can just save your Glass Slippers if they are in your hand or wanna risk the mill to equip them to your second Prinzessin or to even save it for brio for The third turn but that’s a coin flip Scenario.
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. |
Chaos Hunter | DARK Fiend ★7 ATK 2500 / DEF 1600 |
Card Trader [UR] | |
When your opponent Special Summons a monster (except during the Damage Step): You can discard 1 card; Special Summon this card from your hand. Your opponent cannot banish cards. |
I was also thinking of running 2 Chaos Hunter to counter Cydras and Thunder Dragons but sadly my duels consisted of little to no TD and Barely any cydras where banishing asides the fact of overflow and the rank 5 XYZ can get over her anyway but Chaos Hunter does stop Cydra XYZ from Banishing to gain attack so that’s nice but Chaos Hunter just isn’t needed here, it’s better to just go Straight into Samurai Destroyer to pretty much carry the game for you which is the same case for most matchups in the meta right now
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. |
Ally of Justice Decisive Armor | DARK Machine ★10 ATK 3300 / DEF 3300 |
Warriors Unite [R] | |
1 Tuner + 2 or more non-Tuner monsters Once per turn, if your opponent controls a face-up LIGHT monster(s), you can activate 1 of these effects: ● Select 1 Set card your opponent controls and destroy it. ● Send 1 card from your hand to the Graveyard to destroy all Spell/Trap Cards your opponent controls. ● Send all cards in your hand to the Graveyard to look at your opponent's hand and send all LIGHT monsters in their hand to the Graveyard. Then, inflict damage to your opponent equal to the total ATK of the opponent's monsters sent to the Graveyard. |
Ive also Slapped in Ally of Justice Decisive Armor for the fact that it’s the Bane of every light type User Decks, (looking at you Blue eyes, Cydra, The random Noble Nuts, Photon, not sure if I remember any other light Decks I’ve seen on the ladder except the occasional Lightsworn but this can hurt you more because of the Levi shenanigans but that would be a random scenario) he also works as an amazing beater that can pop the 3k to 3,200 attack monsters so it’s nice to get rid of the Red-Eyes: Archfiend Black Skull Dragon and other problem causing monsters
Archfiend Black Skull Dragon | DARK Dragon ★9 ATK 3200 / DEF 2500 |
Chaotic Soldiers [UR] | |
1 Level 6 "Archfiend" Normal Monster + 1 "Red-Eyes" Normal Monster You can only Special Summon "Archfiend Black Skull Dragon(s)" once per turn. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Battle Phase: You can target 1 "Red-Eyes" Normal Monster in your Graveyard; inflict damage to your opponent equal to half its ATK in the Graveyard, then shuffle it into the Deck. |
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