D/D/D Dragon King Pendragon | DARK Fiend ★7 ATK 2600 / DEF 2400 |
Truth Universe [R] | |
If this card is in your hand: You can Tribute 1 Dragon-Type monster and 1 other Fiend-Type monster from your hand and/or your side of the field; Special Summon this card. Once per turn: You can discard 1 card; this card gains 500 ATK, then you can destroy 1 Spell/Trap Card on the field. This ATK increase lasts until the end of this turn. |
The spell/trap card destruction effect is nontargeting and not hard once per turn. It's a level 7 and a D/D/D to help High King Alexander or to become it by using Nighthowl.
In a regular combo, Pendragon is used with Swirl Slime to become any D/D fusion, or Flame King Genghis if you want a 6000 ATK Alexander right away. You can then normal summon Nighthowl to special summon the Pendragon to use its effect for a spell/trap destruction before synchroing into High King Alexander.
If the first fusion that you did is Genghis, synchroing into Alexander will allow Genghis to activate its effect to special summon the Pendragon from grave to the field. This allows you to activate Pendragon again if you need to.
D/D Vice Typhon | DARK Fiend ★7 ATK 2300 / DEF 2800 |
Truth Universe [R] | |
When this card is Normal Summoned: You can Tribute 1 "D/D" monster; Special Summon 1 Level 7 "D/D/D" monster from your Deck. During your Main Phase, if this card is in the Graveyard because it was sent there this turn: You can Fusion Summon 1 Level 8 or higher "D/D/D" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your Graveyard, including this card. You can only use each effect of "D/D Vice Typhon" once per turn. |
If you have D/D/D monsters in your graveyard, D/D Vice Typhon is a good monster to use as Fusion Material or effect cost. Putting her in the graveyard with enough setup allows you to make Beowulf.
The graveyard effect only works the turn it's sent to the grave, but you can re-put it back to the grave by using Nighthowl to synchro into Gust High King Alexander.
D/D Berfomet | DARK Fiend ★4 ATK 1400 / DEF 1800 |
Truth Universe [N] | |
Once per turn: You can target 1 "D/D" monster you control that has a Level, except "D/D Berfomet", and declare a Level from 1 to 8; it becomes that Level until the end of this turn, also you cannot Special Summon monsters for the rest of this turn, except "D/D" monsters. |
Makes it easier to XYZ into D/D/D Wave King Caesar.
D/D Nighthowl | DARK Fiend ★3 ATK 300 / DEF 600 |
Truth Universe [R] | |
When this card is Normal Summoned: You can target 1 "D/D" monster in your Graveyard; you cannot Special Summon monsters for the rest of this turn, except Fiend-Type monsters, also Special Summon that target, but its ATK and DEF become 0, also you take 1000 damage if it is destroyed. |
A great follow-up card or a comeback card for later turns. With a level 7 in the grave, you can use Dark Contract with the Gate to search for this to become a High King Alexander. If you can summon any other D/D or D/D/D, you will end up back with 3 monsters on your field.
The monster that you special summon with Nighthowl is also not negated, allowing you to use Pendragon's effect, re-enable D/D Vice Typhon, or D/D Berfomet to make D/D/D Wave King Caesar if you happen to use them.
There is a risk involved in normal summoning this though. If it gets negated, you'll end up with a low ATK monster on your field. If the special summoned monster is destroyed, you'll take 1000 damage, so you do have to be careful about this follow-up.
If you have another "D/D" in your hand, you can only fusion summon Oracle King d'Arc or Flame King Genghis. If you have another "D/D/D", then Dragonbane King Beowulf is another option that you can bring out. Since Wave Oblivion King Caesar Ragnarok requires 2 "D/D/D", you'll have to use the fusion spell.
Dragonbane King Beowulf has a piercing effect that applies to all other D/D related monsters you control, and has a backrow cleaning effect on the standby phase, making it a good monster to bring out to make your opponent cautious of it. But Genghis is what you need if you want to make some follow up plays, allowing you to do multiple summons in a turn, or to make a 6000 ATK Alexander in a turn.
The usual combo for a turn 1 6000 ATK Gust High King Alexander:
Wightprincess | DARK Zombie ★3 ATK 1600 / DEF 0 |
Energy of Gigarays [R] | |
This card’s name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn. |
Can be used during either players' turn makes this card more useful to prevent OTK from your opponent by reducing their ATK regarding to their own Level/Rank.
Treacherous Trap Hole | Normal Trap |
Visions of Ice [SR] | |
If you have no Trap Cards in your Graveyard: Target 2 monsters on the field; destroy those targets. |
Removing your opponent's monsters to push damage is also important and can be accomplished with Dark Contract with the Witch and Treacherous Trap Hole. Being Trap cards they can be used during your opponent's turn to disrupt their plays.
Dark Contract with the Witch also has utility outside of its removal effect. Its discard cost helps setup the graveyard for Nighthowl, Vice Typhon, Flame King Genghis, and can be used to trigger Vice Typhon's effect. The ATK boost during your opponent's turn makes your D/D monsters much harder to run over.
Dark Contract with the Witch | Continuous Trap |
Truth Universe [R] | |
You can send 1 "D/D" or "Dark Contract" card from your hand to the Graveyard, then target 1 card on the field; destroy it. You can only use this effect of "Dark Contract with the Witch" once per turn. All Fiend-Type monsters you control gain 1000 ATK during your opponent's turn only. Once per turn, during your Standby Phase: Take 1000 damage. |
To effectively OTK, D/D Decks need a way to remove cards from your opponent's field. Aside from using Pendragon and Beowulf's backrow removal effects, Dark Contract with the Witch can also remove backrow letting you attack your opponent safely.
Pendulum Switch | Continuous Trap |
Cross Dimension [N] | |
You can target 1 card in your Pendulum Zone; Special Summon it. You can target 1 Pendulum Monster in your Monster Zone; place that Pendulum Monster in your Pendulum Zone. You can only use 1 "Pendulum Switch" effect per turn, and only once that turn. |
Good Tech for D/D/D Deck since you can use Pendulum Switch to place Kepler on your field to your Pendulum Zone for Pendulum Summoning after Normal/ Special Summon with Searcher Effect activation or vice versa. This effect will also helps for get rid of your D/D Pendulum Monster being targeted by your opponent's backrow or monster effects.
D/D/D Fusion monsters have a variety of effects, and which monster you choose usually depends on the resources you have on hand.
D/D/D Flame King Genghis | FIRE Fiend ★6 ATK 2000 / DEF 1500 |
Truth Universe [UR] | |
2 "D/D" monsters If another "D/D" monster(s) is Special Summoned to your field, while you control this face-up card (except during the Damage Step): You can target 1 "D/D" monster in your Graveyard; Special Summon it. You can only use this effect of "D/D/D Flame King Genghis" once per turn. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can target 1 "Dark Contract" card in your Graveyard; add it to your hand. |
The best monster for swarming and combos very well with Swirl Slime. It offers a lot of variety/potential since it can special summon any D/D regardless of level.
D/D/D Wave Oblivion King Caesar Ragnarok | DARK Fiend ★10 ATK 3200 / DEF 3000 |
Truth Universe [R] | |
2 "D/D/D" monsters Once per turn, when an attack is declared involving this card: You can target 1 other "D/D" or "Dark Contract" card you control; return it to the hand, and if you do, equip 1 face-up monster your opponent controls to this card, except the battling monster. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. |
A really big beater that can occasionally be summoned by Dark Contract with the Swamp King with enough setup. Stealing your opponent's monsters without targeting is a good form of removal. Additionally it gives Caesar Ragnarok a significant ATK boost. Although it does have some restrictions to its use so attack into your opponent's weaker monsters to steal their stronger monsters.
Similar to Beowulf, Caesar Ragnarok lets you remove Dark Contract cards from your field avoiding their self burn. But unlike Beowulf, Caesar Ragnarok returns them to your hand to later reuse.
D/D/D Oracle King d Arc | DARK Fiend ★7 ATK 2800 / DEF 2000 |
Truth Universe [R] | |
2 "D/D" monsters Any effect that would inflict damage to you makes you gain that much LP, instead. |
The monster you will Fusion Summon if you need a beater but don't have a "D/D/D" on hand. Similar to Beowulf it keeps you alive during your Standby Phase but in a different way. It turns your Dark Contract burns into heals, letting you keep your Dark Contracts on the field. It's also useful against burn decks or some situations where your opponent puts a Lava Golem on your field.
Armades, Keeper of Boundaries | LIGHT Fiend ★5 ATK 2300 / DEF 1500 |
Secrets of the Ancients [UR] | |
1 Tuner + 1 or more non-Tuner monstersIf this card attacks or is attacked, your opponent cannot activate cards or effects until the end of the Damage Step. |
Armades is a Level 5 Synchro that is able to prevent your opponent from activating cards or effects until the end of the Damage Step if it attacks or is attacked; your opponent will not be able to use Sphere Kuriboh, Kiteroid, Drowning Mirror Force, but you will still have access to your own Spell & Trap Cards.
Stygian Sergeants | DARK Fiend ★5 ATK 2200 / DEF 1800 |
PvP Duel: Turbo Duel Grand Prix [UR] | |
1 Fiend-Type Tuner + 1 or more non-Tuner monsters When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can have this card gain 800 ATK until the end of the Battle Phase, also this card can make a second attack in a row. |
Stygian Sergeants is a pretty good Synchro Monster that can get rid of swarm monsters board. If it destroys a monster in battle, his ATK gets boosted and gets an additional attack.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
You can also use Orthoros and Zero Maxwell to Synchro Summon Star Eater. If this Level 11 Synchro attacks, it is unaffected by other card effects until the end of the Damage Step, which makes it the perfect Synchro to go into if you’re trying to close a game.
Assault Blackwing - Onimaru the Divine Thunder | DARK Winged Beast ★12 ATK 3000 / DEF 2000 |
Aerial Assault [R] | |
1 Tuner + 1 or more non-Tuner monsters If this card is Synchro Summoned using a "Blackwing" monster as Material, it is treated as a Tuner while face-up on the field. Cannot be destroyed by card effects. You can target 1 "Blackwing" monster in your Graveyard; this card's Level becomes the same as that monster's. You can only use this effect of "Assault Blackwing - Onimaru the Divine Thunder" once per Duel. If this card that was Synchro Summoned using only Synchro Monsters attacks, this card gains 3000 ATK during the Damage Step only. |
Onimaru can easily be made with Doom King Armageddon and Orthros for a 3000 ATK beater immune to effect destruction.
D/D/D Gust High King Alexander | WIND Fiend ★7 ATK 3000 / DEF 2500 |
Truth Universe [SR] | |
1 Tuner + 1+ non-Tuner monsters If 3 or more "D/D/D" monsters are on the field, this card gains 3000 ATK. If another "D/D" monster(s) is Normal or Special Summoned to your field while this monster is on the field (except during the Damage Step): You can target 1 "D/D" monster in your GY; Special Summon it. You can only use this effect of "D/D/D Gust High King Alexander" once per turn. |
Very high ATK monster if you can bring out 2 other "D/D/D" to your field alongside this, which isn't that difficult since Gust High King Alexander itself has a special summoning ability.
Together with Beowulf for the piercing effect, you can end up with an OTK quite often.
The only tuners are Nighthowl and Orthros, but Nighthowl is pretty much the only reliable way to synchro into this.
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. |
A rank 8 Gimmick Puppet XYZ that simply destroy monsters then inflict Damage equal to half of their original ATK and you can use this effect twice.
However, keep in mind that this destruction effect has a restriction where it can only destroy special summoned monsters and its low attack can be bad if you have no protection or a follow-up.
Dark Armed, the Dragon of Annihilation | DARK Dragon ★7 ATK 2800 / DEF 1000 |
Chaotic Soldiers [UR] | |
2+ Level 7 monsters Once per turn, if you have exactly 5 DARK monsters in your GY, you can also Xyz Summon "Dark Armed, the Dragon of Annihilation" by using 1 Level 5 or higher DARK Dragon monster you control as material. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then banish 1 card from your GY, also, this card cannot attack for the rest of this turn. |
Has a card removal effect that you can use multiple times in a turn, up to however many materials you use to make it. Needing to banish a card in your grave won't be a big issue since you can use it on the used spells/traps like Space Typhoon or Floodgate.
D/D/D Super Doom King Dark Armageddon | DARK Fiend ★8 ATK 3500 / DEF 3000 |
Cross Dimension [UR] | |
Pendulum Effect Once per turn, if you have a "D/D" card in your other Pendulum Zone: You can Special Summon 1 "D/D/D" Xyz Monster from your Extra Deck, except "D/D/D Super Doom King Dark Armageddon". Monster Effect 2 Level 8 "D/D/D" monsters Cannot be Pendulum Summoned. When this card is Xyz Summoned: You can attach 1 face-up "D/D" Pendulum Monster from your Extra Deck to this card as material. Pendulum Monsters you control cannot be destroyed by card effects. Once per turn: You can detach 1 material from this card, then target monsters your opponent controls, equal to the number of Pendulum Monsters you control; destroy them. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone. |
A Big Beater with 3500 ATK and able to protect your Pendulum Monsters you control from Effect Destruction. Also, Dark Armageddon also has monster removal effect which can allows you destroy at least 1 monster you opponent controls while you control Dark Armageddon on your field.
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. |
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.
Number 22: Zombiestein | DARK Zombie ★8 ATK 4500 / DEF 1000 |
Darkness Gimmick [SR] | |
2 Level 8 DARK monsters Must be Xyz Summoned and cannot be Special Summoned by other ways. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and send 1 card from your hand to the Graveyard to target 1 face-up card your opponent controls; change this card to Defense Position, and if you do, negate that face-up card's effect until the End Phase. |
If you don't need Heliopolis, you can XYZ into Zombiestein for a potential OTK right away.
Red-Eyes Flare Metal Dragon | DARK Dragon ★7 ATK 2800 / DEF 2400 |
Maximum Gustav [SR] Selection Box Vol.03 Mini [SR] | |
2 Level 7 monsters Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 250 damage to your opponent immediately after it resolves. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it. |
A good card to bring out if you find that your opponent is playing defensively/slow/stall.
D/D/D Wave King Caesar | WATER Fiend ★4 ATK 2400 / DEF 1200 |
D/D/D Apocalypse [SR] | |
2 Level 4 Fiend-Type monsters During either player's turn: You can detach 1 Xyz Material from this card; at the end of the Battle Phase, Special Summon from your Graveyard as many monsters destroyed this turn as possible, but during the next Standby Phase, take 1000 damage for each monster Special Summoned by this effect. If this card is sent from the field to the Graveyard: You can add 1 "Dark Contract" card from your Deck to your hand. You can only use each effect of "D/D/D Wave King Caesar" once per turn. |
A pretty good XYZ to make sure that you still end up with a monster after your opponent's turn, and it also has a useful search effect when sent to your opponent destroys it.
You can also send it to the grave by using Swamp King fusion spell in order to activate Caesar's search effect, or use Dark Contract with the Witch.
Face-Up Card Destruction including backrow is pretty decent effect but sadly it cannot activated during Damage Step. When you destroyed a monster, it will allows you boost up ATK of 1 monster you control unitl the end of the next turn.
Noted By [HNF]IIINC:
Noted by AlpErTunga28:
F2P DDD. I couldn't obtain rank 8, Coach King.
For first round, I set Book of Moon every time and use it 2.round.
If a combo starts, generally I lost. My secret tech card was Oath of Companionship. İt could counter almost every deck. For second round start, I tried to use DDD Darkness Fusion card.
Noted by [HNF] IIINC:
Use Flame High King Genghis as a finisher covering one backrow card. Use Cosmic Cyclone and other tech cards like Book of Moon to disrupt your opponents’ plays. Swap out the traps with a complete 3 floodgates for pendulums and fiendish chain for general play. Often, you have a play to summon an extra D/D+D/D fusion monster. Choose this extra deck monster to fit the meta.
Noted By Bhatti:
"First Turn: Set Treacherous/Witch or use Kepler to get Witch and set it. Try to summon D/D dog for disrupting the opponent's boss monster effects or keep Chaos King Apocalypse in your hand or graveyard to special summon in opponents turn.
Second turn: Unlimited potential and very very likely to do an OTK. Make sure you always fusion summon High king Genghis to revive monsters from graveyard as well as negate any back row of opponent. "
Noted from Kortezzy:
Fluffal:
Try to get out of zombiestien so that you can negate the fusion. Also, my list plays a lot of flipping cards such as BOM and Floodgate. If you are able to try to have Kaiser with 2 backrow, this gives you 3 attacks and allows you to get lethal with one kitroid. If they have two kite roids then they may have bricked. Also, the rank 8 version of the deck can also work but in most matchups, I faced it did not help.
Gandora:
This matchup is hard but backrow and zombiestien can really help. The best way to win this matchup is through piercing damage with maxwell. Zombiestein and 2 floodgates allows for you to have 3 interruptions to the deck. The only way you lose is if they can get out a rank 4 and have multiple lances. This is very rare and if they can otk you either you bricked or they were able to stall very well. Kaiser also allows you to lethal through a kitroid with a full combo. The only variant that the deck loses to the most is the leveniaer version. That deck plays the wightproncess which can allow them to otk and set up their grave.
Odd-Eyes:
Backrow really helps this matchup since they often do not have protection. The only way they can otk is with multiple lances. If they have multiple lances you pretty much lose if they have a full combo.
Mirror:
This matchup is a coin toss on who has the best back row and setup. The best way to win is to try to attack and deal enough damage so they lose to their contracts or have a better board with multiple monsters and backrow. Many games I won were due to my opponent burning or from me piercing damage and having multiple flips. Orthros also helps clear up backrow as well.
Noted By cLashyyy:
You have alot of combos to use to get 3 big monsters on the field.
Noted by fabio marino:
It's a D / D / D deck. the strategy is simple:
Use slime to summon Genghis, then use Nighthowl to revive Pendragon and use his effect to destroy traps (usually discard Typhon) then synchro Alexander and use Genghis effect or Typhon effect to summon the last D / D / D monster.
I use 2 Kiteroid because are powerful when start first and draw D / D card to act the strategy.
Contract with the Witch is able to destroy opponent cards and send to graveyard Typhon for the strategy. we can use again Nighthowl or use Typhon to fusion summon.
Beatdown ability helps to make OTk.
I beat some amazing meta deck such as harpies resonator and a lot Onomat.
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