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Geartown Turbo: deck recipe [Jan 11]

Duel Links Ancient Gear Geartown Turbo deck, how to use, cards, combos, skills, Ancient Gear Geartown Turbo in the current meta.
update 03/03/2023

Required Card Boxes

Main Deck

Valiant Souls Link Revolution Braver Victory Future Circuit Selection Box Vol.04 Mini Ancient Gear Awakening

Extra Deck

Shining Hope Voltage of the Metal Infinite Ray Photons of Galaxy Phantom of Rebellion Link Revolution Future Circuit

Example Deck

Standard Version

Ancient Gear Reactor DragonAncient Gear Reactor DragonAncient Gear WyvernAncient Gear WyvernAncient Gear WyvernAncient Gear Catapult
Ancient Gear CatapultAncient Gear CatapultGeartownGeartownGeartownDouble Cyclone
Ancient Gear FortressAncient Gear FortressWarning PointWarning PointCompulsory Evacuation DeviceCompulsory Evacuation Device
Bottomless Trap HoleBottomless Trap HolePaleozoic Canadia---
Dark Rebellion Xyz DragonNumber C39: Utopia RayNumber 39: UtopiaGear Gigant XNumber 70: Malevolent SinKnightmare Unicorn
Knightmare PhoenixMissus Radiant----

Set Skill

[Skill] descriptionUser
Middle Age Mechs
Activate the Continues Spell "Ancient Gear Castle" at the beginning of your first turn.
Vellian Crowler
Vellian Crowler

How To Use

Ancient Gear Reactor Dragon

Ancient Gear Reactor Dragon
Ancient Gear Reactor Dragon
EARTH Machine ★8
ATK 3000 / DEF 3000
Ancient Gear Awakening [UR]
If this card was Tribute Summoned by Tributing an "Ancient Gear" monster, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can make a second attack during each Battle Phase. If this card attacks, until the end of the Damage Step, your opponent cannot activate Spell/Trap Cards, also monsters in your opponent's possession cannot activate their effects. At the end of the Damage Step, if this card attacked: You can destroy 1 Spell/Trap Card on the field.

A Level 9 Machine with 3000 ATK and DEF that can shut down your opponent’s backrow and even monster effects on attack declaration. Your opponent could still activate the effect of a Spell or Trap that has already been activated, like Amazoness Onslaught, but that’s not really that relevant anymore.

Unfortunately, since you are mostly going to Special Summon this card, it is not going to gain the ability to inflict piercing damage or to make a second attack during each Battle Phase, but it will be able to destroy a Spell/Trap Card on the field at the end of the Damage Step. Since “at the end of the Damage Step” is still part of the Damage Step, if you target a face-down Spell/Trap, your opponent will not be able to chain it and you could even target your own Geartown to Summon another Reactor Dragon and use it right away for an attack.

Ancient Gear Wyvern

Ancient Gear Wyvern
Ancient Gear Wyvern
EARTH Machine ★4
ATK 1700 / DEF 1200
Ancient Gear Awakening [R]
If this card is Normal or Special Summoned: You can add 1 "Ancient Gear" card from your Deck to your hand, except "Ancient Gear Wyvern", also you cannot Set cards for the rest of this turn. You can only use this effect of "Ancient Gear Wyvern" once per turn. If this card attacks, monsters in your opponent's possession cannot activate their effects until the end of the Damage Step.

Summon Ancient Gear Wyvern to fetch an Ancient Gear card. This will be used to fetch Fortress or Reactor Dragon, whichever you don't have onhand, resulting in the summoning of Reactor Dragon.

Just remember to set your backrow before summoning Wyvern.

Geartown

Geartown
Geartown
Field Spell
Ancient Gear Awakening [SR]
Both players can Normal Summon "Ancient Gear" monsters for 1 less Tribute. When this card is destroyed and sent to the Graveyard: You can Special Summon 1 "Ancient Gear" monster from your hand, Deck, or Graveyard.

While Geartown is active, both players are able to Summon “Ancient Gear” monsters for 1 less Tribute, which means that you could Normal Summon a Level 6 monster like Ancient Gear Beast without Tributing, but that’s not really the reason why we are running this card in this particular deck.

When Geartown is destroyed, it allows you to Special Summon an “Ancient Gear” monster from your hand, Deck or Graveyard. Since Ancient Gear Golem and Ancient Gear Golem - Ultimate Pound can’t be Special Summoned and Geartown doesn’t ignore their Summoning conditions, our best option is to run Ancient Gear Reactor Dragon, which is definitely not a bad card.

If you activate Geartown and your opponent responds to its activation by destroying it, Geartown’s effect will not trigger. This card can miss the timing because its effect is optional (“When...you can…”), but don’t worry: there aren’t that many cards or effects that can be chained to its activation and most of the times you will not need to activate it to trigger its effect.

You can also destroy Geartown yourself. You can’t use Storm because it first destroys your Spell & Traps and then your opponent’s, which means that the destruction of Geartown would not be the last thing to happen and its effect would not activate. But you can use Double Cyclone, Galaxy Cyclone, or even Breaker the Magical Warrior.

Ancient Gear Catapult

Ancient Gear Catapult
Ancient Gear Catapult
Normal Spell
Braver Victory [SR]
If you control no monsters: Target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear" monster from your Deck, ignoring its Summoning conditions. You can banish this card from your Graveyard, then target 1 face-up card you control; destroy it, and if you do, Special Summon 1 "Ancient Gear Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). You can only use 1 "Ancient Gear Catapult" effect per turn, and only once that turn.

Ancient Gear Fortress

Ancient Gear Fortress
Ancient Gear Fortress
Continuous Spell
Ancient Gear Awakening [R]
During the turn they were Normal or Special Summoned, your opponent cannot target "Ancient Gear" monsters you control with card effects, and they cannot be destroyed by your opponent's card effects. Your opponent cannot activate cards or effects in response to the activation of "Ancient Gear" cards and effects. If this card is destroyed in the Spell & Trap Zone: You can Special Summon 1 "Ancient Gear" monster from your hand or Graveyard, also you cannot Special Summon monsters for the rest of this turn, except "Ancient Gear" monsters.

Gear Fortress is searchable by Wyvern, and then you can destroy it with any of your backrow removal cards to Special Summon Reactor Dragon from the hand or grave. This is Fortress' main purpose but there is also some merit in keeping it on the field, and destroying Geartown should take priority over destroying Fortress. Lastly Fortress gives decent protection to Ancient Gear monsters the turn they are summoned. So you effectively get Reactor Dragon which is a huge beater, that is also immune to targeting and destruction for a turn.

Techs

Double Cyclone
Double Cyclone
Quick Spell
Valiant Souls [SR]
Ancient Gear Awakening [SR]
Selection Box Vol. 01 [SR]
Target 1 Spell/Trap Card you control and 1 Spell/Trap Card your opponent controls; destroy them.

Double Cyclone lets you destroy one Spell/Trap from both you and your opponent's field. Destroying a Spell/Trap from your field is usually a downside for most Decks, but here it serves to destroy Geartown or Fortress.

Warning Point
Warning Point
Normal Trap
Link Revolution [UR]
When a monster(s) is Summoned: This turn, that face-up monster(s) cannot attack, its effects are negated, also it cannot be used as material for a Fusion, Synchro, Xyz, or Link Summon.

Great Discruptive Trap by negating 1 face-up monster's effect with block attack while it is Summoned, also prevent it from being using as Extra Deck Summon material.

Compulsory Evacuation Device
Compulsory Evacuation Device
Normal Trap
Selection Box Vol.04 Mini [UR]
Target 1 monster on the field; return that target to the hand.

Very powerful monster removal card that can disrupt your opponent's combo easily.

Bottomless Trap Hole
Bottomless Trap Hole
Normal Trap
Future Circuit [UR]
Selection Box Vol.05 [UR]
When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.

Easily to get rid of Big Beater monsters while they are being summoned, also banish instead of putting them to the Graveyard which will prevent those Monsters from recycling and triggering their floating or graveyard effect.

Extra Decks

Dark Rebellion Xyz Dragon
Dark Rebellion Xyz Dragon
DARK Dragon ★4
ATK 2500 / DEF 2000
Phantom of Rebellion [UR]
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.

General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.

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.

Gives the deck another OTK potential but since you can only use Utopia Ray's effect when down to your last 1000 LP, he is best used to clutch the game. The ATK manipulation can help you get rid of a powerful enemy monster and deal massive damage. Keep in mind this effect can be activated multiple times per turn as long as you have the materials.

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.

Mainly used for Xyz Summon Utopia Ray.

Gear Gigant X
Gear Gigant X
EARTH Machine ★4
ATK 2300 / DEF 1500
Voltage of the Metal [UR]
2 Level 4 Machine-Type monsters
Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target.

Its effect lets you search any of the main deck monsters since they're all machines.

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 is an anti-Xyz tech. 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.

Knightmare Unicorn
Knightmare Unicorn
DARK Fiend
ATK 2200 / DEF 3
Future Circuit [UR]
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.

This Link 3 Knightmare Monster not only allows you to shuffle 1 card on either player's board back into Deck (this effect will prevent some card effect trigger action for Graveyard/Floating effect) when it is Link Summoned. Unicorn's co-linked effect will allow you to have 1 Card Draw.

Knightmare Phoenix
Knightmare Phoenix
FIRE Fiend
ATK 1900 / DEF 2
Future Circuit [SR]
2 monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.

A Link 2 Knightmare Monster owns Backrow Removal Effect by discarding 1 card (this effect can combo with Dotscaper). Phoenix's co-linked effect will allow you to have 1 Card Draw and Battle Destruction Protection.

Missus Radiant
Missus Radiant
EARTH Beast
ATK 1400 / DEF 2
Link Revolution [R]
2 EARTH monsters
All EARTH monsters on the field gain 500 ATK and DEF, also all WIND monsters on the field lose 400 ATK and DEF. If this card is destroyed by battle or card effect: You can target 1 EARTH monster in your GY; add it to your hand. You can only use this effect of "Missus Radiant" once per turn.

All Earth Monsters including Ancient Gear monsters gain 500 ATK/DEF Boost. Missus Radiant's floating effect will allow you to recycle 1 Earth Monster (Ancient Gear Wyvern) in your hand.

Other Cards Option

Gold Gadget

Gold Gadget
Gold Gadget
LIGHT Machine ★4
ATK 1700 / DEF 800
Selection Box Vol.04 [UR]
Pendulum Genesis [UR]
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.

Gold Gadget is a pretty good starter cards since it can essentially be treated as a 1 card XYZ. Just keep in mind that they can only activate 1 of its effects per turn.

Infinitrack Anchor Drill & Heavy Forward

Infinitrack Anchor Drill
Infinitrack Anchor Drill
EARTH Machine ★4
ATK 1800 / DEF 500
Phantom of Rebellion [SR]
If this card is Normal or Special Summoned: You can Special Summon 1 EARTH Machine monster from your hand in Defense Position, except "Infinitrack Anchor Drill". You can target 1 other Machine monster you control; the Levels of both that monster and this card become the combined original Levels of those 2 monsters, until the end of this turn. You can only use each effect of "Infinitrack Anchor Drill" once per turn.

Another starting card to this deck's plays because it has a special summoning effect to help make an Xyz. The other monsters are level 4 or lower, so you'll be able to use this with any monster you get. You can search this with Gear Gigant X or Heavy Forward.

With any other level 4, you can already make Gear Gigant X, Malevolent Sin, or Galaxy-Eyes Cipher Dragon.

Heavy Forward
Heavy Forward
Continuous Spell
Phantom of Rebellion [SR]
When this card is activated: You can add 1 "Infinitrack" monster from your Deck to your hand. Once per turn: You can target 1 Machine Xyz Monster you control, then activate 1 of these effects;

● Change its battle position.
● Attach this card to it as material.

You can only activate 1 "Heavy Forward" per turn.

Mainly to help search for Drill so you can make some plays. The effect of being able to switch battle position is useful if your monster gets Floodgated. You can use this card as exchange alongside with 1 of your opponent's backrow by using Double Cyclone to prevent it clogs in your backrow.

Mystical Space Typhoon

Mystical Space Typhoon
Mystical Space Typhoon
Quick Spell
Antinomic Theory [UR]
Target 1 Spell/Trap Card on the field; destroy that target.

MST is the most basic of all backrow removal; simple targeting destruction. The fact it is a Quick-Play Spell means you can set it to use during the opponent's turn.

Ancient Gear Reborn

Ancient Gear Reborn
Ancient Gear Reborn
Continuous Trap
Dark Dimension [R]
Once per turn, if you control no monsters: You can target 1 "Ancient Gear" monster in your Graveyard; Special Summon it, and if you do, it gains 200 ATK (even if this card leaves the field). You can only control 1 "Ancient Gear Reborn".

Able to special summon 1 "Ancient Gear" monster in your Graveyard except Ancient Gear Golem which can prevent OTKed by your opponent. Also, your Ancient Gear monster that special summoned by this effect will gains 200 ATK even if this card leaves the field.

Other Extra Decks

Number 9: Dyson Sphere
Number 9: Dyson Sphere
LIGHT Machine ★9
ATK 2800 / DEF 3000
Darkness Gimmick [UR]
2 Level 9 monsters
Once per Battle Step, during your opponent's turn, if this card with Xyz Material is attacked: Negate the attack (this is a Quick Effect). When this card is targeted for an attack while it has no Xyz Materials: You can target 2 monsters in your Graveyard; attach those targets to this card as Xyz Materials. During your Main Phase 1: You can detach 1 Xyz Material from this card; this card can attack your opponent directly this turn. Your opponent must control a monster with higher ATK than this card for you to activate and to resolve this effect.

Great as a blocker because of its high ATK and DEF as well as its effect, but it can be easily removed by a lot of card removal effects so it's not a reliable monster to stall for long.

Hieratic Sun Dragon Overlord of Heliopolis
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.

Galaxy-Eyes Cipher Dragon
Galaxy-Eyes Cipher Dragon
LIGHT Dragon ★8
ATK 3000 / DEF 2500
Phantom of Rebellion [UR]
2 Level 8 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon".

A potential OTK card if your opponent controls 1 or 2 monsters. This almost works like Malevolent Sin since it lets you direct attack if your opponent only controls 1 monster.

Galaxy-Eyes Cipher Blade Dragon
Galaxy-Eyes Cipher Blade Dragon
LIGHT Dragon ★9
ATK 3200 / DEF 2800
Heart of Xyz [SR]
3 Level 9 monsters
You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Cannot be used as an Xyz Material for an Xyz Summon. Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card is destroyed by your opponent's attack or card effect and sent to your Graveyard: You can target 1 "Galaxy-Eyes Cipher Dragon" in your Graveyard; Special Summon it.

A great card removal that can be Xyz Summon by using a "Galaxy-Eyes" Xyz Monster means that you can Xyz Summon directly onto Galaxy-Eyes Cipher Dragon which will gives them max. 3 materials for activating their effect.

Number 22: Zombiestein
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.

A pretty good optional card to use as a rank 8 XYZ. 4500 ATK is high enough to one shot your opponent, making it a great comeback card from your opponent controlling 2 monsters to a win for you in a turn.

The negate effect is pretty strong since it's a quick effect and can negate any face-up card, but switching it to DEF with only 1000 can make it difficult to survive.

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.

Abyss Dweller is great at preventing the opponent from using resources from the graveyard such as The Phantom Knights.

Make sure to toggle your chain to "ON" instead of "AUTO" then use Abyss Dweller's effect at the start of the opponent's turn for best results.

Comments

Hot New Top
Anonymous
And people said Fur Hires were broken LOL
<< Anonymous
Furries 4ever Reply
I play a fur hire deck and have a decent win rate against this deck
<< Anonymous
Anonymous Reply
Fur Hire at its full power was more broken than this deck.
<< Anonymous
Anonymous Reply
Even after the nerf, Fur Hire is still more consistent than AG lol
<< Anonymous
Anonymous Reply
Furries are no longer banned! However, they're no longer OP :/
Anonymous
Without a skill to return brick to the deck and get what you need AG won't accomplish much
<< Anonymous
Anonymous Reply
A "Magical Mallet"-like Skill would be great for AG.
Anonymous
If the condition allows you, it's always better to Tribute Summon Reactor Dragon by Tributing 1 Wyvern (while Geartown is on the field), instead of trying to Special Summon it. The piercing effect is really useful and can finish a duel before your opponent gets the chance to fight back.
<< Anonymous
Anonymous Reply
*I mean if the current condition on the duel, like what cards are on the field
<< Anonymous
Anonymous Reply
Yeah, Wyvern or Frame or whichever low level AG you have on the field that you don't need anymore
wtf
whats with the "missing activation time" message that I get sometimes when I destroy Geartown ?
<< Anonymous
Anonymous Reply
It's not really weird, it's just the way effects are worded. If the card states "when" in its effect, it can miss timing because the effect can only resolve the exact moment the condition happens. Also it wouldn't miss timing if another effect was chained since it would still be Chain Link 1 and the chain is always resolved backwards.
<< Anonymous
Anonymous Reply
As Chain Link 2 or higher it would miss timing. Fortress on the other hand states that "if" it is destroyed, not specifying an exact moment, thus it can't miss timing.
<< Anonymous
Candend Reply
"When" is not always miss timing. "When" can miss timing if followed by "you can"...... But card like gravekeeper's recruiter, atlantean heavy infantry, atlantean marksman never miss timing and the text says "when" because this is mandatory effect not followed by "you can"....
<< Anonymous(wtf)
Anonymous Reply
Ah yeah, the classic "when....you can" issue
Anonymous
Play it with toon ancient gear golem
<< Anonymous
Anonymous Reply
Lol wut
anonymous
Draw 2 reactor dragon in ranked, scoop. this deck need to solve the brickness problem
<< Anonymous(anonymous)
Anonymous Reply
Just like 99% of archtypes that dont have a skill to fix their bricky hand. It is so funny that midle age mechs from a decent skill became a nearly worthless skill that offers minimum to 0 advantage. Now it is used in decks like valkyries...
Anonymous
Star Seraph... Star Seraph everywhere. The new neos engine.
Anonymous
This 🔥 bricks even more than Blue eyes and I have 3 galaxy cyclones and Breaker in my deck
<< Anonymous
Anonymous Reply
if u have 3 galaxy cyclone use only one breaker and one double cyclone
<< Anonymous
Anonymous Reply
Drawing Galaxy Cyclone, Double Cyclone and World Legacy on the first turn : press the surrender button.
Anonymous
Why is there a lightsworn version with no synchro monsters?
<< Anonymous
Anonymous Reply
Lightsworn for milling engine, to revive AG monsters from the GY.
<< Anonymous
Anonymous Reply
There is?

Besides, AG and LS both don't need to play synchro anyway.
Anonymous
A bad deck to only have 5 monsters
Anonymous
Ancient Brick Dragons, but it's still hilarious that you can easily get to KoG even tho you get a brick 50% of games.
anonimo
uno dei mazzi più forti che esista raggiungi re dei giochi

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