Ritual Beast deck's main strength is its ability to float into other monsters, or its own archetype fusion, as well as having good recovery since it fully utilizes the graveyard and banish pile. Together with some powerful traps makes it a strong control type deck to handle many different situations.
[Skill] description | User |
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Draw Sense: Low-Level Can be used each time your Life Points decrease by 1000. In the Draw Phase, instead of conducting a normal draw, draw a random monster of Level 4 or lower. | Common |
[Skill] description | User |
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Destiny Draw Can be used when your Life Points decrease by 2000. In the Draw Phase, instead of conducting your normal draw, draw a card of your choice. This Skill can only be used one per Duel. | Yami Yugi |
Each of the Ritual Beasts' effects are helpful to your playstyle to varying extents. But the main reason why we try to run single copies of different Ritual Beasts in this deck is because each can only be Special Summoned once per turn.
Spiritual Beast Tamer Winda | WIND Psychic ★4 ATK 1600 / DEF 1800 |
Spirit of the Beast [UR] | |
If this card in its owner's possession is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 "Ritual Beast" monster from your Deck or Extra Deck, ignoring its Summoning conditions. You can only Special Summon "Spiritual Beast Tamer Winda(s)" once per turn. |
On her own, Winda already enables the Ritual Beast engine to be easily splashed into other decks. In her home archetype, Winda essentially fills the same role but with more support. You want Winda on the field where she can be destroyed and activate her effect; for this purpose, cards like Ritual Beast Return and Tamer Lara are helpful. You can also use Cannahawk and Ulti-Cannahawk to fetch Winda from the deck.
Winda is very easy to use, just have your opponent destroy her and you get a free Ritual Beast Fusion monster. Alternatively, you can crash Winda into a stronger monster for the same effect.
Ritual Beast Tamer Elder | WIND Psychic ★2 ATK 200 / DEF 1000 |
Spirit of the Beast [R] | |
After you Normal Summon this card, you can Normal Summon 1 "Ritual Beast" monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only Special Summon "Ritual Beast Tamer Elder(s)" once per turn. |
During the Main Phase of the turn you Normal Summon it, Ritual Beast Tamer Elder allows you to Normal Summon 1 “Ritual Beast” monster in addition to your Normal Summon/Set. Use Elder’s effect to Normal Summon a “Spiritual Beast” monster and then Special Summon Ritual Beast Ulti-Apelio, Ulti-Cannahawk or Ulti-Pettlephin from your Extra Deck.
Spiritual Beast Cannahawk | WIND Winged Beast ★4 ATK 1400 / DEF 600 |
Spirit of the Beast [SR] | |
Once per turn: You can banish 1 "Ritual Beast" card from your Deck, face-up. During your second Standby Phase after this effect's activation, add the card banished by this effect to your hand. You can only Special Summon "Spiritual Beast Cannahawk(s)" once per turn. |
Once per turn, Spiritual Beast Cannahawk allows you to banish 1 “Ritual Beast” card from your Deck. The banished card will be added to your hand during your 2nd Standby Phase after the activation of this effect, but, thanks to Ritual Beast Return and your “Ritual Beast” Fusion Monsters, you will have access to it right away.
Hopefully, this doesn’t sound too complicated because this is just the basis for a particular play you can make with Ritual Beast Ulti-Cannahawk. What you need to know is that Cannahawk’s effect can be used once again when it’s Special Summoned, so you will be able to banish another “Ritual Beast” card when you return Ulti-Apelio, Ulti-Cannahawk or Ulti-Pettlephin to your Extra Deck.
Spiritual Beast Pettlephin | WIND Aqua ★4 ATK 0 / DEF 2000 |
Spirit of the Beast [R] | |
Once per turn: You can banish 1 "Ritual Beast" card from your hand, then target 1 card your opponent controls; return it to the hand. You can only Special Summon "Spiritual Beast Pettlephin(s)" once per turn. |
Pettlephin has a pretty simple removal effect that bounces an opponent's card back to the hand. Quite a potent effect against enemy Extra Deck monsters.
The effect of returning your opponent's card is only a soft once per turn, but the special summon of Pettlephin is hard once per turn. This means that you use its effect twice by splitting your fusion monster during the end phase of your opponent's turn, use its effect at the start of your turn, go into a fusion, split into Pettlephin again to use its effect a second time.
Spiritual Beast Apelio | WIND Beast ★4 ATK 1800 / DEF 200 |
Spirit of the Beast [N] | |
Once per turn, during either player's turn: You can banish 1 "Ritual Beast" card from your Graveyard; for the rest of this turn, all "Ritual Beast" monsters you control will gain 500 ATK and DEF. You can only Special Summon "Spiritual Beast Apelio(s)" once per turn. |
The average ATK boost to all your monsters can amount to some significant damage output.
Its effect to banish a Ritual Beast card from your graveyard gives you some control over where your cards go. Rampengu lets you put a specific Ritual Beast card from deck to grave and Apelio banishes it from the grave. This can let you special summon that banished card when you split from a fusion monster.
Ritual Beast Tamer Lara | WIND Psychic ★1 ATK 100 / DEF 2000 |
Spirit of the Beast [N] | |
If this card is Normal Summoned: You can target 1 "Ritual Beast" monster in your Graveyard; Special Summon it. You can only Special Summon "Ritual Beast Tamer Lara(s)" once per turn. |
Summon Lara and revive a Spiritual Beast and use both to make a Fusion. Or you can revive Winda, and have Winda summon the Fusion monster on its own. You can then use Lara as cost for something like Sealing Ceremony of Raiton.
Lara is a pretty good card to use in later turns, or after you use Rampengu to get a specific monster from the deck. However, she can be a risky play since her effect only activates when she is normal summoned. She only has 100 attack, which can be fatal if her effect gets negated by something like Forbidden Chalice or Fiendish Chain.
Ritual Beast Return | Quick Spell |
Spirit of the Beast [R] | |
Banish 1 "Ritual Beast" monster from your hand, then target 1 of your "Ritual Beast" monsters, that is banished or is in your Graveyard; Special Summon it. |
The in-archetype revive card. You can use this to revive your Main Deck mosnters but not the Extra Deck monsters. The best thing you can revive is Winda, which is basically equivalent to making an Extra Deck monster. The card you banished as cost can then be used as fuel for Ulti-Cannahawk or brought back with the Fusion monsters' effects.
Ritual Beasts Bond | Normal Spell |
Spirit of the Beast [R] | |
Banish 2 "Ritual Beast" monsters you control; Special Summon 1 "Ritual Beast" monster from your Extra Deck, ignoring its Summoning conditions. |
Ritual Beast Bond is more versatile than regular Fusion Summon with Ritual Beasts. Normally you would need one Ritual Beast Tamer and one Spiritual Beast, but with this card, you can use any combination of the two. Because the monsters need to be on the field, Elder and Lara are good for setting up the materials needed.
Dimensional Fissure | Continuous Spell |
Selection Box Vol.04 Mini [UR] | |
Any monster sent to the Graveyard is banished instead. |
Since Ritual Beast Strategies mostly relies on Banish Tactics for continuous searching and floating effect combo, Dimensional Fissure can be a good synergy with Ritual Beast.
Another advantage of using Dimensional Fissure in a Ritual Beast deck is that it can prevent opponents from using certain cards or abilities that rely on sending monsters to the graveyard. This can disrupt their strategy and limit their options. Additionally, banishing opponents' monsters can make it more difficult for them to access their resources, such as summoning monsters from the graveyard.
Cosmic Cyclone | Quick Spell |
Galactic Origin [UR] Selection Box Vol. 01 Mini [UR] Special Set Bundle Sale [UR] | |
Pay 1000 LP, then target 1 Spell/Trap Card on the field; banish it. |
Anti-Backrow Tech without sending them to Graveyard for Floating Effect Triggering. The option to do it at Spell Speed 2 together with the good synergy with Destiny Draw, is provided by its own activation cost.
Mystical Space Typhoon | Quick Spell |
Antinomic Theory [UR] Selection Box Vol.03 Mini [UR] | |
Target 1 Spell/Trap Card on the field; destroy that target. |
Important to have so that you can more safely summon your monsters.
Book of Moon | Quick Spell |
Chaotic Soldiers [UR] Selection Box Vol.04 [UR] | |
Target 1 face-up monster on the field; change that target to face-down Defense Position. |
A very powerful and versatile card that can be used to disrupt enemy plays or to dodge dangerous cards like Karma Cut, Floodgate Trap Hole, or even Drowning Mirror Force, by targeting your own monster.
Mirror Force | Normal Trap |
6th Anniversary Campaign [UR] | |
When an opponent's monster declares an attack: Destroy all Attack Position monsters your opponent controls. |
Used to stop the Opponent's Attack by wiping out all the opponent's Attack Position Monsters.
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.
Needle Ceiling | Normal Trap |
Valiant Souls [UR] Selection Box Vol.04 [UR] | |
When there are 4 or more monsters on the field: Destroy all face-up monsters. |
Needle Ceiling offers powerful mass removal which is quite effective when it synergy with Dimension Fissure to disrupt their strategy and limit their options.
Ritual Beast Ulti-Apelio | WIND Pyro ★6 ATK 2600 / DEF 400 |
Spirit of the Beast [UR] | |
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) If this card attacks, it is unaffected by other cards' effects until the end of the Damage Step. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position. |
This is the deck's main boss monster that will be attacking. If Ritual Beast Ulti-Apelio attacks, it is unaffected by other cards’ effects until the end of the Damage Step. Ulti-Apelio is basically able to ignore Sphere Kuriboh, Enemy Controller and Drowning Mirror Force, but this also means that Beatdown! and The Tie that Binds are your only ways of increasing its ATK.
Ritual Beast Ulti-Cannahawk | WIND Thunder ★6 ATK 1400 / DEF 1600 |
Spirit of the Beast [R] | |
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Once per turn: You can target 2 of your banished "Ritual Beast" cards; return them to the Graveyard, and if you do, add 1 "Ritual Beast" card from your Deck to your hand. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position. |
Once per turn, Ritual Beast Ulti-Cannahawk allows you to target 2 of your banished "Ritual Beast" cards, return them to the Graveyard and then add 1 "Ritual Beast" card from your Deck to your hand. You are going to activate this effect and then, before it resolves, you are going to return Ulti-Cannahawk to your Extra Deck and Special Summon 2 of your banished monsters (1 “Ritual Beast” and 1 “Spiritual Beast”). As long as at least 1 of your banished “Ritual Beast” cards are returned to the Graveyard, you will still get to add 1 “Ritual Beast” card to your hand.
Now you can banish another “Ritual Beast” card via Cannahawk’s effect and Special Summon Ulti-Apelio, Ulti-Cannahawk or Ulti-Pettlephin. Keep in mind that you can only Special Summon each “Ritual Beast” non-Fusion Monster once per turn, so you will not be able to return the “Ritual Beast” Fusion Monster to the Extra Deck and Special Summon Cannahawk and the monster you initially banished via its effect.
Ritual Beast Ulti-Pettlephin | WIND Aqua ATK 200 / DEF 2800 |
Spirit of the Beast [R] | |
1 "Ritual Beast Tamer" monster + 1 "Spiritual Beast" monster Must be Special Summoned (from your Extra Deck) by banishing the above cards you control, and cannot be Special Summoned by other ways. (You do not use "Polymerization".) Cannot be destroyed by card effects. During either player's turn: You can return this card you control to the Extra Deck, then target 2 of your banished monsters (1 "Ritual Beast Tamer" monster and 1 "Spiritual Beast" monster); Special Summon them in Defense Position. |
Ritual Beast Ulti-Pettlephin is a 2800 DEF monster that cannot be destroyed by card effects. One of the best anti-OTK options available, especially when Special Summoned by Winda during the opponent's Battle Phase.
During your opponent's end phase, you'll want to split off from this fusion if you want to use a certain ritual beast monster's effect like Pettlephin twice per turn.
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. |
A generally good rank 4 XYZ to help you get over high attack monsters. Banishing an XYZ monster also removes their XYZ materials when they get summoned back, and certain monsters that say they can't be special summoned in their text means that you can freely remove their monster with no consequence for the next turn.
Link Disciple | LIGHT Cyberse ATK 500 / DEF 1 |
Link Revolution [R] | |
1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn. |
Used as Filter Draw by tributing 1 monster this card points to; usually used to get rid of Knightmare Corruptor Iblee that was special summoned to your field by the opponent.
[Skill] description | User |
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Destiny Draw Can be used when your Life Points decrease by 2000. In the Draw Phase, instead of conducting your normal draw, draw a card of your choice. This Skill can only be used one per Duel. | Yami Yugi |
No Mortal Can Resist Can be used when your Life points are at least 1000 less than the opponent's. All monsters in the opponent's Graveyard changes to Skull Servants (Zombie / DARK / Level 1 / ATK: 300 / DEF: 200). This skill can only be used once per turn. | Ishizu Ishtar |
Sealed Tombs Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel. | Ishizu Ishtar |
As I mentioned, dealing with high ATK monsters can be a problem. Even if you were to run Quick as the WIND as your Skill, Ulti-Apelio would just disable the 500 ATK boost from Rising Air Current whenever it attacks.
You need at least 2 monsters on the field in order to Summon a “Ritual Beast” Fusion Monster, which makes it quite easy to disrupt your plays. You can still chain Ritual Beast’s Bond to a Treacherous Trap Hole or a Six Style - Dual Wield, assuming its activation doesn’t just get negated by Shi En, but you are obviously not always going to have it at your disposal.
Destiny HERO - Plasma | DARK Warrior ★8 ATK 1900 / DEF 600 |
Aster Phoenix [UR] | |
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect). |
Having 3 monsters on the field isn't that difficult in a ritual beast deck because of their floating effect. This means that you can somewhat consistently bring out Destiny HERO - Plasma for its powerful monster negate and equip effect.
Ritual Beast Tamer Zeframpilica | WIND Psychic ★3 ATK 1000 / DEF 1500 |
Phantom of Rebellion [R] | |
Pendulum Effect You cannot Pendulum Summon monsters, except "Ritual Beast" or "Zefra" monsters. This effect cannot be negated. Monster Effect When this card is Normal or Pendulum Summoned: You can target 1 "Ritual Beast" or "Zefra" monster in your Graveyard, except "Ritual Beast Tamer Zeframpilica"; Special Summon it, but destroy it during the End Phase. You can only Special Summon "Ritual Beast Tamer Zeframpilica(s)" once per turn. |
Lets you bring back an important card, which you can then just use to special summon a Ritual Beast extra deck monster, essentially allowing you to move a card from your graveyard to the banish pile. This is useful so you can revive Pettlephin or start/loop a Cannahawk combo.
If you also get Lightning Vortex, you can discard a monster so that you can revive it and start an extra deck play right away without having to rely on Tamer Elder.
Spiritual Beast Rampengu | WIND Beast ★4 ATK 1600 / DEF 400 |
Spirit of the Beast [R] | |
Once per turn: You can banish 1 "Ritual Beast" monster from your Extra Deck and send 1 "Ritual Beast" monster with the same Type as that monster from your Deck to the Graveyard. You can only Special Summon "Spiritual Beast Rampengu(s)" once per turn. |
Rampengu's effect is used to fuel the other Ritual Beasts' effects. Ritual Beasts such as Apelio and Ulti-Cannahawk require you to have fuel in your graveyard and banish zone respectively to activate their effect.
Artifact Lancea | LIGHT Fairy ★5 ATK 1700 / DEF 2300 |
Future Horizon [UR] | |
You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. During your opponent's turn: You can Tribute this card from your hand or face-up from your side of the field; neither player can banish cards for the rest of this turn (this is a Quick Effect). |
The deck can be pretty consistent already, which gives room for some cards that can be good to disrupt enemy plays. Lancea is pretty good for when the meta revolves around decks that likes to banish. Just keep in mind that it affects you too the turn you use it, making you unable to fusion or use certain monster's effect. Best used when you know your opponent needs to banish to summon a strong monster.
Battlin Boxer Veil | FIRE Warrior ★4 ATK 0 / DEF 1800 |
Rage of Volcano [R] | |
When you take battle damage: You can Special Summon this card from your hand, and if you do, gain Life Points equal to the damage you took. |
A protection card to help survive situations where you can't get your combo going. A lot of the monsters in the deck are also a level 4, making this a decent card to bring for a rank 4 XYZ, or just to help trigger destiny draw skill.
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