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[Skill] description | User |
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Alternative Evolution Select 1 monster you control with 3000 or more ATK, whose original name is "Blue-Eyes White Dragon". The selected monster becomes "Blue-Eyes Alternative White Dragon". This Skill can only be used once per Duel. | Seto Kaiba (DSOD) |
Ultimate Dragons At the beginning of the Duel, add "Blue-Eyes Ultimate Dragon", "Neo Blue-Eyes Ultimate Dragon", and "Blue-Eyes Twin Burst Dragon" to your Extra Deck. Can be used turn 3 and onward by revealing 2 "Blue-Eyes White Dragon" in your hand to opponent. Add 1 "Polymerization" to your hand from outside of your Deck. This Skill can only be used once per Duel. | Seto Kaiba (DSOD) |
After some initial testing i decided to use Alternative Evolution instead of Ultimate Dragons, despite the latter having been buffed just recently for the following reasons:
Neo Blue-Eyes Ultimate Dragon and Blue-Eyes Twin Burst Dragon, feature no protection from destruction by card effect, banishment or immunity versus targeting effects, so they need a board clear of backrow to function properly.
Any sort of card removal will quickly remove them from the field, meaning you would have traded 3 or even 4 cards for 2 (assuming the opponent is using discard cost effect traps like Raigeki Break or Karma Cut). If they use sources like Raikiri or Vermillion Dragon Mech, it’s an even worse trade (free once per turn destruction or tuner banish from the Graveyard as a cost).
Blue-Eyes Alternative Dragon only stops having value once it has been literally removed from the game (banished). As long as it rests in the Graveyard, it can still be retrieved by using the corresponding effect of The White Stone of Ancients and used multiple times.
Blue-Eyes Alternative White Dragon | LIGHT Dragon ★8 ATK 3000 / DEF 2500 |
Alternative Evolution (Skill) [UR] | |
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by revealing "Blue-Eyes White Dragon" in your hand. You can only Special Summon "Blue-Eyes Alternative White Dragon" once per turn this way. This card's name becomes "Blue-Eyes White Dragon" while it is on the field or in the Graveyard. Once per turn: You can target 1 monster your opponent controls; destroy it. This card cannot attack the turn this effect is activated. |
The main strategy with Blue-Eyes Alternative White Dragon is to use its destruction effect followed up by a Synchro Summon to bypass it being unable to attack that turn. Assuming you have BEWD in hand and Stone in the GY, you can bring it onto the field once more, as using the Skill Alternative Evolution does not conflict with the rule of Blue-Eyes Alternative White Dragon only allowed to be Special Summoned once per turn.
The following videos contain various footage of season 54, demonstrating all features of this version of the deck.
Sage with Eyes of Blue | LIGHT Spellcaster ★1 ATK 0 / DEF 1500 |
Judgement Force [SR] | |
When this card is Normal Summoned: You can add 1 Level 1 LIGHT Tuner monster from your Deck to your hand, except "Sage with Eyes of Blue". You can discard this card, then target 1 Effect Monster you control; send it to the Graveyard, and if you do, Special Summon 1 "Blue-Eyes" monster from your Deck. You can only use this effect of "Sage with Eyes of Blue" once per turn. |
The White Stone of Ancients | LIGHT Dragon ★1 ATK 600 / DEF 500 |
Lords of Shining [UR] | |
Once per turn, during the End Phase, if this card is in the Graveyard because it was sent there this turn: You can Special Summon 1 "Blue-Eyes" monster from your Deck. You can banish this card from your Graveyard, then target 1 "Blue-Eyes" monster in your Graveyard; add it to your hand. You can only use this effect of "The White Stone of Ancients" once per turn. |
Cards of Consonance | Normal Spell |
Selection Box Vol. 03 [UR] Blackstorm Rising [UR] [UR] | |
Discard 1 Dragon-Type Tuner monster with 1000 or less ATK; draw 2 cards. |
Triple Stone and Sage should be seen as core. Next up, you definitely want Spells and Traps with a discard cost, as it is a given synergy with Stone.
After some fine tuning i went with 2 instead of 3 Cards of Consonance to balance out the quantity of those Spells and Traps, plus it does nothing by itself and can increase the probability of Bricks instead of reducing them.
Dragon Spirit of White | LIGHT Dragon ★8 ATK 2500 / DEF 2000 |
The White Dragon of Legend [SR] | |
(This card is always treated as a "Blue-Eyes" card.)This card is treated as a Normal Monster while in the hand or Graveyard. When this card is Normal or Special Summoned: You can target 1 Spell/Trap Card your opponent controls; banish it. During either player's turn, if your opponent controls a monster: You can Tribute this card; Special Summon 1 "Blue-Eyes White Dragon" from your hand. |
Spirit of White is still inside the main deck. It can easily bait out Cosmic Cyclones, plus many players don’t know about this card having the OCG ruling: In addition to taking no battle or effect damage your monsters are also safe from destruction by battle for the turn this card is used, especially helpful when you Normal Summoned Sage with Eyes of Blue to search Stone.
Cosmo Brain | DARK Spellcaster ★7 ATK 1500 / DEF 2450 |
The White Dragon of Legend [R] | |
Cannot be Normal Summoned/Set. Must first be Special Summoned by sending 1 non-Effect Monster from your hand or face-up field to the GY. This card gains ATK equal to the Level of the monster sent to the GY this way x 200. You can Tribute 1 Effect Monster; Special Summon 1 Normal Monster from your hand or Deck. You can only use this effect of "Cosmo Brain" once per turn. |
Cosmo Brain helps you to utilize Blue-Eyes White Dragon and Dragon Spirit of White in your hand, which would otherwise be completely dead. Like Cards of Consonance, it needs a specific card to be used, which is why i kept it at 1, but 2 are definitely a viable choice. Keeping one Blue-Eyes White Dragon in your hand is a good idea to allow multiple resummons of Blue-Eyes Alternative White Dragon.
Kiteroid | WIND Machine ★1 ATK 200 / DEF 400 |
Card Trader [SR] | |
Activate when you discard this card from your hand during damage calculation after a direct attack. Any Battle Damage you would receive from that direct attack becomes 0. Only once, if you remove this card from the game when it is in your Graveyard, any Battle Damage you would receive from a direct attack becomes 0. |
Kiteroid is not mandatory, but i did not want to leave the Semi-Limited Slots blank. It proves to be good discard fodder for the corresponding traps as it can still trigger one protection from battle damage by direct attacks from the Graveyard and it helps in protecting your life points in addition to Hallowed Life Barrier.
Glow-Up Bulb | EARTH Plant ★1 ATK 100 / DEF 100 |
Judgement Force [UR] | |
If this card is in the Graveyard: You can send the top card of your Deck to the Graveyard, and if you do, Special Summon this card. You can only use this effect of "Glow-Up Bulb" once per Duel. |
Glow-Up Bulb is another prime candicate for traps with a discard cost. Another combo you can pull off is to Normal Summon it, then target it with Sage. Special Summon BEWD, transform it into Blue-Eyes Alternative White Dragon or Special Summon Dragon Spirit of White, then Special Summon it from the Graveyard and follow up with a Synchro Summon.
Vermillion Dragon Mech | FIRE Machine ★9 ATK 2700 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can banish 1 Tuner from your hand, field, or Graveyard, then target 1 card on the field; destroy it. If this Synchro Summoned card is destroyed by card effect and sent to the Graveyard: You can target 1 of your banished Tuners; add it to your hand. |
Vermillion Dragon Mech is mainly responsible for getting rid of backrow, especially Battle Traps like Wall of Disruption.
Blue-Eyes Spirit Dragon | LIGHT Dragon ★9 ATK 2500 / DEF 3000 |
Judgement Force [UR] | |
1 Tuner + 1 or more non-Tuner "Blue-Eyes" monsters Neither player can Special Summon 2 or more monsters at the same time. Once per turn, during either player's turn, when an effect of a card in the Graveyard is activated: You can negate the activation. During either player's turn: You can Tribute this Synchro Summoned card; Special Summon 1 LIGHT Dragon-Type Synchro Monster from your Extra Deck in Defense Position, except "Blue-Eyes Spirit Dragon", but destroy it during the End Phase of this turn. |
Blue-Eyes Spirit Dragon’s main focus is to stop crucial effect in your opponent’s Graveyard like Shirunai Spectralsword or various Witchcrafter monsters. It’s second effect allows you to dodge targeting effects and bring a different Light Dragon Synchro Monster onto the field.
Azure-Eyes Silver Dragon | LIGHT Dragon ★9 ATK 2500 / DEF 300 |
Stardust Acceleration [SR] | |
1 Tuner + 1 or more non-Tuner Normal Monsters When this card is Special Summoned: Dragon-Type monsters you currently control cannot be targeted or destroyed by card effects until the end of the next turn. Once per turn, during your Standby Phase: You can target 1 Normal Monster in your Graveyard; Special Summon that target. |
If Dragon Spirit of White is in your Graveyard and your opponent placed (multiple) backrow, deliberately summoning Azure-Eyes Silver Dragon is an effective play to get rid of it. In theory you can summon it during your Draw Phase, but it is recommended to do so during your opponent’s end phase, so its protection effect gets through before newly placed backrow can be used, else you risk card removal getting chained to Azure’s effect.
The next challenge was to find viable backrow replacements for Raigeki Break and Karma Cut (which i lack, due not being interested in the Shirunai Archetype and getting duplicates of existing cards in the latest Selection Boxes).
Divine Wrath | Counter Trap |
Valkyrie's Rage [UR] | |
When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster. |
Monster effects are all over the place, so Divine Wrath has a use in every Duel. Risks getting sniped off the field for no effect by Cosmic Cyclones, but can help immensely in disrupting your opponent’s plays if it gets through. If the opponent’s deck won’t contain CC (like Shirunai) it is a safe set for a Turn 1 play.
Hallowed Life Barrier | Normal Trap |
Ranked Rewards [R] | |
Discard 1 card from your hand. This turn, any damage you take from your opponent's cards and effects becomes 0. |
Hallowed Life Barrier proves to be an absolute MVP when going first. Set it with a Stone in hand and you are completely safe from OTK’s, plus you will get of a Special Summon in the end phase, with the option of getting rid of a backrow card if Dragon
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