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Superheavy Samurai Synchro: deck recipe [Sept 2020]

Duel Links Superheavy Samurai Synchro Deck, How to Use, Superheavy Samurai Synchro Skill.
Duel Links Breaking News
Structure Deck EX: Blue-Eyes Evolution
update 14/09/2020

Required Card Boxes

Future Horizon

Example Deck

Standard Version

Superheavy Samurai WagonSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpeacemakerSuperheavy Samurai Soulpeacemaker
Superheavy Samurai Big WarajiSuperheavy Samurai FlutistSuperheavy Samurai FlutistSuperheavy Samurai GigaglovesSuperheavy Samurai GigaglovesSuperheavy Samurai Gigagloves
Superheavy Samurai Soulshield WallSuperheavy Samurai Soulshield WallSuperheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai Prepped Defense
Superheavy Samurai SoulhornsSuperheavy Samurai Soulhorns----
Superheavy Samurai Stealth NinjaSuperheavy Samurai Stealth NinjaSuperheavy Samurai Ogre ShutendojiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Beast Kyubi

Karakuri Support Version

Karakuri Bonze mdl 9763 Karakuri Bonze mdl 9763 Superheavy Samurai SoulpiercerSuperheavy Samurai SoulpiercerKarakuri Merchant mdl 177 "Inashichi"Karakuri Merchant mdl 177 "Inashichi"
Superheavy Samurai SoulpeacemakerSuperheavy Samurai SoulpeacemakerSuperheavy Samurai FlutistSuperheavy Samurai GigaglovesSuperheavy Samurai GigaglovesSuperheavy Samurai Gigagloves
Superheavy Samurai Soulshield WallSuperheavy Samurai Soulshield WallSuperheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai Prepped Defense
Superheavy Samurai SoulhornsSuperheavy Samurai Soulhorns----
Superheavy Samurai Stealth NinjaSuperheavy Samurai Stealth NinjaSuperheavy Samurai Stealth NinjaSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Beast Kyubi
[Skill] descriptionUser
Defense Charge
1 face-up monster you control gains the current turn x100 DEF until the end of the turn. This Skill can only be used once per Duel.
Sera (DSOD)
Sera (DSOD)

Budget Version

Superheavy Samurai WagonSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpiercerKiteroidKiteroidSuperheavy Samurai Soulpeacemaker
Superheavy Samurai SoulpeacemakerSuperheavy Samurai Big WarajiSuperheavy Samurai FlutistSuperheavy Samurai FlutistSuperheavy Samurai GigaglovesSuperheavy Samurai Gigagloves
Superheavy Samurai GigaglovesSuperheavy Samurai Soulshield WallSuperheavy Samurai Soulshield WallSuperheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai Trumpeter
Superheavy Samurai SoulhornsSuperheavy Samurai Soulhorns----
Superheavy Samurai Stealth NinjaSuperheavy Samurai Stealth NinjaSuperheavy Samurai Ogre ShutendojiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Beast Kyubi
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Crow Hogan
Crow Hogan

Crystron Version

Superheavy Samurai WagonSuperheavy Samurai WagonCrystron CitreeCrystron CitreeSuperheavy Samurai SoulpiercerSuperheavy Samurai Soulpiercer
Superheavy Samurai SoulpiercerSuperheavy Samurai SoulpeacemakerSuperheavy Samurai SoulpeacemakerSuperheavy Samurai FlutistSuperheavy Samurai FlutistSuperheavy Samurai Gigagloves
Superheavy Samurai GigaglovesSuperheavy Samurai GigaglovesSuperheavy Samurai Soulshield WallSuperheavy Samurai Soulshield WallSuperheavy Samurai TrumpeterSuperheavy Samurai Trumpeter
Superheavy Samurai TrumpeterSuperheavy Samurai Soulhorns----
Superheavy Samurai Stealth NinjaSuperheavy Samurai Stealth NinjaSuperheavy Samurai Ogre ShutendojiSuperheavy Samurai Swordmaster MusashiSuperheavy Samurai Swordmaster MusashiCrystron Ametrix
[Skill] descriptionUser
Level Duplication
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level will become equal to the level of the monster you revealed. This Skill can only be used once per Duel.
Akiza Izinski
Akiza Izinski

How to Play

Karakuri Supports

Karakuri Bonze mdl 9763
Karakuri Bonze mdl 9763 "Kunamzan"
EARTH Machine
ATK / DEF
Arena of Sanctuary [UR]
This card must attack, if able. If this card is targeted for an attack: Change the battle position of this card. If this card is in your hand: You can target 1 "Karakuri" monster you control; change its battle position, and if you do, Special Summon this card as a Tuner, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except EARTH Machine monsters. You can only use this effect of "Karakuri Bonze mdl 9763 "Kunamzan"" once per turn.
Karakuri Merchant mdl 177 "Inashichi"
Karakuri Merchant mdl 177 "Inashichi"
EARTH Machine ★2
ATK 500 / DEF 1500
Revolution Beginning [SR]
This card must attack if able. When this face-up Attack Position card on the field is selected as an attack target, change it to Defense Position. When this card is Normal Summoned, add 1 "Karakuri" card from your Deck to your hand.

Wagon & Soulpeacemaker

Superheavy Samurai Wagon
Superheavy Samurai Wagon
EARTH Machine ★4
ATK 1200 / DEF 1800
Future Horizon [UR]
When this card is Normal or Special Summoned: You can change its battle position. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spells/Traps in your GY: You can change this card you control from face-up Defense Position to Attack Position, and if you do, add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Wagon" once per turn.

When Superheavy Samurai Wagon is Normal or Special Summoned, you can change its battle position. Once per turn, if you have no Spell/Trap Cards in your Graveyard, you can change Wagon from face-up Defense to Attack Position, and, if you do, you can add 1 “Superheavy Samurai Soul” monster from your Deck to your hand.

  • Normal Summon Wagon, switch it to Defense and then back to Attack to search Superheavy Samurai Soulpeacemaker, Soulhorns, or Soulshield Wall.
Superheavy Samurai Soulpeacemaker
Superheavy Samurai Soulpeacemaker
EARTH Machine ★1
ATK 0 / DEF 0
Future Horizon [SR]
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While equipped by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. While this card is equipped to a monster by this card's effect: You can Tribute the equipped monster; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soularbitrator" once per turn.

Superheavy Samurai Soulpeacemaker can be equipped from your hand or field to a “Superheavy Samurai” monster you control. You can Tribute the monster Soulpeacemaker is equipped to Special Summon 1 “Superheavy Samurai” monster directly from your Deck.

  • You can equip Soulpeacemaker to the Wagon you used to search it, to Superheavy Samurai Big Waraji or Trumpeter, both of which can be Special Summoned at no cost, or to Superheavy Samurai Soulpiercer. Tribute the equipped monster and Special Summon any “Superheavy Samurai” monster from your Deck.

Big Waraji & Trumpeter

As long as you have no Spell/Trap Cards in your Graveyard, you can Special Summon Superheavy Samurai Big Waraji (Level 5 non-Tuner) and Trumpeter (Level 2 Tuner) from your hand.

You are mostly going to use Big Waraji and Trumpeter to Synchro Summon Superheavy Samurai Stealth Ninja, but there are a few more things that you can do with them.

  • Normal Summon Superheavy Samurai Gigagloves, Special Summon Trumpeter, Synchro Summon Superheavy Samurai Swordmaster Musashi, add Trumpeter back to your hand via Musashi’s effect.

When an opponent's monster declares a direct attack, you can banish Superheavy Samurai Gigagloves from your Graveyard, excavate the top card of your deck, and if it’s a "Superheavy Samurai" monster, it’s added to your hand and the attacking monster's ATK becomes 0.

Now, I did not include Gigagloves in the Example Deck, but I do think it’s a really good card, so I would suggest trying it out.

Superheavy Samurai Big Waraji
Superheavy Samurai Big Waraji
EARTH Machine ★5
ATK 800 / DEF 1800
Future Horizon [R]
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. This card can be treated as 2 Tributes for the Tribute Summon of a Machine-Type monster.
Superheavy Samurai Trumpeter
Superheavy Samurai Trumpeter
EARTH Machine ★2
ATK 300 / DEF 600
Future Horizon [R]
If you have no Spell/Trap Cards in your Graveyard, you can Special Summon this card (from your hand). After this card was Special Summoned this way, you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is Tributed for the Tribute Summon of a "Superheavy Samurai" monster and sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can Special Summon this card.

Ogre Shutendoji & Fist

Superheavy Samurai Ogre Shutendoji
Superheavy Samurai Ogre Shutendoji
EARTH Machine ★6
ATK 500 / DEF 2500
Future Horizon [R]
1 Machine-Type Tuner + 1 or more non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. When this card is Synchro Summoned, while you have no Spell/Trap Cards in your Graveyard: You can destroy all Spell and Trap Cards your opponent controls.

You can’t run Cosmic Cyclone or Hey, Trunade! since having even a single Spell/Trap Card in your Graveyard would invalidate most of your cards, so I decided to include Superheavy Samurai Ogre Shutendoji in the Example Deck. When it’s Synchro Summoned, this Level 6 monster allows you to destroy all Spell and Trap Cards your opponent controls.

  • Normal Summon Wagon, search a “Superheavy Samurai Soul” monster, Special Summon Trumpeter, Synchro Summon Ogre Shutendoji, destroy all Spell/Trap Cards your opponent controls.

Pretty simple, but if you use Superheavy Samurai Fist to Summon Ogre Shutendoji, after getting rid of your opponent’s back row, you can also Summon Stealth Ninja.

  • Normal Summon Wagon, search Superheavy Samurai Soulpeacemaker, Special Summon Trumpeter (or Big Waraji), equip Soulpeacemaker to it, Tribute it to Special Summon Superheavy Samurai Fist from your Deck, Synchro Summon Ogre Shutendoji, destroy all Spell/Trap Cards your opponent controls.
Superheavy Samurai Fist
Superheavy Samurai Fist
EARTH Machine ★2
ATK 900 / DEF 900
Future Horizon [N]
During your Battle Phase, if your "Superheavy Samurai" monster destroyed an opponent's monster by battle this Battle Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using materials you control, including this card. If you have no Spells/Traps in your GY: You can target 1 "Superheavy Samurai" Synchro Monster you control; reduce its Level by 1, and if you do, Special Summon this card from your GY, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. You can only use each effect of "Superheavy Samurai Fist" once per turn.

Now, by reducing Ogre Shutendoji’s Level by 1, you can Special Summon Fist from the Graveyard and Synchro Summon the Level 7 Stealth Ninja.
You are mostly not going to need back row removal at all since Stealth Ninja will be unaffected by Drowning Mirror Force and Wall of Disruption, so Shutendoji Ogre might be removed from the Example Deck in the future.

Superheavy Samurai Stealth Ninja

Superheavy Samurai Stealth Ninja
Superheavy Samurai Stealth Ninja
EARTH Machine ★7
ATK 1200 / DEF 2800
Future Horizon [R]
1 Machine-Type Tuner + 1 or more non-Tuner Machine-Type monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. If you have no Spell/Trap Cards in your Graveyard: You can halve this card's original DEF until the end of this turn, and if you do, this card can attack your opponent directly this turn. Once per turn, during the next Standby Phase after this card was destroyed by a card effect and sent to the Graveyard: You can Special Summon this card.

You can halve Superheavy Samurai Stealth Ninja’s original DEF until the end of the turn to allow it to attack your opponent directly this turn.

  • Equip Superheavy Samurai Soulhorns to Stealth Ninja to allow it to make a second attack during each Battle Phase.

  • Equip Superheavy Samurai Soulshield Wall to Stealth Ninja to raise its DEF by 1200.

If you equip both Soulhorns and Soulshield Wall to Stealth Ninja, it will be able to inflict 5200 damage to your opponent, which is more than enough to finish off most opponents.

Superheavy Samurai Swordmaster Musashi

Superheavy Samurai Swordmaster Musashi
Superheavy Samurai Swordmaster Musashi
EARTH Machine ★5
ATK 300 / DEF 2300
Future Horizon [R]
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned: You can target 1 Machine-Type monster in your Graveyard; add it to your hand, but if you have a Spell/Trap Card in your Graveyard, you cannot Normal or Special Summon monsters with that monster's name for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

Skill Suggestion

  • Grit: Going 1st is admittedly detrimental for Superheavy Samurai. This Skill will allow you to survive potential Turn 2 OTKs and give you the chance to retaliate.
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Crow Hogan
Crow Hogan
Defense Charge
1 face-up monster you control gains the current turn x100 DEF until the end of the turn. This Skill can only be used once per Duel.
Sera (DSOD)
Sera (DSOD)
Grit
If you had 4000 or more Life Points at the start of that turn, you Life Points will not fall below 1 for one time only. This Skill will only activate once per Duel.
Joey Wheeler
Joey Wheeler
Level Duplication
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level will become equal to the level of the monster you revealed. This Skill can only be used once per Duel.
Akiza Izinski
Akiza Izinski

Weaknesses

  • Since Stealth Ninja, your main monster, is pretty much unaffected by Drowning Mirror Force and Wall of Disruption your biggest problem will likely be Treacherous Trap Hole. Unfortunately, Shutendoji also comes out too late to do anything about Treacherous Trap Hole.

  • There is no space for back row (unless you decide to run Endless Trap Hell). You are going to be extremely susceptible to OTKs and you are generally going to lack interaction with your opponent during their turn. You could probably run Shadow-Imprisoning Mirror because it stays on the field to deal with Aleister the Invoker and Elementsaber Molehu.

  • Wagon can’t search Big Waraji or Trumpeter which, weirdly enough, makes the only UR in the archetype sort of awkward to use sometimes.

Other useful cards

CardExplanation
Sphere Kuriboh
Sphere Kuriboh
Since Superheavy Samurai decks cannot use backrow you need to rely on Sphere Kuriboh as a battle trap and to prevent OTKs.
Kiteroid
Kiteroid
Prevents OTKs similar to Sphere Kuriboh. Keep it in your hand to avoid damage from a direct attack, then later banish it from the graveyard to avoid damage from another direct attack.
Jinzo
Jinzo
Prevents your opponent from using Trap cards, shutting off disruption like Treacherous Trap Hole and key cards like Magician Navigation. Since you don't use any backrow, Jinzo won't affect you affect you negatively.
Crystron Citree
Crystron Citree
With some graveyard setup, Citree lets you make you Superheavy Samurai Synchros on your opponent's turn. Citree paired with Wagon or Soulpiercer can make Shutendoji on your opponent's turn to destroy their Spell/Trap cards before they can be activated. For stopping OTKs, Citree paired with Gigagloves, Flutist, or Soulshield can make Crystron Ametrix and change your opponent's monsters to defense position.

Comments

Hot New Top
Anonymous
this is such a 🔥ty deck to play against a 4000 defence monster that if you don't destroy by battle just revives itself, direct attacks will turn your monsters attack permanently to zero and if you manage to destroy the 4000 attack monster it still turns your attack to zero
<< Anonymous
Anonymous Reply
kudos to the people who know how easy this deck is to play, but aren't toxic enough to play this, you're the real mvps
Anonymous
Getting real tired of facing this deck. Has way too much synergy and its 4000 direct attack x2 is BS. Needs nerfing!
<< Anonymous
Anonymous Reply
serisously, which deck doesnt need nerfing. shiranui, invoked, lightsworn, crystron, aromage, and many more. Nerf them all!
<< Anonymous
Anonymous Reply
yep these all needs nerf except some.i mean lighsworn cards are good but it uses levianeer so it needs nerf.aromage is ok.
<< Anonymous
Anonymous Reply
if he uses different decks it will be less unfair or what?no logic in that
<< Anonymous
Anonymous Reply
Have you tried those pink cards? I've heard they help you stay alive for some turns.
Anonymous
Need nerf confirmed, can OTK every game, an opponent cannot do anything except wait and lose. GG duel link. If you dont know how to OTK with this deck you just too noob sir.
Anonymous
hey let people build this deck so we can use them as step ladder, easy wins for everyone
<< Anonymous
Faruk Aksoy Reply
more like step ladder that can also step on you
<< Anonymous(Faruk Aksoy)
Anonymous Reply
sure when I use a 🔥 deck to farm skills they defeat me
<< Anonymous
Anonymous Reply
whoops that got censored, I meant a s u i c i d e deck
Anonymous
Even flower cardian can beat this deck lol
Anonymous
Don't fall for this thing new players, this is a gems sink that has bad matchups against almost everything.

If you opponent can read or has just 1 trap then it is gg for you.
Anonymous
This deck is so annoying to face against. I'm surprised that it's not included in tier lists since it can hold itself pretty well against some of the top decks.
Anonymous
When someone say that this is a 🔥ty deck, but he don't know about the existence of Steam Train King.
<< Anonymous
Anonymous Reply
too bad we don't have SHS Steam Train King yet in DL
<< Anonymous
Anonymous Reply
That will probably come together with Arc V world which is still far away.
<< Anonymous
Anonymous Reply
WAY far.
Anonymous
SHIRANUI IS MORE CHEAP, MORE STRONG AND MORE FUN TO PLAY THAN THIS GARBAGE DECK
<< Anonymous
Anonymous Reply
- Soon to be nerfed
- The rest cards of the box is trash compared to other boxes which contain multiple strong archetypes
- The deck isn't even the best performed in the last KC Cup
<< Anonymous
Anonymous Reply
The best Shiranui decks tech stuff like Gozuki, Gold Sarc (which you have to pay to get) and lightsworn cards. This deck is definitely cheaper.
<< Anonymous
Anonymous Reply
SHS actually has Pendulum support, which will come to us in the future.

Meanwhile, as OCG/TCG has shown, Shiranui is a terrible deck in Pendulum era lol
<< Anonymous
Anonymous Reply
Shiranui is definitely NOT cheaper lol
Anonymous
Reached KoG with this deck.

I used this deck to reach KoG this day.

Skill: Grit (to not get OTK if your opening hand suuuucks) or Level Augmentation.

I like grit better.

2x wagon
3x soulpiercer
2x soulpeacemaker
2x waraji
2x flutis
2x gigagloves
2x soulshield wall
3x trumpet
2x horn (for better first draw chances to otk)

Extra deck:
2x stealth
1x ogre
2x musashi
1x the level 9 synchro. (forgot the name)

Decks i can't beat:
Invoker (damn that elementsabre molehu)
DM (beateable if their deck is incomplete)
<< Anonymous
Anonymous Reply
what otk meaning
<< Anonymous
Anonymous Reply
OTK is a generalization of FTK
<< Anonymous
Anonymous Reply
ZTKs are also FTKs so it's also a generalization of ZTKs but ZTKs are so rare that nobody talks about them.
Anonymous
why no banlist for this deck?
<< Anonymous
Anonymous Reply
because it also needs time to shine?
<< Anonymous
Anonymous Reply
Because Witchcrafters and Floodgate can easily counter Superheavy Samurais.
<< Anonymous
Anonymous Reply
because you just need 3 floodgate to shutdown this deck
<< Anonymous
Anonymous Reply
If you don't draw floodgate in your starting hand then you are gone. I saw people running lava golem in this deck and that will really give you a lot of trouble.
Anonymous
Is only me who finds this deck boring to use and to face?
<< Anonymous
Anonymous Reply
Still more interesting than Blue eyes and DM decks

Commens and feedback

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Comments (updated every hour)

like what broken?? you can literally field your field with dark magician or blue eyes dragons cus...
this card is broken af. combine with magicians wand and navigation, boom, you win. but ofc konami...
check damage rank. there is a reason why konami set S Rank 550 000 above. set A Rank 220 000. ...
I have yet to figure out this guy's face
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