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Superheavy Samurai: deck recipe [May 7]

Duel Links Superheavy Samurai Synchro Deck, How to Use, Superheavy Samurai Synchro Skill.
update 07/05/2022

Required Card Boxes

Future Horizon Pendulum Genesis Cross Dimension

Example Deck

Standard Version

Superheavy Samurai Big BenkeiSuperheavy Samurai WagonSuperheavy Samurai WagonSuperheavy Samurai WagonSuperheavy Samurai BattleballSuperheavy Samurai Scales
Superheavy Samurai ScalesSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpiercerSuperheavy Samurai SoulpeacemakerSuperheavy Samurai SoulpeacemakerKiteroid
Superheavy Samurai Big WarajiSuperheavy Samurai FlutistSuperheavy Samurai FlutistSuperheavy Samurai GigaglovesSuperheavy Samurai GigaglovesSuperheavy Samurai Trumpeter
Superheavy Samurai TrumpeterSuperheavy Samurai TrumpeterSuperheavy Samurai Prepped DefenseSuperheavy Samurai Soulhorns--
Superheavy Samurai Steam Train KingSuperheavy Samurai Warlord SusanowoSuperheavy Samurai Stealth NinjaSuperheavy Samurai Ogre ShutendojiSuperheavy Samurai Ogre ShutendojiSuperheavy Samurai Swordmaster Musashi
Superheavy Samurai Beast Kyubi-----

Set Skill

[Skill] descriptionUser
Style Evolution
Select 1 Level 4 or lower "Superheavy Samurai" monster in face-up Defense Position that you control. It becomes a Tuner Monster. If you do not Synchro Summon a monster during the turn you use this Skill, all monsters in Defense Position you control will be sent to your Graveyard. This Skill can only be used if you begin the Duel with a Deck that does not contain Spell/Trap Cards. This Skill can be used only once per Duel.
Gong Strong
Gong Strong

How to Play

Superheavy Samurai Big Benkei

Superheavy Samurai Big Benkei
Superheavy Samurai Big Benkei
EARTH Machine ★8
ATK 1000 / DEF 3500
Pendulum Genesis [UR]
When this card is Normal or Special Summoned: You can change its battle position. "Superheavy Samurai" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation.

Big Benkei’s a Level 8 Machine-Type with 1000 ATK and 3500 DEF. Its effect lets you change the battle position on summon which is easily to bring out in Defense Mode.

Big Benkei also allows all of your “Superheavy Samurai” monsters attack from Defense Position. When they do, you use their DEF for damage calculation instead of their ATK. This makes Big Benkei becomes a 3500 ATK Big Attacker.

You can use Flutist's effect to special summon Big Benkei without tributing.

Superheavy Samurai Wagon, Soulpiercer & Soulpeacemaker

Superheavy Samurai Wagon
Superheavy Samurai Wagon
EARTH Machine ★4
ATK 1200 / DEF 1800
Future Horizon [UR]
Selection Box Vol.01 Super Mini [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.

A Level 4 Main Searcher of this Deck that can change its battle position from Defense to Attack Position for searching 1 "Superheavy Samurai Soul" monster like Soulpiercer or Soulpeacemaker for combo setup.

You can paired with Trumpeter to special summon Shutendoji for wiping out your opponent's backrow.

Superheavy Samurai Soulpiercer
Superheavy Samurai Soulpiercer
EARTH Machine ★4
ATK 1200 / DEF 0
Future Horizon [SR]
Selection Box Vol.01 Super Mini [SR]
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".

Another Searcher that can combo with Wagon and Soulpeacemaker:

  • Normal Summon Wagon, switch it to Defense and then back to Attack to search Superheavy Samurai Soulpeacemaker and equip both Peacemaker and Piercer to Wagon.
  • Activate Peacemaker's effect to special summon Any "Superheavy Samurai" monster from your Deck.
  • Activate Piercer's effect to add any "Superheavy Samurai" monster from your Deck especially Scale that has Monster Reborn effect for next combo setup.
Superheavy Samurai Soulpeacemaker
Superheavy Samurai Soulpeacemaker
EARTH Machine ★1
ATK 0 / DEF 0
Future Horizon [SR]
Selection Box Vol.01 Super Mini [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.

Superheavy Samurai Battleball

Superheavy Samurai Battleball
Superheavy Samurai Battleball
EARTH Machine ★2
ATK 100 / DEF 800
Gong Strong Lvl 33 [UR]
If all monsters you control are "Superheavy Samurai" monsters, and you have no Spell/Trap Cards in your Graveyard: You can target 1 face-up monster your opponent controls that has a Level; send both it and this card from the field to the Graveyard, then Special Summon from your Extra Deck 1 "Superheavy Samurai" Synchro Monster whose Level equals the total original Levels of those 2 monsters in the Graveyard. (This Special Summon is treated as a Synchro Summon.) You can only use this effect of "Superheavy Samurai Battleball" once per turn.

A Level 2 tuner with similar Super Polymerization's effect.

If you control nothing but a Superheavy Samurai monster, you can use 1 of your opponent's Face-Up monster for Synchro Summoning a Superheavy Samurai Synchro Monster. Unfortunately, this card cannot special summoned like Trumpeter which is kind of disadvantage for this card.

Superheavy Samurai Scales

Superheavy Samurai Scales
Superheavy Samurai Scales
EARTH Machine ★4
ATK 800 / DEF 1800
Cross Dimension [SR]
If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Scales"; Special Summon it in Defense Position. You can only use this effect of "Superheavy Samurai Scales" once per turn.

Scales can special summoned himself when your opponent has 2+ monsters on their field when you have none. Also, Scales can revive any Level 4 or lower "Superheavy Samurai" monster from your Graveyard while he is summoned. With this effect, you can easily bring out any Synchro Material and special summon any Superheavy Samurai Synchro Monsters according to the material that you have on your field.

Superheavy Samurai Big Waraji & Trumpeter

Superheavy Samurai Big Waraji
Superheavy Samurai Big Waraji
EARTH Machine ★5
ATK 800 / DEF 1800
Pendulum Genesis [R]
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]
Selection Box Vol.01 Super Mini [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.

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.

Superheavy Samurai Flutist

Superheavy Samurai Flutist
Superheavy Samurai Flutist
EARTH Machine ★3
ATK 500 / DEF 1000
Future Horizon [R]
Selection Box Vol.01 Super Mini [R]
You can Tribute this card; Special Summon 1 "Superheavy Samurai" monster from your hand. During either player's turn, when a card or effect is activated that targets a "Superheavy Samurai" monster you control: You can banish this card from your Graveyard; negate the activation, and if you do, destroy that card. You can only use each effect of "Superheavy Samurai Flutist" once per turn.

Flutist can tribute itself and special summon 1 "Superheavy Samurai" monster without Level Limitation from your hand which will makes you summon Benkei easier. Also, it can protect a "Superheavy Samurai" monster from targeting effect by banishing itself.

Superheavy Samurai Gigaglove

Superheavy Samurai Gigagloves
Superheavy Samurai Gigagloves
EARTH Machine ★3
ATK 100 / DEF 1000
Pendulum Genesis [R]
Future Horizon [R]
If this card is sent to the Graveyard, and you have no Spell/Trap Cards in your Graveyard: You can look at 5 cards from the top of your Deck, then place them on the top of the Deck in any order. When an opponent's monster declares a direct attack: You can banish this card from your Graveyard; excavate the top card of your Deck, and if it is a "Superheavy Samurai" monster, add it to your hand, and if you do, the attacking monster's ATK becomes 0. Otherwise, send it to the Graveyard.

A level 3 Superheavy Samurai monster that can adjust the order of the top 5 cards of your deck while it is sent to the Graveyard. If you get attacked directly, you can banish this card and draw a card and not only negate the attack if the monster is "Superheavy Samurai" monster, but their attack becomes 0. This effect is non-target effect which will really good against any Big Boss Beater even they are immuned from targeting effect.

Superheavy Samurai Prepped Defense

Superheavy Samurai Prepped Defense
Superheavy Samurai Prepped Defense
EARTH Machine ★3
ATK 100 / DEF 2100
Future Horizon [N]
Selection Box Vol.01 Super Mini [N]
Cannot be Normal or Flip Summoned, if you have any Spell/Trap Card in your Graveyard. When you take battle damage, if you have no Spell/Trap Cards in your Graveyard and this card is in your hand: You can Special Summon this card, and if you do, it cannot be destroyed by battle or card effects this turn.

An OTK preventer that can be special summoned while you take battle damage, also it cannot be destroyed by battle or card effects on that turn which can allows you save this monster for Synchro Summoning next turn.

Superheavy Samurai Soulhorns

Superheavy Samurai Soulhorns
Superheavy Samurai Soulhorns
EARTH Machine ★1
ATK 0 / DEF 300
Future Horizon [N]
Selection Box Vol.01 Super Mini [N]
You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can make a second attack during each Battle Phase. While this card is equipped to a monster by this card's effect: You can Special Summon this card. You can only use this effect of "Superheavy Samurai Soulhorns" once per turn.

The Superheavy Samurai monster that equipped with Soulhorns will gains double attack effect which can allows you to deal with massive amount of damage.

Extra Decks

Superheavy Samurai Steam Train King
Superheavy Samurai Steam Train King
EARTH Machine ★12
ATK 2000 / DEF 4800
Gong Strong at Lvl 35 [UR]
1 "Superheavy Samurai" Tuner + 2+ non-Tuner "Superheavy Samurai" monsters
This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation. Once per turn: You can discard up to 2 cards, then target that many cards your opponent controls; destroy them. Once per turn: You can banish all Spells and Traps from the GYs, and if you do, inflict 100 damage to your opponent for each card banished.

A level 12 Big Boss Beater Superheavy Samurai monster that can destroy up to 2 of your opponent's card by discarding hand cards. Train King can also allows you to banish all Spells and Traps from either players' Graveyard to deals 100 damage to your opponent for each card banished.

Superheavy Samurai Warlord Susanowo
Superheavy Samurai Warlord Susanowo
EARTH Machine ★10
ATK 2400 / DEF 3800
Cross Dimension [UR]
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. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 Spell/Trap Card in your opponent's Graveyard; Set it to your side of the field, but banish it when it leaves the field.

Susanowo's Speed 2 Effect can quickly grab 1 of your opponent's Spell/Trap Cards from their Graveyard to your own field, and that card will also be banished to prevent the recycle used in the Graveyard when leaving the field. Since there are many common staples of Spell/Traps which makes this effect really good.

Superheavy Samurai Beast Kyubi
Superheavy Samurai Beast Kyubi
EARTH Machine ★9
ATK 1900 / DEF 2500
Future Horizon [N]
1 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. If you have no Spell/Trap Cards in your Graveyard, this card gains 900 DEF for each Special Summoned monster your opponent controls.

Basically a Big Beater with ATK boost effect while there are special summoned monster on your opponent's field.

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 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 any Backrow Removal Spell/Trap 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.
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.

Musashi can recycle 1 Machine-Type monster in your Graveyard while it is Synchro Summoned. This effect will allows you to grab back any "Superheavy Samurai" monster like Scales for next combo setup or Tuner like Trumpeter for another Synchro Summoning.

Other 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
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)

Other Card Options

Superheavy Samurai Fist

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.

There are some combo you can do with this card:

  • By reducing Ogre Shutendoji’s Level by 1, you can Special Summon Fist from the Graveyard and Synchro Summon the Level 7 Stealth Ninja.

  • By reducing Ogre Shutendoji’s Level by 1, you can Special Summon Fist from the Graveyard and Synchro Summon the Level 12 Steam Train King along with Musashi.

Sphere Kuriboh

Sphere Kuriboh
Sphere Kuriboh
DARK Fiend ★1
ATK 300 / DEF 200
The Ultimate Rising [UR]
Selection Box Vol. 01 [UR]
When an opponent's monster declares an attack: You can send this card from your hand to the Graveyard; change the attacking monster to Defense Position. When you Ritual Summon a monster, you can banish this card from your Graveyard as 1 of the monsters required for the Ritual Summon.

Since Superheavy Samurai decks cannot use backrow you need to rely on Sphere Kuriboh as a battle trap and to prevent OTKs.

Kiteroid

Kiteroid
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.

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.

[March 2021] KOG Notes

Drinzle69


Superheavy Samurai SynchroDrinzle69Superheavy Samurai Synchro Drinzle692
IGN: Drinzle69, Skill: LP Boost α, Date Submitted: Mar 19

Noted by Drinzle69:

Tactic: Depends on opponent, but key is to HAVE PATIENCE while waiting for right play. Use defense (Gigagloves,flutist,Kiteroid) until right card combo in hand, preferably for OTK, with empty opponent backrow or enough flutist in GY to match traps. Eliminate all surprises on field before finish. If you miss, your game gets much harder to win.

Tips:

  • Classic combo Ninja equipped with Glove and Horns for direct attack OTK
  • Wait for ATK drop opponent after Graveyard Gigagloves activation.
  • Or just play the field. Patience is key.

Also, I hardly get Ninja on field in first turn, save returned Trumpeter from Musashi effect for next turn.

Also very importantly, know the main decks you play against and their tactics.
Most difficult opponents for me where Blue eyes Deck with Spirit dragon, and Double Barrell Deck. Key there is to spam GY with 2 Gloves ASAP for Blue Eyes so you can get one effect off. For Barrell, get Ninja on field ASAP which returns after destruction.

Cool (and helpful) site btw! Helped me a lot to learn what I was up against.

Comments

Hot New Top
Anonymous
Maybe banisher of the light?
Anonymous
I wonder if it would work with junk collector to get rid of and use traps
<< Anonymous
Anonymous Reply
The problem is Junk Collector itself, as it's a Level 5 that has no synergy with the rest of the deck.
<< Anonymous
Anonymous Reply
Sure it can get rid of a Trap in your Graveyard, but not only you have to keep the Trap in your Graveyard until you can bring Junk Collector out, you also most likely have to Tribute Summon Junk Collector, which the deck can't really afford.
Awesome
I got a lot of OTKs and made King of Games ranks with this deck. I put two Jinzos in it
Anonymous
No Kiteroid? It would help so much to prevent OTKs
<< Anonymous
ValleCula Reply
Kiteroid would definitely be a great inclusion. You could easily take out Fist and Drum for it; I imagine the final version of the deck is just going to focus on the Level 7 Synchro anyway.
<< Anonymous
Anonymous Reply
Gigagloves has a similar effect to kiteroid but lets you reorganize top 5 cards in your deck and cripples opponent’s monster by permanetly changing its ATK to 0.
Add these to the dec
1or2 Samurai Destroyer:1 Tuner + 1+ non-Tuner monsters
If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it.
1 or 2 Karakuri Watchdog (makes it easier to synchro summon Beast Kyubi)
1 or 2 Jinzo (Because you're not using traps so you'll only be crippling your opponents' backrow)

I'm just saying...
<< Anonymous(Add these to the dec)
Anonymous Reply
Used Level Augmentation skill instead of Grit
Anonymous
It's great
Anonymous
How do I get multiple wagons if I can only get one in store?
<< Anonymous
Anonymous Reply
Reset the box.
Anonymous
This is the last archetype I expected to see in DL tbh.
<< Anonymous
Anonymous Reply
May I know why?
<< Anonymous
Anonymous Reply
Because I'm about to retire
Anonymous
looks very controlling and brainy.
ZX
Hmm... There's some s/t cards that can be used like:
1. Shuffle Reborn, SS a samurai then equip one mon from hand( or field if there was it), then banish this card shuffle the equip card, draw 1 card. Has some potent combo, but downside of banishing 1 card in hand at end phase
2.Skill prisoner, has almost no use but still had some potential as of now
3. Sword of deep seated, always goes to your hand at end phase
4.pot of benevolence, don't even ask, at least it can be used without dumping anything... Except to your deck
5. Invocation, no questions asked if combined with Invoked Magellanica
I know all of these won't be used anyway in this deck, but someone might want to know it.
<< Anonymous(ZX)
ZX Reply
But remember folks, don't use those cards if you're facing necrovalley.
Anonymous
underrated.
Anonymous
Super meta samurai
https://youtu.be/-LqEf1yFmh4

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