[Skill] description | User |
---|---|
Sorcery Conduit Can be used each time your Life Points decrease by 1500. In the Draw Phase, instead of conducting your normal draw, draw a random Spellcaster-Type monster. | Common |
Mekk-Knight Purple Nightfall | LIGHT Psychic ★8 ATK 2500 / DEF 2000 |
Braver Victory [UR] | |
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn. |
Mekk-Knight Purple Nightfall, the Main Core and Playmaker which is able to target 1 Mekk-Knight (including himself) you control, banish that targeted Mekk-Knight and add 1 Mekk-Knight from your Deck to your hand.
Purple Nightfall has an excellent Quick Effect for wiping interruption by threatening an attack by forcing the use of interruption techs and allowing him to dodge that effect. Not only that, but this effect will also help to remove your other Mekk-Knight temporarily to protect them from danger.
Mekk-Knight Yellow Star | LIGHT Psychic ★7 ATK 2200 / DEF 2800 |
Ranked Rewards [UR] | |
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Yellow Star" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 Spell/Trap in this card's column; destroy it. |
Yellow Star with Backrow Removal Tech by banishing 1 Mekk-Knight from your Graveyard. But keep in mind that, your opponent can activate that targeted Spell/Trap card instead of just letting it get destroyed. However, you can use Mekk-Knight Purple Nightfall's effect to counter the effect in response when that Targeted Backrow Tech affects 1 of your Mekk-Knight monsters.
Mekk-Knight Blue Sky | LIGHT Psychic ★5 ATK 2000 / DEF 2500 |
Braver Victory [SR] | |
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Blue Sky" once per turn this way. If this card is Normal or Special Summoned from the hand: You can add "Mekk-Knight" monsters with different names, except "Mekk-Knight Blue Sky", from your Deck to your hand, equal to the number of your opponent's cards in this card's column. You can only use this effect of "Mekk-Knight Blue Sky" once per turn. |
Mekk-Knight Blue Sky, a Core Searcher in this Deck allows you to add Mekk-Knights up to the number of cards the opponent controls in its column.
Notes: The Number of added cards by the Blue Sky effect is determined when the Effect resolves; therefore if a card is removed from the same column before Blue Sky's effect resolves, it will be applied. But if Blue Sky is removed from the field, no card will be added since Blue Sky is no longer on the field when it resolves.
Mekk-Knight Indigo Eclipse | LIGHT Psychic ★8 ATK 2400 / DEF 2400 |
Braver Victory [R] | |
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Indigo Eclipse" once per turn this way. Once per turn (Quick Effect): You can target 1 "Mekk-Knight" monster you control; move that target to another of your Main Monster Zones. |
Indigo Eclipse, a Strategy Key Card for allowing you to target and move a Mekk-Knight you control to an unoccupied Main Monster Zone. This effect will give several applications, including freeing up a column for an additional Mekk-Knight summon, and protecting the Mekk-Knight monster from Battle Destruction under Morning Star's effect when they are attacked by different column monsters.
Mekk-Knight Red Moon | LIGHT Psychic ★7 ATK 2300 / DEF 2600 |
Braver Victory [N] | |
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Red Moon" once per turn this way. You can banish 1 "Mekk-Knight" monster from your GY, then target 1 face-up monster in this card's column; destroy it. |
Similars to Yellow Star's Removal Effect but Face-Up Monster by banishing 1 Mekk-Knight from your Graveyard.
Mekk-Knight of the Morning Star | LIGHT Machine ATK 2000 / DEF 2 |
Braver Victory [UR] | |
2 monsters, including a "Mekk-Knight" monster If this card is Link Summoned: You can discard 1 "Mekk-Knight" monster or 1 "World Legacy" card; add 1 "World Legacy" card from your Deck to your hand. You can only use this effect of "Mekk-Knight of the Morning Star" once per turn. If your "Mekk-Knight" monster battles a monster in a different column than it, your monster cannot be destroyed by that battle, also you take no battle damage from that battle. |
Morning Star is a good World Legacy Card Searcher by discarding 1 Mekk-Knight from your hand to the Grave when this card is Link Summoned. You can combo this effect with discarding 1 Mekk-Knight and searching out World Legacy's Secret to revive the discarded Mekk-Knight.
This LINK Monster also provides Mekk-Knight Battle Destruction Protection when they battle a monster in a different column with 0 Battle Damage taken.
World Legacys Memory | Quick Spell |
Braver Victory [R] | |
Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn. |
World Legacy's Memory might be considered a Powerful Extender which allows you to Special Summon 1 Mekk-Knight from your Hand/Deck especially Purple Nightfall that can able to search out Blue Sky if you don't have one.
World Legacys Secret | Continuous Trap |
Card Trader [UR] | |
When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control. |
World Legacy’s Secret, a Level 5 or Higher Monster Revival with Monster Negation Effect whose effects resolve in the same column as a Mekk-Knight you control.
Notes: Keep in mind that World Legacy's Secret only negates Effect but not Monster, For Example, when Brionac, Dragon of the Ice Barrier can still discard Hand Cards with effect negated.
The main reason why Elementsabers work well with Aleister is their ability to change attribute in the graveyard. This lets you use any pair any Elementsaber with Aleister to summon any Invoked monster. Elementsabers will use other Elementsaber monsters as effect cost which lets you set up your graveyard.
Aside from their shared attribute changing archetype effect, all Elementsaber monsters have pretty good individual effects. Elementsaber Molehu and Elementsager Lapauila have great control effects against your opponent's monster and Spell/Trap cards respectively. Elementsaber Molehu putting your opponent's monster face-down can stop attacks and even some monster effects from going through. Elementsaber Malo is the best at putting Elementsabers in your graveyard. Activating Malo's effect once prepares you for at least two Invoked summons.
Elementsaber Molehu | DARK Warrior ★4 ATK 1900 / DEF 0 |
Dark Dimension [UR] | |
Once per turn (Quick Effect): You can send 1 "Elementsaber" monster from your hand to the GY, then target 1 face-up monster on the field; change it to face-down Defense Position. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn. |
Elementsaber Lapauila | LIGHT Warrior ★4 ATK 400 / DEF 2100 |
Dark Dimension [R] | |
Once per turn, when a Spell/Trap Card is activated (Quick Effect): You can send 1 "Elementsaber" monster from your hand to the GY; negate the activation, and if you do, destroy it. Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn. |
Elementsaber Malo | FIRE Warrior ★3 ATK 1700 / DEF 200 |
Dark Dimension [N] | |
Once per turn: You can send 1 "Elementsaber" monster from your hand to the GY; send 1 "Elementsaber" or "Elemental Lord" monster from your Deck to the GY, except "Elementsaber Malo". Once per turn, if this card is in the GY: You can declare 1 Attribute; this card in the GY becomes that Attribute until the end of this turn. |
Aleister the Invoker | DARK Spellcaster ★4 ATK 1000 / DEF 1800 |
Dark Dimension [UR] | |
(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand. |
Normal Summon Aleister the Invoker to search Invocation in your deck. Activate Invocation to banish the Aleister on your field with another monster in the graveyard to summon your Invoked monster. You can use a monster in your opponent's graveyard as fusion material to remove a graveyard effect (i.e. Bacon Saver, Shiranui Spectralsword) or disrupt their graveyard setup. But most of the time you will be using the Elemensabers in your graveyard for quicker and more flexible plays.
Invocation | Normal Spell |
Dark Dimension [UR] | |
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn. |
After Fusion Summoning your Invoked monster, return Invocation from your graveyard to the deck and return the banished Aleister back to your hand. You can discard Aleister to give your Invoked monster a significant attack boost, or save it to later search Invocation.
Summon these monsters with Invocation and pairing Aleister with monsters of the appropriate attribute.
Invoked Purgatrio | FIRE Fiend ★8 ATK 2300 / DEF 2000 |
Aerial Assault [UR] | |
"Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Invoked Magellanica | EARTH Rock ★8 ATK 3000 / DEF 3300 |
Dark Dimension [SR] | |
"Aleister the Invoker" + 1 EARTH monster |
Invoked Caliga | DARK Beast ★4 ATK 1000 / DEF 1800 |
Dark Dimension [R] | |
"Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase. |
Palace of the Elemental Lords | Field Spell |
Dark Dimension [SR] | |
All monsters you control gain ATK/DEF equal to the number of different Attributes in your GY x 200. Once per turn: You can add 1 "Elementsaber" monster from your Deck to your hand, but skip the Battle Phase of your next turn (even if this card leaves the field). Once per turn, if an "Elementsaber" monster in your hand or field would send a card(s) from the hand to the GY to activate an effect, you can send that many "Elementsaber" monster(s) from your Deck to the GY, instead. |
Palace of the Elemental Lords is great at supporting your overall strategy. Allowing you to use Elementsaber monsters from your deck as effect cost not only saves resources but also thins your deck and lets you set up easier.
The ATK boost provided by Palace of the Elemental Lords is also quite important to this deck since Invoked Purgatrio and Invoked Magellanica are essentially beaters. It also makes Invoked Cocytus' ATK significant enough to hit stronger monsters. Just make sure to vary the attributes of Elementsabers in your graveyard to maximize the stat boost.
Even though Palace of the Elemental Lords is such an important card, you have no way of searching it unless you use skills like Destiny Draw.
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. |
It's useful to stop enemy plays or dodge certain targeted or destruction effects like Needle Ceiling.
Ring of Destruction | Normal Trap |
Raiders Requiem [UR] | |
During your opponent's turn: Target 1 face-up monster your opponent controls whose ATK is less than or equal to their LP; destroy that face-up monster, and if you do, take damage equal to its original ATK, then inflict damage to your opponent, equal to the damage you took. You can only activate 1 "Ring of Destruction" per turn. |
Ring of Destruction can be a useful card in certain situations, as it can help you remove a powerful monster your opponent controls while dealing damage to them. However, it also inflicts damage to you, which can be a drawback in some cases.
Borreload Dragon | DARK Dragon ATK 3000 / LINK 4 |
Lord of Borrel [UR] | |
3+ Effect Monsters Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn. |
Borreload Dragon is an incredibly powerful card in the Elementsaber Deck. Its immunity to monster effects makes it difficult to remove from the field, and its ability to weaken an opponent's monster while preventing them from responding to its effect activation can swing battles in your favor. Additionally, its ability to take control of an opponent's monster and place it in a zone it points to can disrupt their plays and give you a powerful new monster to use on your next turn.
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. Phoenix's co-linked effect will allow you to have 1 Card Draw and Battle Destruction Protection.
Fusion Reserve | Normal Trap |
Valiant Souls [SR] | |
Reveal 1 Fusion Monster in your Extra Deck, add 1 of the Fusion Materials listed on that card from your Deck to your hand, then you can add 1 "Polymerization" from your Graveyard to your hand. |
Fusion Reserve can let you search Aleister the Invoker by revealing any of your Invoked monsters. This lets you start the combo to summon an Invoked monster.
Thank you for visiting Duel Links wiki by GameA! We update this Yu-Gi-Oh! Duel Links community day by day to provide quality guides and the latest news.
Duel Links forums | |
---|---|
General discussion | Vagabond trade |
Deck advice | Duel room |
Duel / Level rewards | |
---|---|
Level rewards | Duel rewards |
Skill pages | |
Skill database | How to get drop skills |
Card Trader | Ranked Rewards |
---|---|
Card Trader | Ranked Rewards |
Cards you should trade | How to beat the Vegabond | How to solve Duel Quizes |
Standard Duelists | ||
---|---|---|
Lvl 14 | Lvl 20 | Lvl 27 |
Lvl 33 | Lvl 39 | Lvl 45 |
Lvl 51 | Lvl 57 | - |
Legendary Duelists | ||
Lvl 30 (DM) | Lvl 30 (GX) | Lvl 30 (5D's) |