This is a machine focused deck that is less reliant on RNG with the coin toss compared to using Master of Destiny Skill, but still makes use of Desperado Barrel Dragon. With some variations, the deck can consistently synchro or XYZ to handle different situations.
[Skill] description | User |
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Draw Sense: DARK Can be used each time your Life Points decrase by 1500. In the Draw Phase, instead of doing a normal draw, draw a random DARK attribute monster. | ![]() Common |
![]() Desperado Barrel Dragon | DARK Machine ★8 ATK 2800 / DEF 2200 |
Full Metal Desperado [UR] | |
If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand. |
Special Summon Desperado Barrel Dragon when Twin-Barrel Dragon or Blast Spider is destroyed. BM-4 Blast Spider's effect in particular greatly speeds up Desperado Barrel Dragon's summoning, allowing you to get him on the field during your Main Phase.
Summon Blast Spider and use its effect to destroy itself along with an opponent's card. Since this can target monsters or backrow, it's useful for getting rid of most problem cards like a Fiendish Chain attached to your Desperado Barrel Dragon. Then Special Summon Desperado Barrel Dragon from your hand, with Desperado Barrel Dragon's own removal effect you should be able mostly clear your opponent's field.
Desperado Barrel Dragon's search effect upon being sent to the graveyard lets you search a bunch of monsters in this deck to use as tech cards. Search Arcana Force Temperance if you're about to be OTK'ed by your opponent; search Time Wizard if you still have Master of Destiny and plan to monster wipe your opponent on your next turn; search Twin-Barrel Dragon for summoning another Desperado Barrel Dragon in your hand.
![]() Gold Gadget | LIGHT Machine ★4 ATK 1700 / DEF 800 |
Selection Box Vol.04 [UR] | |
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn. |
![]() Silver Gadget | LIGHT Machine ★4 ATK 1500 / DEF 1000 |
Selection Box Vol.04 [SR] | |
When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine-Type monster from your hand. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck, except "Silver Gadget". You can only use 1 "Silver Gadget" effect per turn, and only once that turn. |
Gold and Silver gadget essentially have the same effects. They can be used together for a quick and easy rank 4 Xyz, but they also have a nice added bonus of a floating effect in case you get disrupted.
![]() Twin-Barrel Dragon | DARK Machine ★4 ATK 1700 / DEF 200 |
Card Trader [UR] | |
When this card is Summoned: Target 1 card your opponent controls; toss a coin twice, and if the result is 2 Heads, destroy it. |
Twin-Barrel Dragon is decent low-leveled beater that gives you a chance of removing any enemy card. This can be useful with Master of Destiny active, but usually you want to reserve Master of Destiny for more more powerful effects like Desperado Barrel Dragon and Cup of Ace.
Aside from Blast Spider, Twin-Barrel Dragon being destroyed is another way to get Desperado Barrel Dragon out. So you can crash it into a stronger monster, Special Summon Desperado and then use Desperado's effect to get rid of the stronger monster.
![]() Machina Fortress | EARTH Machine ★7 ATK 2500 / DEF 1600 |
Fortress of Gears [UR] | |
You can discard Machine-Type monster(s) whose total Levels equal 8 or more, then Special Summon this card (from your hand or Graveyard). If this card is destroyed by battle and sent to the Graveyard: Target 1 card your opponent controls; destroy that target. Before resolving an opponent's monster effect that targets this face-up card, look at your opponent's hand and discard 1 card from their hand. |
Machina Fortress can be teched into most Machine decks to give it more firepower. The Special Summoning condition lets you discard Fortress as part of its own cost when summoning it from your hand, greatly easing the cost. Fortress will then be used as a beater for most of its time on the field.
Upon being destroyed by battle, You can take the monster that destroyed Fortress down with it. And when targeted by a monster effect (usually for removal), you get to rip a card out of the opponent's hand.
![]() Ally of Justice Quarantine | DARK Machine ★4 ATK 1700 / DEF 1200 |
Dark Dimension [R] | |
Neither player can Special Summon LIGHT monsters. |
Quarantine is teched in as a counter to popular LIGHT Decks such as Blue-Eyes, Star Seraph, and Cyber Dragon. Its also works well against the many popular LIGHT Extra Deck monsters such as Number C39: Utopia Ray, Number 91: Thunder Spark Dragon, Constellar Ptolemy M7, and Photon Strike Bounzer.
Additionally, Quarantine has good synergy with Black Salvo which gives you easy access to Level-7 Synchros.
![]() Machina Gearframe | EARTH Machine ★4 ATK 1800 / DEF 0 |
Fortress of Gears [SR] | |
When this card is Normal Summoned: You can add 1 "Machina" monster from your Deck to your hand, except "Machina Gearframe". Once per turn, you can either: Target 1 Machine-Type monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) |
Normal Summon Gearframe to fetch Fortress, then you can attach it to Fortress to give it protection.
![]() Super Team Buddy Force Unite! | Normal Trap |
Spirit of the Beast [SR] | |
Target 1 face-up monster on the field; Special Summon 1 monster from your hand or GY, with the same original Type as that monster's, but with a different original name. If this card in its owner's Spell & Trap Zone is destroyed by an opponent's card effect: You can Set 1 "Super Team Buddy Force Unite!" directly from your Deck to your Spell & Trap Zone. |
Most of this deck is Machine-type so Buddy Force Unite can be a reliable way of reviving Desperado Barrel Dragon and Machina Fortress.
![]() Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Abyss Dweller is great at negating enemy graveyard plays similar to a mini Necrovalley, without hindering your own graveyard plays. Keep in mind Abyss Dweller prevents the activation, not negate it. Make sure you toggle chain to "ON" and activate Abyss Dweller at the start of the opponent's turn.
![]() Evilswarm Ouroboros | DARK Dragon ★4 ATK 2750 / DEF 1950 |
Pendulum Genesis [SR] Selection Box Vol.04 [SR] | |
3 Level 4 monstersOnce per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target. |
Provides a non-targeting card removal, or to just reduce a card from your opponent's hand.
![]() 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. |
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
![]() Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Roach is great for monster suppresion, much like a Trap Hole card. When your opponent summons a boss monster, use Roach's effect to immediately destroy it. This is an especially good counter against Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
![]() Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] Selection Box Vol.03 Mini [SR] [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
Since the Gadgets have a floating effect, there will be opportunities where you have 2 monsters on the field. You can Xyz into Diamond Dire Wolf to destroy your opponent's backrow first so you can safely follow it up with other monsters.
![]() Number 18: Heraldry Patriarch | LIGHT Psychic ★4 ATK 2200 / DEF 2200 |
Voltage of the Metal [R] | |
2 Level 4 monsters Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard. |
Useful when going against decks that uses same name monsters like "Harpies" or "Cyber Dragon", especially when they are pretty common in the meta.
![]() Black Salvo | DARK Machine ★3 ATK 100 / DEF 1100 |
Raid Duel - The Netherworld Cometh: Wireqocha Rasca [UR] | |
When this card is Normal Summoned: You can target 1 Level 4 DARK Machine-Type monster in your Graveyard; Special Summon that target in Defense Position, but its effects are negated. |
A one-card Synchro enabler. The Deck runs a couple of Level-4 Dark Machines specifically to synergize with Black Salvo, letting you immediately go into a level-7 Synchro.
![]() Meklord Emperor Wisel | DARK Machine ★1 ATK 2500 / DEF 2500 |
The King of Vermillion [SR] | |
Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect, and cannot be Special Summoned by other ways. When a face-up monster you control is destroyed by a card effect and sent to the Graveyard (except during the Damage Step): You can Special Summon this card from your hand. Other monsters you control cannot declare an attack. Once per turn: You can target 1 Synchro Monster your opponent controls; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn, during either player's turn, when your opponent activates a Spell Card: You can negate the activation, and if you do, destroy it. |
Meklord Emperor Wisel has a lot of things that synergize very well with this Deck. Firstly its Special Summoning condition is somewhat similar to Desperado's, Deperado can even trigger Wisel's Special Summoning by destroying one of your monsters. Wisel is a DARK Machine, meaning if it gets destroyed you can Special Summon Desperado to keep up field presence.
Also similar to Desperado, Wisel has an ATK and DEF total of 5000 making it easily searchable by Cards of the Soul.
On the field, Wisel is a decent beater and a great anti-Synchro tech. The free Spell negation is also great for both disruption and protection.
![]() Mecha Phantom Beast O-Lion | WIND Machine ★2 ATK 600 / DEF 1000 |
Cybernetic Rebellion [UR] | |
You can banish this card from your Graveyard; immediately after this effect resolves, Normal Summon 1 "Mecha Phantom Beast" monster from your hand. While you control a Token, this card cannot be destroyed by battle or card effects. If this card is sent to the Graveyard: You can Special Summon 1 "Mecha Phantom Beast Token" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). You can only use this effect of "Mecha Phantom Beast O-Lion" once per turn. |
Discard this by using Machina Fortress to special summon a token, which can be used to tribute summon into Desperado Barrel Dragon.
![]() Ancient Gear Reactor Dragon | EARTH Machine ★8 ATK 3000 / DEF 3000 |
Ancient Gear Awakening [UR] | |
If this card was Tribute Summoned by Tributing an "Ancient Gear" monster, if it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card was Tribute Summoned by Tributing a "Gadget" monster, it can make a second attack during each Battle Phase. If this card attacks, until the end of the Damage Step, your opponent cannot activate Spell/Trap Cards, also monsters in your opponent's possession cannot activate their effects. At the end of the Damage Step, if this card attacked: You can destroy 1 Spell/Trap Card on the field. |
Just run one copy of Reactor Dragon for the possible big monster while not affecting your consistency too much. Being a Level-8 is great for boosting Hang on Mach with Level Augmentation. After that you can throw Reactor Dragon in the graveyard to summon Machina Fortress, then revive it with Super Team Buddy Force Unite. If successful, Reactor Dragon is quite a good beater with its huge stats and locking out all enemy effects during battle.
![]() Machina Megaform | EARTH Machine ★8 ATK 2600 / DEF 1500 |
Fortress of Gears [R] | |
You can Tribute this card; Special Summon 1 "Machina" monster from your hand or Deck, except "Machina Megaform". If a face-up "Machina Fortress" you control is sent to the Graveyard, while this card is in your Graveyard (except during the Damage Step): You can banish that "Machina Fortress" from the Graveyard; Special Summon this card. You can only use 1 "Machina Megaform" effect per turn, and only once that turn. |
Megaform isn't really a useful monster on its own, but it is a great compliment to Fortress. Being a Level-8 monster means it can fulfill the entire cost of Special Summoning Fortress. Then if Fortress goes to the grave, you can revive Megaform and tribute it to Special Summon another Fortress.
![]() Raiden, Hand of the Lightsworn | LIGHT Warrior ★4 ATK 1700 / DEF 1000 |
Judgement Force [SR] Selection Box Vol.04 [SR] | |
During your Main Phase: You can send the top 2 cards of your Deck to the Graveyard, then if any "Lightsworn" monsters were sent to the Graveyard by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the Graveyard. |
![]() Charge of the Light Brigade | Normal Spell |
Judgement Force [SR] Selection Box Vol.04 [SR] | |
Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand. |
Sending cards from the deck to the grave activates Desperado Barrel Dragon's effect to search for another copy of itself, and Machina Fortress can be special summoned from the grave. The Lightsworn engine can mill your deck pretty fast, and having Raiden can also give you access to some synchros instead of going XYZ only.
![]() Rebirth of Parshath | Counter Trap |
Lords of Shining [R] | |
When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck. |
While the effect is quite costly, Rebirth of Parshath's negation is able to hit any type of effect and on top of that summon a free beater to your field. When you set rebirth of Parshath, remember to keep a Counter Trap onhand. If faced with the choice of setting Rebirth of Parshath or Ultimate Providence, set Rebirth of Parshath.
![]() Avenging Knight Parshath | LIGHT Fairy ★8 ATK 2600 / DEF 2100 |
Ranked Rewards [UR] | |
1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can target 1 face-up monster your opponent controls; change that target's battle position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Avenging Knight Parshath is a decent beater with a piercing effect. The battle position changing effect is also useful for exposing the weaker stat of enemy monsters.
![]() Debunk | Counter Trap |
Card Trader [SR] | |
When a monster effect is activated in the hand or Graveyard: Negate its activation, and if you do, banish it. |
Debunk is actually a pretty good counter to common graveyard effect techs; these are usually Tuners such as Spore, Glow-Up Bulb, Plaguespreader Zombie. Another thing you can negate are the fairly common Sphere Kuriboh and Kiteroid tech.
![]() 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. |
Lets you discard any card in your hand compared to using Ultimate Providence.
![]() Ultimate Providence | Counter Trap |
Crimson Kingdom [R] | |
When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy that card. |
Ultimate Providence can technically negate any type of effect if you have the right type of card onhand. It is also much cheaper to activate than Rebirth of Parshath.
![]() Arcana Force XIV - Temperance | LIGHT Fairy ★6 ATK 2400 / DEF 2400 |
Sartorius Kumar Unlock Event [SR] | |
During damage calculation, in either player's turn: You can discard this card; you take no Battle Damage from that battle. When this card is Summoned: Toss a coin and apply this effect. The effect lasts while this card is face-up on the field.● Heads: Halve all Battle Damage you take.● Tails: Halve all Battle Damage your opponent takes. |
Temperance is not worth summoning but he is a good survival option to keep on hand. Similar to Kiteroid, he reduces battle damage to 0 allowing you to survive lethal attacks. What makes him especially good in this deck is his searchability with Desperado Barrel Dragon. When you see your opponent preparing for an OTK by getting rid of Desperado, search Temperance.
![]() Ms. Judge | LIGHT Fiend ★4 ATK 1800 / DEF 600 |
Revolution Beginning [N] | |
If an opponent's card effect activates, before resolving that effect, toss a coin twice, and if the result is 2 Heads, negate that effect. You can only use this effect of "Ms. Judge" once per turn. |
Negates any opponent card effect but, since you can only use it once per turn and your opponent will see Ms. Judge on the field, the negation effect can easily be baited. Also, the negation effect uses 2 coin tosses, quickly burning through your Master of Destiny chances.
Therefore it is best to only summon Ms. Judge when you run out of Master of Destiny to be a decent beater onboard. The chance of negation can occasionally disrupt your opponent by forcing them to play around it.
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