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.
Time Wizard | LIGHT Spellcaster ★2 ATK 500 / DEF 400 |
Joey Wheeler [SR] | |
Once per turn: You can toss a coin and call it. If you call it right, destroy all monsters your opponent controls. If you call it wrong, destroy as many monsters you control as possible, and if you do, you take damage equal to half the total ATK those destroyed monsters had on the field. |
With Master of Destiny active, Time Wizard's removal effect is arguably even better than Desperado Barrel Dragon's. Desperado makes you toss a coin 3 times quickly burning through all your Master of Destiny chances, while Time Wizard only needs one coin toss to destroy all your opponent's monsters. And while Desperado can only destroy face-up monsters, Time Wizard destroys all monsters regardless of position.
This makes Time Wizard a good comeback option if your opponent's field is filled with monsters. Search Time Wizard when Desperado is sent to the graveyard and you still have Master of Destiny active.
Kryuel | DARK Fiend ★4 ATK 1000 / DEF 1700 |
Tag Duel Event Tour Guide's Mission Bingo Event | |
When this card is sent to the Graveyard as a result of battle, toss a coin and call it. If you call it right, destroy 1 monster on your opponent's side of the field. |
Kryuel has simple destruction removal effect upon being destroyed by battle. However, it should be noted that this effect does not target so it can bypass some protection effects.
You can crash Kryuel into an opponent's monster to manually activate its effect.
Sasuke Samurai #4 | WIND Warrior ★4 ATK 1200 / DEF 1200 |
Joey Wheeler (DSOD) Lvl 30 [UR] | |
If this card battles a monster, toss a coin and call heads or tails before damage calculation. If you call it right, destroy the opponent's monster with this effect. |
Sasuke Samurai #4 is another monster with a non-targeting destruction removal effect. Unlike Kryuel, Sasuke Samurai does not need to be detroyed by battle to use its effect so it is objectively better.
Necrovalley | Field Spell |
Dark Dimension [UR] | |
All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard. |
The deck doesn't rely on the graveyard that much aside from Super Team Buddy Force Unite, so using this can negatively affect your opponent more.
Cup of Ace | Normal Spell |
Standard Duelist [N] | |
Toss a coin: ● Heads: Draw 2 cards. ● Tails: Your opponent draws 2 cards. |
Master of Destiny literally turns Cup of Ace into Pot of Greed, drastically increasing this Deck’s consistency and allowing you to reliably draw into Desperado Barrel Dragon. The resource gain lets you effectively use costly yet powerful Counter Traps such as Rebirth of Parshath and Ultimate Providence.
Fiend Comedian | Normal Trap |
Sartorius Kumar Lvl 45 [UR] | |
Toss a coin and call it. If you call it right, all of your opponent's cards in the Graveyard are removed from play immediately. If you call it wrong, send a number of cards equal to the number of cards in your opponent's Graveyard from your Deck to your Graveyard. |
A great tech against graveyard effects and to prevent your opponent from recycling cards. If Master of Destiny is active, always call heads. However, this card can be risky to use without Master of Destiny because, unlike other decks, this deck cannot make use of graveyard setup.
Head Judging | Continuous Trap |
Joey Wheeler (DSOD) Unlock Event - Memories of a Friend [UR] | |
When a monster on the field activates its effect: You can make the activating player toss a coin and call it. If they call it right, send this card to the GY. If they call it wrong, negate that effect's activation, and if you do, change control of that monster to their opponent. You can only use this effect of "Head Judging" once per turn. |
The wording of this card's effect is kind of confusing but essentially the player who owns the monster gets to call the coin toss. Also, since the opponent tosses the coin in response to their monster's effect, this doesn't use up Master of Destiny.
Activate Head Judging in response to an opponent's powerful monster effect. You get a chance to negate their monster effect and steal the monster. This also applies when your monster's effect is activated, but as long as you still have Master of Destiny active you should be fine.
The Synchro Extra Deck mostly consists of Level-7s you can summon with Black Salvo.
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 has decent stats and a cost-effective removal effect. Summon it by using Fortress and O-Lion as materials.
Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
Simple on-demand single target removal, on a monster with good attack stats.
Black Rose Dragon | FIRE Dragon ★7 ATK 2400 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn. |
Summon Black Rose Dragon and use its effect to break the enemy board and get rid of their entire setup.
Shiranui Squiresaga | FIRE Zombie ★7 ATK 2100 / DEF 0 |
Soul of Resurrection [UR] | |
1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these. ● Zombie: You can have all monsters you control gain 300 ATK. ● FIRE: You can destroy 1 Spell/Trap on the field. ● Synchro: You can destroy 1 monster on the field. |
Summon Shiranui Squiresaga and banish it with its own effect, similar to how Diamond Dire Wolf is used. This lets you get rid of two cards from the opponent's field (1 monster and 1 backrow) while also giving all your other monsters a slight ATK boost.
PSY-Framelord Zeta | LIGHT Psychic ★7 ATK 2500 / DEF 1800 |
Future Horizon [R] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn: You can target 1 Special Summoned monster your opponent controls in face-up Attack Position; banish both that monster and this card from the field, but return them in your next Standby Phase. If this card is in your Graveyard: You can target 1 other "PSY-Frame" card in your Graveyard; return this card to the Extra Deck, and if you do, add that target to your hand. |
Zeta's effect can be used again and again after it comes back to effectively serve as non-destruction removal until you get a proper out to the enemy monster. The removal also has an anti-Xyz utilty to it, because Xyz monsters banished by this lose all their materials.
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] | |
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. |
Samurai Destroyer is a beater that protects itself during battle. It also has a floating effect which can target most of the monsters in your Deck for revival. Samurai Destroyer can even revive itself if it goes to the graveyard.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Coral Dragon is a good general purpose monster to make. Like many of your Synchro monsters, Coral Dragon offers simple targeted removal. However, the advantage of choosing Coral Dragon over other Synchro option is it gives you a free draw upon leaving the field.
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. |
The graveyard recovery effect upon summon makes Musashi a cost-effective Synchro to make early game, while you don't have Spell/Traps in the graveyard. While on the field, Musashi is used as like a 2300 beater that's also a above average DEF wall.
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. |
Stealth Ninja can poke the opponent while also acting as a wall. You don't run too many Spell/Traps so you're likely to activate the direct attack effect a couple of times early game. Even if you already have some Spell/Traps in the graveyard, Stealth Samurai is still annoying to deal with, being 2800 DEF wall that comes back when blown up.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
Star Eater's effect compensates for this deck's lack of backrow removal similar to Samurai Destroyer. But instead of preventing your opponent from activating effects, Star Eater makes itself immune to all effects during battle.
Mecha Phantom Beast Dracossack | WIND Machine ★7 ATK 2600 / DEF 2200 |
Sign of Harpies [UR] | |
2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect. |
Draccosack is a self sufficient boss monster that's effective even outside of its archetype. It both good offense and defense with its decent stats, inherent protection from destruction, and a targeting removal effect. It also generate its own effect costs, so you don't need to invest any more resources on Dracossack after summoning it.
However, due to limited monster zones, Dracossack needs to be the only monster on board to maximize its token generating.
Gear Gigant X | EARTH Machine ★4 ATK 2300 / DEF 1500 |
Voltage of the Metal [UR] | |
2 Level 4 Machine-Type monsters Once per turn: You can detach 1 Xyz Material from this card; add 1 Level 4 or lower Machine-Type monster from your Deck or Graveyard to your hand. When this card leaves the field: You can target 1 Level 3 or lower "Geargia" monster in your Graveyard; Special Summon that target. |
Gear Gigant is a great addition to Machine Decks because it provides generic Type-wide searching for the low-Level Machines. With this you can easily fetch combo pieces like Black Salvo and Gearframe. For a powerhouse option, you can fetch Hang on Mach.
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.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] Selection Box Vol.03 Mini [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.
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.
Gagaga Samurai | EARTH Warrior ★4 ATK 1900 / DEF 1600 |
Shining Hope [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to Defense Position, and if you do, change the attack target to this card and perform damage calculation. |
After clearing the enemy board with your many removal effects you can use Gagaga Samurai to attack directly twice, dealing a total of 3800 damage.
Number 68: Sanaphond the Sky Prison | DARK Rock ★8 ATK 2100 / DEF 2700 |
Infinite Ray [R] | |
2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs. |
Between Desperado and Wisel, you have a good amount of self Special Summoning Level-8s. With this you can make Sanaphond for potential 3000+ ATK beater. Its activated effect also gives it protection from destruction effects and more importantly great graveyard control.
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.
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) |