[Skill] description | User |
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The Tie that Binds Until the end of you turn, the ATK of all face-up monsters on your field increases by the number of monsters on your field times 100. This skill can only be used once per turn. | Common |
Salamangreat Gazelle | FIRE Cyberse ★3 ATK 1500 / DEF 1000 |
Soulburner at Lvl 23 [UR] | |
If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn. |
Main Combo Setup Core Card of Salamangreat Deck. Gazelle is a free summon Level 3 Salamangreat Monster while any Salamangreat Monsters sent to your Graveyard, then you can dump 1 Salamangreat Card from your Deck. This effect can helps you dump Salamangreat Monsters for Link Combo or Salamangreat Roar for Board Control. Overall, Gazelle is a powerful extender and searcher in this Deck.
Salamangreat Jack Jaguar | FIRE Cyberse ★4 ATK 1800 / DEF 200 |
Soulburner at Lvl 3, 11, and 30 [SR] | |
If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn. |
A Salamangreat monster with decent ATK stats with Piercing effect. Another great effect of Jack Jaguar will allows you to shuffle any Salamangreat monster including Extra Deck Salamangreat Monsters from the graveyard back into the Deck except another copy of itself, and if goes in the Deck Jack Jaguar can Special Summons itself from the graveyard.
Salamangreat Foxy | FIRE Cyberse ★3 ATK 1000 / DEF 1200 |
Soulburner [SR] | |
When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn. |
First effect which similars to Pot of Duality's search effect on its Normal Summon, or bring it back from the graveyard (with maybe pops a face-up backrow) by discarding 1 Salamangreat card which is good against Decks that strategy relies on a Field Spell or a Continuous Spell/Trap like Infernity or Dark Magician.
Salamangreat Falco | FIRE Cyberse ★4 ATK 1200 / DEF 1600 |
Link Revolution [R] | |
If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn. |
While Falco hits the graveyard, it can allows you to set any Salamangreat Spell/Trap from your Grave. You can also use its Second Effect to return 1 other Salamangreat monster to your hand (not for the Extra Deck) to special summon Falco itself. Keep in mind that you can only use 1 effect per turn.
Salamangreat Fowl | FIRE Cyberse ★4 ATK 1800 / DEF 1200 |
Link Revolution [R] | |
If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn. |
First effect is a combo extender while you have Normal or Special Summon 1 other Salamangreat monster to your Field (except Damage Step). The great one is Fowl's second effect which can freeze a backrow of your opponent control by send 1 "Salamangreat" card from your hand or face-up field and this effect is not limited to once per turn.
Salamangreat Meer | FIRE Cyberse ★2 ATK 800 / DEF 600 |
Link Revolution [R] | |
If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn. |
Another options combo extender when you didn't manage to draw out Gazelle. You can special summon Meer while it is added to your hand except by your normal draw with revealing itself from your hand. Or you can discard 1 other "Salamangreat" card to special summon itself, this effect may trigger other Salamangreat Monsters' effect for combo play.
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 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.
Salamangreat Circle | Quick Spell |
Link Revolution [SR] | |
Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn. |
A Quick-Play Spell Main Searcher of Salamangreat Deck. Salamangreat Circle's second effect also helps your Salamangreat Link Monster for immunization from monster effects like Galaxy-Eyes Cipher Dragon, Galaxy-Eyes Full Armor Photon Dragon or Galaxy-Eyes Cipher Blade Dragon.
Salamangreat Sanctuary | Field Spell |
Soulburner [SR] | |
If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn. |
Searchable by Salamangreat Balelynx when it is Link Summoned. Mainly used for allowing you to once per turn Link Summon a Salamangreat Link Monster using only another copy of itself as material which you can unlock the another effect of one of your Salamangreat Link monsters for free once per turn. The healing effect is another optional effect for LP Gaining.
Salamangreat Roar | Counter Trap |
Soulburner at Lvl 21 [UR] | |
When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn. |
A Powerful Cyberse version "Infernity Barrier" without 0 hand card condition restrict while you control a Salamangreat Link Monster. It can be recycled easily by using Falco or Sunlight Wolf effect which gives you powerful board control for each turn.
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.
World Legacy Whispers | Continuous Trap |
Braver Victory [R] | |
When this card is activated: You can target 1 Level 5 or higher monster on the field; it gains 1000 ATK/DEF until the end of this turn. Negate any opponent's Spell effect that activates in the same column as a "Mekk-Knight" monster you control. |
Level 5 or Higher monster 1000 ATK Booster Effect with Spell Negating Effect whose effects resolve in the same column as a Mekk-Knight you control.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] Selection Box Vol.03 Mini [UR] [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 an anti-Graveyard interaction tech, intended to hinder Decks that activate a ton of effects from the graveyard. It's best to activate this at the start of the opponent's turn, so make sure to toggle Chain to "ON" and activate Abyss Dweller's effect during the opponent's Draw Phase.
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 suppression, 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 Mekk-Knight or Synchro Decks. But most of the time, just Roach's presence on the field is enough to deter the opponent from making big monsters.
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.
Salamangreat Sunlight Wolf | FIRE Cyberse ATK 1800 / DEF 2 |
Soulburner at Lvl 7, 14, and 18 [UR] | |
2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn. |
A Link 2 Salamangreat Monster with 1800 ATK stats with powerful recycling effect. If a monster is Normal or Special Summoned to a zone it points to, you can add any FIRE monster back from your Grave which means you can recycle Gazelle or any other Salamangreat monster but you cannot summon monsters with the same name for the rest of the turn.
When a Sunlight Wolf summoned using another copy of itself will lets you add a Salamangreat Spell/Trap from the grave back to your hand for free every turn, which means that as long as you have 1 Roar in rotation the opponent will have to deal with it every single turn.
Salamangreat Balelynx | FIRE Cyberse ATK 500 / DEF 1 |
Soulburner [UR] | |
1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn. |
A free Salamangreat Sanctuary Searcher while it is Link Summoned. While Balelynx is in your Grave, you can banish this card to protect a Salamangreat card from being destroyed by battle or card effect.
Security Dragon | LIGHT Cyberse ATK 1100 / DEF 2 |
Selection Box Vol.02 Super Mini [SR] | |
2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn. |
A Link 2 Monster with Compulsory Evacuation Device's effect while Security Dragon is co-linked which is great combo disruptive tech to your opponent.
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