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Ninja: deck recipe [Feb 15]

Duel Links Ninja deck, Ninja in the meta, how to use Ninja cards.
update 15/02/2023

Required Card Boxes

Main Deck

Extra Deck

Electric Overload Generation Next Galactic Origin Masters of Shadow Arena of Sanctuary Shining Hope Voltage of the Metal Infinite Ray Photons of Galaxy Sign of Harpies Eternal Stream Chaotic Soldiers Fantastic Arc

Example Deck

Standard Version

Ninja Grandmaster HanzoNinja Grandmaster HanzoNinja Grandmaster HanzoGrandtusk DragonYellow Dragon NinjaGarbage Lord
Garbage LordGarbage LordBlack Dragon NinjaMind ControlReinforcement of the ArmyMystical Space Typhoon
Mystical Space TyphoonMystical Space TyphoonBook of MoonBook of MoonHidden Village of Ninjitsu ArtsHidden Village of Ninjitsu Arts
Hidden Village of Ninjitsu ArtsIce Dragons PrisonCrackdownNinjitsu Art of Super-TransformationNinjitsu Art of Super-TransformationNinjitsu Art of Mirage -Transformation
Dark Rebellion Xyz DragonNumber C39: Utopia RayNumber 39: UtopiaBlade Armor NinjaNumber 70: Malevolent SinKnightmare Unicorn
Knightmare PhoenixLink Disciple----

Set Skill

[Skill] descriptionUser
Light and Dark
This Skill can be used when your Life Points decrease by 1000. Choose 1 of the following:
• Return 1 DARK monster from your hand to your Deck. Then, add from your Deck to your hand, 1 LIGHT monster with the same Level and Type as the monster you returned.
• Return 1 LIGHT monster from your hand to your Deck. Then, add from your Deck to your hand, 1 DARK monster with the same Level and Type as the monster you returned.
This Skill can only be used once per turn, and twice per Duel.
Umbra & Lumis
Umbra & Lumis

How to Use

Ninja Grandmaster Hanzo

Ninja Grandmaster Hanzo
Ninja Grandmaster Hanzo
DARK Warrior ★4
ATK 1800 / DEF 100
Masters of Shadow [UR]
When this card is Normal Summoned: You can add 1 "Ninjitsu Art" card from your Deck to your hand. When this card is Flip or Special Summoned: You can add 1 "Ninja" monster from your Deck to your hand, except "Ninja Grandmaster Hanzo".

When Ninja Grandmaster Hanzo is Normal Summoned, you can add 1 “Ninjitsu Art” card from your Deck to your hand.

  • Normal Summon Ninja Grandmaster Hanzo and search Ninjitsu Art Notebook or Armor Ninjitsu Art of Alchemy.

Ninjitsu Art Notebook is a Continuous Spell that, once per turn, allows you to Set 1 “Ninjitsu Art” Spell/Trap Card directly from your Deck by sending 1 “Ninja” monster from your hand to the Graveyard. You can use Notebook to Set Ninjitsu Art of Duplication, Transformation, or Super-Transformation, or you can use it in combination with Alchemy to draw through your deck.

  • Normal Summon Ninja Grandmaster Hanzo and search Ninjitsu Art of Duplication, Transformation, or Super-Transformation.

Grandtusk Dragon

Grandtusk Dragon
Grandtusk Dragon
EARTH Dragon ★8
ATK 1400 / DEF 2400
Mokuba Kaiba (DSOD) at Lvl 38 and 40 [SR]
If this card is Normal or Special Summoned: You can target up to 2 other cards on the field; destroy them, and if you do, this card gains 600 ATK for each card destroyed. You can only use this effect of "Grandtusk Dragon" once per turn.

Garbage Lord

Garbage Lord
Garbage Lord
DARK Fiend ★5
ATK 0 / DEF 2400
Duelist Road: World Duel Carnival Event [SR]
You can Special Summon this card (from your hand) by paying 2000 Life Points. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a DARK monster.

Dragon Ninjas

Yellow Dragon Ninja
Yellow Dragon Ninja
WIND Dinosaur ★8
ATK 3000 / DEF 1500
Masters of Shadow [SR]
Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn (Quick Effect): You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up field to the GY, then target up to 2 Spells/Traps on the field; destroy them.
Black Dragon Ninja
Black Dragon Ninja
DARK Beast ★7
ATK 2800 / DEF 1600
Electric Overload [R]
Selection Box Vol. 01 [R]
Cannot be Special Summoned, except with the effect of a "Ninja" monster or "Ninjitsu Art" card. Once per turn, during either player's turn: You can send 1 "Ninja" monster and 1 "Ninjitsu Art" card from your hand and/or face-up from your field to the Graveyard, then target 1 monster on the field; banish it. If this face-up card leaves the field: Special Summon as many monsters banished by this card's effect as possible to their owner's field(s).

Ninjitsu Arts

Hidden Village of Ninjitsu Arts
Hidden Village of Ninjitsu Arts
Field Spell
Masters of Shadow [R]
If a "Ninja" monster is Summoned to your field: You can target 1 "Ninja" monster or 1 "Ninjitsu Art" card in your GY; add it to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If a "Ninja" monster(s) or "Ninjitsu Art" card(s) you control would be destroyed by battle or an opponent's card effect, you can banish 1 "Ninja" monster from your GY instead. You can only use each effect of "Hidden Village of Ninjitsu Arts" once per turn.
Ninjitsu Art of Super-Transformation
Ninjitsu Art of Super-Transformation
Continuous Trap
Masters of Shadow [SR]
Activate this card by targeting 1 "Ninja" monster you control and 1 face-up monster your opponent controls; send them to the Graveyard, then Special Summon 1 Dragon, Dinosaur, or Sea Serpent-Type monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monster(s). When this card leaves the field, banish that monster.

Ninjitsu Art of Super-Transformation allows you to send 1 “Ninja” monster you control and 1 monster your opponent controls to the Graveyard, and then Special Summon 1 Dragon, Dinosaur, or Sea Serpent monster from your Deck whose Level is less than or equal to the combined original Levels of the sent monsters.

You do technically have to rely on your opponent when you are using this card, since the Level of their monster matters as well, but even Yellow Dragon Ninja, the highest level monster you can Summon using this card, is not that difficult to bring out.

  • Use Super-Transformation to Special Summon Yellow Dragon Ninja or Blue Dragon Ninja.

Yellow Dragon provides back row removal and a pretty decent amount of Attack, whereas Blue Dragon can be used to disrupt your opponent’s plays.

Ninjitsu Art of Mirage -Transformation
Ninjitsu Art of Mirage -Transformation
Continuous Trap
Masters of Shadow [N]
Tribute 1 "Ninja" monster, then target 1 monster in your opponent's GY; Special Summon it to your field. It is also treated as a "Ninja" monster while this card is face-up on the field. When this card leaves the field, send that monster to the GY. You can only activate 1 "Ninjitsu Art of Mirage-Transformation" per turn.

Techs

Reinforcement of the Army
Reinforcement of the Army
Normal Spell
Starter/Special Set Bundle Sale [UR]
Add 1 Level 4 or lower Warrior monster from your Deck to your hand.
Mind Control
Mind Control
Normal Spell
Selection Box Vol.06 [UR]
Target 1 monster your opponent controls; until the End Phase, take control of that target, but it cannot declare an attack or be Tributed.
Crackdown
Crackdown
Continuous Trap
Selection Box Vol.02 Super Mini [UR]
Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.

Extra Decks

Dark Rebellion Xyz Dragon
Dark Rebellion Xyz Dragon
DARK Dragon ★4
ATK 2500 / DEF 2000
Phantom of Rebellion [UR]
2 Level 4 monsters
You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.
Number C39: Utopia Ray
Number C39: Utopia Ray
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Infinite Ray [UR]
3 Level 4 LIGHT monsters
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
Number 39: Utopia
Number 39: Utopia
LIGHT Warrior ★4
ATK 2500 / DEF 2000
Shining Hope [UR]
2 Level 4 monsters
When any player's monster declares an attack: You can detach 1 Xyz Material from this card; negate the attack. When this card is targeted for an attack, while it has no Xyz Materials: Destroy this card.
Blade Armor Ninja
Blade Armor Ninja
WIND Warrior ★4
ATK 2200 / DEF 1000
Sign of Harpies [UR]
2 Level 4 Warrior-Type monsters
Once per turn: You can detach 1 Xyz Material from this card to target 1 "Ninja" monster you control; it can make a second attack during each Battle Phase this turn.
Number 70: Malevolent Sin
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.
Knightmare Unicorn
Knightmare Unicorn
DARK Fiend
ATK 2200 / DEF 3
Future Circuit [UR]
2+ monsters with different names
If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, 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 Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Knightmare Phoenix
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.
Link Disciple
Link Disciple
LIGHT Cyberse
ATK 500 / DEF 1
Link Revolution [R]
1 Level 4 or lower Cyberse monster
You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.

Skills Suggestion

  • The effect of Level Augmentation is permanent and it doesn’t start a chain, meaning that, even if the opponent has the toggle button set to “ON”, they won’t be able to activate anything in response to it, but you can only use this Skill once per Duel.
[Skill] descriptionUser
Level Augmentation
Reveal 1 monster in your hand and select 1 monster on your side of the field. The selected monster's level increase by the level of the monster you revealed. This Skill can only be used once per Duel.
Common
Common
Reinforcement
Can be used each time your Life Points decrease by 1500. Return 1 card from your hand to your Deck and draw a random Warrior-Type monster.
Common
Common

Weaknesses

  • Having to rely on Trap Cards in order to make any kind of play is a complete hindrance. Going 2nd against Dark Magician or any other deck that is capable of removing monsters from the board, which means any deck that runs Treacherous Trap Hole, is a death sentence. You could run Cosmic Cyclone, but, even though I can easily see that as being the optimal way to play this deck, it still feels clunky at times.

  • The effects of your monsters are strong and have to potential to be incredibly impactful, but they also require resources from specific places.

  • Targeting removal of any kind cannot deal with an Invoked Cocytus. No way to get over the monster, unless your opponent forgets to send Aleister the Invoker from their hand to the Graveyard.

  • Swarming the field can easily be punished by a Lava Golem.

Other Cards Option

Other Dragon Ninjas

Red Dragon Ninja
Red Dragon Ninja
FIRE Winged Beast ★6
ATK 2400 / DEF 1200
Dawn of Destiny [R]
When this card is Summoned: You can banish 1 "Ninja" or "Ninjitsu Art" card from your Graveyard to target 1 Set card your opponent controls; reveal that Set card, then return it to either the top or bottom of the Deck. Your opponent cannot activate the targeted card in response to this effect's activation. You can only use the effect of "Red Dragon Ninja" once per turn.

When Red Dragon Ninja is Summoned, you can banish a “Ninja” or a “Ninjitsu Art” card from your Graveyard to target a Set card your opponent controls and then return it to either the top or the bottom of their Deck; similarly to Fire Formation - Gyokkou your opponent can’t chain the card that was selected to Red Dragon Ninja’s effect, but they could still activate another card or effect in response to it and then chain the targeted card.

Red Dragon Ninja can essentially deal with the opponent’s back row and decide what the next card they’ll draw is going to be.

Ninjitsu Art Techs

Armor Ninjitsu Art of Alchemy
Armor Ninjitsu Art of Alchemy
Continuous Spell
Generation Next [SR]
If you control a face-up "Ninjitsu Art" card: Destroy all face-up "Ninjitsu Art" cards you control, then draw 2 cards.

Ninja decks tend to clog their Spell & Trap Card Zones very fast; Ninjitsu Art of Alchemy can help you get rid of the Continuous Traps that are not connected to any of your monsters anymore while also letting you draw two new cards.

Ninjitsu Art Notebook
Ninjitsu Art Notebook
Continuous Spell
Generation Next [R]
Once per turn: You can send 1 "Ninja" monster from your hand to the Graveyard; Set 1 "Ninjitsu Art" Spell/Trap Card directly from your Deck, except "Ninjitsu Art Notebook"

This Continuous Spell allows you to set a “Ninjitsu Art” Spell/Trap Card from your Deck by sending a “Ninja” monster from your hand to the Graveyard; you can set Ninjitsu Art of Alchemy and then activate it to draw two cards or you can just use it to set one of the two Continuous Traps.

Ninjitsu Art of Transformation
Ninjitsu Art of Transformation
Continuous Trap
Electric Overload [UR]
Activate this card by Tributing 1 face-up "Ninja" monster; Special Summon 1 Beast, Winged Beast, or Insect-Type monster from your hand or Deck whose Level is less than or equal to the Level the Tributed monster had on the field +3. When this card leaves the field, destroy that monster.

By Tributing 1 face-up “Ninja” monster you control, Ninjitsu Art of Transformation allows you to Special Summon 1 Beast, Winged Beast, or Insect monster from your hand or Deck whose Level is less than or equal to the Level of the Tributed monster +3.

  • Use Transformation to Special Summon Black Dragon Ninja or Red Dragon Ninja.

Black Dragon Ninja is able to banish monsters your opponent controls, whereas Red Dragon Ninja, upon being Summoned, allows you to return 1 Set card your opponent controls to either the top or the bottom of their Deck.

Ninjitsu Art of Duplication
Ninjitsu Art of Duplication
Continuous Trap
Electric Overload [N]
Tribute 1 "Ninja" monster; Special Summon any number of "Ninja" monsters from your Deck, in face-up Attack Position or face-down Defense Position, with combined Levels less than or equal to the Level of the Tributed monster. When this card leaves the field: Destroy those monsters.

Ninjitsu Art of Duplication is a Continuous Trap Card that is meant to be played in combination with the Skill Level Augmentation.

  • Normal Summon Hanzo, search Duplication, increase Hanzo’s Level by revealing ideally Yellow Dragon Ninja or Black Dragon Ninja.

After increasing its Level, if you activate Ninjitsu Art of Duplication by Tributing Hanzo, you will get to Special Summon multiple “Ninja” monsters from your Deck. There is a wide variety of monsters you can choose from, since, unlike Transformation and Super-Transformation, this Continuous Trap has no restriction.

[May 2020] KOG Notes

Magic


NinjaMagic
IGN: Magic, Skill: Reinforcements, Date Submitted: May 17

Note by Magic:

This deck is tier 0 IN MY OPINION, but tier 1 until tested against better decks from kc cup an mcs. This deck doesn’t lose to most deck that aren’t optimized sometimes even optimized it doesn’t lose. I went 18-0 with this deck in legend from leg 1 to leg 3 than lost twice than went 9-1 so in total from using this deck 27-3 today. The most problems this deck has is cards like Providence an void trap hole. Play around void by activating NOT your field spell upon a summon to if they void you (if you think they have void) when they activate it your field spell protects you. Reinforcements skill is a must it searched Hanzo. An brings back yellow dragon if you open it. An abyss to activate reinforcements skill if you need a hanzo HAVE FUN!

Comments

Hot New Top
Anonymous
I don't see any LIGHT monsters in this deck. How can you use the Light and Dark skill?
<< Anonymous
Anonymous Reply
Just use another skill
Anonymous
🔥 deck summoning black dragon ninja unlimited lopping again. It deserved a nerf.
<< Anonymous
Anonymous Reply
deck that can hardly win a duel vs tier decks doesn't deserve a nerf
Candend
Lol. Look at those boxes.
<< Anonymous(Candend)
Anonymous Reply
lol... and all these for a rogue deck that can hardly win a duel vs tier decks.
Anonymous
This deck is surprisingly very good, the next tournament is going to tell us how good is it.

Please, built the deck in order to counter Invokeds and Dark Magician. The rest of decks can be countered if you are careful.
<< Anonymous
Anonymous Reply
.....lol
<< Anonymous
Anonymous Reply
The deck's good, yeah, but countering Invoked and DM?
Anonymous
White Night Dragon is a 3000 ATK beater who negates Magic Circle and can be turboed out with Super Transformation, making him meta relevant right now. Better than running 2 Yellow Dragon Ninja at any rate.

The deck also needs to tech in an answer to Cocytus because all your monster/trap effects are targetting. Herald of the Abyss does the job, or Lava Golem could work - relying on Ninja Village to recycle your Ninjas and preserve your field presence.

If running My Monster Cards you'll have Hanzo in your starting hand 9/10 games, so the best opening is usually Hanzo > Notebook > use Notebook to discard a ninja to play Village (this also makes Villages protection effect "live"). This play gets your protection and resource recycling engine going, which is where all your +'s come from throughout the game. You'll also probably start with at least 1 backrow.

Super Polymerization is a much riskier opening because although the disruption effect is great - it's massively telegraphed by your search revealing it which makes it a CC magnet. Only lead with SP if you're up against a fast deck like Blackwings - otherwise Notebook > Village is a much safer play, and lets you search SP on turn 2.
<< Anonymous
Anonymous Reply
CC in the second turn is instant lose. But if you start you can summon black Ninja In the opponent draw phrase than banish yourself for protection. Duplication is not good. This page is outdated.
The field spell And Hanzo are the ace cards here that changed this deck.
<< Anonymous
Anonymous Reply
if you start with “transformation, field or notebook” + “Hanzo” (My Monster Card gives consistency) you get at least three banishes (that can be three protections or disruptions) plus destruction protection from the field and a 2800 monster. Second turn you’ll get more fuel because of the field.

I won a lot against Black Magician, Shiranui, etc. I think it’s tear 3 or close.
<< Anonymous
Anonymous Reply
White dragon ninja will NOT offer any protection from dark magical circle as it banishes cards but white dragon ninja protects spells/traps from being destroyed. My monster cards has also been nerfed
<< Anonymous
Candend Reply
He said "white night dragon" the one who is water dragon with 3000 ATK and 2500 DEF. Which can negate any spell/trap that targets it and can redirect opponent attack into it by sending 1 spell/trap on your field to GY. Not "white dragon ninja". It's not the part of ninja archetype. But you can special summon it via ninjutsu art traps.
Anonymous
Fun deck, forcing people to think
Candend
If only there's sanctum of parshath version of ninja archetype because protect it from being destroyed is not enough at least your ninjutsu art cards cannot be targeted as well.
Anonymous
Ninjas: Safe Zone is our ace card
Konami: **finger tenting**
<< Anonymous
Anonymous Reply
Cosmic Cyclone kills the protection lock
Anonymous
BRICK so hard
<< Anonymous
Anonymous Reply
The only brick thats so hard is that thing inbetween your ears. Use the my monster cards skill then you wont have a problem
<< Anonymous
Anonymous Reply
looool
<< Anonymous
Anonymous Reply
Bad news from the future. They are going to nerf my monster cards skill
Anonymous
This deck is trash. Absolutely every meta deck has ways around Super Transformation and backrow.

You lose as soon as the opponent plays or Return of Parsath or any other counter backrow card, which every deck is running tonnes of.

All your monsters blow up with your backrow, leaving your board empty.

What a pathetic archetype.
<< Anonymous
Anonymous Reply
Cosmic Cyclone

YOU LOSE!
<< Anonymous
Anonymous Reply
The field will protect against any backrow destruction and black Ninja will protect itself from cosmic cyclone, if Ninja deck start. Super transformation is just for fun and should not be used in the real deck.
<< Anonymous
Anonymous Reply
The field will protect against any backrow destruction and black Ninja will protect itself from cosmic cyclone, if Ninja deck start. Super transformation is just for fun and should not be used in the real deck.
Anonymous
Cosmic cyclone is a 🔥 and everyone has them. You lose your ninja they keep their monster and you getting attacked
<< Anonymous
Anonymous Reply
in a world with cosmic cyclone I know my ninja deck will never be meta. But I don't regret building it, I like it.
Anonymous
Pure Ninjas is really expensive for a deck with an unclear wincon. Might just be better off using Hanzo + Super Transformation in a Dragon deck to turbo out White Night Dragon.
<< Anonymous
Anonymous Reply
Yup, exactly.

Just like the good old days...

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