“U.A.”, short for “Ultra Athlete”, is an archetype of EARTH Warrior-Type monsters that share the effect of Special Summoning themselves by returning another “U.A.” monster from the field to the hand; there is only one Level 4 or lower “U.A.” monster in the entire archetype, U.A. Midfielder, so he is the only one that can be Normal Summoned naturally.
There are two types of “U.A.” monsters, the offensive ones (U.A. Mighty Slugger, U.A. Rival Rebounder, U.A. Dreadnought Dunker and U.A. Playmaker) and the defensive ones (U.A. Perfect Ace, U.A. Goalkeeper and U.A. Blockbacker), but the 14th Main Box unfortunately features only the formers.
In the TCG the strategy of the deck was to utilize the offensive “U.A.” monsters and then switch to the defensive ones during the Main Phase 2, but in Duel Links we don’t have another Main Phase after the Battle Phase.
We still lack a few monsters and a lot of the Spell/Trap Cards that would make the archetype actually very good for Duel Links, but “U.A.” is already playable; it suffers from the same problems it suffered from in the TCG, but it’s able to overwhelm the opponent with high ATK monsters and powerful effects.
As I said, U.A. Midfielder is the only “U.A.” monster you can Normal Summon naturally, so he is a very important card; ideally you want to start with him in your hand, which is also why Restart is possibly the best option when it comes to Skills.
Midfielder’s secondary effect also allows you to return another face-up “U.A.” monster on the field to the hand and then Special Summon a “U.A.” monster from the hand with a different name from the returned monster; this effect gets around the “once per turn” restriction each “U.A.” monster has on its primary Special Summoning effect.
Since Midfielder has less than 1500 ATK, you can add it from the Deck to your hand with Sangan’s effect; unfortunately we don’t have U.A. Perfect Ace and U.A. Goalkeeper yet, but they could be added to your hand too.
When U.A. Mighty Slugger declares an attack your opponent cannot activate cards or effects until the end of the Damage Step, which means that Sphere Kuriboh, Amazoness Onslaught, Wall of Disruption and even Drowning Mirror Force are all useless against him;
Mighty Slugger not only prevents the activation of Spell/Trap Cards, just like Ancient Gear monsters, he also prevents the activation of card effects.
Mighty Slugger is a Level 5 monster, which means he can be Special Summoned from the hand or Graveyard with Feast of the Wild LV5, but the Spell Card is honestly not worth running without the other Level 5 monster in the archetype, U.A. Perfect Ace.
Feast of the Wild LV5 negates the effects of the monsters it Special Summons, but you would still be able to tag them out, because the effect activated in the process is the one of the monster in your hand; the most important thing is to get a “U.A.” monster on the field.
U.A. Rival Rebounder’s secondary effect allows you to Special Summon another “U.A.” monster from your hand or Graveyard when he is Special Summoned during the opponent’s turn or Normal Summoned. Normal Summoning this card is not that difficult, if you’re using Cyber Style: once you have taken 1000 Life Points of damage, you can activate the Skill and tribute one Proto-Cyber Dragon to get this on the field and then activate the effect.
Thanks to Rival Rebounder you can get even U.A. Dreadnought Dunker, the Level 7 monster, on the field quite easily.
In the Restart Version, Rival Rebounder is limited to one copy because he is obviously more difficult to Normal Summon; you could utilize Soul Exchange or Mausoleum of the Emperor, but the former can easily be negated by Wiz and forces you to skip the Battle Phase, whereas the latter occupies the Field Spell Zone and would probably fit better in the Cyber Style Version.
The highest level “U.A.” monster that is worth using so far; U.A. Dreadnought Dunker is a 2500 ATK monster with piercing damage and the ability to destroy a card your opponent controls whenever he inflicts damage.
Without U.A. Powered Jersey, there is definitely a lot less you can do with this card (even though the game is probably not ready of it), but overall it’s still worth running at at least one copy since it can be searched by U.A. Stadium.
Hey, Trunade! is a typical card is decks that try to go for quick OTKs, it’s very good at what it does, but the opponent can still chain a Continuous Trap and keep it on the field.
Cosmic Cyclone is a Quick-Play Spell and it banishes the card it targets; you can use it on your own Treacherous Trap Hole in order to be able to use a second one in the same duel, you can banish Onslaught thus preventing Endless Trap Hell from shuffling it back into the deck or adding it back to the hand or you could even target a Gem-Knight Fusion, so that your opponent won’t be able to add it back to the hand. Cosmic Cyclone has good synergy with the Skill Cyber Style, but how good this particular version of the deck will be depends on how the new Main Box will affect the meta.
Backrow removal may seem redundant when you have a monster like U.A. Mighty Slugger that has a better version of the typical “Ancient Gear” effect, but it may prevent cards like Treacherous from being used before he’s able to declare an attack.
U.A. Stadium is the Field Spell of the archetype and it has two effects: one that activates if a “U.A.” monster is Normal Summoned and one that activates if a “U.A.” monster is Special Summoned.
You can Normal Summon U.A. Midfielder or Tribute Summon for any of your higher level monsters and get a monster to tag them out for right away.
Not only the ATK boost stays even if the card is banished by a Cosmic Cyclone or destroyed by a Donpa, Marksman Fur Hire or Atlantean Heavy Infantry, it’s also permanent as long as that monster stays face-up on the field.
A Continuous Trap Card that banishes a monster that battle with a “U.A.” monster at the start of the Damage Step: sounds familiar?
U.A. Penalty Box unfortunately cannot Special monsters from the hand and its banishing effect lasts only until the 2nd End Phase of the opponent, but, if it ends up in the Graveyard, you can banish it to add a “U.A.” Spell/Trap Card to your hand (U.A. Stadium); thanks to the secondary part of the effect, you can still run Treacherous Trap Hole with this freely.
The deck runs only one other Trap Card that can even be banished from the Graveyard with its own effect, so Treacherous Trap Hole seems like an obvious choice here.
Despite the fact that the Skill will suffer from some changes soon, it is undeniably still very good at what it’s meant to do: getting over monsters you wouldn’t be able to and push for some OTKs; most of the times you won’t have U.A. Midfielder on the field, so all monsters should benefit from Beatdown! anyway,
Depending on how the new Main Box will affect the meta, this may or may not be the best skill to pair with this deck. Cyber Style allows you to get up to three copies of Proto-Cyber Dragon that you can tribute to summon you high level “U.A.” monsters.
It’s too early to say what will happen to this deck after Donpa, Marksman Fur Hire and Dyna, Hero Fur Hire end up in the Forbidden/Limited List, but it looks like the main idea would be to add one more copy of Wiz, Sage Fur Hire to the standard version of the deck.
The deck is still threatening and the Fur Hire Sage can negate the activation of some of the main cards that make the deck function (U.A. Penalty Box and U.A. Stadium), but, if it doesn't manage to do so, U.A. Dreadnought Dunker can get over it, even if it’s in Defense Position, after the 500 ATK boost from Stadium is applied and Penalty Box can straight up banish it.
If you are usually summoning a single monster per turn, it’s easy to say that Spellbook of Fate would be enough to mess up the deck, but you still have backrow removal and Treacherous Trap Hole to protect yourself from this deck; additionally U.A. Penalty Box can get rid of Silent Magician without summoning the Silent Magician LV8.
If U.A. Penalty Box is on the field, your opponent will not be able to attack your monsters with Masked HERO Anki and search a Mask Change, but Masked HERO decks can run Cosmic Cyclone to get rid of the Continuous Trap. Treacherous Trap Hole and Sphere Kuriboh can play a big factor since they can avoid OTKs.