[Skill] description | User |
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The Dragon Knight's Path Can be used by returning 1 monster in your hand to your Deck. Place 1 "Galloping Gaia" face-up on your Field Zone from your Deck. After using this Skill, you can only Special Summon the following monsters until the end of your next turn. This Skill will only activate if you begin the Duel with a Deck that has 8 or more “Gaia The Fierce Knight” monsters or Level 5 Dragon-Type monsters. This Skill can only be used once per Duel. - A Fusion Monsters that use “Gaia The Fierce Knight” monsters as its material. - “Gaia The Fierce Knight” monster - “Black Luster Soldier” monsters - Level 5 Dragon-Type monsters | Yami Yugi |
Black Luster Soldier - Envoy of the Beginning | LIGHT Warrior ★8 ATK 3000 / DEF 2500 |
Selection Box Vol.05 [UR] | |
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 LIGHT and 1 DARK monster from your Graveyard. Once per turn, you can activate 1 of these effects. ● Target 1 monster on the field; banish that target face-up. This card cannot attack the turn you activate this effect. ● If this attacking card destroys an opponent's monster by battle, after damage calculation: It can make a second attack in a row. |
Easily special summonable in this deck since there are LIGHT and DARK monsters. Its effect is pretty decent for either monster removal or as an OTK option.
Soldier Gaia The Fierce Knight | DARK Warrior ★8 ATK 2600 / DEF 2100 |
Rise of Gaia [UR] | |
(Quick Effect): You can Tribute 1 Dragon Fusion Monster; Special Summon this card from your hand. If this card is Special Summoned: You can target 1 Attack Position monster on the field; change it to Defense Position. You can Tribute this card; add 1 Level 7 or higher Warrior monster from your Deck to your hand, except "Soldier Gaia The Fierce Knight". You can only use each effect of "Soldier Gaia The Fierce Knight" once per turn. |
Having 1 in hand can be very important to help you dodge opponent's cards that can remove your Magical Knight fusion, or when your opponent has a monster with higher attack than your monster.
You can also use this card as a follow up attack. Just keep in mind that its effect to switch a monster to defense can be used on itself, so you'll want to remember not to activate it if your opponent has no monster and you want to do an attack.
If you have the field spell available, as well as another "Gaia the Fierce Knight" on your field, going for the second attack is essentially guaranteed since your opponent can't activate any cards due to the field spell, potentially securing the game quickly.
This can happen often if you are able to perform the usual fusion combo, then activate Dragon's Mirror as the second monster to be tributed for Magical Knight.
Gaia the Magical Knight | LIGHT Warrior ★7 ATK 2300 / DEF 2100 |
Rise of Gaia [SR] | |
(This card is always treated as a "Gaia The Fierce Knight" card.) If you control no monsters, or your opponent controls a monster with 2300 or more ATK, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can Special Summon 1 Level 5 Dragon monster from your hand or GY in Defense Position. You can only use this effect of "Gaia the Magical Knight" once per turn. |
Use the skill or field spell to help get both Magical Knight and Curse of Dragonfire to your hand. Then simply normal summon Magical Knight, bringing Curse to the field and activate its field effect (not the on-summon effect) to fuse into Magical Knight of Dragons.
After the first fusion, doing it again becomes easier since Cures of Dragonfire is in the grave, so you only need to use the field spell to search for another Magical Knight, unless you banished Curse using Dragon's Mirror.
Curse of Dragonfire | DARK Dragon ★5 ATK 2000 / DEF 1500 |
Burning Nova [SR] Selection Box Vol. 01 [SR] Rise of Gaia [SR] | |
If this card is Normal or Special Summoned: You can target 1 Field Spell Card on the field; destroy it. Once per turn: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control as Fusion Materials, including this card. |
Its on summon effect is useful if you go against decks that uses field spells like Triamids or Harpies, but this is mainly to be used with Magical Knight to fuse into Magical Knight of Dragons.
Gateway to Chaos | Field Spell |
Chaotic Compliance [SR] Master of Chaos [SR] Rise of Gaia [SR] | |
When this card is activated: Add 1 "Black Luster Soldier" Ritual Monster or 1 "Gaia The Fierce Knight" monster from your Deck to your hand. Each time a Monster Card(s) is sent from the hand or field to the Graveyard, place 1 Spell Counter on this card for each of those cards (max. 6). Once per turn: You can remove 3 Spell Counters from this card; add 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Gateway to Chaos" per turn. |
This is to help search for Magical Knight from deck to hand since it's important as the combo starter. Having this essentially means that you have more than 3 copies of Magical Knight in the deck.
The effect of getting a ritual spell isn't used at all, but the skill doesn't prohibit anyone from using Black Luster Soldier if you want to mix that in. However, the consistency can end up dropping quite a lot.
Galloping Gaia | Continuous Spell |
Rise of Gaia [SR] | |
Your opponent cannot activate cards or effects during the Battle Phase while "Gaia the Dragon Champion" is in your Monster Zone. You can activate 1 of the following effects. ● You can reveal 1 "Gaia The Fierce Knight" monster in your hand; add 1 Level 5 Dragon monster from your Deck to your hand. ● You can reveal 1 Level 5 Dragon monster in your hand; add 1 "Gaia The Fierce Knight" monster from your Deck to your hand. You can only use this effect of "Galloping Gaia" once per turn. |
It's a consistency booster to help get a better hand, but its effect is also pretty strong and useful. You can consider playing more than 1 in case your opponent has an answer to it, but you can reliably get it in the first turn through the skill.
Magical Knight and the 2 fusion monsters are considered as the monster that this field spell specifies. Allowing you to safely do as you please when you have them on the field and enters battle phase. Destroying monsters during battle phase won't even trigger their destruction effects.
Gaia the Magical Knight of Dragons | WIND Warrior ★7 ATK 2600 / DEF 2100 |
Rise of Gaia [UR] | |
1 "Gaia the Fierce Knight" monster + 1 Level 5 Dragon monster This card's name becomes "Gaia the Dragon Champion" while on the field. You can only use each of the following effects of "Gaia the Magical Knight of Dragons" once per turn. During the Main Phase (Quick Effect): You can target 1 other card on the field; this card loses exactly 2600 ATK, and if it does, destroy that card. When this card destroys an opponent's monster by battle: You can make this card gain 2600 ATK. |
In most situations, you'll always want to summon this whenever you can. Putting Curse of Dragonfire to the grave will end up making it easier to perform another fusion later on.
With the field spell available on the field, you have the security of knowing that your opponent can't activate anything during the battle phase. Destroying cards during the battle phase is the best time to do it since it won't end up activating the destroyed card.
You can reset its attack by using Chalice or Book of Moon on it, which is best used during your opponent's turn in case you want to use the destruction effect on your turn.
Sky Galloping Gaia the Dragon Champion | WIND Dragon ★7 ATK 2600 / DEF 2100 |
Burning Nova [SR] Selection Box Vol. 01 [SR] Master of Chaos [SR] Rise of Gaia [SR] | |
1 "Gaia The Fierce Knight" monster + 1 Dragon-Type monster This card's name becomes "Gaia the Dragon Champion" while it is on the field. If this card is Special Summoned: You can add 1 "Spiral Spear Strike" from your Deck or Graveyard to your hand. When this card declares an attack on an opponent's monster: You can change the battle position of that opponent's monster. |
If you play the deck without Spiral Spear Strike, then this is simply to have a monster that can switch enemy's battle position.
Its position switching effect works out quite well since most monsters don't have that high DEF. With the field spell active on your field, your opponent can't even respond to the battle.
Red-Eyes Flare Metal Dragon | DARK Dragon ★7 ATK 2800 / DEF 2400 |
Maximum Gustav [SR] Selection Box Vol.03 Mini [SR] | |
2 Level 7 monsters Cannot be destroyed by card effects while it has Xyz Material. While this card has Xyz Material, each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it. |
This deck doesn't play Red-Eyes for this to really have an impact, but its burn effect can add up, or if you just need the extra damage. Its good for when you don't really want to attack into your opponent if they play stall or cancerous decks.
Adreus, Keeper of Armageddon | DARK Fiend ★5 ATK 2600 / DEF 1700 |
Shark Fang [SR] | |
2 Level 5 monsters Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; destroy it. |
In the event that you get interrupted when normal summoning Magical Knight, but Curse of Dragonfire is left on the field. You can use the field spell to search for Darkflare Dragon. Special summon it so you can XYZ into Adreus.
Archfiend Eccentrick | LIGHT Fiend ★3 ATK 800 / DEF 1000 |
Selection Box Vol.01 Super Mini [UR] | |
Pendulum Effect You can target 1 other Spell/Trap Card on the field; destroy both it and this card. You can only use this effect of "Archfiend Eccentrick" once per turn. Monster Effect You can Tribute this card, then target 1 monster on the field; destroy it. You can only use this effect of "Archfiend Eccentrick" once per turn. |
Mostly to be used for a spell/trap removal, but it's also useful for turns where you have the advantage and your opponent keeps setting monsters.
Worst case scenario if you have a bad starting hand, you can at least set this monster to block an attack.
Spiral Spear Strike | Continuous Spell |
Yami Yugi at Lvl 33 [R] Yugi Muto (DSOD) at Lvl 7 [R] Duel Quest Event [R] PvP Duel: Turbo Duel Grand Prix [R] | |
If "Gaia The Fierce Knight", "Swift Gaia the Fierce Knight", or "Gaia the Dragon Champion" you control attacks a Defense Position monster, inflict piercing battle damage to your opponent. If "Gaia the Dragon Champion" inflicts battle damage with this effect: Draw 2 cards, then discard 1 card. |
1 copy of this can be considered since it can be searched for through Sky Galloping Gaia's effect. When it works, it gives a pretty big advantage and works well against opponents that end up playing defensively when you have the advantage.
Dark Armed, the Dragon of Annihilation | DARK Dragon ★7 ATK 2800 / DEF 1000 |
Chaotic Soldiers [UR] | |
2+ Level 7 monsters Once per turn, if you have exactly 5 DARK monsters in your GY, you can also Xyz Summon "Dark Armed, the Dragon of Annihilation" by using 1 Level 5 or higher DARK Dragon monster you control as material. You can detach 1 material from this card, then target 1 card your opponent controls; destroy it, then banish 1 card from your GY, also, this card cannot attack for the rest of this turn. |
Has a card removal effect that you can use multiple times in a turn, up to however many materials you use to make it. Needing to banish a card in your grave won't be a big issue since you can use it on the used spells/traps like MST/Monster Reborn.
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. |
The Gaia monsters, except for Soldier Gaia, are all level 7 monsters. If they ever get locked up, or if you want to make further plays for more card removals, you can XYZ them into Dracossack to destroy another card.
Keep in mind that its effect needs to summon 2 tokens, so you'll need to have 2 monster zones available. You can tribute one token and then use Dragon's Mirror to bring another fusion out.
This can be a risky play if you go against decks that can deal piercing damage as well, since they will just attack the 0 DEF token.
Gaia Dragon, the Thunder Charger | WIND Dragon ★7 ATK 2600 / DEF 2100 |
Infinite Ray [SR] | |
2 Level 7 monsters You can also Xyz Summon this card by using a Rank 5 or 6 Xyz Monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
Useful as a piercer, but using the Gaia monsters to XYZ into this is often not going to be worth. You get the most value out of this card if you rank up from a lower rank, which is only going to be from Adreus, but that doesn't happen often for this to be good.
Number 28: Titanic Moth | FIRE Insect ★7 ATK 2400 / DEF 2200 |
Shark Fang [R] | |
2 Level 7 monsters If you control no other monsters, this card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card inflicts battle damage to your opponent: You can detach 1 Xyz Material from this card; inflict 500 damage to your opponent for each card in their hand. |
Its effect only works when you have no other monsters, which are quite risky when most decks can simply remove 1 monster easily through cards like Malevolent Sin. Requiring 2 Gaia monsters for this is often not worth it as well, but can be good against defensive decks.
Noted By [HNF] IIINC:
Try to have at least 2-3 floodgates or removals when playing against Gandoras.
DDD’s suffer from having their scales broken and are at their weakest on the turn of using their Command of the Doom King as they can’t Orthos and only have two spell/trap zones left. Break their scales, floodgate (or even bottomless) their pendulum summons.
Tech out Book of Moon and other removals depending on what you see being ooayed
Noted By Ned Flanders:
Went on a 6 game winning streak from my Legend Rank 4 Rank Up Match to KOG with this deck. The title of the deck is abbreviated for KaibaCorpCup for November 2021 Top 500 for North America along with KOGs from October 2021 through January 2022. As for the deck itself, it is a pretty standard build. Dragon Ice is added just in case my opponent special summons a monster while I have no protection on the field (also good for fusion summoning with Dragon's Mirror).
Noted by Woakage:
Very typical Gaia deck, skill makes fusion super consistent. Oasis of dragon souls = summon Gaia from GY use effect and get another fusion. Essentially 5 Gaia cards for the fusion.
Noted by Ned Flanders:
Went on a 10 game winning streak from Legend Rank 4 to KOG with this deck. The title of the deck is abbreviated for KaibaCorpCup for November 2021 Top 500 for North America along with KOGs from October through December. As for the deck itself, it is a pretty standard build. Dragon Ice is added just in case my opponent special summons a monster while I have no protection on the field (also good for fusion summoning with Dragon's Mirror).
Noted By Plasmwindz:
"Use skill to have insane consistency with starting hand. Breakthrough skill and mst as disruption. You can use forbidden chalice and world chalice clash to reset gaia the magical knight of dragons attack.
Always look for one gaia the magical knight and one curse of dragons in starting hand."
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