Now that we have three copies of Gren Maju Da Eiza available, this deck has significantly improved, having a more reliable alternative victory condition that might actually present itself multiple times after it has already been dealt with. Pumpkin Carriage and Gren Maju da Eiza being Level 3 allows this deck to run Psychic Wheeleder together with a pretty threatening Extra Deck, giving it a lot of versatility that it was previously lacking.
[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 |
Golden Castle of Stromberg | Field Spell |
Dimension of the Wizards [R] | |
Once per turn, during your Standby Phase, you must banish 10 cards from the top of your Deck face-down (this is not optional), or this card is destroyed. During your Main Phase: You can Special Summon 1 monster from your Deck that specifically lists the card "Golden Castle of Stromberg" in its text. You cannot Normal Summon/Set the turn you activate this effect (even if this card leaves the field). You can only use this effect of "Golden Castle of Stromberg" once per turn. When your opponent's monster declares an attack: Destroy the attacking monster, and if you do, inflict damage to your opponent equal to half the ATK that monster had on the field. |
Once per turn, Golden Castle of Stromberg allows you to Special Summon from your Deck a monster that specifically lists “Golden Castle of Stromberg” in its text. Use this effect to Special Summon Prinzessin or Glife the Phantom Bird. If you do activate this effect, you can’t Normal Summon or Set during this turn and you can’t activate another Golden Castle of Stromberg to Special Summon another monster either.
If an opponent's monster declares an attack while Golden Castle of Stromberg is face-up on your side of the field, that monster is destroyed and your opponent takes damage equal to half its ATK. Since this is a Continuous Effect, Samurai Destroyer and Armades, Keeper of Boundaries are not able to prevent it.
During your Standby Phase, Golden Castle of Stromberg will banish the top ten cards of your Deck face-down. If you are unable to pay the cost, the Field Spell will automatically be destroyed and no card will be banished.
These cards form a three-card combo that can be initiated by simply activating Golden Castle of Stormberg. Prinzessin Special Summons Pumpkin Carriage, and Pumpkin Carriage allows her to attack directly with 1300 ATK.
Optionally, you can give Glass Slippers to an enemy monster for a 1000 ATK debuff. But only do this if you have another monster that can do the beatdown. Glass Slipper returns to Prinzessin after the enemy monster it was attached to is destroyed.
Pumpkin Carriage has the secondary effect of protecting Stormberg from enemy removal. But it can still self destruct or be banished without targeting.
Prinzessin | LIGHT Fairy ★4 ATK 300 / DEF 600 |
Dimension of the Wizards [R] | |
If this card is Normal or Special Summoned: You can Special Summon 1 "Pumpkin Carriage" from your hand or Deck, then, if "Golden Castle of Stromberg" is in a Field Zone, you can equip 1 "Glass Slippers" from your Deck to this card. You can only use this effect of "Prinzessin" once per turn. When this card inflicts battle damage to your opponent by a direct attack: You can target 1 "Glass Slippers" equipped to this card and 1 face-up monster on the field; equip that "Glass Slippers" to that target. |
Pumpkin Carriage | EARTH Plant ★3 ATK 0 / DEF |
Dimension of the Wizards [N] | |
"Prinzessin" you control can attack directly. Your opponent cannot target "Golden Castle of Stromberg" you control with card effects, also it cannot be destroyed by card effects. |
Glife the Phantom Bird | WIND Winged Beast ★4 ATK 1500 / DEF 1500 |
Dimension of the Wizards [SR] | |
You can discard this card; add 1 "Golden Castle of Stromberg" from your Deck to your hand. If this card is Normal or Special Summoned: You can target 1 card in your opponent's Spell & Trap Zone; destroy it. You can only use this effect of "Glife the Phantom Bird" once per turn. |
You can Special Summon Glife the Phantom Bird from your Deck via Golden Castle of Stromberg’s effect or simply Normal Summon it. If it’s Summoned, Glife will allow you to target and destroy a card in your opponent’s Spell & Trap Zone.
By discarding it, Glife the Phantom Bird also allows you to search Golden Castle of Stromberg, which is, as you may have already noticed, quite an important card. Glife notably increases the consistency of this deck while also providing situational back row removal.
Gren Maju Da Eiza | FIRE Fiend ★3 ATK ? / DEF ? |
Pick-a-Gift Campaign! [SR] | |
This card's ATK and DEF are each equal to the number of your removed from play cards x 400. |
Stormberg banishes a ton of cards from your deck every one of your Standby Phases. Effectively, giving Gren Maju De Eiza 4000 ATK every turn. Being able to casually Normal Summon a monster with 4000 or 8000 ATK and DEF, even if it has pretty much no protection, is nothing to scoff at. This Level 3 Fiend-Type monster represents an alternative victory condition that your opponent may not be prepared for, especially after dealing with Prinzessin and your Field Spell.
Psychic Wheeleder | EARTH Psychic ★3 ATK 600 / DEF 0 |
Dimension of the Wizards [UR] | |
If you control a Level 3 monster other than "Psychic Wheeleder", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Wheeleder" once per turn this way. If this card is sent to the GY as Synchro Material: You can target 1 monster on the field with less ATK than the Synchro Monster that used this card as material; destroy it. You can only use this effect of "Psychic Wheeleder" once per turn. |
Once per turn, if you control a Level 3 monster, you can Special Summon Psychic Wheeleder from your hand. You can Normal Summon Pumpkin Carriage or Gren Maju da Stromberg, Special Summon Wheeleder and Summon a Level 6 Synchro from your Extra Deck.
Alternatively, you can Special Summon Pumpkin Carriage via Prinzessin or directly via Golden Castle, Special Summon Wheeleder and Summon a Level 6 Synchro (using Carriage and Wheeleder), a Level 7 Synchro (using Prinzessin and Wheeleder), or a Level 10 Synchro (using Prinzessin, Carriage and Wheeleder).
Iron Cage | Continuous Spell |
Dimension of the Wizards [R] | |
When this card is activated: Send 1 monster you control to the GY, or, if "Golden Castle of Stromberg" is in a Field Zone, you can send 1 monster your opponent controls to the GY, instead. Once per turn, during your Standby Phase: You can target the monster that was sent to the GY by this card's effect; destroy this card, and if you do, Special Summon that monster to your field. You can only activate 1 "Iron Cage" per turn. |
Only useful if Stormberg is present. Use this to remove an enemy monster then later steal it.
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. |
Black Rose Dragon is the type of monster that doesn’t really need an introduction: it can instantly reset the board and that’s exactly why it’s here. A Set monster and three Set Spell/Trap Cards? I’ll hit the big red button.
Archfiends Call | DARK Fiend ★6 ATK 2500 / DEF 1200 |
Raid Duel - The Flame of Vengeance: Ccapac Apu! [SR] | |
1 Tuner + 1+ non-Tuner monsters This card's name becomes "Summoned Skull" on the field, but is still treated as an "Archfiend" card. Your opponent cannot target any "Summoned Skull" you control with card effects. If this Synchro Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY. |
If you need a beater with self-protection, make Archfiend's Call. Protection from targeting is good and should be enough to deter most removal effects. And the 2500 base ATK is stands above most Level-6 Synchros.
Brionac, Dragon of the Ice Barrier | WATER Dragon ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
Brionac, Dragon of the Ice Barrier allows you to return any number of cards your opponent controls to their hand by discarding the same number of cards.
Naturia Barkion | EARTH Dragon ★6 ATK 2500 / DEF 1800 |
Infernity Destruction [SR] Selection Box Vol. 03 [SR] | |
1 EARTH Tuner + 1 or more non-Tuner EARTH monsters During either player's turn, when a Trap Card is activated: You can banish 2 cards from your Graveyard; negate the activation, and if you do, destroy it. This card must be face-up on the field to activate and to resolve this effect. |
Pumpkin Carriage and Psychic Wheeleder being EARTH monsters gives you access to Barkion. With this on the field, you effectively lock the opponent out of using any Traps.
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. |
Can keep your opponent's monster perpetually banished until you get a proper out to it.
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’s ability to shut down your opponent’s cards and effects is exactly what you need to close out a Duel sometimes.
Number 47: Nightmare Shark | WATER Fish ★3 ATK 2000 / DEF 2000 |
Reginald Kastle Unlock Event [UR] | |
2 Level 3 monsters When this card is Special Summoned: You can attach 1 Level 3 WATER monster from your hand or your side of the field to this card as an Xyz Material. Once per turn: You can detach 1 Xyz Material from this card, then target 1 WATER monster you control; this turn, that monster can attack your opponent directly, also other monsters cannot attack. |
To add to your direct attacking capabilities, you can run Nightmare Shark in your Extra Deck. You should have no problem making Nightmare Shark due to running multiple Level-3 monsters.
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. |
Malevolent Sin is an anti-Xyz tech. Summon Malevolent Sin and use its effect to temporarily banish an enemy Xyz monster. The Xyz monster will return with no materials attached to it.
[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 |
Iron Hans | EARTH Warrior ★4 ATK 1200 / DEF 800 |
Dimension of the Wizards [R] | |
If this card is Summoned: You can Special Summon 1 "Iron Knight" from your Deck, also if "Golden Castle of Stromberg" is not in a Field Zone when this effect resolves, you cannot Special Summon monsters from the Extra Deck for the rest of this turn. You can only use this effect of "Iron Hans" once per turn. Gains 1000 ATK for each "Iron Knight" you control, while "Golden Castle of Stromberg" is in a Field Zone. |
Iron Hans is a great Rank-4 enabler if you have Stormberg present. Otherwise, he's just a 2200 ATK beater that searches a floater.
Iron Knight | EARTH Warrior ★4 ATK 1700 / DEF 700 |
Dimension of the Wizards [R] | |
Loses 1000 ATK while you control "Iron Hans". If this card on the field is destroyed by battle or sent to the GY by a card effect: You can add 1 "Iron Hans" from your Deck to your hand, or, if "Golden Castle of Stromberg" is in a Field Zone, you can add 1 Warrior monster from your Deck to your hand, instead. You can only use this effect of "Iron Knight" once per turn. |
Iron Knight pairs with Iron Hans as Xyz material. With Stormberg on the field, Iron Knight should prioritize searching Golden Homunculus.
Golden Homunculus | LIGHT Warrior ★6 ATK 1500 / DEF 1500 |
Duel Island -Gladiator [SR] Tour Guide's Mission Bingo Event [SR] Ranked Rewards [SR] | |
This card gains 300 ATK and DEF for each of your banished cards. |
Essentially the same as Gren Maju De Eiza but requires a tribute to summon and gains stats at a slower rate. When 10 cards are banished, Golden Homonculus beats Gren Maju by only 500 ATK, but when 20 cards are banished Golden Homunculus loses by 500 ATK. The only reason we run this card is to have a searchable huge beater as alternative victory condition.
Rose Archer | EARTH Warrior ★3 ATK 1000 / DEF 100 |
Ranked Rewards [SR] | |
During either player's turn, when your opponent activates a Trap Card while you control a Plant-Type monster: You can send this card from your hand to the Graveyard; negate the activation, and if you do, destroy it. |
Double Magical Arm Bind | Normal Trap |
Electric Overload [SR] | |
Tribute 2 monsters, then target 2 face-up monsters your opponent controls; take control of both targets until your End Phase. |
Summoning Prinzessin is always follow-up by Special Summoning Pumpkin Carriage, and Iron Hans is always followed-up by Special Summoning Iron Knight, giving you two situations where you can use Double Magical Arm Bind. This can result in you OTK'ing the opponent with their own monsters. You can even use the stolen enemy monsters to make Trishula so they don't return to the other side of the field.
Trishula, the Dragon of Icy Imprisonment | WATER Dragon ★9 ATK 2700 / DEF 2000 |
Arena of Sanctuary [UR] | |
3 monsters with different names Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn. |
Aside form the combo with Double Magical Arm Bind mentioned in the previous section, Trishula is also used to unclog your field incase of Floodgate Trap Hole and Fiendish Chain.
Goyo Guardian | EARTH Warrior ★6 ATK 2800 / DEF 2000 |
Infernity Destruction [UR] Selection Box Vol. 03 [UR] | |
1 EARTH Tuner + 1 or more non-Tuner monsters When this card destroys an opponent's monster by battle and sends it to the Graveyard: You can Special Summon that monster to your field in Defense Position. |
A powerful beater with the ability to steal enemy monsters.
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. |
Outside of her archetype, Squiresaga targets itself for banishing to destroy a monster and a backrow your opponent controls. Essentially a 2-for-2 removal with a slight ATK boost to all your remaining monsters.
White Aura Dolphin | WATER Fish ★6 ATK 2400 / DEF 1000 |
Cybernetic Rebellion [SR] | |
1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 face-up monster your opponent controls; its ATK becomes half its original ATK until the end of this turn. If this card you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY: You can banish 1 other WATER monster from your GY; Special Summon this card, and if you do, it is treated as a Tuner. |
Ally of Justice Decisive Armor | DARK Machine ★10 ATK 3300 / DEF 3300 |
Warriors Unite [R] | |
1 Tuner + 2 or more non-Tuner monsters Once per turn, if your opponent controls a face-up LIGHT monster(s), you can activate 1 of these effects: ● Select 1 Set card your opponent controls and destroy it. ● Send 1 card from your hand to the Graveyard to destroy all Spell/Trap Cards your opponent controls. ● Send all cards in your hand to the Graveyard to look at your opponent's hand and send all LIGHT monsters in their hand to the Graveyard. Then, inflict damage to your opponent equal to the total ATK of the opponent's monsters sent to the Graveyard. |
Once per turn, if your opponent controls a face-up LIGHT monster, you can target a Set card your opponent controls and destroy it, send a card from your hand to the Graveyard to destroy all Spell/Trap Cards your opponent controls, or send all cards in your hand to the Graveyard to look at your opponent's hand, send all LIGHT monsters in their hand to the Graveyard and then inflict damage to your opponent equal to the total ATK of the opponent's monsters sent to the Graveyard.
Even if your opponent does NOT control a LIGHT monster, which will likely be the case if you’re playing against Darklords, Ally of Justice Decisive Armor is still a 3300 ATK monster that can tie with or straight up get over mostly anything that’s relevant right now.
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. |
Utopia is a beater with built-in battle protection. The battle protection also extends to your other monsters but can only be used twice.
Gagaga Cowboy | EARTH Warrior ★4 ATK 1500 / DEF 2400 |
Gagaga XYZ [UR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; apply this effect, depending on this card's current battle position. ● Attack Position: If this card attacks an opponent's monster this turn, it gains 1000 ATK, also the opponent's monster loses 500 ATK, during the Damage Step only. ● Defense Position: Inflict 800 damage to your opponent. |
The Attack Position effect is useful as a quick way to beat over strong enemy monsters. The Defense Position burn damage can be used to finish off low LP opponents.
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