“Vampire” is an archetype of primarily DARK Zombie-Type monsters whose main strategy revolves around slowly taking control of the field using Vampire Grace’s “bleed effect” and Vampire Kingdom.
Samurai Skull being taken off the Semi-Limited List and other powerful contenders such as Darklords receiving their first hit will likely allow Vampires to perform a lot better after being almost completely irrelevant for months.
[Skill] description | User |
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Posthumous Army Can be used each time your Life Points decrease by 1000. All monsters on the field and monsters in both player's Graveyards become Zombie-Type monsters until the end of your opponent's turn. | Bonz |
Vampire Duke | DARK Zombie ★5 ATK 2000 / DEF 0 |
Darkness Gimmick [UR] | |
When this card is Normal Summoned: You can target 1 DARK "Vampire" monster in your Graveyard; Special Summon that target in face-up Defense Position. When this card is Special Summoned: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard. You can only use this effect of "Vampire Duke" once per turn. This card cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of a DARK monster. |
Vampire Duke works well as its ability to bring back DARK "Vampire" monsters from the Graveyard and its disruptive effect on your opponent's Deck.
Duke's ability to Special Summon a DARK "Vampire" monster from your Graveyard when Vampire Duke is Normal Summoned can help you to maintain field presence and apply pressure to your opponent. You can use this effect to bring back another copy of himself.
His second effect, which allows you to declare a card type and force your opponent to send 1 card of that type from their Deck to the Graveyard, can be very disruptive to your opponent's strategy. By sending a key monster or spell/trap card to the Graveyard, you can disrupt your opponent's plays and gain an advantage on the field.
Running both Gozuki and Samurai Skull may seem excessive, but it’s very necessary. They're the easiest and most consistent way of getting Vampire Retainer and Vampire Familiar into the Graveyard and start your combos.
You can send Vampire Retainer to the Graveyard, Special Summon it by sending a “Vampire” card from your hand or face-up field to the Graveyard, and then, by paying 500 Life Points, add a “Vampire” Spell/Trap Card from your Deck to your hand.
Vampire Familiar, just like Retainer, can be Special Summoned from your Graveyard by sending a “Vampire” card from your hand or face-up field to the GY, but, instead of allowing you to add a Spell/Trap Card from your Deck to your hand, it gives you access to any “Vampire” monster, except Vampire Familiar.
Samurai Skull | DARK Zombie ★4 ATK 1700 / DEF 0 |
Generation Next [R] | |
When this card is Normal Summoned: You can send 1 Zombie monster from your Deck to the GY. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can Special Summon 1 Level 4 or lower Zombie monster from your Deck, except "Samurai Skull". |
Gozuki | DARK Zombie ★4 ATK 1700 / DEF 800 |
Crimson Kingdom [UR] | |
During your Main Phase: You can send 1 Zombie-Type monster from your Deck to the Graveyard. If this card is sent to the Graveyard: You can banish 1 Zombie-Type monster from your Graveyard, except "Gozuki"; Special Summon 1 Zombie-Type monster from your hand. You can only use each effect of "Gozuki" once per turn. |
Vampire Retainer | DARK Zombie ★2 ATK 1200 / DEF 0 |
Empire of Scarlet [SR] | |
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" Spell/Trap from your Deck to your hand. If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Retainer" once per turn. |
Retainer and Familiar allow you to add, from your Deck to your hand, a Vampire Spell/Trap and a Vampire monster respectively when they are Special Summoned at the cost of 500 LP. Retainer and Familiar can be Special Summoned from the Graveyard by their own effects by discarding a Vampire card from your hand or sending a Vampire card from the field to the Graveyard.
Unfortunately, neither Gozuki nor Samurai Skull can be used to activate their effects and Special Summon them from the Graveyard since they are not part of the archetype, but you can make use any Vampire card.
You can activate Vampire’s Domain’s effect and then send it to the Graveyard to Special Summon either of these monsters: you will still get the additional Normal Summon/Set of the effect from Continuous Spell.
Vampire Familiar | DARK Zombie ★2 ATK 500 / DEF 0 |
Empire of Scarlet [SR] | |
If this card is Special Summoned: You can pay 500 LP; add 1 "Vampire" monster from your Deck to your hand, except "Vampire Familar". If this card is in your GY: You can send 1 "Vampire" card from your hand or face-up field to the GY; Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Vampire Familiar" once per turn. |
Retainer and Familiar are incredibly important, they give you access to cards like the Vampire Kingdom whenever you need them: you don’t necessarily need to run three copies of both thanks to Gozuki and Samurai Skull, but, due to the cost of their Special Summoning effect, having other Vampire cards in the deck doesn’t hurt.
After Special Summoning these cards you can tribute them to get Vampire Grace on the field. Unfortunately, if they were Special Summoned by their own effect, both Retainer and Familiar are banished when they leave the field, which means you will not be able to Special Summon them again on your next turn or even use them as cost for Gozuki’s effect.
Knightmare Corruptor Iblee | DARK Cyberse ★2 ATK 0 / DEF 0 |
Future Circuit [SR] | |
When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn. |
Iblee's ability will help for Special Summoning a Link Monster from your Graveyard and point it to itself. This effect can help you to quickly establish a powerful Link Monster on your field, which can then be used to summon other monsters or activate Link Monster effects.
Knightmare Corruptor Iblee's effect can be a useful way to disrupt your opponent's plays and potentially slow down their strategy.
Knightmare Unicorn | DARK Fiend ATK 2200 / LINK 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. |
This Link 3 Knightmare Monster not only allows you to shuffle 1 card on either player's board back into Deck (this effect will prevent some card effect trigger action for Graveyard/Floating effect) when it is Link Summoned. Unicorn's co-linked effect will allow you to have 1 Card Draw.
Knightmare Mermaid | WATER Fiend ATK 1000 / DEF 1 |
Card Trader [UR] | |
1 "Knightmare" monster, except "Knightmare Mermaid" If this card is Link Summoned: You can discard 1 card; Special Summon 1 "Knightmare" monster from your 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 Mermaid" once per turn. Monsters on the field lose 1000 ATK/DEF, unless they are co-linked. |
You can use it as LINK Summon Tech by using Knightmare Corruptor Iblee which is special summoned by the opponent to your field due to her own effect.
Knightmare Cerberus | EARTH Fiend ATK 1600 / DEF 2 |
Selection Box Vol.06 [SR] | |
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Special Summoned monster in your opponent's Main Monster Zone; 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 Cerberus" once per turn. Co-linked monsters you control cannot be destroyed by card effects. |
A Link 2 Knightmare Monster owns Special Summoned Monster Removal Effect by discarding 1 card. Cerberus's co-linked effect will allow you to have 1 Card Draw and Card Effect Destruction Protection.
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. |
A Link 2 Knightmare Monster owns Backrow Removal Effect by discarding 1 card. Phoenix's co-linked effect will allows you to have 1 Card Draw and Battle Destruction Protection.
Vampire Kingdom | Field Spell |
Empire of Scarlet [SR] | |
Zombie-Type monsters gain 500 ATK during damage calculation only. Once per turn, when a card(s) is sent from your opponent's Deck to the Graveyard: Target 1 card on the field; send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, and if you do, destroy that target. |
Once per turn, when one or more cards are sent from your opponent’s Deck to the Graveyard, by sending a “Vampire” monster from your hand or Deck to the GY, Vampire Kingdom allows you to target a card on the field and destroy it.
Vampires Domain | Continuous Spell |
Empire of Scarlet [R] | |
Once per turn: You can pay 500 LP; during your Main Phase this turn, you can Normal Summon 1 "Vampire" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Each time your "Vampire" monster inflicts battle damage to your opponent: Gain the same amount of LP. |
While this card may look similar to Call of the Mummy, another Continuous Spell that’s already in the game, there are a few reasons why Domain is a better choice for this deck: it can be searched by Retainer, it doesn’t require you to have an empty field to activate its effect, and it can be used as activation cost for either Vampire Retainer or Vampire Familiar, and it lets you gain LP which is an important resource for this deck.
Vampires Desire | Normal Spell |
Empire of Scarlet [R] | |
Activate 1 of these effects.● Target 1 face-up monster you control; send 1 "Vampire" monster from your Deck to the GY with a different Level from that monster, and if you do, that monster becomes the Level of that sent monster until the end of this turn.● Target 1 "Vampire" monster in your GY; send 1 monster you control to the GY, and if you do, Special Summon the targeted monster.You can only activate 1 "Vampire's Desire" per turn. |
Vampire Awakening | Normal Trap |
Darkness Gimmick [SR] | |
Special Summon 1 "Vampire" monster from your Deck, but destroy it during the End Phase of this turn. You can only activate 1 "Vampire Awakening" per turn. |
You can use Vampire Awakening to quickly bring out Vampire monsters like Vampire Retainer, Familiar, or Duke directly from your Deck for a combo setup.
It's important to note that you can only activate 1 "Vampire Awakening" per turn, so you need to choose the timing of when to use it carefully. You also need to be aware that the summoned monster will be destroyed during the End Phase, so you need to plan your strategy accordingly.
Vampire Takeover | Normal Trap |
Empire of Scarlet [R] | |
If you have no card in your Field Card Zone and all face-up monsters you control (min. 1) are Zombie-Type: Activate 1 "Vampire Kingdom" directly from your Deck, then, you can Special Summon 1 DARK "Vampire" monster from your Graveyard in face-up Defense Position. You can only activate 1 "Vampire Takeover" per turn. |
This card was notably better in the TCG: in a 20-30 cards format, there’s a higher chance that you will draw into your Field Spell either before or together with this card.
Vampire Takeover allows you to activate Vampire Kingdom for deck and only from there, which means that, if you draw Vampire Kingdom, Takeover becomes a dead card. You can search Takeover with Retainer's effect instead of directly searching your Field Spell during a setup turn.
In addition to getting the Field Spell out, Takeover also Special Summons a Vampire monster from your Graveyard. Letting you revive a high-level Vampire or put a monster on the field to use as tribute fodder. Reviving Familiar or Retrainer with Takeover will let you activate their search effect.
The only problem this card has, other than becoming a dead card after you draw your Field Spell, is that it’s a Trap Card which is especially bad for a search effect.
Book of Moon | Quick Spell |
Chaotic Soldiers [UR] Selection Box Vol.04 [UR] | |
Target 1 face-up monster on the field; change that target to face-down Defense Position. |
Always a strong card to have. Can be used to disrupt your opponent and dodge from backrow disruption for your monsters.
Enemy Controller | Quick Spell |
Seto Kaiba [SR] Seto Kaiba (DSOD) [SR] Ranked Rewards [SR] | |
Activate 1 of these effects.● Target 1 face-up monster your opponent controls; change that target's battle position.● Tribute 1 monster, then target 1 face-up monster your opponent controls; take control of that target until the End Phase. |
Use Enemy Controller to get rid of strong monsters that are in attack position or for setting up a monster for an attack. You can also activate Enemy Controller to take control of a strong monster that your opponent has on the field, and it can potentially help you to turn the tide of the game.
Ice Dragons Prison | Normal Trap |
Selection Box Vol.06 [UR] | |
Target 1 monster in your opponent's GY; Special Summon it to your field, but its effects are negated, then, you can banish 1 monster from both players' fields that have the same Type as each other. You can only activate 1 "Ice Dragon's Prison" per turn. |
Ice Dragon's Prison is used as Disruption Tech and is very useful against the Deck that only contains or mostly 1 Monster-Type like Gouki and Mekk-Knight.
Compulsory Evacuation Device | Normal Trap |
Selection Box Vol.04 Mini [UR] | |
Target 1 monster on the field; return that target to the hand. |
Very powerful monster removal card that can disrupt your opponent's combo easily.
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. |
Andreus provides a decent ATK stat and a simple targeted removal effect.
Vampire Sucker | DARK Zombie ATK 1600 / DEF 2 |
Selection Box Vol.06 [SR] | |
2 Zombie monsters If you would Tribute a monster(s) for a Tribute Summon, you can Tribute a Zombie monster(s) your opponent controls, even though you do not control them. You can only use each of the following effects of "Vampire Sucker" once per turn. ● You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in Defense Position, but it becomes a Zombie monster. ● If a Zombie monster(s) is Special Summoned from either GY: Draw 1 card. |
Vampire Sucker is a great LINK 2 Vampire as she allows you to tribute your opponent's Zombie monsters for a Tribute Summon, which can be extremely useful for maintaining board presence and getting rid of your opponent's monsters.
Vampire Sucker also has two other powerful effects. The first allows you to Special Summon a monster from your opponent's graveyard to their field in Defense Position as a Zombie monster. While this may seem like a strange effect to use, it can be very useful for setting up plays with your own Vampire monsters, such as using them as tribute fodder or activating their effects.
The second effect of Vampire Sucker allows you to draw a card if a Zombie monster(s) is Special Summoned from either player's graveyard and it will allow you to generate card advantage.
Destiny HERO - Plasma | DARK Warrior ★8 ATK 1900 / DEF 600 |
Aster Phoenix [UR] | |
Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by Tributing 3 monsters you control, and cannot be Special Summoned by other ways. Negate the effects of all face-up monsters your opponent controls. Once per turn: You can target 1 monster your opponent controls; equip that target to this card, and this card gains ATK equal to half the ATK of that equipped monster (you can only equip 1 monster at a time to this card with this effect). |
With this deck's swarming ability you should be able to get three monsters on the field fairly often, the three monsters can then be used to summon Destiny HERO - Plasma. Plasma's monster effect negation is amazing since most decks will rely on monster effects somewhere in their combo. Letting you shutting down combo starters like Aleister the Invoker and Vision HERO Faris. Plasma can also single-handedly shut down decks like Crystron.
Vampire Grace | DARK Zombie ★6 ATK 2000 / DEF 1200 |
Resonance of Contrast [R] | |
When a Level 5 or higher Zombie-Type monster(s) is Special Summoned to your side of the field by the effect of a Zombie-Type monster while this card is in your Graveyard: You can pay 2000 LP; Special Summon this card from your Graveyard. You can only use this effect of "Vampire Grace" once per turn. Once per turn: You can declare 1 card type (Monster, Spell, or Trap); your opponent sends 1 card of that type from their Deck to the Graveyard. |
Use Vampire Grace’s effect to force your opponent to send a certain type of card (Monster, Spell, or Trap) from their Deck to the GY and trigger Kingdom’s effect. You usually don't want to declare monster because this lets your opponent setup graveyard effects and recycling targets. Declaring Spells can get rid of combo cards, while declaring Traps can get rid of disruption, these are your safest bets.
Absorption is a powerful and rare form of removal. It does not destroy the target monster, which bypasses some floating effects. It also prevents your opponent from recycling said monster since it will be attached to your monster.
Vampire Vamp | DARK Zombie ★8 ATK 2000 / DEF 2000 |
Empire of Scarlet [R] | |
Once per turn, when this card or a "Vampire" monster is Normal Summoned to your side of the field: You can target 1 face-up monster your opponent controls, whose ATK is higher than this card's; equip it to this card. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. If this card is sent to the Graveyard, while equipped with a card by this effect: Special Summon this card from the Graveyard. |
Summon Gozuki or Samurai Skull and pitch Retainer to the graveyard. Discard Vamp as cost for reviving Retainer which searches Domain giving you an extra summon. Tribute Summon Vamp and absorb your opponent's monster. After this Vamp becomes a powerful beater capable of reviving itself once. If needed you can reactivate Vamp's absoption by Normal Summoning a low-leveled Vampire or Tribute Summoning Grace.
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