[Skill] description | User |
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Sealed Tombs Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel. | ![]() Ishizu Ishtar |
[Skill] description | User |
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Red-Eyes Fusion Can be used when you have 2400 or less Life Points. Return 1 "Red-Eyes" card from your hand to your Deck and add 1 "Red-Eyes Fusion" from your Deck to your hand. If your Life Points are exactly 2400, you can return 1 "Red-Eyes B. Dragon" from your graveyard to your Deck instead. This Skill can only be used once per Duel. | ![]() Joey Wheeler (DSOD) |
![]() Predaplant Chimerafflesia | DARK Plant ★7 ATK 2500 / DEF 2000 |
Witchs Sorcery [UR] | |
1 "Predaplant" monster + 1 DARK monster Once per turn: You can target 1 monster on the field with a Level less than or equal to this card's; banish it. When an attack is declared involving this card and an opponent's face-up monster: You can activate this effect; until the end of this turn, that opponent's monster loses 1000 ATK, and if it does, this card gains 1000 ATK. Once per turn, during the next Standby Phase after this card was sent to the Graveyard: You can add 1 "Polymerization" Spell Card or "Fusion" Spell Card from your Deck to your hand. |
Like in any DARK deck, especially Fusion decks, Chimerafflesia can be an alternate boss monster. His first effect is a free once per turn removal effect that banishes an opponent's monster. The banishing bypasses some floating effects, and prevents the removed monster from using its graveyard effect. And because this removal does not destroy, you can get around protection like Archfiend Zombie-Skull. The downside is you can only use this on level-7 and lower monsters so bigger boss monsters like Shiranui Sunsaga are safe.
The second effect makes Chimerafflesia practically unbeatable in battle, unless your opponent has a monster higher than 4500 ATK. Also watch out for monster effect negation like Witchcrafter Madame Verre, because Chimerafflesia's 2500 base ATK is not that good.
Chimerafflesia can float into Red-Eyes Fusion, giving you another boss monster to fall back on when he is sent to the graveyard.
![]() Predaplant Chlamydosundew | DARK Plant ★2 ATK 600 / DEF 200 |
Witchs Sorcery [R] | |
Monsters with a Predator Counter that you use as Fusion Materials are treated as DARK. During your Main Phase: You can Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using this card on the field and monsters from your hand, field, and/or monsters with a Predator Counter your opponent controls as Fusion Materials. You can only use this effect of "Predaplant Chlamydosundew" once per turn. |
Chamydosundew is what you will use to make Chimerafflesia. The Red-Eyes monsters in your field or hand can be paired with Chamydosundew to make Chimerafflesia. This way you can make use of a Red-Eyes monster affected by Wall of Disruption or Floodgate Trap Hole.
Chlamydosundew's best feature is its ability to use your opponent's monster as fusion material, giving you good non-targeting non-destruction removal. But this ability can only be used when you combo him with Predaplant Spinodionaea to put a Predator Counter on your opponent's monster.
![]() Predapractice | Normal Spell |
Witchs Sorcery [SR] | |
Special Summon 1 "Predaplant" monster from your hand, then add 1 "Predap" card from your Deck to your hand, except "Predapractice", also for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters. You can only activate 1 "Predapractice" per turn. |
Predapractice speeds up your Chlamydosundew and Predaplant Spinodionaea combo. Special Summon either Chlamydosundew or Spinodionaea, and search the other. Normal Summon the monster you searched and now you should have both monsters on the field with an opponent's monster having a Predator Counter. Fusion Summon with Chlamydosundew and the opponent's monster, and now you have 2 beaters on the field while also reducing your opponent's field presence, good for OTK'ing.
![]() Gearfried the Red-Eyes Iron Knight | DARK Warrior ★4 ATK 1800 / DEF 1600 |
Masters of Shadow [UR] | |
Once per turn, if either player equips an Equip Card(s) to this card: You can destroy those Equip Cards, then you can destroy 1 Spell/Trap your opponent controls. Once per turn: You can send 1 Equip Card you control that is equipped to this card to the GY, then target 1 Level 7 or lower "Red-Eyes" monster in your GY; Special Summon it. |
Equip Blast with Chain to Gearfried and destroy it with Gearfried's effect. This combo lets you destroy 2 of your opponent's cards, one Spell/Trap plus any card of your choice. Blast with Chain can be used during the Damage Step, which is relevant since Red-Eyes Fusion is often going to force you to Set Gearfried. So you can attach Blast with Chain to your Gearfried, that was just flipped face-up because it was attacked by the opponent. Do said combo and destroy the attacking monster..
Equip Smoke Grenade of the Thief to Gearfried and destroy it with Gearfried’s effect to destroy 1 Spell/Trap Card on your opponent’s side of the field. Smoke Grenade will then let force your opponent to discard.
Gearfried’s second effect can be used to revive a Red-Eyes Slash Dragon, if it was first properly Fusion Summoned. However this does not destroy the equip card so it won't trigger Blast With Chain. The best this to use as cost for this is Red-Eyes Baby Dragon or Black Metal Dragon to trigger their search effects.
![]() Red-Eyes Baby Dragon | DARK Dragon ★3 ATK 1200 / DEF 700 |
Blazing Rose [SR] | |
When this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, and if you do, equip this card from the GY to it. It gains 300 ATK. If this card is sent to the GY while equipped to a monster: You can add 1 Level 1 Dragon monster from your Deck or GY to your hand. |
Special Summon Gearfried via Baby Dragon’s effect and equip Baby Dragon to Gearfried. Then destroy Baby Dragon with Gearfried’s effect to destroy one of your opponent's Spell/Trap Card. This will let you search or recover a Black Metal Dragon.
The fact that Baby Dragon has to be destroyed by battle and sent to the Graveyard in order to do anything at all makes it slow and unreliable in certain matchups, but the synergy with Gearfried is a good enough of a reason to run it.
![]() Black Metal Dragon | DARK Dragon ★1 ATK 600 / DEF 600 |
Blazing Rose [UR] | |
You can target 1 "Red-Eyes" monster you control, except "Red-Eyes B. Chick"; equip this monster from your hand or your side of the field to that target. It gains 600 ATK. If this card is sent from the field to the Graveyard: You can add 1 "Red-Eyes" card from your Deck to your hand, except "Red-Eyes B. Chick". |
If you Summon your Red-Eyes Slash Dragon on Turn 1, you are not going to be able to equip anything to it via its effect, which means your main monster will have no protection. You can equip Black Metal Dragon from your hand to your Red-Eyes Slash Dragon to make it gain 600 ATK and enable its effect.
Black Metal Drago's search effect is usually triggered when you use it as cost for Gearfried or Red-Eyes Slash Dragon's effect. If you do not want to commit to the board right away, you can just Set your Black Metal Dragon and wait for your opponent to destroy it.
Due to the fact that Black Metal Dragon’s effect cannot miss timing, you can also Set it, Tribute it via Enemy Controller, take control of an opponent’s monster, search Red-Eyes Fusion and then make Red-Eyes Slash Dragon
![]() Red-Eyes Insight | Normal Spell |
Ranked Rewards [SR] | |
Send 1 "Red-Eyes" monster from your hand or Deck to the Graveyard, except "Red-Eyes B. Chick"; add 1 "Red-Eyes" Spell/Trap Card from your Deck to your hand, except "Red-Eyes Insight". You can only activate 1 "Red-Eyes Insight" per turn. |
Red-Eyes Insight is a good consistency booster in any Red-Eyes deck, letting you search Red-Eyes Fusion.
Keep in mind that you are going to need at least 1 Red-Eyes B. Dragon and 1 Gearfried in your hand, Deck or field to make Red-Eyes Slash Dragon, so mill other Red-Eyes monster when you're running low on these two.
![]() Red-Eyes Slash Dragon | DARK Dragon ★7 ATK 2800 / DEF 2400 |
Resonance of Contrast [UR] | |
"Red-Eyes B. Dragon" + 1 Warrior monster When a "Red-Eyes" monster declares an attack: You can target 1 Warrior monster in your GY; equip it to this card as an Equip Spell with this effect. ● The equipped monster gains 200 ATK. When a card or effect is activated that targets a card you control (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card. If this card is destroyed by battle or card effect: You can Special Summon as many monsters from your GY as possible, that were equipped to this card. |
Red-Eyes Slash Dragon already has a decent ATK stat which can be further boosted with his equipping effect. This effect will trigger even if your opponent is the one declaring battle on your “Red-Eyes” monster, and you can have multiple cards equipped to Red-Eyes Slash Dragon.
The equip cards serve a second purpose, being the fuel to Red-Eyes Slash Dragon's protection effect. This lets you negate an effect that targets any of your cards, useful for stopping Fiendish Chain, Paleozoic Canadia, and other targeting disruption.
If Red-Eyes Slash Dragon is destroyed by a card or effect, you can Special Summon as many monsters as possible from your Graveyard that were equipped to it. This applies even if the monster was equipped to Red-Eyes Slash Dragon by another effect, like Black Metal Dragon.
![]() Red-Eyes Fusion | Normal Spell |
Structure Deck: Return of the Red-Eyes [SR] | |
Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as Material from your Extra Deck, using monsters from your hand, Deck, or your side of the field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card. You can only activate 1 "Red-Eyes Fusion" per turn. |
Red-Eyes Fusion functions similarly to Neos Fusion, but one key difference is it completely prevents you from Normal or Special Summoning other monsters the turn you activate it. You can't even summon monsters before using Red-Eye Fusion, or else you won't be allowed to activate it.
Send Red-Eyes Black Dragon and a Warrior-Type monster from your Deck to the Graveyard to Fusion Summon Red-Eyes Slash Dragon. Since it was Summoned properly, if Red-Eyes Slash Dragon is destroyed and sent to the Graveyard, you can revive it with Red-Eyes Retro Dragon or Gearfried.
Keep in mind that if you activate Red-Eyes Fusion and your opponent destroys Red-Eyes Slash Dragon on the same turn, you will not be able to activate Red-Eyes Retro Dragon’s effect.
Even with Red-Eyes Fusion, Red-Eyes decks are quite slow especially when compared to recent decks. One way to level the playing field is by slowing down your opponent's deck, which can be achieved by negating their combo pieces. Negating a Fusion Spell prevents your opponent from bringing out their boss monster, and negating something like Shiranui Squire or Vision HERO Faris can force your opponent to end their turn.
![]() Rebirth of Parshath | Counter Trap |
Lords of Shining [R] | |
When a Spell/Trap Card, or monster effect, is activated: Reveal 1 Counter Trap in your hand, then discard 1 card and pay 1000 LP; negate the activation, and if you do, shuffle that card into the Deck. Then, you can Special Summon 1 "Parshath" monster from your Deck or Extra Deck. |
Set Rebirth of Parshath and keep a Counter Trap onhand, for a Counter Trap that can negate practically anything.
You even get a free beater by Special Summoning Avenging Knight Parshath from the Extra Deck. Avenging Knight Parshath's battle position change effect can help you get rid of monsters by exposing their weaker stat. And the piercing effect is good for pushing damage.
![]() Avenging Knight Parshath | LIGHT Fairy ★8 ATK 2600 / DEF 2100 |
Ranked Rewards [UR] | |
1 Tuner + 1 or more non-Tuner LIGHT monsters Once per turn: You can target 1 face-up monster your opponent controls; change that target's battle position. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. |
![]() Ultimate Providence | Counter Trap |
Crimson Kingdom [R] | |
When a Spell/Trap Card, or monster effect, is activated: Discard the same type of card (Monster, Spell, or Trap); negate the activation, and if you do, destroy that card. |
This Skill is really what gives Red-Eyes Fusion a fighting chance against decks like Shiranui Synchro and Dark Magician. Prevent your opponent from using their Graveyard and finish them off before they can react.
Red-Eyes Fusion is definitely an interesting Skill: it’s not available consistently enough, which is a pretty big issue, but it does give you the ability to recover nearly from nowhere.
[Skill] description | User |
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Sealed Tombs Until the end of the opponent's next turn, neither player can banish cards from the Graveyard or Special Summon monsters from the Graveyard. This skill can only be used once per Duel. | ![]() Ishizu Ishtar |
Red-Eyes Fusion Can be used when you have 2400 or less Life Points. Return 1 "Red-Eyes" card from your hand to your Deck and add 1 "Red-Eyes Fusion" from your Deck to your hand. If your Life Points are exactly 2400, you can return 1 "Red-Eyes B. Dragon" from your graveyard to your Deck instead. This Skill can only be used once per Duel. | ![]() Joey Wheeler (DSOD) |
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