With so many Red-Eyes supports available, it can be quite the consistent deck. They can reliably search for the fusion, revival, or even the option to take control of your opponent's monster. Gearfried also plays an important role to help deal with opponent's spell/trap or monster, as well as being usable with Fang with Chain.
Select 1 monster from the list below and add it to your Deck from outside of the Deck. Then, add 1 random "Red-Eyes" card from your Deck to your hand and return 1 "Red-Eyes" card from your hand to your Deck.
This Skill will only activate if you begin the Duel with a Deck that has 10 or more "Red-Eyes" cards including at least 5 "Red-Eyes" monsters. Can be used from the 4th turn onward. This Skill can only be used once per Duel. (Exctra Deck does not count.)
"Red-Eyes Archfiend of Lightning"
"Meteor Dragon Red-Eyes Impact "
"Gearfried the Red-Eyes Iron Knight"
"Gearfried the Iron Knight"
Joey Wheeler (DSOD)
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.|
This is searchable with Insight. If you have Black Metal Dragon in hand, you can normal summon Gearfried and equip the Black Metal Dragon on it. This will let you destroy an enemy's spell/trap or revive a Red-Eyes monster, as well as letting you search for RE Fusion or Fang with Chain when Black Metal Dragon goes to the grave.
A safe turn is if you can have a Gearfried on the field with either a set Fang with Chain or Blast with Chain. This will let you reactively destroy or take control of your opponent's monster during their turn.
Fang with Chain can be used during the damage step to take control of your opponent's monster, but you might need to equip it first outside of the damage step. Activating it this way is the best use since it limits the cards that your opponent can use to respond.
Since it's the only Warrior monster in the deck, you'll need at least 1 Gearfried to Red-Eyes Fusion to bring out Slash Dragon.
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.|
When it gets destroyed by battle, you can special summon Gearfried from the deck. This will let you equip it to the newly summoned Gearfried which will then let you use Gearfried's effect to destroy a spell/trap plus a recovery effect when Baby Dragon goes to the grave.
Since it needs to be destroyed by battle and sent to the Graveyard, it makes it a little slow and unreliable in certain matchups, but the synergy with Gearfried is a good enough of a reason to run it.
Mana Dragon Zirnitron
|DARK Dragon ★6|
ATK 2200 / DEF 1200
|Tornado of Phantoms [SR]|
|If a Spell/Trap you control leaves the field because of an opponent's effect, and is now in the GY or banished (except during the Damage Step): You can Special Summon this card from the GY (if it was there when that Spell/Trap left) or hand (even if not), then you can Set 1 Spell/Trap that is banished or in your GY to your Spell & Trap Zone. You can only use this effect of “Mana Dragon Zirnitron” once per turn. If Summoned this way, banish this card when it leaves the field.|
This is needed in the deck if you want to make Meteor Black Comet Dragon with RE Fusion.
Additionally, since the deck has several traps, you can use this as a way to help protect them. If your opponent uses a backrow remover like Mystical Space Typhoon or Cosmic Cyclone, you can chain your RE Spirit to revive a RE monster and Zirnitron will still be summonable (from hand or grave) and re-set the RE Spirit back to the field, allowing you to use it again next 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.
Archfiend Black Skull Dragon
|DARK Dragon ★9|
ATK 3200 / DEF 2500
|Chaotic Soldiers [UR]|
|1 Level 6 "Archfiend" Normal Monster + 1 "Red-Eyes" Normal Monster|
You can only Special Summon "Archfiend Black Skull Dragon(s)" once per turn. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Battle Phase: You can target 1 "Red-Eyes" Normal Monster in your Graveyard; inflict damage to your opponent equal to half its ATK in the Graveyard, then shuffle it into the Deck.
Use Red-Eyes Roulette skill to add a Summoned Skull to your deck. You can then fusion summon Archfiend Black Skull Dragon by using Red-Eyes Fusion.
It has high ATK and its effect pretty much ensures that your opponent can't use spell/trap/handtrap when it attacks or gets attacked, which still works if your opponent attacks into it when it's facedown if it gets hit with something like Floodgate Trap Hole or Book of Moon.
Keep in mind that Red-Eyes Fang with Chain lets an equipped monster attack 2 times, so you can equip this to Archfiend Black Skull Dragon to have 2 safe attacks, and also prepares Fang with Chain to be ready to equip an opponent's monster.
The last effect is a pretty nice added bonus since it can deal 1200 damage. This only works only if you have a Red-Eyes normal monster, which also includes Red-Eyes Archfiend of Lightning if you happen to use it, and it will send them back to your deck. This can be good for card recovery, but just make sure that you still have any Red-Eyes in the grave to use Red-Eyes Spirit with.
It's also an OTK boss monster if you manage to attack directly since the effect damage will add an additional 1200 damage if you return a level 7 vanilla RE.
Meteor Black Comet Dragon
|DARK Dragon ★8|
ATK 3500 / DEF 2000
|Maximum Gustav [UR]|
|1 Level 7 "Red-Eyes" monster + 1 Level 6 Dragon monster|
If this card is Fusion Summoned: You can send 1 "Red-Eyes" monster from your hand or Deck to the GY, and if you do, inflict damage to your opponent equal to quarter the original ATK of that monster. If this card is sent from the Monster Zone to the GY: You can target 1 Normal Monster in your GY; Special Summon it.
Fusion summonable with RE Fusion by using a vanilla level 7 Red-Eyes / Slash Dragon + Mana Dragon Zirnitron. You can also use the skill (Red-Eyes Roulette) to put a Meteor Dragon Red-Eyes Impact or Meteor Dragon to get a level 6 Dragon monster.
It's a decent monster to bring out since this high ATK, can thin out your deck, deal some effect damage, and also a reliable way to put Zirnitron to the grave, which will help protect a set card that you have.
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.
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.
|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.
Keep in mind that you can use the skill to add a level 6 monster or Summoned Skull if you want to make the fusions without having to bring them to the deck to avoid bricking, but the skill can only be used once per duel.
Red-Eyes Fang with Chain
|Selection Box Vol.03 Mini [UR]|
|Target 1 "Red-Eyes" monster you control; equip this card to it. It can make up to 2 attacks on monsters during each Battle Phase. You can send this Equip Card to the GY, then target 1 Effect Monster on the field; equip that target to the monster this card was equipped to, and if you do, while a monster is equipped to it by this effect, its ATK/DEF become equal to the original ATK/DEF of that equipped monster.|
Being able to take control of your opponent's monster is a very powerful effect. It's essentially a quick effect monster removal, which can also be used to stop your opponents from making further plays like synchro or XYZ.
Keep in mind that you can't activate the card and immediately activate its second effect on the same chain. This matters if you think your opponent might be playing cards like Mystical Space Typhoon that can destroy your back row.
Taking control of your opponent's monster also changes your equipped monster's ATK to the one you equipped it with. Good when you take control of a strong monster, but having to use it to stop a low attack monster to stop a play like Shiranui Spectralsword can be dangerous.
A simple revive card that's searchable with Insight and can bring back any RE monster, including the fusion monsters. Together with Zirnitron, you can even chain it if your opponent uses a spell/trap destruction to revive an RE monster and re-set Spirit back to the field for an additional use.
Rank 7 Xyz can only be made with multiple vanilla level 7 RE or with Slash Dragon. These are pretty situational, but there will be times where you can bring out multiple of them through its many revival cards like Return of the Red-Eyes, Spirit, RE Flare Metal Dragon, etc.
Rank 6 can be made by using RE Archfiend, Zirnitron, or any of the level 6 that you can add through the skill.
Borreload Furious Dragon
|DARK Dragon ★8|
ATK 3000 / DEF 2500
|Destiny At Hand: Varis Unlock Event [UR]|
|2 DARK Dragon monsters|
(Quick Effect): You can target 1 monster you control and 1 card your opponent controls; destroy them. You can banish this card from your GY, then target 1 DARK Link Monster in your GY; Special Summon it, but it cannot activate its effects this turn. You can only use each effect of "Borreload Furious Dragon" once per turn.
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 Insight/Spirit.
You can potentially special summon this with a single high-level RE monster since most of the monsters in the deck are DARK attributes and multiple ways to discard/send to grave, but doing this means that it will only have 1 material for 1 card removal effect.
Red-Eyes Flare Metal Dragon
|DARK Dragon ★7|
ATK 2800 / DEF 2400
|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 monster has less attack than a Slash Dragon with a single equip, but the main effect of effect damage is not once per turn, and it can activate frequently depending on your opponent's deck/playstyle, making it quite powerful. The effect damage is halved due to Duel Links' rules, but it adds up and can act as a good finisher card to bring out when your opponent's LP is low.
Its last effect to special summon a Red-Eyes can't be used to special summon Slash Dragon since it's not a normal monster, but with 2 XYZ materials, you can essentially summon 2 other normal Red-Eyes to go into another Flare Metal Dragon.
Just keep in mind that its effect to deal effect damage only works when it has Xyz materials. Using its revive effect twice to make another rank 7 means losing out on the first one.
Wee Witchs Apprentice
|DARK Spellcaster |
ATK 1400 / DEF 2
|Arms of Giant [R]|
|2 DARK monsters|
All DARK monsters on the field gain 500 ATK/DEF, also all LIGHT monsters on the field lose 400 ATK/DEF. If this card is destroyed by battle or card effect: You can target 1 DARK monster in your GY; add it to your hand. You can only use this effect of “Wee Witch's Apprentice” once per turn.
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 (Wightprincess) and DARK (Red-Eyes monsters) . Its effect is pretty decent for either monster removal or as an OTK option.
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".|
Having this lets you give an equip to RE Slash Dragon if you want to make Slash Dragon on turn 1.
Black Metal Dragon'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 use cards like Enemy Controller or Share the Pain to tribute it, which will then let you search for Red-Eyes Fusion to make Slash Dragon.
|DARK Dragon ★4|
ATK 1800 / DEF 1600
|Crimson Kingdom [UR]|
Return of the Red-Eyes [UR]
|During your End Phase, if you did not Normal Summon/Set a monster this turn: You can banish this card from your Graveyard; Special Summon 1 "Red-Eyes" monster from your Graveyard, except "Red-Eyes B. Chick".|
To help make a rank 4 XYZ since it can be special summoned with Gearfried or Spirit, but also situationally helpful to bring back any Red-Eyes.
As long as you have a set Fang with Chain, being summoned during your end phase won't be that big of an issue.
Red-Eyes Archfiend of Lightning
|DARK Fiend ★6|
ATK 2500 / DEF 1200
|Structure Deck: Return of the Red-Eyes [SR]|
|This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect.|
● Once per turn: You can destroy all face-up monsters your opponent controls with DEF lower than this card's ATK.
Often the card that's sent to the grave when using Insight so you can revive it with the other cards, but it's mainly good if you don't need the revive cards to bring back your boss monsters since you need to use a normal summon to enable its effect.
Its effect lets you destroy multiple monsters if they happen to have less than 2500 DEF. Equipping it with Black Metal Dragon will let you destroy monsters with less than 3200 ATK, which will most likely be usable on most monsters.
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
|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.
If you are missing some other good extra deck cards, you can choose to bring this with the Parshath trap cards. Stopping an opponent's play and special summoning a monster can be a game winning decision.
After having Red-Eyes Slash Dragon on the field, you can simply go with more control cards to maintain the upper hand. Since Red-Eyes Fusion only needs 1 card, you can still keep many cards in hand to use with Ultimate Providence, but it can still be inconsistent at times.
|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.
|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.
|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.|
To add more consistency if you plan on bringing more Predaplant cards, you'll definitely need these searchers.
Generally useful as an interruption tool to stop your opponent, but also necessary in case you go against monsters that can't be destroyed by battle or card effects like Bloom Diva the Melodious Choir.
Thank you for visiting Duel Links wiki by GameA! We update this Yu-Gi-Oh! Duel Links community day by day to provide quality guides and the latest news.
|3/24||Harpie: Deck Recipe [Mar 24]|
|Pendulum: deck recipe [Mar 24]|
|Super Quant: deck recipe [Mar 24]|
|Invoked Neos: deck recipe [Mar 24]|
|King of Game decks [March 2023]|
|3/23||Raid Duel - The Last Survivor of Mankind: Zone! Unlock Event|
|Ice Barrier: deck recipe [Mar 23]|
|Maintenance Information [Mar 23]|
|Dark Magician: deck recipe [Mar 23]|
|Galaxy: deck recipe [Mar 23]|
|3/22||Abyss Actor: deck recipe [Mar 22]|
|Elementsaber: deck recipe [Mar 22]|
|[DM] Legendary Dueslist Lvl 40|
Yami Yugi Lvl 40
Seto Kaiba Lvl 40
Joey Lvl 40
Mai Lvl 40
Tea Lvl 40
Yugi Lvl 40 (Gate)
Weevil Lvl 40
Rex Raptor Lvl 40
Mako Lvl 40
Yami Marik Lvl 40
Yami Bakura Lvl 40
Bandit Lvl 40
Ishizu Lvl 40
Odion Lvl 40
Pegasus Lvl 40
Mokuba Lvl 40
Paradox Lvl 40
Arkana Lvl 40
Bonz Lvl 40
Espa Roba Lvl 40
Tristan Lvl 40
Lumis & Umbra Lvl 40
Duke Devlin Lvl 40 Farm