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.|
Use Red-Eyes Insight to send a either Wyvern or Gearfried from deck to grave to search for Gearfried. You can then equip Black Metal Dragon to activate Gearfried's effect to either destroy an enemy's spell/trap or revive a Red-Eyes monster in the grave to make a rank 4 XYZ. Sending the Black Metal Dragon to the grave will let you search for the Fusion or Fang With Chain.
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.
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.
Fang with Chain can also 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.|
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 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.
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.
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.
|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 cards like Red-Eyes Spirit, 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.
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.
One of the solutions to get over monster aside from Fang with Chains. Being 4000 ATK also makes it easier to secure some games it can get a direct attack.
Red-Eyes Flare Metal Dragon
|DARK Dragon ★7|
ATK / DEF
|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.
You make this by using the high lvl Red-Eyes monster, which you can summon using Red-Eyes Fusion or Red-Eyes Spirit.
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.
It's 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.
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.
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.
A pretty strong generic rank 4 XYZ that's useful in a lot of decks. Its effect to temporarily banish an opponent's monster can help win games, but it can also continuously increase its attack.
One of the better generic rank 4 XYZ available. It helps control what your opponent can or can't summon.
|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.
|Selection Box Vol.03 Mini [UR]|
|Target 1 face-up Effect Monster your opponent controls; that face-up monster your opponent controls has its effects negated until the end of this turn. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Effect Monster your opponent controls; that target has its effects negated until the end of this turn.|
Since non-effect monsters are rarely used anymore, Breakthrough Skill's effect is very relevant and can help stop your opponent's plays. While it may have a more limited use compared to something like Ultimate Providence, not having a discard cost and being able to use it a second time can be beneficial in a lot of situations.
The fact that it can be used again in the graveyard is an added bonus. This makes it still useful even if your opponent destroys your back row before you get to use it. However, the second effect only works during your turn, and only the turn after it's sent to the grave.
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.
Number C39: Utopia Ray
|LIGHT Warrior ★4|
ATK 2500 / DEF 2000
|Infinite Ray [UR]|
|3 Level 4 LIGHT monsters|
You can also Xyz Summon this card by using a "Number 39: Utopia" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) You can detach 1 Xyz Material from this card; it gains 500 ATK and 1 monster your opponent controls loses 1000 ATK, until the End Phase. You must have 1000 Life Points or less to activate and to resolve this effect.
To be used when your LP gets low. Normal summon Gaerfried and give it an equip to special summon another level 4 so you can XYZ into Utopia and then Utopia Ray.
Using Gearfried's second effect like this won't end up destroying your opponent's spell/trap, so there will be some risk if your opponent has a backrow. But using its effect 3 times and an uninterrupted attack can often lead to an OTK.
These rank 4 XYZ are situationally useful since the only lvl 4 in the deck is Red-Eyes Gearfried, but having it can help clear some monster zone, get over high ATK monsters, stall a turn, or close out games.
Number 18: Heraldry Patriarch
|LIGHT Psychic ★4|
ATK 2200 / DEF 2200
|Voltage of the Metal [R]|
|2 Level 4 monsters|
Once per Chain, during either player's turn, if 2 or more monsters with the same name are on the field: You can detach 1 Xyz Material from this card; choose 1 monster among those with the same name, and destroy all other monsters with that name. While this card remains face-up on the field, your opponent cannot Summon monsters with the same name as any of the monster(s) chosen for this card's effect. If this card is sent to the Graveyard: You can send 2 "Heraldic Beast" monsters from your Deck to the Graveyard.
This effect can potentially win the duel, but this only works against certain decks that uses same name monsters like Harpies or Cyber Dragons. But since the deck only has a few level 4 monsters, it can be difficult to reliably bring a rank 4 out.
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|12/1||Structure Deck EX: Cyber Style Extreme|
|Cyber Dragon: deck recipe [Dec 1]|
|Cyber Style Evolution (Skill)|
|Ranked Rewards of Dec 2021 Updates|
|Card Trader Inventory|
|King of Game decks [Nov 2021]|
|11/30||KC Cup: 2nd Stage Nov 2021 Top Players Deck|
|Duel Links Forbidden & Limited card [Nov 30]|
|Cyber Dragon: deck recipe [Pre-Built]|
|Mini Event: Mission Circuit|
|11/29||Duel Links Leaked News [Nov 29]|
|For the Sake of Family: Trey Arrives! Unlock Event|
|Trey Lvl 40 Farm|
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Yami Yugi Lvl 40
Seto Kaiba Lvl 40
Joey Lvl 40
Mai Lvl 40
Tea Lvl 40
Yugi Lvl 40 (Gate)
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