Kycoo the Ghost Destroyer | DARK Spellcaster ★4 ATK 1800 / DEF 700 |
Burning Nova [UR] | |
When this card inflicts battle damage to your opponent: You can target up to 2 monsters in their Graveyard; banish those targets. Your opponent cannot banish cards from either player's Graveyard. |
Kycoo can pull monsters out of your monsters out of your opponent's graveyard to disrupt the graveyard set up of decks like Invoked Elemensaber and Lightsworn. This also serves to remove graveyard effects like Kiteroid and Plaguespreader Zombie. This is not quite as effective on Shiranui, unless you banish Shiranui Spectralsword, because you will be triggering their effects.
Kycoo's second effect is amazing for protecting your graveyard from banishing effects and preventing your opponent from using their own graveyard effects if the cost is banishing, almost like a mini Necrovalley effect.
Bringing Warrior-type monsters lets you use Dark Cavalry fusion monster in the deck. Since you can use "Master of Fusion" skill, you won't even need to bring a Polymerization spell to utilize this, but having a -1000 LP card can make it more consistent, which is why this variant uses Dark Magic Veil.
Elemental HERO Stratos | WIND Warrior ★4 ATK 1800 / DEF 300 |
Shark Fang [UR] Selection Box Vol. 03 [UR] Selection Box Vol.03 Mini [UR] | |
When this card is Normal or Special Summoned: You can activate 1 of these effects. ● You can destroy Spell/Trap Cards on the field, up to the number of "HERO" monsters you control, except this card. ● Add 1 "HERO" monster from your Deck to your hand. |
Stratos is used in the deck because it's a searcher to any other HERO card, including itself. This helps conserve resources since you can do it again since you can summon Stratos again on the next turn to search for another Stratos.
Destiny HERO - Malicious | DARK Warrior ★6 ATK 800 / DEF 800 |
Aster Phoenix [SR] | |
You can banish this card from your Graveyard; Special Summon 1 "Destiny HERO - Malicious" from your Deck. |
Malicious is used since it can be searched with Stratos and also has a special summon from the deck effect.
With Stratos and Apprentice Illusion Magician in your hand, you can search for Malicious and discard it to special summon Apprentice. This will let you search for a Dark Magician and can activate the Malicious in the grave to special summon another one from the deck. With 2 level 6 on the field, you can then Xyz into a rank 6 like M7 for a card removal/recovery effect.
Star Seraph Scepter | LIGHT Fairy ★4 ATK 1800 / DEF 400 |
Infinite Ray [UR] | |
When this card is Normal or Special Summoned: You can add 1 "Star Seraph" monster from your Deck to your hand, except "Star Seraph Scepter". An Xyz Monster that was Summoned using 3 or more monsters, including this card on the field, as Xyz Materials gains this effect. ● When it is Xyz Summoned: You can target 1 other card on the field; destroy it, and if you do, you can draw 1 card. |
Star Seraph Sovereignty | LIGHT Fairy ★4 ATK 800 / DEF 2000 |
Infinite Ray [SR] | |
Cannot be used as an Xyz Material for an Xyz Summon, except for an Xyz Summon that uses 3 or more monsters as Xyz Materials. If you Normal or Special Summon a "Star Seraph" monster(s), except during the Damage Step: You can Special Summon this card from your hand, and if you do, draw 1 card, then you can Special Summon it if it is a "Star Seraph" monster. |
Scepter is used to search for Sovereignty. If you already have Sovereignty in your hand, you can end up summoning both Sovereignty (1 from hand and the other from the search) for a +2 draw. Once all 3 monsters are on the field, you can do a rank 4 XYZ to activate Scepter's effect to destroy a card and draw another card.
If you don't have Sovereignty in your hand when you summon Scepter, you can use "See you Later!" skill to take the Scepter back to your hand to perform the combo on the next turn.
Keep in mind the Star Seraph engine can only be used to XYZ into a rank 4 monster that REQUIRES 3 or more monsters. Rank 4 XYZ that only uses 2 monsters cannot be summoned using them.
Dwarf Star Dragon Planeter | LIGHT Dragon ★4 ATK 1700 / DEF 1200 |
Ranked Rewards [SR] | |
Once per turn, during the End Phase, if this card was Normal Summoned this turn: You can add 1 Level 7 LIGHT or DARK monster from your Deck to your hand. |
Normal Summon Dwarf Star Dragon Planeter to fetch Dark Magician. Waiting till your End Phase to get the search off is not really a problem, since you'll also need to wait for a newly set Navigation to go live.
Magicians Robe | DARK Spellcaster ★2 ATK 700 / DEF 2000 |
Special Pack Vol. 02 [SR] Joey Wheeler (DSOD) Unlock Event - Memories of a Friend [SR] Duelist Chronicle: Battle City Showdown! [SR] Epic Yami Event [SR] | |
During your opponent's turn: You can discard 1 Spell/Trap Card; Special Summon 1 "Dark Magician" from your Deck (this is a Quick Effect). During your opponent's turn, if you activate a Spell/Trap Card or effect while this card is in your Graveyard (except during the Damage Step): You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Magician's Robe" once per turn. |
Pretty useful card to use if you are missing some other core cards, but the trigger and cost can be an issue to activate at times.
Dark Paladin is usually summoned against Fusion decks like Neos Fusion, Lunalight, and Invoked. Against these decks, preventing them from using their Fusion Spells essentially cripples their entire strategy. You should also watch out for Field Spells and Ritual Spells, since these Spells are also commonly key cards in their respective decks. In mirror matches, Dark Paladin is highly useful for negating enemy Dark Magical Circle and Eye of Timaeus.
Additionally there are also a bunch of decks rising in popularity that have key Spell cards in their strategy. These decks include Spellbooks, Witchcrafter, and Evil Eye.
Dark Paladin can also be summoned against Dragon decks because of his ATK boost, giving him a higher power ceiling than Dark Cavalry.
Dark Magic Curtain | Normal Spell |
Arkana [UR] | |
Pay half your LP; Special Summon 1 "Dark Magician" from your Deck. You cannot Summon other monsters the turn you activate this card (but you can Set). |
Activate Curtain when you have Dark Magical Circle onboard for maximum effect. Navigation requires you to have Dark Magician onhand, so Curtain is often more reliable. However, the summoning restriction does kinda hurt since you can't follow up with other combos.
Dark Magic Expanded | Quick Spell |
Card Trader [SR] | |
Apply these effects in sequence, based on the number of "Dark Magician" and/or "Dark Magician Girl" on the field and in the Graveyards.● 1+: 1 DARK Spellcaster-Type monster on the field gains 1000 ATK until the end of this turn.● 2+: This turn, your opponent cannot activate cards and effects in response to your Spell/Trap Card or effect activation, also Spell/Trap Cards you control cannot be destroyed by your opponent's card effects.● 3+: DARK Spellcaster-Type monsters you currently control are unaffected by your opponent's card effects, until the end of this turn. |
A lot of monsters commonly used in the meta have over 2500 ATK, so having this as an ATK booster is already pretty decent and works well on unsuspecting players. The 2+ and 3+ are more difficult to work with and are more suited for late game plays.
Dark Magic Veil | Normal Spell |
Dark Dimension [R] | |
Pay 1000 LP; Special Summon 1 DARK Spellcaster-Type monster from your hand or Graveyard. |
Another card you can use to Special Summon Dark Magician for LP cost. Normally you'd pick a Dark Magician in the graveyard for Special Summoning, so that overall you lose nothing in resource count. But if you have Magician of Dark Illusion onboard, it might be more beneficial to Special Summon a Dark Magician from your hand, and let Magician of Dark Illusion revive the Dark Magician in your graveyard instead.
Spellbook of Fate | Quick Spell |
Visions of Ice [R] Selection Box Vol. 02 [R] | |
If you control a Spellcaster-Type monster: You can banish up to 3 "Spellbook" Spell Cards from your Graveyard; apply this effect, depending on the number of Spell Cards banished for this card's activation. You can only activate 1 "Spellbook of Fate" per turn. ● 1: Return 1 Set Spell/Trap Card to the hand. ● 2: Change 1 monster on the field to face-down Defense Position or face-up Attack Position. ● 3: Banish 1 card your opponent controls. |
The third effect and the fact it is a Quick-Play Spell is what makes Fate a formidable removal card. It does not target, does not destroy, can be used on both monsters and Spell/Trap Cards, and only costs cards in the graveyard to activate are just some of the reasons why it remains quite relevant.
Additionally, you can form a loop with two Spellbook of Fate and some Spellbook of Eternity that lets you banish a card every turn.
The first and second effects also contribute a lot to Fate's versatility. The first effect can be used to open the opponent to your attacks by removing a backrow card. The second effect can be used to stop attacks and turn off effects.
Heat Wave | Normal Spell |
Rex Raptor at Lvl 33 [R] | |
This card can only be activated at the start of Main Phase 1. Neither player can Normal or Special Summon an Effect Monster, until your next Draw Phase. |
Unlike Blue-Eyes which relies on its Effect monster support, Dark Magician decks are able to bring out their boss monster with just their Spell/Trap support. This creates a niche where Heat Wave can be used to its full potential.
Activate Heat Wave at the start of the turn, and then Summon Dark Magician with Star Blast or Magician Navigation. Since most decks heavily rely on effect monsters, Heat Wave can preemptively shutdown your opponent's next turn.
Be careful to not use Heat Wave during the turn you want to setup with Magicians Rod.
Magician Navigation | Normal Trap |
Guardians of Rock [UR] | |
Special Summon 1 "Dark Magician" from your hand, then Special Summon 1 Level 7 or lower DARK Spellcaster-Type monster from your Deck. If you control "Dark Magician", except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 face-up Spell/Trap Card your opponent controls; it has its effects negated until the end of this turn. |
Magician Navigation allows you to Special Summon a Dark Magician from your hand and a Level 7 or lower DARK Spellcaster-Type monster from your Deck. Letting you get two Dark Magician on the field to use as beaters and field presence.
You can banish Magician Navigation from your Graveyard to target a face-up Spell/Trap Card your opponent controls and negate its effects until the end of the turn. You can use this effect to prevent your opponent from searching a “Darklord” card via Banishment of the Darklords, Summoning Elemental HERO Brave Neos via Neos Fusion, or even from shuffling all of your Attack Position monsters into the Deck with Drowning Mirror Force.
Keep in mind that you can only activate this effect of Magician Navigation if you control a Dark Magician and you can’t do it during the same turn the Trap Card was sent to the Graveyard.
Being able to special summon 2 monsters on the field this way is also a pretty good way to XYZ into another monster. Dark Magicians sent to the graveyard that's used as a cost for an XYZ monster can be brought back by using Magician of Dark Illusion.
The focus of the deck is Dark Magician, so chances are, you will have Dark Magician on the field at some point in the duel. This counter trap is quite powerful since it can negate even a summon of a monster, essentially stopping a combo.
Appointer of the Red Lotus | Normal Spell |
Wonders of the Sky [N] | |
Pay 2000 Life Points and reveal all cards in your hand. Look at your opponent's hand and select 1 card. Remove that card from play until the End Phase of your opponent's next turn. |
Champions Vigilance | Counter Trap |
Seto Kaiba [SR] | |
If you control a Level 7 or higher Normal Monster, when a monster would be Summoned OR a Spell/Trap Card is activated: Negate the Summon or activation, and if you do, destroy that card. |
Spending 2000 LP to activate this card puts you at the point where you can activate Destiny Draw. Banish a key card from the opponent's hand, something like Blue-Eyes Alternative White Dragon so your opponent can't use it immediately.
Cyber Slash Harpie Lady | WIND Winged Beast ★8 ATK 2600 / DEF 1400 |
Sign of Harpies [UR] | |
1 Tuner + 1+ non-Tuner monsters For this card's Synchro Summon, you can treat 1 "Harpie" monster you control as a Tuner. This card's name becomes "Harpie Lady" while on the field or in the GY. When a Spell/Trap Card or effect is activated (except during the Damage Step) (Quick Effect): You can target 1 monster your opponent controls or 1 "Harpie" monster you control; return it to the hand. You can only use this effect of "Cyber Slash Harpie Lady" once per turn. |
Strong monster removal option and useful to disrupt your opponent's turn as well.
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 Raigeki Break.
Mecha Phantom Beast Dracossack | WIND Machine ★7 ATK 2600 / DEF 2200 |
Sign of Harpies [UR] | |
2 Level 7 monsters Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect. |
Draccosack is a self-sufficient boss monster that's effective even outside of its archetype. It has both good offense and defense with its decent stats, inherent protection from destruction, and a targeting removal effect. It also generates its own effect costs, so you don't need to invest any more resources in Dracossack after summoning it.
However, due to limited monster zones, Dracossack needs to be the only monster on board to maximize its token generates.
Constellar Ptolemy M7 | LIGHT Machine ★6 ATK 2700 / DEF 2000 |
Infinite Ray [UR] Selection Box Vol.03 Mini [UR] | |
2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand. |
You can Xyz into this with multiple Apprentice Illusion Magician or with a Malicious.
It's a useful card removal, especially against extra deck monsters, but it can also be used to recover a card from your graveyard or get prevent a certain graveyard card from your opponent.
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. |
Since you can only use Utopia Ray's effect when down to your last 1000 LP, he is best used to clutch the game. The ATK manipulation can help you get rid of a powerful enemy monster and deal massive damage. Keep in mind this effect can be activated multiple times per turn as long as you have the materials.
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. |
Save Utopia in your Extra Deck and keep him there until you're ready to make Utopia Ray. If you are using the Star Seraph engine with no other level 4 monster, you can only go into Utopia Ray. This means that you can remove Utopia and put in another rank 4 that uses 3 monsters, or another lvl 7 XYZ.
Stellarknight Delteros | LIGHT Warrior ★4 ATK 2500 / DEF 2100 |
Shining Hope [UR] | |
3 Level 4 monsters While this card has Xyz Material, your opponent cannot activate cards or effects when you Normal or Special Summon a monster(s). Once per turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; destroy it. If this card is sent from the field to the Graveyard: You can Special Summon 1 "tellarknight" monster from your hand or Deck. |
Only summonable using that Star Seraph engine. Delteros protects against summoning hazards, most notably Floodgate Trap Hole and Void Trap Hole. Its removal effect is also decent at breaking the enemy's board.
Abyss Dweller | WATER Sea Serpent ★4 ATK 1700 / DEF 1400 |
Photons of Galaxy [UR] | |
2 Level 4 monsters While this card has an Xyz Material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; any card effects that activate in your opponent's Graveyard cannot be activated this turn. |
Abyss Dweller is great at negating enemy graveyard plays similar to a mini Necrovalley, without hindering your own graveyard plays. Keep in mind Abyss Dweller prevents the activation, not negate it. Make sure you toggle chain to "ON" and activate Abyss Dweller at the start of the opponent's turn.
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 400 damage to your opponent. |
A staple in Rank-4 Toolboxes. Gagaga Cowboy's defense position effect can occasionally steal you some wins by burning your opponent's last 400LP. The attack position effect is good for beating down bigger monsters, especially when given double attack by Gagaga Samurai.
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. |
Summonable by using Corebage as the material. For when your opponent has multiple set monsters and you want to deal some damage to them, or if your Corebage got hit with something like Forbidden Chalice or Fiendish Chain.
Voloferniges, the Darkest Dragon Doomrider | DARK Dragon ★7 ATK 2500 / DEF 2100 |
Cross Dimension [SR] | |
2 Level 7 monsters Once per turn: You can detach 2 materials from this card, then target 1 face-up card on the field; destroy it, and if you destroyed a monster, you can make 1 face-up monster you control gain ATK equal to the destroyed monster's original Level/Rank x 300 until the end of the next turn. This card cannot attack the turn you activate this effect. This is a Quick Effect if this card has a Dragon monster as material, but cannot be activated in the Damage Step. |
Face-Up Card Destruction including backrow is pretty decent effect but sadly it cannot activated during Damage Step. When you destroyed a monster, it will allows you boost up ATK of 1 monster you control until the end of the next turn.
Photon Strike Bounzer | LIGHT Warrior ★6 ATK 2700 / DEF 2000 |
Photons of Galaxy [SR] | |
2 Level 6 monsters Once per turn, during either player's turn, when a monster effect is activated on your opponent's side of the field: You can detach 1 Xyz Material from this card; negate the effect, and if you do, inflict 1000 damage to your opponent. |
Negating enemy monster effects is great for disrupting their plays, especially because most combos involve the use of a monster effect; However, because the negation effect does not destroy the negated monster, so this can be dangerous against powerful monsters like Blue-Eyes Alternative White Dragon.
Evilswarm Ouroboros | DARK Dragon ★4 ATK 2750 / DEF 1950 |
Selection Box Vol.04 [SR] | |
3 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. Each effect can only be used once while this card is face-up on the field. ● Target 1 card your opponent controls; return that target to the hand. ● Send 1 random card from your opponent's hand to the Graveyard. ● Target 1 card in your opponent's Graveyard; banish that target. |
Ouroboros is one of the more powerful Rank-4 Xyz due to having three different good effects that can be used once each while it is on the field. The first effect is a simple yet effective targeted removal effect. The second effect when used early in the Duel, can limit your opponent's plays by reducing their resources. When used correctly, the third effect can get rid of a crucial card in the graveyard.
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 temporarily banishes a monster, possibly opening your opponent up for direct attacks. Do this when you need a non-destruction form of removal. Another thing to note is that banishing an Xyz monster gets rid of all their Xyz materials.
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them. |
Diamond Dire Wolf gets rid of itself along with any enemy card. Use this as on demand removal against a problematic card, or secure your attacks by getting rid of enemy backrow.
Gagaga Samurai | EARTH Warrior ★4 ATK 1900 / DEF 1600 |
Shining Hope [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 "Gagaga" monster you control; it can make a second attack during each Battle Phase this turn. When another monster you control is targeted for an attack while this card is in Attack Position: You can change this card to Defense Position, and if you do, change the attack target to this card and perform damage calculation. |
Summon only to push damage. Usually you will give Samurai the double attack and hit directly twice to deal massive damage.
Daigusto Emeral | WIND Rock ★4 ATK 1800 / DEF 800 |
Sign of Harpies [SR] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects. ● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card. ● Target 1 non-Effect Monster in your Graveyard; Special Summon that target. |
Emeral's first effect lets you recycle monsters from the graveyard while also netting you a draw. The second effect is simply used to revive Dark Magician.
Hierophant of Prophecy | DARK Spellcaster ★7 ATK 2800 / DEF 2600 |
Heart of Xyz [R] | |
2 Level 7 Spellcaster-Type monsters Once per turn: You can detach 1 Xyz Material from this card; destroy Spell/Trap Card(s) your opponent controls, up to the number of "Spellbook" Spell Cards in your Graveyard. |
Hierophant of Prophecy can allows you to destroy min. 1 backrow of your opponent.
Number 28: Titanic Moth | FIRE Insect ★7 ATK 2400 / DEF 2200 |
Shark Fang [R] | |
2 Level 7 monsters If you control no other monsters, this card can attack directly, but when it does so using this effect, the battle damage inflicted to your opponent is halved. When this card inflicts battle damage to your opponent: You can detach 1 Xyz Material from this card; inflict 500 damage to your opponent for each card in their hand. |
Rank-7s are fairly easy to make with Magician's Navigation Special Summoning two Dark Magicians.
Summon by using Dark Magician and/or Magician of Dark Illusion as material. Titanic Moth is able to deal a ton of damage between its direct attack and burn damage. If successful, this can sometimes win you some games.
Digital Bug Rhinosebus | LIGHT Insect ★7 ATK 2600 / DEF 2200 |
Infinite Ray [R] | |
2 or more Level 7 LIGHT Insect-Type monsters You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 5 or 6 Insect-Type Xyz Monster you control, then using that Xyz Monster 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. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy the face-up monster(s) your opponent controls with the highest DEF (all, if tied). |
This is summoned by ranking up from Exa-Beetle, which will only give it 1 material for 1 use.
Rhinosebus has a quick-effect and it's a non-targeting monster removal. Either use it early to stop potential combos, or do it once they summon their boss monster.
Inzektor Exa-Beetle | DARK Insect ★6 ATK 1000 / DEF 1000 |
Darkness Gimmick [R] | |
2 Level 6 monsters When this card is Xyz Summoned: You can target 1 monster in either player's Graveyard; equip that target to this card. This card gains ATK and DEF equal to half the original ATK and DEF of the monster equipped by this effect. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card on each side of the field; send those targets to the Graveyard. |
Mainly to go into Exa-Beetle, but its effect is also not bad in case you need to return a monster instead of destroying them like Bloom Diva the Melodious Choir instead. But using the effect like this will mean that you can't rank up into Rhinosebus.
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