Eldlich the Golden Lord | LIGHT Zombie ★10 ATK 2500 / DEF 2800 |
Master Pack [UR] Normal Pack: Stalwart Force [UR] Secret Pack: Immortal Royalty [UR] | |
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn. |
The only monster in the deck, but the deck has many ways to reliably and repeatedly summon this back to the field.
Its effect in the hand helps deal with your opponent's card and put a "Golden Land" or "Eldlixir" to the grave so you can activate their effects to search the other.
The graveyard effect lets you play offensively if you want to summon it during your turn, as well as an added effect of ATK/DEF boost and can't be destroyed by card effects.
Cursed Eldland | Continuous Spell |
Master Pack [SR] Secret Pack: Immortal Royalty [SR] | |
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY. |
A searcher so you can get Eldlich from deck to the hand. You can then use the Eldlich's hand effect for a card removal, then activate Eldlich in the grave by sending Cursed Eldland to grave to get the second effect.
Putting an Eldlich or a "Golden Land" to the grave is mainly so you can activate their grave effects. Send Eldlich if you want to summon it that turn with the added stat boosts, or activate the "Golden Land" in the grave to search for Eldlixir.
Since there are no other Zombie cards in the deck, Eldlixir cards are all about summoning Eldlich, just from different places and through different card types. Using them restricts you from being able to summon non Zombie type monsters for the rest of the turn, which is what prevents long combo plays through Xyz/link or mixed with other archetypes. They also have the same graveyard effect that can set a "Golden Land" card from deck to your field.
Since you can only activate 1 of their effects per turn, you have to choose to either use them on the field to special summon an Eldlich, or discard them with an Eldlich's hand/grave effect in order to search for a "Golden Land" card.
Any of these cards are searchable from certain "Golden Land"'s end phase graveyard effect.
Eldlixir of Black Awakening | Normal Spell |
Master Pack [SR] Secret Pack: Immortal Royalty [SR] | |
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn. |
Lets you special summon from the hand or deck, but it can only be summoned in defense position. This helps if it's on your turn and you already have a set "Golden Land" traps on your field that are ready to use.
Eldlixir of White Destiny | Quick Spell |
Master Pack [R] Secret Pack: Immortal Royalty [R] | |
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn. |
Only summons from hand or grave, but it's a quick-play spell and has no summon position restriction.
Search for this if you end your turn with an activatable Golden Land card in the grave so you can summon an Eldlich during your opponent's turn, but only if you have an Eldlich in your hand/grave.
Eldlixir of Scarlet Sanguine | Normal Trap |
Master Pack [SR] Secret Pack: Immortal Royalty [SR] | |
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn. |
A trap version to summon Eldlich and it only summons from deck or grave.
Similar use to White Destiny, except you search for this if all your Eldlichs are in your deck. This being a trap card also has an added benefit where you can use its grave effect right away, or even during your opponent's turn.
Golden Land cards are all mostly about disruptions. They help stop your opponent's plays, but they need to have an Eldlich on your field.
Conquistador and Huaquero are trap monsters that are still considered trap cards, which means they can still be destroyed by cards that destroy spells/traps like Lightning Storm or Harpie's Feather Duster. Both of them also have an end-phase effect to help search for the Eldlixir cards.
Golden Land Forever! | Counter Trap |
Master Pack [SR] Secret Pack: Immortal Royalty [SR] | |
When a Spell/Trap Card, or monster effect, is activated, while you control an "Eldlich" monster: Tribute 1 Zombie monster; negate the activation, and if you do, destroy that card. You can only activate 1 "Golden Land Forever!" per turn. |
An in-archetype omni negate, but you can only use it when Eldlich is already on the field. You also need to tribute a Zombie monster, which is often going to be the Eldlich itself, but you can use any of the Golden Land trap monsters if you have them on the field.
Conquistador of the Golden Land | Continuous Trap |
Master Pack [R] Secret Pack: Immortal Royalty [R] | |
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn. |
Its effect is to be summoned as a monster and destroys a face-up card right away if you have an Eldlich on the field. This means that you can use it as chain 2 and it can destroy a face-up when it's summoned instead of when the whole chain resolves.
It has low ATK but high DEF, so it's mainly going to just be summoned into defense. Since it's a level 5, you can use this to Xyz into a rank 5 together with another copy of this or with Huaquero.
Huaquero of the Golden Land | Continuous Trap |
Master Pack [R] Secret Pack: Immortal Royalty [R] | |
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn. |
This stats on this one is the opposite to Conquistador, so this is the one that can help be a beater on your field. Its effect, when summoned as a monster, is to banish a card from either grave, which helps when going against decks that need their grave to setup.
When it comes to tech cards, there's a good amount of freedom here. You can build a cheap/budget version by using low rarity cards through crafting if you don't want to use SR/UR CPs. The strength of the deck is its ability to maintain control and continuous negate, so you can bring any card that can help with this playstyle.
Of the ones used in the example, Skill Drain and Imperial Order are the strongest techs since they can stop the majority of combos and can potentially win you the duel pretty easily once they're on the field. Solemn Judgment is arguably the next best thing since it's a strong negate card to stop plays, but it's also quite needed in order to prevent cards like Harpie's Feather Duster or Lightning Storm from clearing your back rows.
Called by the Grave | Quick Spell |
Master Pack [UR] | |
Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name. |
Pot of Extravagance | Normal Spell |
Master Pack [SR] | |
At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects. |
Solemn Judgment | Counter Trap |
Master Pack [UR] Secret Pack: Guardians of the Sacred Sky [UR] | |
When a monster would be Summoned, OR a Spell/Trap Card is activated: Pay half your Life Points; negate the Summon or activation, and if you do, destroy that card. |
Solemn Strike | Counter Trap |
Master Pack [UR] Secret Pack: Guardians of the Sacred Sky [UR] | |
When a monster(s) would be Special Summoned, or a monster effect is activated: Pay 1500 LP; negate the Summon or activation, and if you do, destroy that card. |
Ice Dragons Prison | Normal Trap |
Master Pack [SR] Secret Pack: Dragon Knight Gorge [SR] | |
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. |
Torrential Tribute | Normal Trap |
Master Pack [R] Secret Pack: Sharks Pride [R] Secret Pack: Rulers of the Deep [R] | |
When a monster(s) is Summoned: Destroy all monsters on the field. |
Aside from a few, most of the extra deck cards aren't used/needed that much. This is fine since you can then fill them up with anything (if you don't have many cards yet) so you can use Pot of Extravagance/Prosperity just for the draws.
Rank 5 monsters can be made with 2 of the Golden Land Trap monsters, while rank 10 is by using multiple Eldlichs. Just keep in mind that you can't go into most of these if you use an Eldlixir to special summon an Eldlich since there's a summon lock.
If you have Skill Drain on the field, these extra deck monsters will mainly just be used for their ATK/DEF stats instead of their effects.
Constellar Pleiades | LIGHT Warrior ★5 ATK 2500 / DEF 1500 |
Master Pack [UR] Secret Pack: Champions of Salvation [UR] | |
2 Level 5 LIGHT monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; return that target to the hand. |
Lets you bounce a card during your opponent's turn. It also has a decent ATK for a rank 5, so it's a decent upgrade when you use 2 Golden Land trap monsters.
Superdreadnought Rail Cannon Gustav Max | EARTH Machine ★10 ATK 3000 / DEF 3000 |
Master Pack [UR] Secret Pack: Dreadnought Advance [UR] | |
2 Level 10 monsters Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent. |
Helps deal damage, but can also be the finishing blow if you're able to attack with 2 Eldlich directly, but one of them needs to have the ATK boost.
Number 81: Superdreadnought Rail Cannon Super Dora | EARTH Machine ★10 ATK 3200 / DEF 4000 |
Master Pack [UR] Secret Pack: Dreadnought Advance [UR] | |
2 Level 10 monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field; that target is unaffected by card effects, except for its own effects, until the end of this turn. |
Higher ATK than Gustav Max, but this is mostly to be used defensively to help survive.
Skypalace Gangaridai | WIND Machine ★10 ATK 3400 / DEF 3000 |
Master Pack [SR] Secret Pack: Altered Heraldry [SR] | |
2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect. |
Card removal effect and some effect damage with a single use. It won't be able to attack after using it, but you can just special summon Juggernaut Liebe as a follow-up.
Superdreadnought Rail Cannon Juggernaut Liebe | EARTH Machine ★11 ATK 4000 / DEF 4000 |
Master Pack [UR] Secret Pack: Dreadnought Advance [UR] | |
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1. |
High ATK and multiple attacks, this is a good follow-up after using any of the rank 10 machine monster's effects to help finish off your opponent.
Divine Arsenal AA-ZEUS - Sky Thunder | LIGHT Machine ★12 ATK 3000 / DEF 3000 |
Master Pack [UR] | |
2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material. |
Very powerful quick-effect and you can even use it twice if you go into a rank 10, then into Juggernaut Liebe before going into Zeus.
Imduk the World Chalice Dragon | WIND Dragon ATK 800 / LINK 1 |
Legacy Pack [R] Solo Mode Reward [R] | |
1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand. |
Special summonable with 1 Golden Land trap monster. If a monster is ever in front of the extra monster zone, you can use this to easily deal with them with just any trap monster.
Vampire Sucker | DARK Zombie ATK 1600 / LINK 2 |
Master Pack [SR] Secret Pack: Immortal Royalty [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. |
This being a Zombie card means you can still special summon it after using an Eldlixir. You can summon this using an Eldlich or any of the Golden Land monster traps, but this has lower ATK than Huaquero and it's mainly just for the draw effect.
Lyna the Light Charmer, Lustrous | LIGHT Spellcaster ATK 1850 / LINK 2 |
Master Pack [SR] Secret Pack: Spiritual Mastery [SR] | |
2 monsters, including a LIGHT monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 LIGHT monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 LIGHT monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Lyna the Light Charmer, Lustrous" once per turn. |
Situationally useful if you ever go against an opponent that uses LIGHT monsters so you can summon their monster to your field.
Link Spider | EARTH Cyberse ATK 1000 / LINK 1 |
Legacy Pack [SR] | |
1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to. |
A link 1 monster so you can easily send your Eldlich or Golden Land trap monsters to the grave to use their graveyard effects.
These Knightmare link monsters make it so that you can use any 2 monsters to become a card removal. Since Golden Land trap monsters are once per summon effects, you can freely link them away after they're used so you can put them to the grave to activate their grave effects.
Both Eldlixir and Golden Land trap monsters are also fine with getting discarded, allowing you to set a different card from the deck.
Knightmare Cerberus | EARTH Fiend ATK 1600 / LINK 2 |
Master Pack [SR] Secret Pack: Cosmic Mechanical Entities [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. |
Knightmare Phoenix | FIRE Fiend ATK 1900 / LINK 2 |
Master Pack [SR] Secret Pack: Cosmic Mechanical Entities [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. |
Knightmare Unicorn | DARK Fiend ATK 2200 / LINK 3 |
Master Pack [UR] Secret Pack: Cosmic Mechanical Entities [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. |
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