A less cost-efficient backrow removal option than Cosmic Cyclone. You can set any of your Witchcrafter Spells to be destroyed by Storm alongside enemy backrow. Your Witchcrafter Spell will then return during the End Phase with its own effect.
Depending on how many Witchcrafter Spells you have banished, the best thing to destroy would be Patronus. After that you can activate Patronus' mass recovery effect.
Trishula, the Dragon of Icy Imprisonment | WATER Dragon ★9 ATK 2700 / DEF 2000 |
Arena of Sanctuary [UR] | |
3 monsters with different names Must first be either Fusion Summoned using only monsters in your hand and/or field, or Special Summoned (from your Extra Deck) by banishing the above cards you control (in which case you do not use "Polymerization"). If this card was Special Summoned using only monsters that were originally Dragons: You can reveal and banish 3 cards (1 from your Deck, 1 from the top of your opponent's Deck, and 1 from their Extra Deck). You can only use this effect of "Trishula, the Dragon of Icy Imprisonment" once per turn. |
When multiple of your monsters are afflicted with debuffs, (i.e. Fiendish Chain, Floodgate Trap Hole) banish them to summon Trishula. The banished monsters can later be recovered by Patronus.
Trishula only functions as a beater onboard, so this move is simply done to unclog your field.
Scrap Dragon | EARTH Dragon ★8 ATK 2800 / DEF 2000 |
Valhalla Calling [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon that target. |
Summonable using Witchcrafter Edel and Minerva as the tuner. Scrap Dragon is mostly to just destroy a card your opponent controls. Since the Witchcrafter spell cards can be returned to the hand, you can use them as part of the cost to activate Scrap Dragon's effect.
Black Rose Dragon | FIRE Dragon ★7 ATK 2400 / DEF 1800 |
Blazing Rose [UR] | |
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant-Type monster from your Graveyard, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn. |
Summonable with Witchcrafter Schmietta and Minerva. Having at least 1 Black Rose Dragon helps against certain matchups to ensure that you can summon Madame Verre safely since the deck is fairly weak against spells/traps. Also, a pretty good monster to go to if you are sure you can OTK your opponent.
Brionac, Dragon of the Ice Barrier | WATER Sea Serpent ★6 ATK 2300 / DEF 1400 |
Aerial Assault [UR] | |
1 Tuner + 1+ non-Tuner monsters You can discard any number of cards to the GY, then target the same number of cards your opponent controls; return those cards to the hand. You can only use this effect of "Brionac, Dragon of the Ice Barrier" once per turn. |
The two level 6 synchros are summonable by using Pittore and Minerva. Both of these synchros uses cards in your hands as the cost, which is less of an issue in a witchcrafter deck due to the recovery effects.
In most cases, it's better to go Brionac since it can return multiple cards at a time, but Coral Dragon can be a decent substitute, especially if you think your opponent might disrupt it.
Coral Dragon | WATER Dragon ★6 ATK 2400 / DEF 500 |
Chronicle of Glory [UR] | |
1 Tuner + 1 or more non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the Graveyard: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn. |
Card removal effect that can also give you a draw, but it works better than Brionac if you use this as part of a combo and can send it to the grave right away.
Star Eater | LIGHT Dragon ★11 ATK 3200 / DEF 2800 |
Valhalla Calling [SR] | |
1 Tuner + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's Synchro Summon cannot be negated. When Synchro Summoned, cards and effects cannot be activated. If this card attacks, it is unaffected by other card effects until the end of the Damage Step. |
Summonable by using Madame Verre and Minerva. This helps when going against back row heavy decks, or if your Madame Verre is locked up by spells/traps like Fiendish Chain.
Samurai Destroyer | EARTH Machine ★7 ATK 2600 / DEF 1400 |
Dark Dimension [R] | |
1 Tuner + 1+ non-Tuner monsters If this card battles an opponent's monster, your opponent cannot activate cards or effects until the end of the Damage Step, also that opponent's monster has its effects negated during the Battle Phase only. If this face-up card in its owner's control leaves the field because of an opponent's card effect: You can target 1 Machine monster in your GY; Special Summon it. |
Level 7 synchros are from Schmietta and Minerva. They provide situational uses that Madame Verre might not be able to handle.
Fortune Lady Every can banish a face up monster during your standby phase, and has a built in self revival effect. Can be a pretty safe turn 1 summon monster in most cases.
Samurai Destroyer is for when you think enemy's set monster card has a dangerous flip or floating effect. It can also prevent your opponent from activating their back row, but only if you attack into a monster.
Fortune Lady Every | LIGHT Spellcaster ★7 ATK ? / DEF ? |
Valhalla Calling [SR] | |
1 Tuner + 1+ non-Tuner Spellcaster monsters This card's ATK/DEF become its Level x 400. Once per turn, during your Standby Phase: Increase this card's Level by 1 (max. 12), then, you can banish 1 face-up monster your opponent controls. During your opponent's End Phase, if this card is in your GY: You can banish 1 other Spellcaster monster from your GY; Special Summon this card. You can only use this effect of "Fortune Lady Every" once per turn. |
Powerful non-targeting monster removal and a self-revive effect. Needing to banish a spellcaster isn't even that bad in this deck since you can use Patronus to cycle them back to the deck.
Arcanite Magician | LIGHT Spellcaster ★7 ATK 400 / DEF 1800 |
Dimension of the Wizards [UR] | |
1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters If this card is Synchro Summoned: Place 2 Spell Counters on it. This card gains 1000 ATK for each Spell Counter on it. You can remove 1 Spell Counter from your field, then target 1 card your opponent controls; destroy that target. |
It's either a decent ATK monster or a low ATK monster that has 2 card removals that can be used in a single turn. It's weak to being negated though, which makes it dangerous to bring out against back row heavy opponents.
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. |
Gives the deck a decent OTK potential if you ever survive with low HP. You can use its effect multiple times in a row, resulting in a 4000 ATK monster and a -3000 ATK on your opponent's monster.
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. |
Mainly to be used to go into Utopia Ray.
Dante, Traveler of the Burning Abyss | DARK Fiend ★3 ATK 1000 / DEF 2500 |
Fantastic Arc [UR] | |
2 Level 3 monsters Once per turn: You can detach 1 Xyz Material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; until the end of this turn, this card gains 500 ATK for each card sent to the Graveyard this way. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. If this card is sent to the Graveyard: You can target 1 "Burning Abyss" card in your Graveyard, except this card; add it to your hand. |
Helps you fuel the grave by sending cards from your deck to the grave. You'll want to at least make sure that you have a Witchcrafter on your field so that the sent Witchcrafter spells can go to your hand.
A simple card removal effect. You can follow it up by using Holiday to revive the used Schmietta so you can use both of her effects to special summon and search for a specific Witchcrafter from your deck.
Steelswarm Roach | DARK Fiend ★4 ATK 1900 / DEF 0 |
Photons of Galaxy [SR] | |
2 Level 4 monsters During either player's turn, when a Level 5 or higher monster would be Special Summoned: You can detach 1 Xyz Material from this card; negate the Special Summon, and if you do, destroy it. |
Stops certain special summon monsters or synchros and pendulum summons. This can potentially force your opponent to make a weaker play, which can be advantageous for you in the long run.
Dark Rebellion Xyz Dragon | DARK Dragon ★4 ATK 2500 / DEF 2000 |
Phantom of Rebellion [UR] | |
2 Level 4 monsters You can detach 2 Xyz Materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK. |
General Rank 4 Xyz Monster for players to use so far. Its effect essentially lets you deal 2500 (its own ATK) damage if this attacks the monster you targeted. The advantage is that your opponent's monster's ATK is also lowered, allowing you to attack over it with your other weaker monsters.
Wind-Up Zenmaines | FIRE Machine ★3 ATK 1500 / DEF 2100 |
Voltage of the Metal [SR] | |
2 Level 3 monsters If this face-up card on the field would be destroyed, you can detach 1 Xyz Material from this card instead. Once per turn, during the End Phase, if this effect was used this turn: Target 1 card on the field; destroy it. |
Pretty decent defensive effect to help stall a turn or two, but there are plenty of card removals that can deal with this, so it's not exactly a reliable wall to help survive.
Ghostrick Alucard | DARK Zombie ★3 ATK 1800 / DEF 1600 |
Photons of Galaxy [SR] | |
2 Level 3 monsters Monsters your opponent controls cannot target face-up "Ghostrick" monsters, or any face-down Defense Position monsters, for attacks, except this one. You can detach 1 Xyz Material from this card, then target 1 Set card your opponent controls; destroy that target. You can only use this effect of "Ghostrick Alucard" once per turn. If this card is sent to the Graveyard: You can target 1 other "Ghostrick" card in your Graveyard; add that target to your hand. |
Mainly to deal with enemy backrow so that you can more safely summon your other monsters or commit to other plays.
Photon Papilloperative | LIGHT Warrior ★4 ATK 2100 / DEF 1800 |
Photons of Galaxy [R] | |
2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster on the field; change it to face-up Attack Position, and if you do, it loses 600 ATK. |
When you have a Verre on your field and a lot of cards in hand, opponents tend to play defensively. Having this as an option lets you force your opponent into attack position so you can deal some damage and potentially OTK with just 1 attack.
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. |
Diamond Dire Wolf | EARTH Beast ★4 ATK 2000 / DEF 1200 |
Voltage of the Metal [SR] Selection Box Vol.03 Mini [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. |
Very effective against decks that uses monsters with the same name like Harpies or Cyber Dragons.
Number 68: Sanaphond the Sky Prison | DARK Rock ★8 ATK 2100 / DEF 2700 |
Infinite Ray [R] | |
2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs. |
Verre can stop monsters that are already on the field, but having this prevents the monsters from being summoned in the first place. Since you can use its effect to detach right away, you can follow it up with Holiday to special summon the Verre right after so that you have a good form of control.
Noted By 尺ノの刀乇:
I didnt expect that im going to be a kog. I was just practicing my deck at ranked because i created my acc 1 month ago. Thats why i have a shìtty toolbox, i barely use them though. Masterpiece is a game changer card and ur last resort if u dont have any wc on the field. Kiwi is just like a substitute for haine and genni is used for comeback. Spam witchcrafter monsters asap and try to bait ur opponent. My last tip is dont early surrender even if bricked, some of my matches are bricked starting hands but i still managed to win. Thank you.
Note by Nanachu:
I use power of dark for atk/def boost and storm fodder, I don't know but it feels better than pre-nerf balance version for me tho. The deck itself can play around most of meta decks even though it's start pretty slow. Most match would turn into grind games. Good resource management, fast reaction speed, and knowledge over opponent decks is a must, otherwise the timer would be your worst nightmare. Most annoying matchup would be evil eye, water necrovalley, and blue eyes (it's easier than before tho, coz they bring less backrows now) just remove the source problem from opposing deck when you could, or just stall until you could do OTK :)
P.S I haven't maxed Axel Broddie yet, volcanic wall would be good for hasten the setup and storm fodder.
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.
Duel Links forums | |
---|---|
General discussion | Vagabond trade |
Deck advice | Duel room |
Duel / Level rewards | |
---|---|
Level rewards | Duel rewards |
Skill pages | |
Skill database | How to get drop skills |
Card Trader | Ranked Rewards |
---|---|
Card Trader | Ranked Rewards |
Cards you should trade | How to beat the Vegabond | How to solve Duel Quizes |
Standard Duelists | ||
---|---|---|
Lvl 14 | Lvl 20 | Lvl 27 |
Lvl 33 | Lvl 39 | Lvl 45 |
Lvl 51 | Lvl 57 | - |
Legendary Duelists | ||
Lvl 30 (DM) | Lvl 30 (GX) | Lvl 30 (5D's) |