RB Gameplay Guide

RB Gameplay Guide

This deck uses Lock Machine from the Extra Deck with 1500 ATK or less, and is also extremely cool. It can be mixed with Sky Striker, Speedroid, Orcust, and many other cards.


This deck has features like hand scanning, various attack options, blocking enemy combos when going first, and easily achieving an OTK on turn 2 with its massive body and double punches. Additionally, it can also include Floodgay Clockwork Night.

Sections covered in this guide:




CORE

 

R.B. Funk Dock (x3)

 Rarity
R.B. Funk Dock
 Rarity
R.B. Funk Dock
R.B. Funk Dock
Spell Field
R.B. Funk Dock

    When this card is activated: Add 1 "R.B." card from your Deck to your hand, except "R.B. Funk Dock". Each time a monster(s) your opponent controls is destroyed by battle or card effect, gain 500 LP. If a face-up "R.B." monster(s) you control leaves the field by card effect (except during the Damage Step): You can Special Summon 1 "R.B." monster from your Deck. You can only use this effect of "R.B. Funk Dock" once per turn. You can only activate 1 "R.B. Funk Dock" per turn.


    Chad, search for RB monsters/spells/traps from deck to hand.


    Additionally, it has the effect of pulling a RB monster directly from the deck onto the field if your RB monster leaves the field due to an effect (including your own effect, except in Damage Step).

    LP resets when a monster is defeated.

    R.B. Stage Landing (x3)

     Rarity
    R.B. Stage Landing
     Rarity
    R.B. Stage Landing
    R.B. Stage Landing
    Spell Normal
    R.B. Stage Landing

      Special Summon 1 "R.B." monster from your Deck/Extra Deck with a different name than the cards you control. If an "R.B." monster(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You cannot Special Summon from the Extra Deck the turn you activate this card, except Machine monsters with 1500 or less original ATK.


      Chad, NO ONCE PER TURN


      You can directly pull a RB monster from your Deck or Extra Deck onto the field (including Link 3 boss monsters), but you can only pull monsters with names other than the monster you are currently controlling.

      Additionally, there's an effect that protects RB monsters from being destroyed by cards or effects by banishing them from the graveyard, but remember that this deck has some cards that must be self-destructed to activate their effects; using these cards to protect monsters can sometimes be counterproductive.

      R.B. Last Stand (x1)

       Rarity
      R.B. Last Stand
       Rarity
      R.B. Last Stand
      R.B. Last Stand
      Trap Normal
      R.B. Last Stand

        Special Summon 1 "R.B." monster from your Deck, Extra Deck, or GY, with a different name than the cards you control. For the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Machine monsters with 1500 or less ATK. When your opponent activates a card or effect that targets an "R.B." monster(s) you control: You can banish this card from your GY; negate that effect. You can only use 1 "R.B. Last Stand" effect per turn, and only once that turn.


        It both protects the target (banishes from the graveyard) and pulls a RB monster from the Deck, Extra Deck, or graveyard to play during the opponent's turn (usually to pull the disruption you need, negate spells/traps, steal monsters, shoot monsters, explode in battle, etc.).

        R.B. Next Phase (x1)

         Rarity
        R.B. Next Phase
         Rarity
        R.B. Next Phase
        R.B. Next Phase
        Trap Counter
        R.B. Next Phase

          When your opponent activates a monster effect, while you control an "R.B." monster: Destroy 1 monster you control, and if you do, negate the activation, and if you do that, destroy that card, then gain 2000 LP. You can only activate 1 "R.B. Next Phase" per turn.


          When you're controlling a RB monster, you must shoot one of your own monsters. The monster's activated effect can only be negated after it's shot, then you'll gain +2000 LP.


          In general, Counter Trap search works and combines very well with field search.

          R.B. Operation Test (x0-1)

           Rarity
          R.B. Operation Test
           Rarity
          R.B. Operation Test
          R.B. Operation Test
          Spell Continuous
          R.B. Operation Test

            When this card is activated: You can target 1 Level 3 or higher "R.B." monster in your GY; Special Summon it. You can target any number of "R.B." monsters you control; gain LP equal to their combined original ATK, and if you do, return them to the hand/Extra Deck, then you can Special Summon 1 "R.B." monster from your hand. You can only use this effect of "R.B. Operation Test" once per turn. You can only activate 1 "R.B. Operation Test" per turn.


            Pulls 1 body onto the field upon activation. It's a permanent spell, so combine it with Clockwork Knight to search for Floodgates. Clockwork Night has the ability to push RB monsters from the field back and jump RB monsters from your hand onto your field, restoring LP (both restoring LP and combining with the field to pull more bodies from your deck).


            Ohmmm, sometimes you'll get bricked because of this card lmao

            R.B. VALCan Booster (x3)

             Rarity
            R.B. VALCan Booster
             Rarity
            R.B. VALCan Booster
            R.B. VALCan Booster
            FIRE
            R.B. VALCan Booster
            • ATK:

            • 500

            • LINK-2

            Link Arrow:

            Top

            Bottom


            2 Machine monsters If this card is Link Summoned: You can add 1 "R.B." Spell from your Deck to your hand. If this card is in the Extra Monster Zone: You can Special Summon 1 "R.B." monster from your hand or GY in Defense Position, then you can move this card you control to another of your Main Monster Zones, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine monsters with 1500 or less ATK. You can only use each effect of "R.B. VALCan Booster" once per turn.


            Chad



            Easy to level up, search for RB magic including super value cards, which are field cards.

            You can retrieve items from your hand or graveyard directly to the field, and you can pull a disrupt or a body to serve your Link 3 boss.

            R.B. The Brute Blues (x2-3)

             Rarity
            R.B. The Brute Blues
             Rarity
            R.B. The Brute Blues
            R.B. The Brute Blues
            WIND
            R.B. The Brute Blues
            • ATK:

            • 1500

            • LINK-3

            Link Arrow:

            Bottom-Left

            Bottom

            Bottom-Right


            2+ Machine monsters Gains the following effects while this card points to an "R.B." monster. ● Gains ATK equal to the total original ATK of "R.B." monsters it points to. ● Can make a second attack during each Battle Phase. ● Cannot be destroyed by battle or card effects. During your Main Phase: You can add 1 "R.B." card from your Deck to your hand. You can only use this effect of "R.B. The Brute Blues" once per turn.


            It's easy to level up; search for monsters/spells/RB traps from Dekcl and get them in your hand during each Main Phase.



            Gain 3 effects after this leaf arrow points at an RB monster.

            + Gain ATK equal to the total base ATK of all RB monsters this card points to
            + Punch twice during Battle Phase - primary damage dealer for OTK
            + Not destroyed by effects or combat

            R.B. Shepherd's Crook (x1-3)

             Rarity
            R.B. Shepherd's Crook
             Rarity
            R.B. Shepherd's Crook
            R.B. Shepherd's Crook
            DARK
            R.B. Shepherd's Crook
            • ATK:

            • 1500

            • LINK-3

            Link Arrow:

            Left

            Bottom

            Bottom-Right


            2+ monsters, including an "R.B." monster Gains 500 ATK for each monster you control, except this card. You can only use each of the following effects of "R.B. Shepherd's Crook" once per turn. During your Main Phase: You can Set 1 "R.B." Trap from your Deck or GY. During your opponent's Main Phase (Quick Effect): You can target 3 Level 3 or higher "R.B." monsters in your GY; place 2 on the bottom of the Deck in any order, and if you do, Special Summon the other in Defense Position.


            Easy to level up, gain 500 ATK for each monster you control, except for this card.



            You can directly place RB traps from the deck or graveyard onto the field (including counter traps).


            During each of your opponent's main phases, you can both reset your inventory and pull Level 3 or higher RB monsters from your graveyard to the field (choose 3, 2 back to your deck, 1 to the field). You can also pull the disrupt monster you need to the field during your opponent's turn using this effect.

            R.B. Lambda Cannon and R.B. Lambda Blade (x1)

             Rarity
            R.B. Lambda Cannon
             Rarity
            R.B. Lambda Cannon
            R.B. Lambda Cannon
            DARK 6
            R.B. Lambda Cannon
            • ATK:

            • 1200

            • DEF:

            • 1200


            If this card is Normal or Special Summoned: You can target 1 "R.B." monster in your GY, except "R.B. Lambda Cannon"; add it to your hand. While this card is linked to an "R.B." Link Monster: You can pay 1200 LP; destroy this card, and if you do, look at your opponent's hand, then you can Special Summon 1 monster from it to their field, but negate its effects. You can only use each effect of "R.B. Lambda Cannon" once per turn.


             Rarity
            R.B. Lambda Blade
             Rarity
            R.B. Lambda Blade
            R.B. Lambda Blade
            DARK 7
            R.B. Lambda Blade
            • ATK:

            • 1400

            • DEF:

            • 1400


            If this card is Normal or Special Summoned: You can send 1 "R.B." card from your Deck to the GY, except "R.B. Lambda Blade". During your opponent's Main Phase, if this card is linked to an "R.B." Link Monster (Quick Effect): You can pay 1400 LP, then target 1 monster your opponent controls; destroy this card, and if you do, take control of that monster, but destroy it during the End Phase. You can only use each effect of "R.B. Lambda Blade" once per turn.


            brick queen


            Since it couldn't jump on its own, I felt a little nervous holding it in my hand.

            Cannon : Summons minions (unfortunately, it doesn't summon spells/traps), looks at the enemy's hand, pulls a minion onto the field, permanently blocking its effects (snatches a type 2 hand that overwhelms the enemy's team; if you're worried about the enemy using that body for combos, you'll have to spend extra cards to shoot that leaf, lmao).

            Blade : Sends RB monsters/spells/traps from the deck to the graveyard to grant resources, has the potential to NTR enemy monsters, and that monster will explode at the end of the turn.

            R.B. Ga10 Cutter and R.B. Ga10 Driller (x1-2)

             Rarity
            R.B. Ga10 Cutter
             Rarity
            R.B. Ga10 Cutter
            R.B. Ga10 Cutter
            EARTH 4
            R.B. Ga10 Cutter
            • ATK:

            • 700

            • DEF:

            • 700


            If you control no face-up monsters, or the only face-up monsters you control are "R.B." monsters, you can Special Summon this card (from your hand). You can only Special Summon "R.B. Ga10 Cutter" once per turn this way. When your opponent's Spell/Trap Card or effect is activated, and this card is linked to an "R.B." Link Monster (Quick Effect): You can pay 700 LP; destroy this card, and if you do, negate that effect, and if you do that, destroy that card. You can only use this effect of "R.B. Ga10 Cutter" once per turn.


             Rarity
            R.B. Ga10 Driller
             Rarity
            R.B. Ga10 Driller
            R.B. Ga10 Driller
            EARTH 3
            R.B. Ga10 Driller
            • ATK:

            • 500

            • DEF:

            • 500


            If you control no face-up monsters, or the only face-up monsters you control are "R.B." monsters, you can Special Summon this card (from your hand). You can only Special Summon "R.B. Ga10 Driller" once per turn this way. During the Main Phase, if this card is linked to an "R.B." Link Monster (Quick Effect): You can pay 500 LP, then target 1 monster your opponent controls; destroy both that monster and this card. You can only use this effect of "R.B. Ga10 Driller" once per turn.


            auto-jumping, spell/trap negation, and monster shooting.

            R.B. Ga10 Pile Bunker and R.B. VALCan Rocket (x0-1)

             Rarity
            R.B. Ga10 Pile Bunker
             Rarity
            R.B. Ga10 Pile Bunker
            R.B. Ga10 Pile Bunker
            EARTH 8
            R.B. Ga10 Pile Bunker
            • ATK:

            • 1500

            • DEF:

            • 1500


            If you control no face-up monsters, or the only face-up monsters you control are "R.B." monsters, you can Special Summon this card (from your hand). You can only Special Summon "R.B. Ga10 Pile Bunker" once per turn this way. When an attack is declared involving an opponent's monster and "R.B. The Brute Blues" that points to this card: You can pay 1500 LP; destroy all cards your opponent controls and this card. You can only use this effect of "R.B. Ga10 Pile Bunker" once per turn.


             Rarity
            R.B. VALCan Rocket
             Rarity
            R.B. VALCan Rocket
            R.B. VALCan Rocket
            FIRE 5
            R.B. VALCan Rocket
            • ATK:

            • 1000

            • DEF:

            • 1000


            If you control no face-up monsters, or the only face-up monsters you control are "R.B." monsters, you can Special Summon this card (from your hand). You can only Special Summon "R.B. VALCan Rocket" once per turn this way. If this card is linked to an "R.B." Link Monster: You can pay 1000 LP, then target up to 2 cards your opponent controls; destroy them, also this card, and if you do, inflict 500 damage to your opponent for each card destroyed. You can only use this effect of "R.B. VALCan Rocket" once per turn.


            It jumps automatically, but the effects are a bit tricky to use. One character can only be used during your turn but attacks two monsters/spells/traps. Another character can only be used in combat, and it only activates if you're involved in a fight with the RB The Brute Blues . The effects don't activate if you're punching or being punched by other characters, lmao.



            Staple

             

            Speedroid Taketomborg and Speedroid Terrortop (Speedroid)

            R Rarity
            Speedroid Taketomborg
            R Rarity
            Speedroid Taketomborg
            Speedroid Taketomborg
            WIND 3
            Speedroid Taketomborg
            • ATK:

            • 600

            • DEF:

            • 1200


            If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn.


            SR Rarity
            Speedroid Terrortop
            SR Rarity
            Speedroid Terrortop
            Speedroid Terrortop
            WIND 3
            Speedroid Terrortop
            • ATK:

            • 1200

            • DEF:

            • 600


            If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn.


            The Machine automatically jumps from your hand, so it gets to Link 2 in the search field, usually bringing 3 Terrortop and 1 Taketomborg.

            Galatea-I, the Orcust Automaton, Girsu, the Orcust Mekk-Knight and World Legacy - "World Crown" (Orcust)

            UR Rarity
            Galatea-I, the Orcust Automaton
            UR Rarity
            Galatea-I, the Orcust Automaton
            Galatea-I, the Orcust Automaton
            DARK
            Galatea-I, the Orcust Automaton
            • ATK:

            • 0

            • LINK-1

            Link Arrow:

            Bottom-Left


            1 "Orcust" or "World Legacy" monster You can only Link Summon "Galatea-I, the Orcust Automaton" once per turn. Cannot be used as material for an Xyz Summon. You can send 1 card from your hand to the GY; add 1 "World Legacy" monster or 1 "Orcustrated Babel" from your Deck or GY to your hand. If this card is in your GY: You can banish 1 other "Orcust" card from your GY; Special Summon this card. You can only use each effect of "Galatea-I, the Orcust Automaton" once per turn.


            UR Rarity
            Girsu, the Orcust Mekk-Knight
            UR Rarity
            Girsu, the Orcust Mekk-Knight
            Girsu, the Orcust Mekk-Knight
            DARK 4
            Girsu, the Orcust Mekk-Knight
            • ATK:

            • 1800

            • DEF:

            • 0


            If this card is Normal or Special Summoned: You can send 1 "Orcust" or "World Legacy" card from your Deck to the GY, then, if there are 2 or more other cards in this card's column, treat this card as a Tuner this turn. If you control no other monsters: You can Special Summon 1 "World Legacy Token" (Machine/DARK/Level 1/ATK 0/DEF 0) to both players' fields in Defense Position. You can only use each effect of "Girsu, the Orcust Mekk-Knight" once per turn.


            R Rarity
            World Legacy - "World Crown"
            R Rarity
            World Legacy - "World Crown"
            World Legacy - "World Crown"
            DARK 6
            World Legacy - "World Crown"
            • ATK:

            • 2000

            • DEF:

            • 2000


            You can Special Summon this card (from your hand) in Defense Position to your zone a Link Monster points to. You can only Special Summon "World Legacy - "World Crown"" once per turn this way. When a monster on the field that was Special Summoned from the Extra Deck activates its effect (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. If this Normal Summoned/Set card is Tributed: You can add 1 "World Legacy" Spell/Trap from your Deck to your hand. You can only use this effect of "World Legacy - "World Crown"" once per turn.


            It costs 1 normal summon, but the endboard has an additional disruption from World Crown.



            Normal Girsu , it spawns tokens and that's how you get Link 2 (Link 3 if World Crown jumps from your hand).

            Additionally, Galatea-I is a Machine that automatically jumps from the graveyard each turn if there are monsters/spells/Orcust traps in the graveyard for it to banish, giving you one free body for a combo each turn.

            Sky Striker

            SR Rarity
            Sky Striker Mecha - Widow Anchor
            SR Rarity
            Sky Striker Mecha - Widow Anchor
            Sky Striker Mecha - Widow Anchor
            Spell Quick
            Sky Striker Mecha - Widow Anchor

              If you control no monsters in your Main Monster Zone: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.


              R Rarity
              Sky Striker Ace - Roze
              R Rarity
              Sky Striker Ace - Roze
              Sky Striker Ace - Roze
              LIGHT 4
              Sky Striker Ace - Roze
              • ATK:

              • 1500

              • DEF:

              • 1500


              If a "Sky Striker Ace" monster(s) is Normal or Special Summoned, except "Sky Striker Ace - Roze" (except during the Damage Step): You can Special Summon this card from your hand. If an opponent's monster in the Extra Monster Zone is destroyed by battle, or leaves the field because of your card effect, while this card is in your GY: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use each effect of "Sky Striker Ace - Roze" once per turn.


              UR Rarity
              Sky Striker Ace - Azalea
              UR Rarity
              Sky Striker Ace - Azalea
              Sky Striker Ace - Azalea
              DARK
              Sky Striker Ace - Azalea
              • ATK:

              • 1500

              • LINK-2

              Link Arrow:

              Top-Left

              Bottom-Right


              2 LIGHT and/or DARK monsters Must be Link Summoned. You can only Special Summon "Sky Striker Ace - Azalea(s)" once per turn. If this card is Special Summoned: You can target 1 card on the field; destroy it, then, if you have 3 or less Spells in your GY, send this card to the GY. Once per turn, at the start of the Damage Step, if this card battles an opponent's monster: You can banish 1 Spell from your GY; destroy that opponent's monster.


              R Rarity
              Sky Striker Ace - Raye
              R Rarity
              Sky Striker Ace - Raye
              Sky Striker Ace - Raye
              DARK 4
              Sky Striker Ace - Raye
              • ATK:

              • 1500

              • DEF:

              • 1500


              (Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.


              SR Rarity
              Pillar of the Future - Cyanos
              SR Rarity
              Pillar of the Future - Cyanos
              Pillar of the Future - Cyanos
              LIGHT 1
              Pillar of the Future - Cyanos
              • ATK:

              • 500

              • DEF:

              • 1500


              (This card is always treated as a "Sky Striker" card.) You can discard 1 Spell; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can Special Summon 1 "Sky Striker Ace - Roze" from your Deck or GY, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Machine monsters. You can banish this card from your GY; take 1 of your "Sky Striker Ace - Roze" that is banished or in your GY, and either add it to your hand or Special Summon it. You can only use each effect of "Pillar of the Future - Cyanos" once per turn.


               Rarity
              Sky Striker Ace - Camellia
               Rarity
              Sky Striker Ace - Camellia
              Sky Striker Ace - Camellia
              DARK
              Sky Striker Ace - Camellia
              • ATK:

              • 1500

              • LINK-2

              Link Arrow:

              Top-Right

              Bottom-Left


              2 Effect Monsters Must first be Link Summoned. You can only Special Summon "Sky Striker Ace - Camellia(s)" once per turn. Once per turn, if you have 3 or less Spells in your GY: You can send 1 "Sky Striker" card from your Deck to the GY. If this card is sent to the GY: You can target 1 monster your opponent controls; Special Summon this card to your opponent's field (but shift control to its owner during the End Phase of this turn), and if you do, send that targeted monster to the GY.


              UR Rarity
              Sky Striker Ace = Zero
              UR Rarity
              Sky Striker Ace = Zero
              Sky Striker Ace = Zero
              LIGHT
              Sky Striker Ace = Zero
              • ATK:

              • 2000

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 "Sky Striker Ace" monsters You can only Special Summon "Sky Striker Ace = Zero(s)" once per turn. Cannot be used as Link Material. If this card is Special Summoned: You can add 1 "Sky Striker" Spell from your Deck or GY to your hand. (Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace - Raye" and 1 "Sky Striker Ace - Roze" from your Deck and/or GY, then you can destroy 1 card on the field. You can only use 1 "Sky Striker Ace = Zero" effect per turn, and only once that turn.


              N Rarity
              Sky Striker Mecha - Shark Cannon
              N Rarity
              Sky Striker Mecha - Shark Cannon
              Sky Striker Mecha - Shark Cannon
              Spell Quick
              Sky Striker Mecha - Shark Cannon

                If you control no monsters in your Main Monster Zone: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.


                UR Rarity
                Sky Striker Mobilize - Engage!
                UR Rarity
                Sky Striker Mobilize - Engage!
                Sky Striker Mobilize - Engage!
                Spell Normal
                Sky Striker Mobilize - Engage!

                  If you control no monsters in your Main Monster Zone: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.


                  UR Rarity
                  Sky Striker Ace - Kagari
                  UR Rarity
                  Sky Striker Ace - Kagari
                  Sky Striker Ace - Kagari
                  FIRE
                  Sky Striker Ace - Kagari
                  • ATK:

                  • 1500

                  • LINK-1

                  Link Arrow:

                  Top-Left


                  1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.


                  SR Rarity
                  Sky Striker Mecha - Hornet Drones
                  SR Rarity
                  Sky Striker Mecha - Hornet Drones
                  Sky Striker Mecha - Hornet Drones
                  Spell Quick
                  Sky Striker Mecha - Hornet Drones

                    If you control no monsters in your Main Monster Zone: Special Summon 1 "Sky Striker Ace Token" (Warrior/DARK/Level 1/ATK 0/DEF 0) in Defense Position, which cannot be Tributed, and if you have 3 or more Spells in your GY when this effect resolves, the Token's ATK/DEF become 1500 instead.


                    SR Rarity
                    Sky Striker Ace - Shizuku
                    SR Rarity
                    Sky Striker Ace - Shizuku
                    Sky Striker Ace - Shizuku
                    WATER
                    Sky Striker Ace - Shizuku
                    • ATK:

                    • 1500

                    • LINK-1

                    Link Arrow:

                    Top-Right


                    1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.


                    R Rarity
                    Sky Striker Ace - Hayate
                    R Rarity
                    Sky Striker Ace - Hayate
                    Sky Striker Ace - Hayate
                    WIND
                    Sky Striker Ace - Hayate
                    • ATK:

                    • 1500

                    • LINK-1

                    Link Arrow:

                    Bottom-Left


                    1 non-WIND "Sky Striker Ace" monster You can only Special Summon "Sky Striker Ace - Hayate(s)" once per turn. This card can attack directly. After damage calculation, if this card battled: You can send 1 "Sky Striker" card from your Deck to the GY.


                    Hornet Drones -> Kagari -> Pick up the Hornet Drones again and use them once more, boom 2 Machine bodies.

                    Omni-Negate and Floodgay

                    SR Rarity
                    Barricadeborg Blocker
                    SR Rarity
                    Barricadeborg Blocker
                    Barricadeborg Blocker
                    DARK
                    Barricadeborg Blocker
                    • ATK:

                    • 1000

                    • LINK-2

                    Link Arrow:

                    Left

                    Bottom


                    2 monsters with different names If this card is Link Summoned: You can discard 1 card; during the End Phase of this turn, add 1 Continuous or Field Spell from your GY to your hand. You can only use this effect of "Barricadeborg Blocker" once per turn. Face-up Spells you control cannot be destroyed by your opponent's card effects.


                    UR Rarity
                    Clockwork Knight
                    UR Rarity
                    Clockwork Knight
                    Clockwork Knight
                    EARTH
                    Clockwork Knight
                    • ATK:

                    • 500

                    • LINK-1

                    Link Arrow:

                    Left


                    1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 Machine monster, except this card, and if you do, Special Summon that targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.


                    R Rarity
                    Clockwork Night
                    R Rarity
                    Clockwork Night
                    Clockwork Night
                    Spell Continuous
                    Clockwork Night

                      All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.


                      UR Rarity
                      Therion "King" Regulus
                      UR Rarity
                      Therion "King" Regulus
                      Therion "King" Regulus
                      EARTH 8
                      Therion "King" Regulus
                      • ATK:

                      • 2800

                      • DEF:

                      • 1600


                      You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".


                      Clockwork Knight can still be played even without the other two cards, as it's a Link 1 card that can be used to send monsters on the field to the graveyard to link to this card, and also to pull a Body Machine from the graveyard. Additionally, you can send a permanent spell you're controlling to the graveyard ( RB Operation Test ) to search for Floodgate Clockwork Night.



                      Clockwork Night : All monsters on the field become Machines. Your Machines gain 500 ATK/DEF, enemy Machines lose 500 ATK/DEF. Can be used during stun. In general, it locks the type and creates a 1000 ATK/DEF difference.

                      Additionally, it has a graveyard effect for searching Regulus.


                      Regulus : Omni-Negate go brrrrrrrrrrrrr

                      Barricadeborg Blocker : Primarily throws one card, protection and searching are sometimes secondary :), can be used to send Clockwork Night to the graveyard for omni-negate searching.

                      handtrap & staple

                      SR Rarity
                      Droll & Lock Bird
                      SR Rarity
                      Droll & Lock Bird
                      Droll & Lock Bird
                      WIND 1
                      Droll & Lock Bird
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                      UR Rarity
                      Crossout Designator
                      UR Rarity
                      Crossout Designator
                      Crossout Designator
                      Spell Quick
                      Crossout Designator

                        Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                        Tag(s):

                        UR Rarity
                        S:P Little Knight
                        UR Rarity
                        S:P Little Knight
                        S:P Little Knight
                        DARK
                        S:P Little Knight
                        • ATK:

                        • 1600

                        • LINK-2

                        Link Arrow:

                        Left

                        Right


                        2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                        UR Rarity
                        Maxx "C"
                        UR Rarity
                        Maxx "C"
                        Maxx "C"
                        EARTH 2
                        Maxx "C"
                        • ATK:

                        • 500

                        • DEF:

                        • 200


                        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                        UR Rarity
                        Mulcharmy Fuwalos
                        UR Rarity
                        Mulcharmy Fuwalos
                        Mulcharmy Fuwalos
                        WIND 4
                        Mulcharmy Fuwalos
                        • ATK:

                        • 100

                        • DEF:

                        • 600


                        If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                        UR Rarity
                        Infinite Impermanence
                        UR Rarity
                        Infinite Impermanence
                        Infinite Impermanence
                        Trap Normal
                        Infinite Impermanence

                          Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                          UR Rarity
                          Called by the Grave
                          UR Rarity
                          Called by the Grave
                          Called by the Grave
                          Spell Quick
                          Called by the Grave

                            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.




                            Tag(s):

                            UR Rarity
                            Ash Blossom & Joyous Spring
                            UR Rarity
                            Ash Blossom & Joyous Spring
                            Ash Blossom & Joyous Spring
                            FIRE 3
                            Ash Blossom & Joyous Spring
                            • ATK:

                            • 0

                            • DEF:

                            • 1800


                            When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                            UR Rarity
                            Nibiru, the Primal Being
                            UR Rarity
                            Nibiru, the Primal Being
                            Nibiru, the Primal Being
                            LIGHT 11
                            Nibiru, the Primal Being
                            • ATK:

                            • 3000

                            • DEF:

                            • 600


                            During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


                            Play whatever you like.



                            Cumbo

                             

                            Speedroid Taketomborg and Speedroid Terrortop (2 Body Machine = Full Combo R.B.)

                            R Rarity
                            Speedroid Taketomborg
                            R Rarity
                            Speedroid Taketomborg
                            Speedroid Taketomborg
                            WIND 3
                            Speedroid Taketomborg
                            • ATK:

                            • 600

                            • DEF:

                            • 1200


                            If you control a WIND monster, you can Special Summon this card (from your hand). You can Tribute this card; Special Summon 1 "Speedroid" Tuner monster from your Deck, also you cannot Special Summon monsters for the rest of this turn, except WIND monsters. You can only Special Summon "Speedroid Taketomborg(s)" once per turn.


                            SR Rarity
                            Speedroid Terrortop
                            SR Rarity
                            Speedroid Terrortop
                            Speedroid Terrortop
                            WIND 3
                            Speedroid Terrortop
                            • ATK:

                            • 1200

                            • DEF:

                            • 600


                            If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop". You can only use this effect of "Speedroid Terrortop" once per turn.


                            The goal is to have two machine bodies, starting with any engine; I'll use two Speedroid engines as an example.



                            I> Terrortop jumps automatically -> search Taketomborg -> go to Link 2 RB VALCAN Booster -> search field

                            II> Field search RB Stage Landing -> pulls Cannon out -> Cannon self-destructs to disrupt enemy hand -> Field sees Cannon self-destruct and pulls Lambda from deck -> Lambda sends a Disrupt card that jumps to attack power of 1000 or lower (as desired) -> RB VALCAN Booster pulls Cannon back from graveyard, Cannon picks up the Disrupt card and jumps back from graveyard

                            III> Link 3 to Brute Blues, use Link 2 and Cannon -> search for Operation Test , Operation Test jumps back to Cannon in the graveyard, pushes Lambda back to your hand, then jumps Lambda back onto the field to recover LP, jumps 1 disrupt that Lambda searched for. If you are a Driller , you can shoot 1 enemy body (use the graveyard effect of RB Stage Landing for protection).


                            IV> Use the disrupt card that Lambda searches for to Clockwork Knight , send Operation Test down to the graveyard to search Clockwork Night , use   Cannon + Clockwork Knight to link 2 to Barricadeborg Blocker , discard Clockwork Night -> Clockwork Night discard 1 omni-negate search card, Regulus

                            Regulus jumps onto the field to summon Omni-negate ( Clockwork Knight equipment), summons Link 3 Shepherd's Crook by using Link 2 and Link 3 on the field, and then sets a counter trap.




                            Companion unit:

                            - Yu-Gi-Oh! Guidance Vietnam

                            master-duel
                            5




                            https://ygovietnam.com/
                            Top