White Forest Runick Game Guide

White Forest Runick Game Guide

White Forest Runick is a combination of 2 decks with strong recovery ability, White Forest requires you to use spell/trap to activate the effect and if the spell/trap is thrown, the goods will be restored automatically, while Runick has Hugin to activate the effect by throwing those spell/traps of White Forest

Sections covered in this guide:




Runick

 

Runick Fountain (x3 if possible)

UR Rarity
Runick Fountain
UR Rarity
Runick Fountain
Runick Fountain
Spell Field
Runick Fountain

    You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.


    is what makes Runick's gameplay run extremely smoothly.


    There are 2 effects, and both effects are extremely powerful and greatly affect Runick's gameplay.

    + allows you to use instant magic Runick from your hand during your opponent's turn: helps you harass your opponent extremely annoyingly

    + Pick up to 3 Runick instant spells from the grave to the bottom of the deck and draw cards equal to the number you pick up: helps you both restore goods and add resources, because it's a card draw, you can draw handtrap or other runick cards to harass the enemy

    Runick Destruction (x1 (due to limit))

    SR Rarity
    Runick Destruction
    SR Rarity
    Runick Destruction
    Runick Destruction
    Spell Quick
    Runick Destruction

      Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Destruction" per turn.


      Shoot spell/trap enemy and banish face-down 4 of their deck or summon 1 Runick from the Extra Deck to the Extra Monster Zone

      Simple effect, easy to use and can destroy 4 enemy top decks

      Runick Dispelling (x1-3)

      R Rarity
      Runick Dispelling
      R Rarity
      Runick Dispelling
      Runick Dispelling
      Spell Quick
      Runick Dispelling

        Activate 1 of these effects, but skip your next Battle Phase after activation; ● If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Dispelling" per turn.


        snatch hand + banish 2 top deck face-down (when the opponent adds cards from the deck to hand without drawing cards in the draw phase) or summon 1 Runick from the Extra Deck to the Extra Monster Zone


        Harassing the enemy is very annoying because this time it affects the cards in hand. Although pulling cards is random, if you are lucky enough to pull a combo card or pull the right one and add it to your hand, it will make the enemy very uncomfortable.

        Runick Flashing Fire (x3)

        SR Rarity
        Runick Flashing Fire
        SR Rarity
        Runick Flashing Fire
        Runick Flashing Fire
        Spell Quick
        Runick Flashing Fire

          Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.


          Shoot the enemy's special summon and banish 2 top deck face-down or summon 1 Runick from the Extra Deck to the Extra Monster Zone


          This card is one of the cards that I highly appreciate because it affects enemy monsters, helps you destroy the field if you go turn 2 and prevents enemy combos if you go turn 1.

          Runick Freezing Curses (x2 (due to semi-limit))

          SR Rarity
          Runick Freezing Curses
          SR Rarity
          Runick Freezing Curses
          Runick Freezing Curses
          Spell Quick
          Runick Freezing Curses

            Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Freezing Curses" per turn.


            Select 1 enemy effect monster and block its effect then banish 3 top deck face-down or summon 1 Runick from the Extra Deck to the Extra Monster Zone


            This is also a card that I highly appreciate because it provides negate monsters, can be used on turn 1 or 2, can harass or support the field, and banishes 3 top deck cards, although it's a bit small if you look from the outside, but small amounts add up to big if you spam continuously :)

            Runick Golden Droplet (x1-3)

            SR Rarity
            Runick Golden Droplet
            SR Rarity
            Runick Golden Droplet
            Runick Golden Droplet
            Spell Quick
            Runick Golden Droplet

              Activate 1 of these effects, but skip your next Battle Phase after activation; ● Your opponent draws 1 card, then you banish the top 4 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Golden Droplet" per turn.


              droplet but not negate


              This is a card that can either squeeze or super shock the top deck depending on how you look at it. It banishes 4 cards but allows the enemy to draw 1. In theory, it can shock 5 top decks, but if the opponent draws a combo card or a few board break cards, it's over.

              Oh, it has the effect of jumping monsters from the Extra Deck like other cards to the Extra Monster Zone :/ (this part is so frustrating)

              Runick Slumber (x2 (due to semi-limit))

              R Rarity
              Runick Slumber
              R Rarity
              Runick Slumber
              Runick Slumber
              Spell Quick
              Runick Slumber

                Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Slumber" per turn.


                Makes your deck much tougher, protects against combat or effects and banishes up to 3 top deck face downs or summons 1 Runick from the Extra Deck to the Extra Monster Zone


                fact: you can choose enemy monsters if you don't have a target, after all your main goal is to take down the enemy's top deck

                fact 2: any card protected by this card cannot be played, so you can use it to protect your opponent's field in a more interesting way :)

                Runick Smiting Storm (x3)

                R Rarity
                Runick Smiting Storm
                R Rarity
                Runick Smiting Storm
                Runick Smiting Storm
                Spell Quick
                Runick Smiting Storm

                  Activate 1 of these effects, but skip your next Battle Phase after activation; ● Banish cards from the top of your opponent's Deck, up to the number of cards they control. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Smiting Storm" per turn.


                  banish up to 12 enemy cards if lucky :)


                  This card banishes the top deck face down based on the monster/spell/trap the enemy controls.   or summon 1 Runick from the Extra Deck to the Extra Monster Zone

                  Because it is random, this card probably won't hit. If the enemy doesn't have any cards, you can use this card to jump Runick monsters from the Extra Deck to avoid wasting money.

                  Runick Tip (x3 (if possible))

                  UR Rarity
                  Runick Tip
                  UR Rarity
                  Runick Tip
                  Runick Tip
                  Spell Quick
                  Runick Tip

                    Activate 1 of these effects, but skip your next Battle Phase after activation; ● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Tip" per turn.


                    Searcher increases deck stability, because it is a searcher, it can only banish 1 top deck face-down but never mind, search is important or summon 1 Runick from Extra Deck to Extra Monster Zone

                    Hugin the Runick Wings (x2)

                    UR Rarity
                    Hugin the Runick Wings
                    UR Rarity
                    Hugin the Runick Wings
                    Hugin the Runick Wings
                    LIGHT 2
                    Hugin the Runick Wings
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.


                    online


                    Search the environment magic Runick from the deck to hand at the cost of discarding 1 card. Although it's a bit of a deduction, you can easily pick up Runick cards from the grave to the deck or simply White Forest cards that heal themselves from the grave.

                    Has an effect that protects all other cards from being destroyed by card effects by banishing this card, making your field stronger.

                    If this card is accidentally destroyed by an effect or battle, it will return itself to the Extra Deck, continuously tickling.

                    Level 2 of this card also helps a lot in the Synchro play of the deck.

                    Geri the Runick Fangs (x2)

                    SR Rarity
                    Geri the Runick Fangs
                    SR Rarity
                    Geri the Runick Fangs
                    Geri the Runick Fangs
                    DARK 4
                    Geri the Runick Fangs
                    • ATK:

                    • 0

                    • DEF:

                    • 1000


                    2 "Runick" monsters Cannot be destroyed by card effects. If this card is Special Summoned from the Extra Deck: You can target 1 non-Quick-Play "Runick" Spell in your GY; add it to your hand. When this card is destroyed by battle: You can target 1 card on the field; destroy it.


                    Level 4 supports synchro or Xyz


                    In addition, this card is also a bit annoying. Picking up a non-instant magic Runick card from the grave is usually a Field card and cannot be destroyed by effects, so the way to get past this card is to banish, send, or punch this card, but if this card is destroyed by combat, it can shoot another card on the field, extremely annoying.

                    Sleipnir the Runick Mane (x0-1)

                    SR Rarity
                    Sleipnir the Runick Mane
                    SR Rarity
                    Sleipnir the Runick Mane
                    Sleipnir the Runick Mane
                    LIGHT 9
                    Sleipnir the Runick Mane
                    • ATK:

                    • 1500

                    • DEF:

                    • 1500


                    2 "Runick" monsters During your Main Phase or your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; banish both that monster and this card until the End Phase. If a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Runick Token" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) in Attack Position. You can only use each effect of "Sleipnir the Runick Mane" once per turn.


                    Well... S:P Little Knight at home and spawn level 4 tokens...



                    White Forest

                     

                    Elzette of the White Forest (x3)

                     Rarity
                    Elzette of the White Forest
                     Rarity
                    Elzette of the White Forest
                    Elzette of the White Forest
                    LIGHT 2
                    Elzette of the White Forest
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    You can send 1 Spell/Trap from your hand or field to the GY; Special Summon this card from your hand, then add 1 "White Forest" monster from your Deck to your hand, except "Elzette of the White Forest". During your opponent's turn, if a LIGHT Spellcaster Tuner is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can add this card to your hand. You can only use each effect of "Elzette of the White Forest" once per turn.


                    Searcher can jump by itself, has the ability to restore goods, increasing the stability of the deck.

                    Automatically jumps and searches almost all White Forest monsters from deck to hand except yourself and fakes sending 1 spell/trap from hand or field to graveyard

                    This card can pick itself up from the graveyard if a LIGHT Spellcaster Tuner monster is summoned to the field.

                    Rucia of the White Forest (x3)

                     Rarity
                    Rucia of the White Forest
                     Rarity
                    Rucia of the White Forest
                    Rucia of the White Forest
                    LIGHT 4
                    Rucia of the White Forest
                    • ATK:

                    • 800

                    • DEF:

                    • 1500


                    If you control a "White Forest" monster: You can Special Summon this card from your hand. You can send 1 Spell/Trap from your hand or field to the GY; draw 1 card. If this card is in your GY (Quick Effect): You can target 1 "White Forest" Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, Special Summon this card, but negate its effects. You can only use each effect of "Rucia of the White Forest" once per turn.


                    jump yourself and send more resources to the grave and draw 1 (swap hand)


                    Has the ability to jump from hand if you have a White Forest monster on the field, sounds a bit lame but it's important because an extra body is more than enough to allow you to mess around during the enemy's turn

                    Throwing a spell/trap to draw 1 helps you throw away unnecessary cards to draw to handtrap or cards that can help you harass the enemy

                    has the effect of selecting 1 Synchro White Forest monster you are controlling or in the grave to push to the Extra Deck and automatically jump this card from the grave to the field, if the effect is blocked, it doesn't matter, level 4 body tuner is very good xyz or synchro is fine

                    Silvy of the White Forest (x3)

                     Rarity
                    Silvy of the White Forest
                     Rarity
                    Silvy of the White Forest
                    Silvy of the White Forest
                    LIGHT 4
                    Silvy of the White Forest
                    • ATK:

                    • 1500

                    • DEF:

                    • 200


                    If this card is Normal or Special Summoned: You can add 1 "White Forest" Spell/Trap from your Deck to your hand. If this card is in your GY (Quick Effect): You can target 1 "White Forest" Synchro Monster you control or in your GY; return it to the Extra Deck, and if you do, Special Summon this card, but negate its effects. You can only use each effect of "Silvy of the White Forest" once per turn.


                    searcher


                    search spell/trap White Forest, although the target usually only has 2 cards, they are the necessary cards :)

                    Has the ability to restore Synchro White Forest monsters from the field or graveyard to the Extra Deck and automatically jump this card from the graveyard but the effect is blocked, ignores the effect, level 4 Tuner body is very good for Synchro and Xyz

                    Astellar of the White Forest (x1)

                     Rarity
                    Astellar of the White Forest
                     Rarity
                    Astellar of the White Forest
                    Astellar of the White Forest
                    LIGHT 2
                    Astellar of the White Forest
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    You can send 1 Spell/Trap from your hand or field to the GY; Special Summon 1 LIGHT Spellcaster Tuner from your Deck. If a Spell/Trap(s) is sent to your GY to activate a monster's effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card. You can only use each effect of "Astellar of the White Forest" once per turn.


                    Jump the LIGHT Spellcaster Tuner from the deck by throwing a spell/trap, but in return you can't jump Elzette


                    Has the ability to jump from the grave to the field when there is a spell/trap sent to the grave using a monster effect (any monster, including White Forest or Runick)

                    Tales of the White Forest (x1-2)

                     Rarity
                    Tales of the White Forest
                     Rarity
                    Tales of the White Forest
                    Tales of the White Forest
                    Spell Normal
                    Tales of the White Forest

                      If you control an Illusion or Spellcaster monster: Add 1 "White Forest" monster from your Deck to your hand. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Tales of the White Forest" once per turn.


                      searcher but must have monsters on the field to search, in return this card can restore the row itself so... +1 row for discard or send :)

                      Woes of the White Forest (x1-2)

                       Rarity
                      Woes of the White Forest
                       Rarity
                      Woes of the White Forest
                      Woes of the White Forest
                      Trap Normal
                      Woes of the White Forest

                        Special Summon 1 "White Forest" monster from your hand or Deck, then immediately after this effect resolves, you can Synchro Summon 1 "White Forest" Synchro Monster. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Woes of the White Forest" once per turn.


                        Play during the enemy's turn and search for the card you need.


                        Jump White Forest monsters from hand or deck and synchro White Forest synchro monsters (your synchro monster can be a searcher or harass the enemy, the monster you jump to the grave still has the effect of self-regenerating goods from the grave so this is a double job)

                        This card also has the ability to self-restore, so if you like, you can also discard or send it.

                        Rciela Sinister Soul of the White Forest (x1)

                         Rarity
                        Rciela, Sinister Soul of the White Forest
                         Rarity
                        Rciela, Sinister Soul of the White Forest
                        Rciela, Sinister Soul of the White Forest
                        LIGHT 6
                        Rciela, Sinister Soul of the White Forest
                        • ATK:

                        • 2000

                        • DEF:

                        • 1600


                        1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can send 1 Spell/Trap from your hand or field to the GY; add 1 "White Forest" card or 1 LIGHT Spellcaster monster from your Deck to your hand. You can only use this effect of "Rciela, Sinister Soul of the White Forest" once per turn. Illusion and Spellcaster Synchro Monsters you control gain 500 ATK, also they cannot be destroyed by your opponent's card effects.


                        search White Forest monsters/spells/traps or LIGHT Spellcaster cards like Tank Lane or handtraps like Effect Veiler at the cost of discarding 1 spe//trap



                        It also has an ATK increase effect that allows you to OTK easier, but Runick skips the battle phase so... In return, it has a protection effect :3 but is rarely used because this card only stays on the field for 1 second before being used as Synchro or Link material.

                        Silvera Wolf Tamer of the White Forest (x1)

                         Rarity
                        Silvera, Wolf Tamer of the White Forest
                         Rarity
                        Silvera, Wolf Tamer of the White Forest
                        Silvera, Wolf Tamer of the White Forest
                        LIGHT 6
                        Silvera, Wolf Tamer of the White Forest
                        • ATK:

                        • 1900

                        • DEF:

                        • 2400


                        1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can change all face-up monsters your opponent controls to face-down Defense Position. Illusion and Spellcaster Synchro Monsters you control gain 500 ATK, also if they attack a Defense Position monster, inflict double piercing battle damage to your opponent.


                        your very dirty disrupt, face down all enemy monsters when special summoned not just synchro summoned so can revive continuously every turn to harass continuously



                        Oh, and this card also doubles attack and armor penetration, but the battle phase is skipped.

                        Diabell Queen of the White Forest (x1)

                         Rarity
                        Diabell, Queen of the White Forest
                         Rarity
                        Diabell, Queen of the White Forest
                        Diabell, Queen of the White Forest
                        LIGHT 8
                        Diabell, Queen of the White Forest
                        • ATK:

                        • 2500

                        • DEF:

                        • 2000


                        1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned using a Tuner Synchro Monster: You can target 1 Spell/Trap in your GY; add it to your hand. When your opponent activates a card or effect (Quick Effect): You can send 1 Spell/Trap from your hand or field to the GY; Special Summon 1 Level 7 or lower Tuner Synchro Monster from your Extra Deck, GY, or banishment. You can only use each effect of "Diabell, Queen of the White Forest" once per turn.


                        mommy


                        Has the ability to pick up spells/traps from the graveyard back into hand (including Runick's or other mercenary cards) if using a Tuner Synchro monster as material for this card to summon Synchro


                        In addition, this card can also jump Level 7 or lower Tuner Synchro monsters from the Extra Deck, graveyard or banish to the field for the price of 1 spell/trap. You can jump Formula Synchro to Synchro to Baronne , jump search card or disrupt in all kinds of ways.

                        Beware the White Forest (x0-1)

                         Rarity
                        Beware the White Forest
                         Rarity
                        Beware the White Forest
                        Beware the White Forest
                        Spell Normal
                        Beware the White Forest

                          If you control a Level 6 or higher Illusion or Spellcaster monster: Target 1 card your opponent controls; destroy it. If this card is sent to the GY to activate a monster effect: You can Set this card. You can only use each effect of "Beware the White Forest" once per turn.


                          Shoot cards if you have Illusion or Spellcaster level 6 or higher, also has the ability to restore goods but sometimes causes brick



                          Staple

                           

                          handtrap & Staple

                          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
                            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
                            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
                              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.


                              play if you like, but 3 Maxx "C" is recommended to slow down enemies or give a ton of resources if they combo

                              Triple Tactics Talent and Triple Tactics Thrust (x0-3)

                              UR Rarity
                              Triple Tactics Talent
                              UR Rarity
                              Triple Tactics Talent
                              Triple Tactics Talent
                              Spell Normal
                              Triple Tactics Talent

                                If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                                Tag(s):

                                UR Rarity
                                Triple Tactics Thrust
                                UR Rarity
                                Triple Tactics Thrust
                                Triple Tactics Thrust
                                Spell Normal
                                Triple Tactics Thrust

                                  If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                                  Because your Diabell picks up spells/traps from the grave, you can pick up Triple Tactics to prevent enemies from daring to use handtraps or monster effects. If opp uses it, they can just benefit from it.

                                  Evenly Matched (x0-3)

                                  SR Rarity
                                  Evenly Matched
                                  SR Rarity
                                  Evenly Matched
                                  Evenly Matched
                                  Trap Normal
                                  Evenly Matched

                                    At the end of the Battle Phase, if your opponent controls more cards than you do: You can make your opponent banish cards from their field face-down so they control the same number of cards as you do. If you control no cards, you can activate this card from your hand.


                                    Good field destroyer but only strong if you go turn 2 onwards, turn 1 is very brick

                                    Tri-Edge Master and Coral Dragon (x1)

                                    UR Rarity
                                    Tri-Edge Master
                                    UR Rarity
                                    Tri-Edge Master
                                    Tri-Edge Master
                                    LIGHT 6
                                    Tri-Edge Master
                                    • ATK:

                                    • 2100

                                    • DEF:

                                    • 1800


                                    1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can apply the appropriate effect, based on the Levels used for its Synchro Summon, or if you used 3 or more monsters as materials, apply all these effects, in sequence. ● 1 & 5: Destroy 1 other card on the field. ● 2 & 4: Draw 1 card. ● 3 & 3: Treat this card as a Tuner. You can only use this effect of "Tri-Edge Master" once per turn.


                                    SR Rarity
                                    Coral Dragon
                                    SR Rarity
                                    Coral Dragon
                                    Coral Dragon
                                    WATER 6
                                    Coral Dragon
                                    • ATK:

                                    • 2400

                                    • DEF:

                                    • 500


                                    1 Tuner + 1+ 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 GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.


                                    Both are Level 6 Synchro monsters and have the ability to draw 1


                                    1 is Tuner Synchro, 1 is normal Synchro, depending on your gameplay or next combo, choose the monster to use.

                                    Alternatively you can simply summon Coral Dragon to give you the ability to shoot enemy cards by discarding 1 card.

                                    Baronne de Fleur and Formula Synchron (x1)

                                    UR Rarity
                                    Baronne de Fleur
                                    UR Rarity
                                    Baronne de Fleur
                                    Baronne de Fleur
                                    WIND 10
                                    Baronne de Fleur
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 2400


                                    1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


                                    SR Rarity
                                    Formula Synchron
                                    SR Rarity
                                    Formula Synchron
                                    Formula Synchron
                                    LIGHT 2
                                    Formula Synchron
                                    • ATK:

                                    • 200

                                    • DEF:

                                    • 1500


                                    1 Tuner + 1 non-Tuner monster When this card is Synchro Summoned: You can draw 1 card. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


                                    With the help of Formula Synchron , Diabell can call out Formula Synchron extremely easily and synchro in the opponent's turn and jump an Omni-Negate, Baronne, onto the field to harass the enemy.

                                    Chaos Angel and Swordsoul Supreme Sovereign - Chengying (Synchro level 10)

                                    UR Rarity
                                    Chaos Angel
                                    UR Rarity
                                    Chaos Angel
                                    Chaos Angel
                                    DARK 10
                                    Chaos Angel
                                    • ATK:

                                    • 3500

                                    • DEF:

                                    • 2800


                                    1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                                    UR Rarity
                                    Swordsoul Supreme Sovereign - Chengying
                                    UR Rarity
                                    Swordsoul Supreme Sovereign - Chengying
                                    Swordsoul Supreme Sovereign - Chengying
                                    WATER 10
                                    Swordsoul Supreme Sovereign - Chengying
                                    • ATK:

                                    • 3000

                                    • DEF:

                                    • 3000


                                    1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                                    Chengying : big body, banish up to 2 cards, reduce enemy body to prevent enemy attack or create OTK premise, super sandbag with self-protection


                                    Chaos Angel : protection, easy to level up, big body, has banish

                                    Number 41: Bagooska the Terribly Tired Tapir and Super Starslayer TY-PHON - Sky Crisis (Xyz)

                                    SR Rarity
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    SR Rarity
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    EARTH
                                    Number 41: Bagooska the Terribly Tired Tapir
                                    • ATK:

                                    • 2100

                                    • DEF:

                                    • 2000


                                    2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                                    UR Rarity
                                    Super Starslayer TY-PHON - Sky Crisis
                                    UR Rarity
                                    Super Starslayer TY-PHON - Sky Crisis
                                    Super Starslayer TY-PHON - Sky Crisis
                                    DARK
                                    Super Starslayer TY-PHON - Sky Crisis
                                    • ATK:

                                    • 2900

                                    • DEF:

                                    • 2900


                                    2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                                    easy to level up because 2 Level 4 bodies are something both Runick and White Forest have


                                    Number 41 : You throw Maxx "C", I lie down and pretend

                                    TY-PON : easy to get up, I'm a floodgay and have removal

                                    S:P Little Knight (Link)

                                    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.


                                    S:P Little Knight : harasses enemies continuously, hard to kill because of constant annoying

                                    Synchro Zone, Summon Limit and Skill Drain (floodgay)

                                    N Rarity
                                    Synchro Zone
                                    N Rarity
                                    Synchro Zone
                                    Synchro Zone
                                    Trap Continuous
                                    Synchro Zone

                                      Neither player can declare attacks, except with Synchro Monsters. You can only use each of the following effects of "Synchro Zone" once per turn. If a non-Tuner Synchro Monster(s) is sent to your GY (except during the Damage Step): You can target 1 of those monsters; Special Summon it, and if you do, it is treated as a Tuner. During your opponent's Main Phase: You can send this face-up card to the GY; immediately after this effect resolves, Synchro Summon using monsters you control as material.


                                      SR Rarity
                                      Summon Limit
                                      SR Rarity
                                      Summon Limit
                                      Summon Limit
                                      Trap Continuous
                                      Summon Limit

                                        Neither player can Summon more than two times per turn. (Negated Summons count toward this limit. Negated cards/effects that would Summon do not count.)


                                        SR Rarity
                                        Skill Drain
                                        SR Rarity
                                        Skill Drain
                                        Skill Drain
                                        Trap Continuous
                                        Skill Drain

                                          Activate by paying 1000 LP. Negate the effects of all face-up monsters while they are face-up on the field (but their effects can still be activated).


                                          speechless... flip up is a 1 player game



                                          Videos

                                           

                                          Hugin the Runick Wings (Videos)

                                          UR Rarity
                                          Hugin the Runick Wings
                                          UR Rarity
                                          Hugin the Runick Wings
                                          Hugin the Runick Wings
                                          LIGHT 2
                                          Hugin the Runick Wings
                                          • ATK:

                                          • 0

                                          • DEF:

                                          • 0


                                          2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.





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