Light Galaxy (Rush) Gameplay Guide

Light Galaxy (Rush) Gameplay Guide

Hello everyone, back with an article introducing decks in Rush Duel Links.

Today, we will be looking at the brand new Light Galaxy Fusion deck with the Galactica Fusion Draw ability. This is a really, really interesting deck from the new main character whose name I don't even know (currently at the time of writing this article this deck is tier 1).




Skill

 

Galactica Fusion Draw (Skill Card) (100%)

 Rarity
UR Rarity
Galactica Fusion Draw (Skill Card)
 Rarity
UR Rarity
Galactica Fusion Draw (Skill Card)
Galactica Fusion Draw (Skill Card)
Galactica Fusion Draw (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[REQUIREMENT] Can be activated from turn 2 onward, if all of the monsters in your constructed Deck are Galaxy Type monsters. [EFFECT] Send up to 2 Level 7 LIGHT Attribute monsters and/or "Fusion" from your hand to the Graveyard, then draw the same number of cards. If you sent "Galactica Oblivion" to the Graveyard by this effect, you can also add 1 "Extra Plorer", "Secret Order", or "Fusion" from outside your Deck to your hand. (Twice per Duel.)


This skill can be activated from the second turn onwards if all monsters in your deck are Galaxy-Type monsters. Send up to two level 7 LIGHT monsters and/or Fusion cards from your hand to the graveyard. Then, draw the corresponding number of cards. If you send Galactica Oblivion to the graveyard with this effect, you can also add one Extra Plura , Secret Order , or Fusion card from outside your deck to your hand, twice per battle.

First of all, this is a very good ability for stability because we can remove cards like Galactica Oblivion from our hand if we have too many, for example, and draw other cards. This ability works similarly to the effects of Trade-In or Shipper Seven Treasures , allowing us to remove cards from our hand and replace them, which is really, really good because it can also set up our graveyard. But twice per game, if we send Galactica Oblivion , we can get an Extra Plura , Secret Order , or Fusion . And we specifically create a completely new card from outside the deck, which is really, really good.




Analyze the cards

Let's take a quick look at the cards that appear in the deck.

Extra Plorer (x3)

 Rarity
 Rarity
Extra Plorer
 Rarity
 Rarity
Extra Plorer
Extra Plorer
LIGHT 7
Extra Plorer
  • ATK:

  • 2300

  • DEF:

  • 2200


[REQUIREMENT] Send the top 2 cards of your Deck to the Graveyard. [EFFECT] This card gains 300 ATK until the end of this turn. Then, if you have 5 or more Galaxy Type monsters in your Graveyard, you can add 1 Galaxy Type Normal Monster and/or 1 "Fusion" from your Graveyard to your hand.


Extra Plura is a really, really cool boss. Send the first two cards of the deck to the graveyard. Gain 300 ATK until the end of this turn. Then, if we have five or more Galaxy monsters in the graveyard, we can also add up to one Galaxy normal monster and/or Fusion card from the graveyard to our hand. Very cool because we can surpass 2500 ATK by using this effect. After using the effect we can also get a free +2 card gain - and it can set up another turn for Extra Plura .

Extra Plura 's Weaknesses :  
  • First, it only has 2300 ATK on the opponent's turn, which isn't great.
  • Second, if we don't have five Galaxy monsters in our graveyard, it can be a little bit of a pain. And sometimes on turn one or turn two, you'll think that ideally we want to make a play with this card, but we can't because we don't have five monsters in our graveyard. So a lot of times we're just gambling on whether or not we should send two more monsters to the graveyard, but otherwise this card is absolutely fantastic.

Transam Kleine (x0-1)

 Rarity
 Rarity
Transam Kleine
 Rarity
 Rarity
Transam Kleine
Transam Kleine
LIGHT 2
Transam Kleine
  • ATK:

  • 500

  • DEF:

  • 500


[REQUIREMENT] You have no other monsters on your field. [EFFECT] Add 1 LIGHT Attribute Galaxy Type Normal Monster from your Graveyard to your hand. This turn, you can only attack with Galaxy Type monsters.


Transam Klein is also good if we don't have any other monsters on the field. Add a LIGHT-type Galaxy normal monster from the graveyard to the hand. During this turn, you can only attack with Galaxy-type monsters. So we can use this card to get back a monster like Lineac , Sentinel , or Shooter to use as Tribute or Fusion material.

Or we can use it to get Oblivion back . Getting Oblivion back is especially good because we can then use the ability to send it back to the graveyard, gain a draw, and create a new card. The only problem I've noticed with Klein so far is that quite often the opponent doesn't actually clear all of our monsters. So Klein doesn't get activated much, but when it does, it shows up a lot.

Galactiara Eve (x3)

 Rarity
 Rarity
Galactiara Eve
 Rarity
 Rarity
Galactiara Eve
Galactiara Eve
LIGHT 1
Galactiara Eve
  • ATK:

  • 0

  • DEF:

  • 0


[REQUIREMENT] If you have no other monsters on your field, send 1 Galaxy Type monster with 1600 or more ATK from your hand to the Graveyard. [EFFECT] Send this card from your field to the Graveyard and draw 1 card. Then, if you have 3 or less monsters in your Graveyard, draw 1 card.


Galactiara Eve I would rate as okay. If we have no other monsters on the field, send a Galaxy-type monster with 1600 or more ATK from the hand to the graveyard (like a boss or Grand Slam Line ). Send this card from the field to the graveyard and draw a card. If you have three or less monsters in the graveyard, draw another card. So you only really want to activate this card's ability if you're going to have three or less. Sometimes a "Hail Mary" draw will come in handy.


Galactica Oblivion (x3)

 Rarity
 Rarity
Galactica Oblivion
 Rarity
 Rarity
Galactica Oblivion
Galactica Oblivion
LIGHT 7
Galactica Oblivion
  • ATK:

  • 2500

  • DEF:

  • 2500


Fight for the Light! Good Night!


This card is obviously important because it triggers the ability, but it is also the key ingredient to summon Eternal Galactica Oblivion .

Transam Linac (x3)

 Rarity
 Rarity
Transam Linac
 Rarity
 Rarity
Transam Linac
Transam Linac
LIGHT 4
Transam Linac
  • ATK:

  • 1600

  • DEF:

  • 0


Fight for the Light! Pure Finish!


The only problem with this card is that DEF is 0. And in a meta we're seeing   Meteor Charge   as   Charmmy Witch , what does that mean?   Transam Linac   can feel like a bit of a disadvantage sometimes. otherwise absolutely amazing.

Bright Sentinel and Vortex Shooter (x0-2)

 Rarity
 Rarity
Bright Sentinel
 Rarity
 Rarity
Bright Sentinel
Bright Sentinel
LIGHT 4
Bright Sentinel
  • ATK:

  • 1500

  • DEF:

  • 100


A galactic warrior who guards order. It charges at extreme speed to rescue allies from danger, leaving a jet of light in its wake. Migui Gyaran Gonaidewei!


 Rarity
 Rarity
Vortex Shooter
 Rarity
 Rarity
Vortex Shooter
Vortex Shooter
LIGHT 4
Vortex Shooter
  • ATK:

  • 1400

  • DEF:

  • 1000


A galactic warrior that attacks by launching saucers. Igyah Du Zuwahi!


These are just low level normal monsters to use for Fusion summoning, sacrificial materials, and synergizing with Transam Linac . Basically pretty essential. I've been considering playing more Shooter just because it has a higher DEF value and since we're seeing a lot of play of Meteor Charge and Charmmy Witch . I think having a higher DEF value might be more beneficial.

Transam Lika (x3)

 Rarity
 Rarity
Transam Lika
 Rarity
 Rarity
Transam Lika
Transam Lika
LIGHT 4
Transam Lika
  • ATK:

  • 1000

  • DEF:

  • 1000


[REQUIREMENT] Send 1 card from your hand to the Graveyard. [EFFECT] Choose 1 face-up LIGHT Attribute Galaxy Type monster on your field. If it attacks a Defense Position monster this turn, inflict piercing battle damage (if the ATK of the attacking monster exceeds the DEF of the attack target, inflict the difference). Also, if you have "Transam Linac" face-up on your field, you can change the battle position of 1 face-up monster on your opponent's field.


A free card to exchange in Card Trader but extremely good. It gives us the ability to penetrate defenses with the cost of only 1 card in hand. And once activated, we will give this ability to our Boss, Eternal Galactica Oblivion (a card that can reach 5000-7000 ATK as mentioned above), immediately ending the match)

Additionally, when Transam Linac is on the field, we can transpose a monster on the enemy field, perfect for setting up a punch that pierces the end game.

Star Tri-Leo (x3)

 Rarity
 Rarity
Star Tri-Leo
 Rarity
 Rarity
Star Tri-Leo
Star Tri-Leo
LIGHT 3
Star Tri-Leo
  • ATK:

  • 300

  • DEF:

  • 1300


[REQUIREMENT] You have no other monsters on your field during the turn you Normal Summoned this card. [EFFECT] Excavate the top 3 cards of your Deck. Send all excavated Galaxy Type monsters to the Graveyard. Place the remaining cards on the bottom of your Deck in any order.


This card has a very clever effect of Milling cards from the deck to the grave. It only mills Galaxy monsters (max 3) and does not Mill Spell/Trap. While the effects of the boss cards in the deck really need Galaxy monsters in the grave, the effect of Milling cards like this is very good, x3 is not a problem (Note that you must not have any monsters on the field during the turn you NORMALLY summon this card to activate the effect)

Some other Galaxy monster options

 Rarity
 Rarity
Strange Traveler
 Rarity
 Rarity
Strange Traveler
Strange Traveler
LIGHT 4
Strange Traveler
  • ATK:

  • 1100

  • DEF:

  • 200


[REQUIREMENT] If you have a face-up Galaxy Type Normal Monster on your field, send the top card of your Deck to the Graveyard. [EFFECT] 1 face-up monster on your opponent's field loses 500 ATK until the end of this turn.


 Rarity
 Rarity
Cosmo Titan
 Rarity
 Rarity
Cosmo Titan
Cosmo Titan
LIGHT 7
Cosmo Titan
  • ATK:

  • 2300

  • DEF:

  • 1800


An insttumient of conquest controlled by 5 rings. It reduces the civilizations in its path to mere dust. Duguyahi Bu Zuwahi!


 Rarity
 Rarity
Giant Bulge
 Rarity
 Rarity
Giant Bulge
Giant Bulge
LIGHT 4
Giant Bulge
  • ATK:

  • 1300

  • DEF:

  • 1300


A space weapon that has a similar structure to a spiral galaxy. It attacks with its tentacles that it can move at will. Wajaa!


 Rarity
 Rarity
Voidvelg Palerider
 Rarity
 Rarity
Voidvelg Palerider
Voidvelg Palerider
DARK 4
Voidvelg Palerider
  • ATK:

  • 1600

  • DEF:

  • 0


An incarnation of the netherworld's sovereign, it claims the souls of the living and carries them to its realm. None may escape its violet edge.


 



Spell/Trap

 

Universal Storm (x3)

 Rarity
 Rarity
Universal Storm
 Rarity
 Rarity
Universal Storm
Universal Storm
Spell Normal
Universal Storm

    [REQUIREMENT] You have a face-up Galaxy Type monster on your field. [EFFECT] Destroy 1 Spell/Trap Card on your opponent's field.


    Playing three copies of Universal Storm , I think Universal Storm is very very important because we don't have to worry about dealing with new Trap cards. Being able to destroy the opponent's backrow before we have to summon one of our big boss monsters is very important. For example, even though we have Extra Plura and it can destroy the backrow, if we summon Extra Plura and get hit by Evacuation Device , it's very annoying, that's why if we can destroy Evacuation Device first, then just destroy it.

    Secret Order (x2-3)

     Rarity
     Rarity
    Secret Order
     Rarity
     Rarity
    Secret Order
    Secret Order
    Spell Normal
    Secret Order

      [REQUIREMENT] None [EFFECT] Special Summon 1 Level 7 Normal Monster from your hand or Graveyard face-up to your field. This turn, the monster Special Summoned by this effect gains 700 ATK, and cannot be destroyed by an opponent's Trap Card effects.


      (The art here is slightly different from the official art)
      This is the reason why Transam Klaine is played less because both this card and Transam Kaline are limited to 3, many people even completely stop playing Klaine to x3 this card.
      This card allows us to summon Free Galactica Oblivion from the hand or graveyard and buff it by 700 ATK (Very easy to make into Fusion material)

      Meteor Charge (x0-1)

       Rarity
       Rarity
      Meteor Charge
       Rarity
       Rarity
      Meteor Charge
      Meteor Charge
      Spell Normal
      Meteor Charge

        [REQUIREMENT] None [EFFECT] Choose 1 face-up Galaxy Type monster on your field. If it attacks a Defense Position monster this turn, inflict piercing battle damage (if the ATK of the attacking monster exceeds the DEF of the attack target, inflict the difference). Also, if the chosen monster is a Normal Monster, you can change the battle position of 1 monster on your opponent's field (Attack Position becomes face-up Defense Position, Defense Position becomes face-up Attack Position).


        Meteor Charge is still very good. And again, we can end the game very quickly with this card. If we can, for example, summon Eternal Galactica Oblivion and some other card, like Extra Plura or Fuse Eve , or if we can make a Secret Order turn and then Galactica Oblivion , the ability to change the position of the monster and get penetration is really, really strong. So Meteor Charge is still very, really good and can end the game from nowhere.

        That said, if we x3 Transam Lika , we can skip this card because it's a million times better.

        Pot of Greed (x1)

         Rarity
         Rarity
        Pot of Greed
         Rarity
         Rarity
        Pot of Greed
        Pot of Greed
        Spell Normal
        Pot of Greed

          [REQUIREMENT] None [EFFECT] Draw 2 cards.


          For the Legend card, I think you should play   Pot of Greed . I have seen some players   Polymerization . Personally I think   Pot of Greed   better.   Polymerization   might be better if you already have a great hand, but the   The new Pot of Greed gives you a better hand, right? So,   Polymerization   feel very "redundant" (because already won for sure), but   Pot of Greed   feels like it's really trying to get you into the game. So it depends on how you feel. If you want a higher Power Scale then   Polymerization   would be better. If not,   Pot of Greed   always my first choice

          Fusion (x3)

           Rarity
          R Rarity
          Fusion
           Rarity
          R Rarity
          Fusion
          Fusion
          Spell Normal
          Fusion

            [REQUIREMENT] None [EFFECT] Fusion Summon by sending face-up monsters from your field to the Graveyard as material.


            We have three copies of Fusion . This is a Fusion deck, we need three copies of   Fusion . We take it back.   Fusion   by a leaf like   Extra Plura , and this activates the skill

            Meta traps of your choice

             Rarity
             Rarity
            Widespread Ruin
             Rarity
             Rarity
            Widespread Ruin
            Widespread Ruin
            Trap Normal
            Widespread Ruin

              [REQUIREMENT] When an opponent's monster declares an attack. [EFFECT] Destroy 1 Attack Position monster with the highest ATK on your opponent's field.


               Rarity
               Rarity
              Excutie Riding!
               Rarity
               Rarity
              Excutie Riding!
              Excutie Riding!
              Trap Normal
              Excutie Riding!

                [REQUIREMENT] When your opponent Normal or Special Summons an Effect Monster face-up. [EFFECT] Special Summon 1 monster with ATK less than or equal to that monster from your Graveyard to your field in face-up Attack Position. Then, you can make up to 2 face-up monsters on your opponent's field lose 1800 ATK until the end of this turn.


                 Rarity
                 Rarity
                Executie Riding!
                 Rarity
                 Rarity
                Executie Riding!
                Executie Riding!
                Trap Normal
                Executie Riding!

                  [REQUIREMENT] When your opponent Normal or Special Summons an Effect Monster face-up. [EFFECT] Special Summon 1 monster with ATK less than or equal to that monster from your Graveyard to your field in face-up Attack Position. Then, you can make up to 2 face-up monsters on your opponent's field lose 1800 ATK until the end of this turn.


                   Rarity
                   Rarity
                  Trap Hole
                   Rarity
                   Rarity
                  Trap Hole
                  Trap Hole
                  Trap Normal
                  Trap Hole

                    [REQUIREMENT] When your opponent Normal Summons a monster with 1000 or more ATK. [EFFECT] Destroy that monster.


                     



                    Extra Deck

                     

                    Space Fusion - Extra Plasmer (x2)

                     Rarity
                     Rarity
                    Space Fusion - Extra Plasmer
                     Rarity
                     Rarity
                    Space Fusion - Extra Plasmer
                    Space Fusion - Extra Plasmer
                    LIGHT 9
                    Space Fusion - Extra Plasmer
                    • ATK:

                    • 3000

                    • DEF:

                    • 2000


                    "Extra Plorer" + 1 LIGHT Attribute Galaxy Type monster [REQUIREMENT] Send the top 2 cards of your Deck to the Graveyard. [EFFECT] Destroy 1 card in your opponent's Spell & Trap Zone.


                    Extra Plura 's Fusion monsters are really, really good.

                    It's created using Extra Plura and any LIGHT Galaxy type monster, very versatile. Send the first two cards of the deck to the graveyard -> Destroy a Spell or Trap. We've seen new Trap cards with Riding and Excavation Device so this effect is a bit weaker, but still quite ok. In the worst case, we can force the opponent to activate a backrow card

                    Galactiara FUSE Eve (x3)

                     Rarity
                     Rarity
                    Galactiara FUSE Eve
                     Rarity
                     Rarity
                    Galactiara FUSE Eve
                    Galactiara FUSE Eve
                    LIGHT 7
                    Galactiara FUSE Eve
                    • ATK:

                    • 2400

                    • DEF:

                    • 1600


                    "Galactiara Eve" + 1 LIGHT Attribute Galaxy Type monster [REQUIREMENT] Place 1 "Fusion" from your Graveyard on either the top or bottom of the Deck. [EFFECT] Draw 1 card. Then, you can Special Summon 1 Galaxy Type Normal Monster from your Graveyard face-up to your field.


                    The main reason we really like Galactiara Eve is because we can summon Galactia of Fuse Eve , and this card is really good.


                    ATK 2400, DEF 1600, fused using Galactiara Eve and a LIGHT Galaxy-type monster. We can put the Fusion card from the graveyard on the top or bottom of the deck. We put it on the top if we want to draw Fusion . We put it on the bottom if we just want to draw a "Hail Mary". Draw a card, then Special Summon a Galaxy-type normal monster from the graveyard to the field face-up. One very interesting thing you can do with this card is use its ability to send Oblivion to the graveyard, then summon Fuse Eve , then use Fuse Eve to revive Oblivion . And from there, you can summon Eternal Galactica Oblivion or just leave Eve and Oblivion on the field.

                    Eternal Galactica Oblivion (x2)

                     Rarity
                     Rarity
                    Eternal Galactica Oblivion
                     Rarity
                     Rarity
                    Eternal Galactica Oblivion
                    Eternal Galactica Oblivion
                    LIGHT 9
                    Eternal Galactica Oblivion
                    • ATK:

                    • 3500

                    • DEF:

                    • 2500


                    "Galactica Oblivion" + 2 LIGHT Attribute Galaxy Type monsters [REQUIREMENT] Shuffle 5 Galaxy Type monsters from your Graveyard into the Deck. [EFFECT] Send the top 3 cards of your Deck to the Graveyard. This turn, this card cannot be destroyed by your opponent's Trap Card effects. Then, you can make this card gain ATK equal to [the number of monsters in your Graveyard] x 300 until the end of this turn.


                    Eternal Galactica Oblivion is really, really powerful. This is a pretty big investment. We need a double tribute monster, Galactica Oblivion , and any two LIGHT Galaxy-type monsters. But we can shuffle five Galaxy-type monsters from the graveyard into the deck. Send the first three cards of the deck to the graveyard. During this turn, this card cannot be destroyed by Trap cards. Additionally, this card gains ATK equal to the number of monsters in your graveyard multiplied by 300 until the end of this turn. The idea is that you want to put this card on the field. Ideally, it should increase its ATK to somewhere between 5000 and 7000. And this is your finisher card, you want to put it out, crush your opponent, and ideally end the game right away.

                    We don't want to summon this card early because it's a waste of resources, but when it's on the field it's very useful. And often this is the card we'll use to try to end the game. Ideally combined with a card like Meteor Charge or Share



                    Conclusion

                    That's all of the Deck and what do we think of it? I think it's a really strong deck and I think it's a really fun deck. So if you're looking for a deck that's both strong and fun, this would be a really good choice, honestly. Also at the time of writing, it's sitting pretty in tier 1.

                    This deck is really fun to be able to summon Galactia of Fuse Eve , use its effect to get Fusion and a normal monster back, and then you're basically ready for another Fusion. So quite often you'll summon Extra Plura , get Fusion back , get another normal monster, and then we can either just stay there or we can continue Fusion into Extra Plura . There's a lot of things we can do with this deck. There's a lot of cool little combo paths that this deck has. And I think this is something that all new decks have in common, that there's a lot of different ways you can play it. Up until this point, Rush Duel has been pretty random. There are a few standouts like Psychic that seem a little more complicated, but it's mostly about resource management. It's about trying to get a feel for what your opponent's backrow is, how to play around them, and trying to play probabilities. Now, there are really different plays that you can do, and some combos are better in certain situations, and some combos are better depending on what your opponent has, which makes the game feel a little more skill-based, which is fun. It makes the game feel more rewarding. But sometimes there will be matches where you simply don't stand a chance because your opponent's opening hand is so great, and you'll have to accept that. Unfortunately, that's just part of Rush Duel.

                    But I would say that a lot of the games I played against this deck felt pretty fair. It didn't feel like we were dominating our opponents with a bunch of really unfair stuff. There was only one game we played today that really felt like we had no chance. And that was because our opponent, who was playing Dark Galaxy, had a really good open hand, and there was really nothing I could do to save it. But I guess that happens, right, sometimes opponents just turtle (everyone gets lucky).




                    Companion unit:

                    - Yu-Gi-Oh! Guidance Vietnam





                    https://ygovietnam.com/
                    Top