Instructions for playing and building Gate Guardian Eldlich - TCG

Instructions for playing and building Gate Guardian Eldlich - TCG

Surprisingly, we have a quite strong version of Mr. Vang and the two brothers... With quite good recovery as well as other strength indicators at a good level or higher, this will be a Control set. delicious rice that you can refer to to build! This deck is a version that I personally find quite interesting to play because it also has the product of Gate Guardian and Eldlich from TCG and has not been hit or banned. Below are some stats compiled from the past deck. El Exordio del Duelista channel that I can refer to! Oh, I forgot, about the article, I also refer to it from here!
  • Difficulty: Easy
  • Game level: long term
  • Brick hand: 2/10
  • OTK: 3/10
  • Win rate: 60%
  • First Turn: Going first will always be best
  • Tier: Fun




Main Monster

The deck uses a lot of high level monsters => the first thing you think of is brick hands, yes but they have additional counters such as field cards! Let's take a look!

Eldlich the Golden Lord (x2-3)

Eldlich the Golden Lord Eldlich the Golden Lord
Eldlich the Golden Lord
LIGHT 10
Eldlich the Golden Lord
  • ATK:

  • 2500

  • DEF:

  • 2800


You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.


Vang is used a lot through Cursed Eldland (searcher) and the eff when entering the GY will put itself on the hand and special summon + increase 1000 ATK => Your first defense is not destroyed.

In addition, the effect of dropping it with another Spell/Trap to drop 1 card on the field to the GY is also very useful, depending on the situation you are facing!

Labyrinth Heavy Tank and Shadow Ghoul of the Labyrinth (Labyrinth cards)

Labyrinth Heavy Tank Labyrinth Heavy Tank
Labyrinth Heavy Tank
DARK 7
Labyrinth Heavy Tank
  • ATK:

  • 2400

  • DEF:

  • 2400


You can Normal Summon this card without Tributing. Cannot attack the turn it is Normal Summoned. During your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell, then, if you control a "Labyrinth Wall" card, you can destroy 1 monster your opponent controls. You can only use this effect of "Labyrinth Heavy Tank" once per turn.


Shadow Ghoul of the Labyrinth Shadow Ghoul of the Labyrinth
Shadow Ghoul of the Labyrinth
DARK 5
Shadow Ghoul of the Labyrinth
  • ATK:

  • 1600

  • DEF:

  • 1300


You can discard this card; add 1 "Labyrinth Wall" card from your Deck to your hand. At the start of the Damage Step, if your opponent's monster battles, while you control a "Labyrinth Wall" card: You can banish this card from your GY; destroy that opponent's monster. You can only use each effect of "Shadow Ghoul of the Labyrinth" once per turn.


Both Labyrinth cards are newly released supports that make it easier to search the Labyrinth Wall Shadow field and the 3 elemental gods. In addition, depending on the eff of each card, they will destroy opp's monsters in different ways:
  • Ghoul self-expelled from GY
  • Tanks only need to have a Wall on the field to destroy it. The special thing here is that Tank will help you bring gods to the field without summoning => use as Continuous Spell. In addition, because of that, the gods can be recycled even if they are banned, become elephants or dogs....
Rate: Both should max 3

Sanga of the Thunder, Suijin and Kazejin (The trio of three gods of two bald men)

Sanga of the Thunder Sanga of the Thunder
Sanga of the Thunder
LIGHT 7
Sanga of the Thunder
  • ATK:

  • 2600

  • DEF:

  • 2200


During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


Suijin Suijin
Suijin
WATER 7
Suijin
  • ATK:

  • 2500

  • DEF:

  • 2400


During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


Kazejin Kazejin
Kazejin
WIND 7
Kazejin
  • ATK:

  • 2400

  • DEF:

  • 2200


During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


The trio are used in the upgraded version of Gate Guardian as Fusion materials, but if they can be put on the field they will be a good defense to fight against opp monsters (if that is some ancient time). :v

Rate: In my opinion, it's up to you, but the best thing is that all 3 cards should have less than 2 copies => because the Deck itself has too many monsters with high level => brick hand is the most likely phenomenon to encounter. !



Spell & Trap

Mainly, you will not need any Fusion Spell for this Deck and will only use most of the Eldlich Spell/Trap to suppress the field, Labyrinth Spell to easily bring the Guardian boss onto the field and bombard the field to make the game easier. more interesting :v...

Riryoku Guardian and Double Attack! Wind and Thunder!! (Guardian Spell)

Riryoku Guardian Riryoku Guardian
Riryoku Guardian
Spell Normal
Riryoku Guardian

    If your LP are lower than your opponent's: Target 1 monster you control with "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn.


    Double Attack! Wind and Thunder!! Double Attack! Wind and Thunder!!
    Double Attack! Wind and Thunder!!
    Spell Quick
    Double Attack! Wind and Thunder!!

      If you control a "Gate Guardian" monster: Target 1 card on the field; destroy it. During your Main Phase: You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use this effect of "Double Attack! Wind and Thunder!!" once per turn.


      Both are certain support for Gate Guardians
      • Riryoku will mainly give your Gate Guardian a huge amount of damage, depending on the LP the opp currently has :v (quite similar to its original card)
      • And Double Attack is your bombardment gun
      Both have the same characteristic of being able to self-export to restore goods - this is quite useless if I must say :v

      Rate: since both are not searchers, it is best to give 1 to 2 cards per card (Double Attack can give 2-3 cards)

      Labyrinth Wall Shadow (x3)

      Labyrinth Wall Shadow Labyrinth Wall Shadow
      Labyrinth Wall Shadow
      Spell Field
      Labyrinth Wall Shadow

        Monsters cannot attack the turn they are Summoned, except monsters whose original Level is 5 or higher. Once per turn, during your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell. At the start of your opponent's Battle Phase: You can target 1 monster your opponent controls with less than 1600 ATK; destroy it.


        The field card is the most worth searching for in the Deck, due to its ability to allow high level monsters to step onto the field without sacrificing. In addition, it is also the second most important item after Tank for the three gods - place them on Continuous Spell no matter where they are located. In addition, if you encounter annoying monsters with low ATK, you can also destroy them, for example, encountering Sky Strikers or Sprights...

        Eldlich Spell & Trap

        Cursed Eldland Cursed Eldland
        Cursed Eldland
        Spell Continuous
        Cursed Eldland

          You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.


          Conquistador of the Golden Land Conquistador of the Golden Land
          Conquistador of the Golden Land
          Trap Continuous
          Conquistador of the Golden Land

            Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.


            Eldlixir of Scarlet Sanguine Eldlixir of Scarlet Sanguine
            Eldlixir of Scarlet Sanguine
            Trap Normal
            Eldlixir of Scarlet Sanguine

              Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.


              Huaquero of the Golden Land Huaquero of the Golden Land
              Huaquero of the Golden Land
              Trap Continuous
              Huaquero of the Golden Land

                Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.


                Eldlixir of Black Awakening Eldlixir of Black Awakening
                Eldlixir of Black Awakening
                Spell Normal
                Eldlixir of Black Awakening

                  Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.


                  Please allow me not to say much about this stuff because everyone who plays or starts playing knows how to use it. Importantly, when using, you need to know how to time it so you can suppress the field better and not be pushed back. Also, note that when using Black Awakening , I always want it to be a Quick-play Spell that can be activated during the opp turn, but it is a Normal Spell, which means you will need to be careful when using it in the first turn because it will lock you into "Summons Zombies only", which is very harmful if combined with Gate Guardians!



                  Tech

                   

                  Handtrap (Need or not?)

                  Crossout Designator
                  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):

                    Called by the Grave
                    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):

                      Infinite Impermanence 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.


                        Ash Blossom & Joyous Spring 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.


                        D.D. Crow D.D. Crow
                        D.D. Crow
                        DARK 1
                        D.D. Crow
                        • ATK:

                        • 100

                        • DEF:

                        • 100


                        (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


                        Effect Veiler Effect Veiler
                        Effect Veiler
                        LIGHT 1
                        Effect Veiler
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


                        Does the Control set need a handtrap? The answer will lie in how you play the deck . But if you put it in, you should expect that in reality, you will always be in a deadhand state => something that no one wants in a control set, especially here you will always have a monster with many stars in your hand without can be summoned.

                        But without these cards, wouldn't your deck be continuously negated? As a backup for that case, I think the best card slot would be without Infinite, Called and Crossout!

                        Magicians' Souls and Illusion of Chaos (Engine draws cards)

                        Magicians' Souls Magicians' Souls
                        Magicians' Souls
                        DARK 1
                        Magicians' Souls
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn.


                        Illusion of Chaos Illusion of Chaos
                        Illusion of Chaos
                        DARK 7
                        Illusion of Chaos
                        • ATK:

                        • 2100

                        • DEF:

                        • 2500


                        You can Ritual Summon this card with "Chaos Form". You can reveal this card in your hand; add 1 "Dark Magician", or 1 non-Ritual Monster that mentions it, from your Deck to your hand, then place 1 card from your hand on top of the Deck. When your opponent activates a monster effect (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 "Dark Magician" from your GY, and if you do that, negate that activated effect. You can only use each effect of "Illusion of Chaos" once per turn.


                        The weakness of the deck is the need to search for important cards ! That means you will need to have more Power Draw to put the cards you need on the field. And the engine most suitable for the deck will be the DM's engine, helping to bring Spell/Trap currently on the field to the GY ( very suitable for Eldlich and Gate Guardian ) to draw more cards for combos.

                        Fusion Deployment (x2)

                        Fusion Deployment Fusion Deployment
                        Fusion Deployment
                        Spell Normal
                        Fusion Deployment

                          Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.


                          Helps make it easier to bring the three gods onto the field to summon the boss to the field

                          Terraforming and Planet Pathfinder (x1)

                          Terraforming
                          Terraforming
                          Terraforming
                          Spell Normal
                          Terraforming

                            Add 1 Field Spell from your Deck to your hand.




                            Tag(s):

                            Planet Pathfinder Planet Pathfinder
                            Planet Pathfinder
                            EARTH 4
                            Planet Pathfinder
                            • ATK:

                            • 1000

                            • DEF:

                            • 1000


                            You can Tribute this card; add 1 Field Spell Card from your Deck to your hand.


                            Field Searcher is famous and everyone knows it. But with Planet, you won't want to lose 1 Normal Sum of the Guardians.

                            Traps

                            Gozen Match
                            Gozen Match
                            Gozen Match
                            Trap Continuous
                            Gozen Match

                              Each player can only control 1 Attribute of monster. Send all other face-up monsters they control to the GY.


                              There Can Be Only One
                              There Can Be Only One
                              There Can Be Only One
                              Trap Continuous
                              There Can Be Only One

                                Each player can only control 1 monster of each Type. If a player controls 2 or more monsters of the same Type, they must send some to the GY so they control no more than 1 monster of that Type.


                                Evenly Matched 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.


                                  Solemn Judgment Solemn Judgment
                                  Solemn Judgment
                                  Trap Counter
                                  Solemn Judgment

                                    When a monster(s) would be Summoned, OR a Spell/Trap Card is activated: Pay half your LP; negate the Summon or activation, and if you do, destroy that card.




                                    Tag(s):

                                    Skill Drain
                                    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).


                                      Rivalry of Warlords
                                      Rivalry of Warlords
                                      Rivalry of Warlords
                                      Trap Continuous
                                      Rivalry of Warlords

                                        Each player can only control 1 Type of monster. Send all other face-up monsters they control to the GY.


                                        Summon Limit 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.)


                                          On average, a control set will need many Traps to keep a more balanced match later. Not to mention, they will be a necessary shield (after the three gods) to help protect Eldlich's treasure.

                                          Foolish Burial (x1)

                                          Foolish Burial
                                          Foolish Burial
                                          Foolish Burial
                                          Spell Normal
                                          Foolish Burial

                                            Send 1 monster from your Deck to the GY.




                                            Tag(s):

                                            Send more materials to bring Combined to the field, it can only be used once but depending on the situation, this will be a rescue card for both the trigod and the Eldlich.

                                            Combo Zombie

                                            Zombie World Zombie World
                                            Zombie World
                                            Spell Field
                                            Zombie World

                                              All monsters on the field and in the GYs become Zombie monsters. Neither player can Tribute Summon monsters, except Zombie monsters.


                                              Necro Fusion Necro Fusion
                                              Necro Fusion
                                              Trap Normal
                                              Necro Fusion

                                                Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY face-down, but it cannot attack this turn.


                                                Mezuki Mezuki
                                                Mezuki
                                                EARTH 4
                                                Mezuki
                                                • ATK:

                                                • 1700

                                                • DEF:

                                                • 800


                                                You can banish this card from your GY, then target 1 Zombie monster in your GY; Special Summon that target.


                                                Necroworld Banshee Necroworld Banshee
                                                Necroworld Banshee
                                                DARK 4
                                                Necroworld Banshee
                                                • ATK:

                                                • 1800

                                                • DEF:

                                                • 200


                                                "Zombie World" in the Field Zone cannot be destroyed by card effects, also neither player can target it with card effects. (Quick Effect): You can banish this card from your field or GY; activate 1 "Zombie World" directly from your hand or Deck. You can only use this effect of "Necroworld Banshee" once per turn.


                                                Dragonecro Nethersoul Dragon Dragonecro Nethersoul Dragon
                                                Dragonecro Nethersoul Dragon
                                                DARK 8
                                                Dragonecro Nethersoul Dragon
                                                • ATK:

                                                • 3000

                                                • DEF:

                                                • 0


                                                2 Zombie monsters Must first be Fusion Summoned. Monsters cannot be destroyed by battle with this card. At the end of the Damage Step, if this card battled a monster that has an original Level: That monster's ATK becomes 0, also, if that monster is still face-up on the field, Special Summon 1 "Dark Soul Token" (Zombie/DARK/Level ?/ATK ?/DEF 0). (When Summoned, its Level and ATK become equal to the original Level and ATK of that monster.) You can only control 1 "Dragonecro Nethersoul Dragon".


                                                Simply because your deck has Eldlich, that means you will always be locked into Zombies every turn :/ The solution is this combo, which helps you overcome those "accidentally wrong" situations and add to the problem. It's confusing for opp too.

                                                Pot of Extravagance and Pot of Prosperity (Pot Draw cards)

                                                Pot of Extravagance
                                                Pot of Extravagance
                                                Pot of Extravagance
                                                Spell Normal
                                                Pot of Extravagance

                                                  At the start of your Main Phase 1: Banish 3 or 6 random face-down cards from your Extra Deck, face-down; draw 1 card for every 3 cards banished. For the rest of this turn after this card resolves, you cannot draw any cards by card effects.




                                                  Tag(s):

                                                  Pot of Prosperity
                                                  Pot of Prosperity
                                                  Pot of Prosperity
                                                  Spell Normal
                                                  Pot of Prosperity

                                                    Banish 3 or 6 cards of your choice from your Extra Deck, face-down; for the rest of this turn after this card resolves, any damage your opponent takes is halved, also excavate cards from the top of your Deck equal to the number of cards banished, add 1 excavated card to your hand, place the rest on the bottom of your Deck in any order. You can only activate 1 "Pot of Prosperity" per turn. You cannot draw cards by card effects the turn you activate this card.




                                                    Tag(s):

                                                    Some clay pots need to be used to draw cards => Don't rely too much on the Extra Deck :v maybe just use Prosperity to reduce the risk...



                                                    Extra Deck

                                                    This will be the main part of the deck, as your main boss is here to protect against the encroachment of Eldlich's treasure - the Gate Guardians. As I said, Gate Guardians don't need Fusion Spells, they just need to gather enough materials to put on the field (you won't have to worry about them being lost or not because the deck will always have a way to reuse them). reuse materials) - Just like a Neos set with negate :v

                                                    Gate Guardians

                                                    Gate Guardians Combined Gate Guardians Combined
                                                    Gate Guardians Combined
                                                    DARK 12
                                                    Gate Guardians Combined
                                                    • ATK:

                                                    • 3750

                                                    • DEF:

                                                    • 3400


                                                    "Sanga of the Thunder" + "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards from your hand, field, and/or GY. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can negate that effect, and if you do, destroy that card. You can only use this effect of "Gate Guardians Combined" thrice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 Level 11 or lower "Gate Guardian" monster from your Deck or Extra Deck, ignoring its Summoning conditions.


                                                    Gate Guardian of Thunder and Wind Gate Guardian of Thunder and Wind
                                                    Gate Guardian of Thunder and Wind
                                                    LIGHT 9
                                                    Gate Guardian of Thunder and Wind
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 2200


                                                    "Sanga of the Thunder" + "Kazejin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. During your Main Phase: You can add 1 Spell/Trap from your Deck to your hand that mentions "Sanga of the Thunder", "Kazejin", AND "Suijin". You can only use this effect of "Gate Guardian of Thunder and Wind" once per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Sanga of the Thunder" or "Kazejin".


                                                    Gate Guardian of Wind and Water Gate Guardian of Wind and Water
                                                    Gate Guardian of Wind and Water
                                                    WIND 9
                                                    Gate Guardian of Wind and Water
                                                    • ATK:

                                                    • 2450

                                                    • DEF:

                                                    • 2300


                                                    "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain, when your opponent activates a Spell/Trap Card or effect on the field (Quick Effect): You can negate that effect. You can only use this effect of "Gate Guardian of Wind and Water" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Kazejin" or "Suijin".


                                                    Gate Guardian of Water and Thunder Gate Guardian of Water and Thunder
                                                    Gate Guardian of Water and Thunder
                                                    WATER 9
                                                    Gate Guardian of Water and Thunder
                                                    • ATK:

                                                    • 2550

                                                    • DEF:

                                                    • 2300


                                                    "Suijin" + "Sanga of the Thunder" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain (Quick Effect): You can target 1 face-up monster your opponent controls; change its ATK to 0 until the end of this turn. You can only use this effect of "Gate Guardian of Water and Thunder" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Suijin" or "Sanga of the Thunder".


                                                    Each Gate Guardian will have its own effects and unique launch conditions, but each god has a different way to negate and make opp miserable.
                                                    • Combined is the most fully combined position => summoning conditions require 3 triads => negate effect every time a card you control is targeted (this effect is used 3 times per turn). If this card is removed from the field due to opp, you are allowed to summon 1 Gate Guardian level 11 or lower from the Deck or Extra Deck, ignoring the summoning conditions.
                                                      • Rate: x2-3
                                                    • Wind and Water is a combination of Kazejin and Sujin, so if it leaves the field due to opp, you are only allowed to sum the banished Kazejin or Sujin. The effect is to negate each Chain opp that activates 1 Spell/Trap and this effect can be used 2 times per turn - quite terrible.
                                                      • Rate: x2
                                                    • Water and Thunder is a combination of Sujin and Sanga, just like the above, you can only summon 1 of the 2 banished monsters to put it on the field. With this one, each Chain will turn opp's monster ATK to 0 (can be used 2 times/turn).
                                                      • Rate: x1
                                                    • Thunder and Wind is a combination of Sanga and Kazejin, like the two cards above, you can only summon 1 of the 2 banished monsters to put it on the field. With this one, you will get a searcher with a bit of effort :v Yeah and the saddest thing is that you can only use it once :v
                                                      • Rate: x1
                                                    If you get at least Combined and Wind&Water on the field, you will have an invulnerable field. This is your second main line of defense to repel opps from encroaching on the Eldlich treasure in your Deck.

                                                    Linkuriboh (x1)

                                                    Linkuriboh Linkuriboh
                                                    Linkuriboh
                                                    DARK
                                                    Linkuriboh
                                                    • ATK:

                                                    • 300

                                                    • LINK-1

                                                    Link Arrow:

                                                    Bottom


                                                    1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                                    To turn Soul that is no longer used on the field into something more useful :v

                                                    Link Spider and Imduk the World Chalice Dragon (x1)

                                                    Link Spider Link Spider
                                                    Link Spider
                                                    EARTH
                                                    Link Spider
                                                    • ATK:

                                                    • 1000

                                                    • LINK-1

                                                    Link Arrow:

                                                    Bottom


                                                    1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                                                    Imduk the World Chalice Dragon Imduk the World Chalice Dragon
                                                    Imduk the World Chalice Dragon
                                                    WIND
                                                    Imduk the World Chalice Dragon
                                                    • ATK:

                                                    • 800

                                                    • LINK-1

                                                    Link Arrow:

                                                    Top


                                                    1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                                                    As above, turn unused Trap Monsters into something more useful

                                                    Black Luster Soldier - Soldier of Chaos (x1)

                                                    Black Luster Soldier - Soldier of Chaos Black Luster Soldier - Soldier of Chaos
                                                    Black Luster Soldier - Soldier of Chaos
                                                    EARTH
                                                    Black Luster Soldier - Soldier of Chaos
                                                    • ATK:

                                                    • 3000

                                                    • LINK-3

                                                    Link Arrow:

                                                    Top

                                                    Bottom-Left

                                                    Bottom-Right


                                                    3 monsters with different names If this card was Link Summoned using a Level 7 or higher monster(s) as material, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card destroys an opponent's monster by battle: You can activate 1 of these effects; ● This card gains 1500 ATK. ● This card can make a second attack during the Battle Phase of your next turn. ● Banish 1 card on the field.


                                                    Bosses of old card lines: v yeah, just use high level monsters to get its special effects

                                                    Xyz Set

                                                    Superdreadnought Rail Cannon Juggernaut Liebe Superdreadnought Rail Cannon Juggernaut Liebe
                                                    Superdreadnought Rail Cannon Juggernaut Liebe
                                                    EARTH
                                                    Superdreadnought Rail Cannon Juggernaut Liebe
                                                    • ATK:

                                                    • 4000

                                                    • DEF:

                                                    • 4000


                                                    3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.


                                                    Superdreadnought Rail Cannon Gustav Max Superdreadnought Rail Cannon Gustav Max
                                                    Superdreadnought Rail Cannon Gustav Max
                                                    EARTH
                                                    Superdreadnought Rail Cannon Gustav Max
                                                    • ATK:

                                                    • 3000

                                                    • DEF:

                                                    • 3000


                                                    2 Level 10 monsters Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent.


                                                    Divine Arsenal AA-ZEUS - Sky Thunder
                                                    Divine Arsenal AA-ZEUS - Sky Thunder
                                                    Divine Arsenal AA-ZEUS - Sky Thunder
                                                    LIGHT
                                                    Divine Arsenal AA-ZEUS - Sky Thunder
                                                    • ATK:

                                                    • 3000

                                                    • DEF:

                                                    • 3000


                                                    2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                                    Tag(s):

                                                    Constellar Pleiades Constellar Pleiades
                                                    Constellar Pleiades
                                                    LIGHT
                                                    Constellar Pleiades
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 1500


                                                    2 Level 5 LIGHT monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; return that target to the hand.


                                                    An Xyz combo set exclusively for high level monsters



                                                    Decklist

                                                    This will be an overview of the deck

                                                    Sample deck

                                                    Main: 40 Extra: 15

                                                    2 cardEldlich the Golden Lord 2 cardEldlich the Golden Lord
                                                    Eldlich the Golden Lord
                                                    LIGHT 10
                                                    Eldlich the Golden Lord
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 2800


                                                    You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.


                                                    2 cardKazejin 2 cardKazejin
                                                    Kazejin
                                                    WIND 7
                                                    Kazejin
                                                    • ATK:

                                                    • 2400

                                                    • DEF:

                                                    • 2200


                                                    During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


                                                    3 cardLabyrinth Heavy Tank 3 cardLabyrinth Heavy Tank
                                                    Labyrinth Heavy Tank
                                                    DARK 7
                                                    Labyrinth Heavy Tank
                                                    • ATK:

                                                    • 2400

                                                    • DEF:

                                                    • 2400


                                                    You can Normal Summon this card without Tributing. Cannot attack the turn it is Normal Summoned. During your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell, then, if you control a "Labyrinth Wall" card, you can destroy 1 monster your opponent controls. You can only use this effect of "Labyrinth Heavy Tank" once per turn.


                                                    1 cardMagicians' Souls 1 cardMagicians' Souls
                                                    Magicians' Souls
                                                    DARK 1
                                                    Magicians' Souls
                                                    • ATK:

                                                    • 0

                                                    • DEF:

                                                    • 0


                                                    You can send up to 2 Spells/Traps from your hand and/or field to the GY; draw that many cards. If this card is in your hand: You can send 1 Level 6 or higher Spellcaster monster from your Deck to the GY, then activate 1 of these effects; ● Special Summon this card. ● Send this card to the GY, then, you can Special Summon 1 "Dark Magician" or 1 "Dark Magician Girl" from your GY. You can only use each effect of "Magicians' Souls" once per turn.


                                                    1 cardSanga of the Thunder 1 cardSanga of the Thunder
                                                    Sanga of the Thunder
                                                    LIGHT 7
                                                    Sanga of the Thunder
                                                    • ATK:

                                                    • 2600

                                                    • DEF:

                                                    • 2200


                                                    During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


                                                    3 cardShadow Ghoul of the Labyrinth 3 cardShadow Ghoul of the Labyrinth
                                                    Shadow Ghoul of the Labyrinth
                                                    DARK 5
                                                    Shadow Ghoul of the Labyrinth
                                                    • ATK:

                                                    • 1600

                                                    • DEF:

                                                    • 1300


                                                    You can discard this card; add 1 "Labyrinth Wall" card from your Deck to your hand. At the start of the Damage Step, if your opponent's monster battles, while you control a "Labyrinth Wall" card: You can banish this card from your GY; destroy that opponent's monster. You can only use each effect of "Shadow Ghoul of the Labyrinth" once per turn.


                                                    2 cardSuijin 2 cardSuijin
                                                    Suijin
                                                    WATER 7
                                                    Suijin
                                                    • ATK:

                                                    • 2500

                                                    • DEF:

                                                    • 2400


                                                    During damage calculation in your opponent's turn, if this card is being attacked: You can target the attacking monster; make that target's ATK 0 during damage calculation only (this is a Quick Effect). This effect can only be used once while this card is face-up on the field.


                                                    3 cardIllusion of Chaos 3 cardIllusion of Chaos
                                                    Illusion of Chaos
                                                    DARK 7
                                                    Illusion of Chaos
                                                    • ATK:

                                                    • 2100

                                                    • DEF:

                                                    • 2500


                                                    You can Ritual Summon this card with "Chaos Form". You can reveal this card in your hand; add 1 "Dark Magician", or 1 non-Ritual Monster that mentions it, from your Deck to your hand, then place 1 card from your hand on top of the Deck. When your opponent activates a monster effect (Quick Effect): You can return this card to the hand, and if you do, Special Summon 1 "Dark Magician" from your GY, and if you do that, negate that activated effect. You can only use each effect of "Illusion of Chaos" once per turn.


                                                    3 cardCursed Eldland 3 cardCursed Eldland
                                                    Cursed Eldland
                                                    Spell Continuous
                                                    Cursed Eldland

                                                      You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.


                                                      2 cardDouble Attack! Wind and Thunder!! 2 cardDouble Attack! Wind and Thunder!!
                                                      Double Attack! Wind and Thunder!!
                                                      Spell Quick
                                                      Double Attack! Wind and Thunder!!

                                                        If you control a "Gate Guardian" monster: Target 1 card on the field; destroy it. During your Main Phase: You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use this effect of "Double Attack! Wind and Thunder!!" once per turn.


                                                        2 cardFusion Deployment 2 cardFusion Deployment
                                                        Fusion Deployment
                                                        Spell Normal
                                                        Fusion Deployment

                                                          Reveal 1 Fusion Monster in your Extra Deck and Special Summon, from your hand or Deck, 1 of the Fusion Materials whose name is specifically listed on that card, also you cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Fusion Deployment" per turn.


                                                          3 cardLabyrinth Wall Shadow 3 cardLabyrinth Wall Shadow
                                                          Labyrinth Wall Shadow
                                                          Spell Field
                                                          Labyrinth Wall Shadow

                                                            Monsters cannot attack the turn they are Summoned, except monsters whose original Level is 5 or higher. Once per turn, during your Main Phase: You can place 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished, or in your hand or Deck, face-up in your Spell & Trap Zone as a Continuous Spell. At the start of your opponent's Battle Phase: You can target 1 monster your opponent controls with less than 1600 ATK; destroy it.


                                                            1 cardRiryoku Guardian 1 cardRiryoku Guardian
                                                            Riryoku Guardian
                                                            Spell Normal
                                                            Riryoku Guardian

                                                              If your LP are lower than your opponent's: Target 1 monster you control with "Gate Guardian" in its original name; halve your opponent's LP, then that monster gains ATK equal to your opponent's LP. You can banish this card from your GY; add 1 of your "Sanga of the Thunder", "Kazejin", or "Suijin" that is banished or in your Deck to your hand. You can only use each effect of "Riryoku Guardian" once per turn.


                                                              1 cardTerraforming
                                                              1 cardTerraforming
                                                              Terraforming
                                                              Spell Normal
                                                              Terraforming

                                                                Add 1 Field Spell from your Deck to your hand.




                                                                Tag(s):

                                                                3 cardConquistador of the Golden Land 3 cardConquistador of the Golden Land
                                                                Conquistador of the Golden Land
                                                                Trap Continuous
                                                                Conquistador of the Golden Land

                                                                  Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.


                                                                  3 cardEldlixir of Scarlet Sanguine 3 cardEldlixir of Scarlet Sanguine
                                                                  Eldlixir of Scarlet Sanguine
                                                                  Trap Normal
                                                                  Eldlixir of Scarlet Sanguine

                                                                    Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.


                                                                    2 cardHuaquero of the Golden Land 2 cardHuaquero of the Golden Land
                                                                    Huaquero of the Golden Land
                                                                    Trap Continuous
                                                                    Huaquero of the Golden Land

                                                                      Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.


                                                                      3 cardSkill Drain
                                                                      3 cardSkill 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).


                                                                        1 cardGate Guardian of Thunder and Wind 1 cardGate Guardian of Thunder and Wind
                                                                        Gate Guardian of Thunder and Wind
                                                                        LIGHT 9
                                                                        Gate Guardian of Thunder and Wind
                                                                        • ATK:

                                                                        • 2500

                                                                        • DEF:

                                                                        • 2200


                                                                        "Sanga of the Thunder" + "Kazejin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. During your Main Phase: You can add 1 Spell/Trap from your Deck to your hand that mentions "Sanga of the Thunder", "Kazejin", AND "Suijin". You can only use this effect of "Gate Guardian of Thunder and Wind" once per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Sanga of the Thunder" or "Kazejin".


                                                                        1 cardGate Guardian of Water and Thunder 1 cardGate Guardian of Water and Thunder
                                                                        Gate Guardian of Water and Thunder
                                                                        WATER 9
                                                                        Gate Guardian of Water and Thunder
                                                                        • ATK:

                                                                        • 2550

                                                                        • DEF:

                                                                        • 2300


                                                                        "Suijin" + "Sanga of the Thunder" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain (Quick Effect): You can target 1 face-up monster your opponent controls; change its ATK to 0 until the end of this turn. You can only use this effect of "Gate Guardian of Water and Thunder" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Suijin" or "Sanga of the Thunder".


                                                                        2 cardGate Guardian of Wind and Water 2 cardGate Guardian of Wind and Water
                                                                        Gate Guardian of Wind and Water
                                                                        WIND 9
                                                                        Gate Guardian of Wind and Water
                                                                        • ATK:

                                                                        • 2450

                                                                        • DEF:

                                                                        • 2300


                                                                        "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards you control. Once per Chain, when your opponent activates a Spell/Trap Card or effect on the field (Quick Effect): You can negate that effect. You can only use this effect of "Gate Guardian of Wind and Water" twice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 of your banished "Kazejin" or "Suijin".


                                                                        2 cardGate Guardians Combined 2 cardGate Guardians Combined
                                                                        Gate Guardians Combined
                                                                        DARK 12
                                                                        Gate Guardians Combined
                                                                        • ATK:

                                                                        • 3750

                                                                        • DEF:

                                                                        • 3400


                                                                        "Sanga of the Thunder" + "Kazejin" + "Suijin" Must be Special Summoned (from your Extra Deck) by banishing the above cards from your hand, field, and/or GY. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can negate that effect, and if you do, destroy that card. You can only use this effect of "Gate Guardians Combined" thrice per turn. If this face-up Special Summoned card in its owner's control leaves the field because of an opponent's card: You can Special Summon 1 Level 11 or lower "Gate Guardian" monster from your Deck or Extra Deck, ignoring its Summoning conditions.


                                                                        1 cardBlack Luster Soldier - Soldier of Chaos 1 cardBlack Luster Soldier - Soldier of Chaos
                                                                        Black Luster Soldier - Soldier of Chaos
                                                                        EARTH
                                                                        Black Luster Soldier - Soldier of Chaos
                                                                        • ATK:

                                                                        • 3000

                                                                        • LINK-3

                                                                        Link Arrow:

                                                                        Top

                                                                        Bottom-Left

                                                                        Bottom-Right


                                                                        3 monsters with different names If this card was Link Summoned using a Level 7 or higher monster(s) as material, your opponent cannot target it with card effects, also it cannot be destroyed by your opponent's card effects. When this card destroys an opponent's monster by battle: You can activate 1 of these effects; ● This card gains 1500 ATK. ● This card can make a second attack during the Battle Phase of your next turn. ● Banish 1 card on the field.


                                                                        1 cardCross-Sheep 1 cardCross-Sheep
                                                                        Cross-Sheep
                                                                        EARTH
                                                                        Cross-Sheep
                                                                        • ATK:

                                                                        • 700

                                                                        • LINK-2

                                                                        Link Arrow:

                                                                        Bottom-Left

                                                                        Bottom-Right


                                                                        2 monsters with different names If a monster is Special Summoned to a zone this card points to: You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ● Ritual: Draw 2 cards, then discard 2 cards. ● Fusion: Special Summon 1 Level 4 or lower monster from your GY. ● Synchro: All monsters you control gain 700 ATK. ● Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn.


                                                                        1 cardImduk the World Chalice Dragon 1 cardImduk the World Chalice Dragon
                                                                        Imduk the World Chalice Dragon
                                                                        WIND
                                                                        Imduk the World Chalice Dragon
                                                                        • ATK:

                                                                        • 800

                                                                        • LINK-1

                                                                        Link Arrow:

                                                                        Top


                                                                        1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                                                                        1 cardLink Spider 1 cardLink Spider
                                                                        Link Spider
                                                                        EARTH
                                                                        Link Spider
                                                                        • ATK:

                                                                        • 1000

                                                                        • LINK-1

                                                                        Link Arrow:

                                                                        Bottom


                                                                        1 Normal Monster Once per turn: You can Special Summon 1 Level 4 or lower Normal Monster from your hand to your zone this card points to.


                                                                        1 cardLinkuriboh
                                                                        1 cardLinkuriboh
                                                                        Linkuriboh
                                                                        DARK
                                                                        Linkuriboh
                                                                        • ATK:

                                                                        • 300

                                                                        • LINK-1

                                                                        Link Arrow:

                                                                        Bottom


                                                                        1 Level 1 Monster When an opponent's monster declares an attack: You can Tribute this card; change that opponent's monster's ATK to 0, until the end of this turn. If this card is in your GY (Quick Effect): You can Tribute 1 Level 1 monster; Special Summon this card. You can only use this effect of "Linkuriboh" once per turn.


                                                                        1 cardConstellar Pleiades 1 cardConstellar Pleiades
                                                                        Constellar Pleiades
                                                                        LIGHT
                                                                        Constellar Pleiades
                                                                        • ATK:

                                                                        • 2500

                                                                        • DEF:

                                                                        • 1500


                                                                        2 Level 5 LIGHT monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; return that target to the hand.


                                                                        1 cardDivine Arsenal AA-ZEUS - Sky Thunder 1 cardDivine Arsenal AA-ZEUS - Sky Thunder
                                                                        Divine Arsenal AA-ZEUS - Sky Thunder
                                                                        LIGHT
                                                                        Divine Arsenal AA-ZEUS - Sky Thunder
                                                                        • ATK:

                                                                        • 3000

                                                                        • DEF:

                                                                        • 3000


                                                                        2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                                                                        Tag(s):

                                                                        1 cardSuperdreadnought Rail Cannon Gustav Max 1 cardSuperdreadnought Rail Cannon Gustav Max
                                                                        Superdreadnought Rail Cannon Gustav Max
                                                                        EARTH
                                                                        Superdreadnought Rail Cannon Gustav Max
                                                                        • ATK:

                                                                        • 3000

                                                                        • DEF:

                                                                        • 3000


                                                                        2 Level 10 monsters Once per turn: You can detach 1 material from this card; inflict 2000 damage to your opponent.


                                                                        1 cardSuperdreadnought Rail Cannon Juggernaut Liebe 1 cardSuperdreadnought Rail Cannon Juggernaut Liebe
                                                                        Superdreadnought Rail Cannon Juggernaut Liebe
                                                                        EARTH
                                                                        Superdreadnought Rail Cannon Juggernaut Liebe
                                                                        • ATK:

                                                                        • 4000

                                                                        • DEF:

                                                                        • 4000


                                                                        3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.



                                                                        This is the pure version without any handtrap or any interruptions, and is also the new Deck version that has also been tested by El Exordio del Duelista and in fact the Deck is used quite successfully. Combos are actually very short and very easy to play => It's like small combo pieces put together. Therefore, in this article there is almost no need for any combo guide...



                                                                        Comment

                                                                        The Deck's strength is that it can set up a set of defenses quite continuously if you have a nice hand => build Gate Guardian and if it collapses, Eldlich will be built and built continuously => LP is protected, the game will be successful. lengthen

                                                                        The weakness as mentioned in the strength is that the Deck will easily receive brickhand and does not have much disruption needed to prevent opp's combo => Most of the time, if you want to have a card slot, you have to trade places with handtraps. discontinuity,...




                                                                        Companion unit:

                                                                        - Yu-Gi-Oh! Guidance Vietnam





                                                                        https://ygovietnam.com/
                                                                        Top