This guide will cover most of what you need to know about these scary dolls and hopefully it can inspire you to play Gimmick Puppet.

A step-by-step guide to playing Gimmick Puppet
Skill
Dark Stirring of the Dreadful Dolls (Skill Card) (100%)




Dark Stirring of the Dreadful Dolls (Skill Card)
ATK:
0
DEF:
0
You can use this Skill's second and third effects once per Duel if your Deck contains "Rank-Up-Magic Argent Chaos Force". 1. At the beginning of the Duel, add 3 "Mansion of the Dreadful Dolls" cards to your Deck, and 4 "Gimmick Puppet" Xyz Monsters to your Extra Deck. If you are going first, during the first turn, you cannot place monsters in your opponent's Main Monster Zone, and your opponent will take no effect damage from your effects. 2. Reveal 1 "Gimmick Puppet Rouge Doll" card from your hand, then shuffle 1 card from your hand into the Deck. Then, add 1 "Gimmick Puppet" monster or 1 "Mansion of the Dreadful Dolls" from your Deck to your hand. 3. If you control a "Gimmick Puppet" Xyz Monster, or if only your opponent controls a monster, Set 1 "Puppet" Trap Card or 1 "Xyz" Spell/Trap Card from your hand or Deck to your field. (This card can be activated the same turn.)
Gimmick Puppet's brand new skill has brought my favorite archetype back stronger than ever.
- First, the skill's usage requirements are very easy; you only need one Rank-Up-Magic Argent Chaos Force card in your deck to use it.
- The key ability of this skill is that it gives you all the cards that Gimmick Puppet is missing in the game: 3 Field Spells + one card each for each of Gimmick Puppet's rank-up XYZ boss monsters: 3 Field Spells + 1 card each for Gimmick Puppet's rank-up boss monsters.
- The Skill's first active effect allows you to reveal a Rouge Doll in your hand to add a Field Spell or a Gimmick Puppet monster needed for a combo, such as Little Soldier or Fiendish Knight . Therefore, you should do everything you can to get a Rouge Doll in your hand to activate the Skill's first ability.
- This skill has a second very useful active effect. When going first, it helps you set XYZ Blocks or Gimmick Puppet traps to strengthen your Endboard. When going second, it allows you to set Puppet Parade, which can be activated immediately in that turn, helping you spam a ton of bodies to bait or overcome obstacles the enemy places on the field.
Core monsters in the Main Deck
Gimmick Puppet Little Soldiers (x3)




DARK
4Gimmick Puppet Little Soldiers
ATK:
0
DEF:
0
If this card is Normal or Special Summoned: You can send 1 "Gimmick Puppet" monster with a different Level than this card from your Deck to the GY; this card's Level becomes that monster's. You can only use this effect of "Gimmick Puppet Little Soldiers" once per turn. You can banish this card from your GY, then target up to 2 "Gimmick Puppet" monsters you control; increase their Levels by 4 until the end of this turn.
Gimmick Puppet Terror Baby (x1)




DARK
4Gimmick Puppet Terror Baby
ATK:
500
DEF:
0
When this card is Normal Summoned: You can target 1 "Gimmick Puppet" monster in your GY, except "Gimmick Puppet Terror Baby"; Special Summon it in Defense Position. You can banish this card from your GY; your opponent cannot activate cards or effects in response to the activation of your "Gimmick Puppet" monster effects this turn.
- A good Gimmick Puppet player on turn 2 will make good use of this card in combination with a Skill to bait the enemy's effects, which I will discuss in more detail later.
Gimmick Puppet Scissor Arms (x1-2)
Foolish Burial is a strong card, but slightly weaker than Gimmick Puppet Little Soldiers . However, it has the small advantage of being able to send a level 4 Gimmick Puppet , allowing you to send either Gimmick Puppet Fiendish Knight or Gimmick Puppet Terror Baby , which can be crucial in combo sequences or matchups.
Gimmick Puppet Fiendish Knight (x1)




DARK
4Gimmick Puppet Fiendish Knight
ATK:
1800
DEF:
500
If this card is in your hand: You can target 1 "Gimmick Puppet" monster in your GY or 1 monster in your opponent's GY; Special Summon it to its owner's field in Defense Position, but its effects are negated, then Special Summon this card. If this card is sent to the GY, except from the hand: You can add it to your hand. You can only use each effect of "Gimmick Puppet Fiendish Knight" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate either of this card's effects, except "Gimmick Puppet" monsters.
This is undoubtedly the best extender card in the deck, allowing you to summon two cards without spending Normal Summon. While it's better than Terror Baby for summoning XYZ Rank 4 Gigantes Doll , in practice it's not often used in early combos due to the limited field size of Duel Links and the current Extra Deck monster limitations. Instead, it's usually saved for late-game use when resources are depleted.
Gimmick Puppet Dreary Doll (x1)




DARK
8Gimmick Puppet Dreary Doll
ATK:
0
DEF:
0
If this card is in your GY: You can banish 1 other "Gimmick Puppet" monster from your GY; Special Summon this card. You can only use this effect of "Gimmick Puppet Dreary Doll" once per turn. Cannot be used as material for an Xyz Summon, except for the Xyz Summon of a "Gimmick Puppet" monster.
This is an essential support card that helps you continue your gameplay even when interrupted (negative effects) by your opponent . While not absolutely necessary, its value is undeniable.
Gimmick Puppet Rouge Doll (x3)




DARK
8Gimmick Puppet Rouge Doll
ATK:
400
DEF:
1400
If this card is in your hand: You can reveal 1 "Gimmick Puppet" Xyz Monster in your Extra Deck; Special Summon both this card, and 1 "Gimmick Puppet" monster with the same Level as the revealed monster's Rank from your Deck. If this card is sent to the GY, except from the hand: You can add it to your hand. You can only use each effect of "Gimmick Puppet Rouge Doll" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate either of this card's effects, except "Gimmick Puppet" monsters.
The newest UR support card in the deck, this card is crucial for executing everything from skills to combos.
Gimmick Puppet Cattle Scream (x1)




DARK
8Gimmick Puppet Cattle Scream
ATK:
2000
DEF:
2000
You can detach 1 material from an Xyz Monster you control; Special Summon this card from your hand or GY, but banish it when it leaves the field. You can only use this effect of "Gimmick Puppet Cattle Scream" once per turn. A "Gimmick Puppet" Xyz Monster that has this card as material gains this effect. ● Once per turn: You can target 1 monster in your opponent's GY; Special Summon it to your opponent's field in Defense Position.
Cattle Scream is the main Extender card of the deck and the strongest Puppet in the main deck in terms of stats. It is usually summoned by the Gimmick Puppet Rouge Doll and is essential for completing all of our Combos.
One is enough because this is a brick card when in hand (usually returned to the deck via Skill if it appears in hand).
Gimmick Puppet Bisque Doll (x1)
While not a bad support card, Bisque is primarily used to activate its protective effect when in the Graveyard; it can protect all your Gimmick Puppets from being targeted, including cards like Infinite Impermanence and Effect Veiler .
- Similar to Terror Baby, a good Gimmick Puppet player will make good use of this card on turn 2 by combining it with a skill to bait the enemy's effects, which I will discuss in more detail later.
Gimmick Puppet Magnet Doll (x0-1)
This is a decent Extender, but I don't recommend using it since the release of Gimmick Puppet Fiendish Knight , as it's significantly more powerful than this card.
Gimmick Puppet Nightmare (x0)




DARK
8Gimmick Puppet Nightmare
ATK:
1000
DEF:
2000
You can Special Summon this card (from your hand) by Tributing 1 face-up Xyz Monster you control. You can only Special Summon "Gimmick Puppet Nightmare" once per turn this way. When you do: You can Special Summon 1 "Gimmick Puppet Nightmare" from your hand or Graveyard. If this card is Special Summoned, you cannot Special Summon any monsters for the rest of this turn, except "Gimmick Puppet" monsters.
Despite its terrible effect, we still have ways to abuse its locking effect. By using various methods to give cards to the opponent (for example, the trap card Give and Take, but it already has limit 1 ), we can prevent them from summoning monsters for the rest of their turn, or when going first, we can use it to block Nibiru, the Primal Being (although it's a bit difficult to use and not really necessary since our Field Spell will hard counter Nibiru ). Hopefully, the game will release a card later that can throw this monster onto the opponent's field.
Note: Nightmare hiện đang bị ban Master Duel & TCG #justicefornightmare
Spell/Trap
Mansion of the Dreadful Dolls (x3 Thanks to Skill)




Spell
FieldMansion of the Dreadful Dolls
When this card is activated: You can add 1 "Gimmick Puppet" monster from your Deck to your hand. "Gimmick Puppet" monsters you control cannot be destroyed by battle, and are unaffected by the activated effects of your opponent's monsters, except their Xyz Monsters. Once per turn: You can detach 1 material from an Xyz Monster you control, then target 1 "Gimmick Puppet" monster in your GY; Special Summon it to your opponent's field in Defense Position. You can only activate 1 "Mansion of the Dreadful Dolls" per turn.
The main effect is shown above, while the secondary effect summons monsters to the enemy field, but it's not a Quick effect; it's usually just to summon more monsters and burn additional damage effects. Try to bait as many cards as possible that can negate your opponent's spells/traps before activating this Field card.
Condolence Puppet (x3)




Spell
NormalCondolence Puppet
Send "Gimmick Puppet" monsters with different names from your Deck to the GY, up to the number of monsters your opponent controls that were Special Summoned from the Extra Deck +1. You can banish this card from your GY, then target 1 Machine Xyz Monster you control; it cannot be destroyed by your opponent's card effects while face-up on the field. You can only use each effect of "Condolence Puppet" once per turn.
Foolish Burial of the archetype, this card allows you to send Gimmick Puppet Rouge Doll to start combos, or extenders like Gimmick Puppet Dreary Doll , or protective effects like Gimmick Puppet Terror Baby and Gimmick Puppet Bisque Doll . But if you go second, it becomes one of the strongest cards in your arsenal. It has the ability to send up to 5 optional Gimmick Puppets to the Graveyard, depending on the number of monsters summoned from the Extra Deck that your opponent is controlling +1. This means you can send starters, extenders, and protective cards all at once.
Service Puppet Play (x1)




Trap
NormalService Puppet Play
Target monsters your opponent controls, up to the number of "Gimmick Puppet" Xyz Monsters you control; take control of those monsters until the End Phase. If this card is in your GY, except the turn it was sent there, and you control a "Gimmick Puppet" Xyz Monster: You can banish this card, then target 1 Xyz Monster in either GY; Special Summon it to either field in Defense Position. You can only use each effect of "Service Puppet Play" once per turn.
This is the best trap card in the archetype, capable of stealing up to the maximum number of monsters your opponent controls, equal to the number of Gimmick Puppet Xyz monsters you control ( hence the maximum in Duel Links is 2 ). This allows you to steal essential combo cards from your opponent, potentially even ending their turn with a single card.
Just use x1 because it's easy to search and easy to summon thanks to its skill. Note that unlike Rank 4 Gigantes Doll, the monster obtained with this trap card can attack even if it's not an XYZ monster.
Puppet Parade (x1)




Trap
NormalPuppet Parade
If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn.
Additionally, if you happen to have Service Puppet Play on hand, this will be a backup option for you to search using CXyz Gimmick Puppet Fanatix Machinix.
Rank-Up-Magic Argent Chaos Force (x1)




Spell
NormalRank-Up-Magic Argent Chaos Force
Target 1 Rank 5 or higher Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) When a Rank 5 or higher Xyz Monster(s) is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can add this card from the Graveyard to your hand. You can only use this effect of "Rank-Up-Magic Argent Chaos Force" once per Duel.
This is the only mandatory Rank-Up-Magic card ; its reusable effect is what allows you to perform most combos. Only play two cards if you have no other Rank-Up-Magic card options.
Rank-Up-Magic Numeron Force (x1)




Spell
NormalRank-Up-Magic Numeron Force
Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "Number C" monster with the same Type as that monster you control, but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, if any face-up cards are on the field other than this card and the monster Summoned by it, negate the effects of those other cards.
This is an extremely powerful Board Breaker, disabling all face-up cards on the field, except for the monster you summon. Surprising your opponent with this card often means an endgame, as it easily disrupts their field once all their cards have been disabling. :) ( RIP Dragoon )
Personally, I recommend using this card instead of giving two Rank-Up-Magic Argent Chaos Force cards .
Note: Khác với Rank-Up-Magic Argent Chaos Force, Lá bài này không thể Chaos Summon CXyz, nghĩa là nó không thể được dùng để triệu hồi CXyz Gimmick Puppet Fanatix Machinix.
Hey Trunade! (x0-1)
Xyz Block (x1)
Xyz Encore (x0-1)




Spell
QuickXyz Encore
Target 1 face-up Xyz Monster your opponent controls that has Xyz Material; detach all Xyz Materials from it, and if you do, return it to the Extra Deck, then, if there is a Monster Card in the Graveyard among those detached Xyz Materials, Special Summon as many of those monsters as possible from the Graveyard to your opponent's side of the field in face-up Defense Position. Their Levels are reduced by 1 on the field. Cards and effects cannot be activated in response to this card's activation.
Tech & Staple




Spell
QuickBlizzard
Target 1 face-up Spell your opponent controls; this turn, negate the activated effects of that Spell and all Spells on the field with that same original name. If the targeted card would be sent to the opponent's GY this turn, it is added to their hand instead. You can only activate 1 "Blizzard" per turn.




FIRE
8Dogoran, the Mad Flame Kaiju
ATK:
3000
DEF:
1200
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.




WIND
3Ghost Mourner & Moonlit Chill
ATK:
0
DEF:
1800
If your opponent Special Summons a monster(s) face-up (except during the Damage Step): You can discard this card, then target 1 of those face-up monsters; negate its effects until the end of this turn, also if that face-up monster leaves the field this turn, its controller takes damage equal to its original ATK. You can only use this effect of "Ghost Mourner & Moonlit Chill" once per turn.




Spell
QuickForbidden Droplet
Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




FIRE
8Lava Golem
ATK:
3000
DEF:
2500
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) to your opponent's field by Tributing 2 monsters they control. You cannot Normal Summon/Set the turn you Special Summon this card. Once per turn, during your Standby Phase: Take 1000 damage.




Trap
NormalInfinite 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.




Spell
QuickBook of Eclipse
Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.




LIGHT
10Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
Nibiru the Primal Being (x0-1)




LIGHT
11Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.
Extra Deck
Gimmick Puppet Fantasix Machinix (x2)




DARK
Gimmick Puppet Fantasix Machinix
ATK:
1500
DEF:
3100
2 Level 8 monsters You can detach 1 material from this card; add 1 "Rank-Up-Magic" Spell from your Deck to your hand, also, you can Normal Summon 1 Machine monster during your Main Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If you Special Summon a "Gimmick Puppet" Xyz Monster(s) (except during the Damage Step): You can Special Summon this card from your GY to either field in Defense Position, then you can add 1 "Rank-Up-Magic" Spell from your GY to your hand. You can only use each effect of "Gimmick Puppet Fantasix Machinix" once per turn.
This is the most important Xyz card in the deck, allowing you to search Rank-Up Magic cards and reuse them from the Graveyard, enabling you to Normal Summon an additional Machine monster of your choice, and revive it from the Graveyard to one of the two fields. It's also a crucial choke point of the deck , and similar to Gimmick Puppet Rouge Doll , it will often end your turn if you get hit by this card's negate (because Machinx's search effect is HARD ONE PER TURN, even if you have enough body to summon a second Machinx, it won't activate).
Gimmick Puppet Chimera Doll (x1)




DARKGimmick Puppet Chimera Doll
ATK:
1500
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 Machine monsters During your Main Phase, if you control this Link Summoned card: You can activate this effect; you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Machine Xyz Monsters, also take 1 "Gimmick Puppet" monster from your Deck, and either add it to your hand or send it to the GY, then, if all monsters you control are "Gimmick Puppet" monsters (min. 1), you can Special Summon 1 "Gimmick Puppet" monster from your hand. You can only use this effect of "Gimmick Puppet Chimera Doll" once per turn.
Gimmick Puppet Gigantes Doll (x1)




DARK
Gimmick Puppet Gigantes Doll
ATK:
0
DEF:
2000
2 Level 4 "Gimmick Puppet" monsters You can detach 2 materials from this card, then target up to 2 monsters your opponent controls; gain control of them until the End Phase, also for the rest of this turn you cannot Special Summon monsters, except "Gimmick Puppet" monsters, nor declare an attack, except with Xyz Monsters. You can Tribute this card; all monsters you currently control become Level 8 until the end of this turn. You can only use each effect of "Gimmick Puppet Gigantes Doll" once per turn.
Because we now have the new Fiendish Knight Puppet Gimmick in Duel Links ( much more convenient than Terror Baby ), Gigantes becomes a great field-destroying tool, allowing you to collect 2 monsters -> making it a great field-destroying tool, allowing you to deal with even monsters protected from destruction.
Note: Khác với lá Trap, khi kích hoạt hiệu ứng cướp quái địch của Gigantes, trong turn này ta chỉ có thể tấn công bằng quái thú XYZ kể cả khi lá này rời sân. Vậy nên hãy cố sử dụng hiệu ứng thứ 2 của Gigantes và XYZ ra các Gimmick Puppter rank 8 của ta nhé!CXyz Gimmick Puppet Fanatix Machinix (x1 thanks to Skill)




DARK
CXyz Gimmick Puppet Fanatix Machinix
ATK:
3100
DEF:
1500
3 Level 9 monsters If this card is Special Summoned: You can add 1 "Puppet" Trap from your Deck to your hand. You can detach 1 material from this card; Special Summon 1 monster from either GY to your opponent's field in Defense Position. If a monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of them; destroy it, and if you do, inflict damage to your opponent equal to half its original ATK. You can only use each effect of "CXyz Gimmick Puppet Fanatix Machinix" once per turn.
This card possesses a variety of effects and is the most important card when building the endboard . When summoned, it seeks out a Puppet Trap card (usually Service Puppet Play ) and has the ability to destroy a Special Summoned monster on your opponent's field, while also dealing damage.
Number 15: Gimmick Puppet Giant Grinder (x2)




DARK
Number 15: Gimmick Puppet Giant Grinder
ATK:
1500
DEF:
2500
2 Level 8 monsters Up to twice per turn, during your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Special Summoned monster your opponent controls; destroy it, then if it was an Xyz Monster, inflict damage to your opponent equal to its original ATK.
This is a fantastic Ace Card from Quattro.
- It can shoot down up to 2 monsters in one turn, clearing the field very well.
- Deal damage equal to HALF the ATK of that monster if it is XYZ.
Number C15: Gimmick Puppet Giant Hunter (x1 thanks to Skill)
In terms of function, it's extremely similar to Number 15: Gimmick Puppet Giant Grinder , except that it can only shoot 1 but in return can destroy Trap Cards and deal damage to even other XYZ monsters. This is the only monster capable of countering Gimmick Puppet's Backrow...
Number 40: Gimmick Puppet of Strings (x2)




DARK
Number 40: Gimmick Puppet of Strings
ATK:
3000
DEF:
2000
2 Level 8 monsters Once per turn: You can detach 1 material from this card; place 1 String Counter on each face-up monster on the field, except this card. Once per turn, during the next End Phase of the opponent of the player who placed a String Counter(s) by this effect: Destroy the monsters with String Counters, and if you do, inflict 500 damage to your opponent for each monster destroyed.
This card's effect isn't great, but you need it for Number C40: Gimmick Puppet of Dark Strings . A single rank-up from this card to C40 will wipe out the enemy field. At least it has a strong base and high ATK.
Fact vui cho ai chưa biết: Gimmick Puppet of Strings bị limit 1 ở cả TCG và OCG
Number C40: Gimmick Puppet of Dark Strings (x1 thanks to Skill)




DARK
Number C40: Gimmick Puppet of Dark Strings
ATK:
3300
DEF:
2000
3 Level 9 monsters When this card is Special Summoned: Destroy the monsters with String Counters, and if you do, draw 1 card, then inflict damage to your opponent equal to the highest original ATK among those destroyed monsters in the Graveyard (your choice, if tied). Once per turn: You can detach 1 Xyz Material from this card; place 1 String Counter on each face-up monster your opponent controls.
Like a walking Dark Hole, you often need to summon this card when you want to quickly clear your opponent's field. Unlike Number 15: Gimmick Puppet Giant Grinder or Number C15: Gimmick Puppet Giant Hunter , it has the ability to destroy both monsters on your field and deal damage. It's also worth noting that its summoning effect is mandatory; more details will be discussed later. :)
Fact: Gimmick Puppet of Dark Strings cũng bị limit ở TCG
Number 88: Gimmick Puppet of Leo and Number C88: Gimmick Puppet Disaster Leo (FTK)




DARK
Number 88: Gimmick Puppet of Leo
ATK:
3200
DEF:
2300
3 Level 8 monsters Once per turn, if you have no cards in your Spell & Trap Card Zone: You can detach 1 Xyz Material from this card, and if you do, place 1 Destiny Counter on this card. You cannot conduct your Battle Phase the turn you activate this effect. When 3 Destiny Counters are on this card, you win the Duel.




DARK
Number C88: Gimmick Puppet Disaster Leo
ATK:
3500
DEF:
2500
4 Level 9 monsters Must be Special Summoned with a "Rank-Up-Magic" Spell Card targeting "Number 88: Gimmick Puppet of Leo", and cannot be Special Summoned by other ways. This card cannot be targeted by card effects. Once per turn: You can detach 1 Xyz Material from this card; inflict 1000 damage to your opponent. During your End Phase, if your opponent's Life Points are 2000 or less, and this card has no Xyz Materials, you win the Duel.
Because the skill prevents us from summoning enemies and also deals burn damage on the first turn, these two cards are the main way to get a Fast Kill.
How to play/How to combo
When going second , you should hope you have some Board Breaker cards like Lave Golem or Droplet =))) because the Trap Puppet Parade card only baits or makes things a little easier.
Here are a few sample combos:
Gimmick Puppet Little Soldiers (Combo 1)




DARK
4Gimmick Puppet Little Soldiers
ATK:
0
DEF:
0
If this card is Normal or Special Summoned: You can send 1 "Gimmick Puppet" monster with a different Level than this card from your Deck to the GY; this card's Level becomes that monster's. You can only use this effect of "Gimmick Puppet Little Soldiers" once per turn. You can banish this card from your GY, then target up to 2 "Gimmick Puppet" monsters you control; increase their Levels by 4 until the end of this turn.
Gimmick Puppet Rouge Doll (Combo 2 )




DARK
8Gimmick Puppet Rouge Doll
ATK:
400
DEF:
1400
If this card is in your hand: You can reveal 1 "Gimmick Puppet" Xyz Monster in your Extra Deck; Special Summon both this card, and 1 "Gimmick Puppet" monster with the same Level as the revealed monster's Rank from your Deck. If this card is sent to the GY, except from the hand: You can add it to your hand. You can only use each effect of "Gimmick Puppet Rouge Doll" once per turn, also you cannot Special Summon from the Extra Deck the turn you activate either of this card's effects, except "Gimmick Puppet" monsters.
Mansion of the Dreadful Dolls (Combo 3)




Spell
FieldMansion of the Dreadful Dolls
When this card is activated: You can add 1 "Gimmick Puppet" monster from your Deck to your hand. "Gimmick Puppet" monsters you control cannot be destroyed by battle, and are unaffected by the activated effects of your opponent's monsters, except their Xyz Monsters. Once per turn: You can detach 1 material from an Xyz Monster you control, then target 1 "Gimmick Puppet" monster in your GY; Special Summon it to your opponent's field in Defense Position. You can only activate 1 "Mansion of the Dreadful Dolls" per turn.
Condolence Puppet (Combo 4)




Spell
NormalCondolence Puppet
Send "Gimmick Puppet" monsters with different names from your Deck to the GY, up to the number of monsters your opponent controls that were Special Summoned from the Extra Deck +1. You can banish this card from your GY, then target 1 Machine Xyz Monster you control; it cannot be destroyed by your opponent's card effects while face-up on the field. You can only use each effect of "Condolence Puppet" once per turn.
Puppet Parade (Combo 5)




Trap
NormalPuppet Parade
If your opponent controls more monsters than you do: Special Summon "Gimmick Puppet" monsters with different names from your Deck, up to the difference, then, if your opponent's LP are at least 2000 higher than yours, you can Set 1 "Rank-Up-Magic" Normal Spell directly from your Deck. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Gimmick Puppet" monsters. You can only activate 1 "Puppet Parade" per turn.
- Activate the skill to place Puppet Parade on the field.
- Activate Puppet Parade , summon Gimmick Puppet Terror Baby + Gimmick Puppet Bisque Doll to the field (+1 monster like Fiendish Knight or Little Soldier if your opponent has 3 monsters)
- Link Gimmick Puppet Terror Baby + Gimmick Puppet Bisque Doll to Gimmick Puppet Chimera Doll
- Activate the graveyard effect of Terror Baby + Bisque DollFrom now until the end of their turn, Gimmick Puppets cannot be affected by Chain effects (almost impossible to negate + cannot be targeted).
- Now that it's safer, let's start the combo.
FTK Super weird
I've done some research and will share the following with you guys:
Xyz Shift and Xyz Align (FTK 1 method)




Spell
NormalXyz Shift
Tribute 1 Xyz Monster; Special Summon from your Extra Deck, 1 monster with the same Type, Attribute, and Rank as that Tributed monster had on the field, but with a different name, and if you do, attach this card to it as an Xyz Material. During the End Phase, send it to the Graveyard. You can only activate 1 "Xyz Shift" per turn.




Spell
QuickXyz Align
Declare a Level from 1 to 12, then target 2 face-up monsters on the field, including 1 monster you control; they become the declared Level (until the end of this turn), also, for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck, except monsters with the same Type as a targeted monster. You can only activate 1 "Xyz Align" per turn.
FTK 2 method




WIND
6Stardust Charge Warrior
ATK:
2000
DEF:
1300
1 Tuner + 1 or more non-Tuner monsters When this card is Synchro Summoned: You can draw 1 card. You can only use this effect of "Stardust Charge Warrior" once per turn. This card can attack all Special Summoned monsters your opponent controls, once each.




EARTH
3Noh-P.U.N.K. Ze Amin
ATK:
600
DEF:
600
You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.




Spell
NormalXyz Shift
Tribute 1 Xyz Monster; Special Summon from your Extra Deck, 1 monster with the same Type, Attribute, and Rank as that Tributed monster had on the field, but with a different name, and if you do, attach this card to it as an Xyz Material. During the End Phase, send it to the Graveyard. You can only activate 1 "Xyz Shift" per turn.




EARTH
3Psychic Tracker
ATK:
1600
DEF:
600
If you control a Level 3 monster other than "Psychic Tracker", you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Psychic Tracker" once per turn this way. A Synchro Monster that used this card as material gains 600 ATK.




DARK
6Immortal Dragon
ATK:
500
DEF:
2400
1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can send 1 Zombie monster from your Deck to the GY, and if you do, this card's Level becomes the difference in the original Levels of that monster and this card. When your Zombie monster is destroyed by battle, while this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Immortal Dragon" once per turn.




EARTH
5Noh-P.U.N.K. Deer Note
ATK:
2100
DEF:
1800
You can reveal 1 other "P.U.N.K." monster in your hand; Special Summon either the revealed monster or this card, and send the other to the GY. If this card is sent from the field to your GY: You can target 1 "P.U.N.K." monster in your GY, except a Level 5 monster; Special Summon it, but you cannot Special Summon "Noh-P.U.N.K. Deer Note" for the rest of this turn. You can only use each effect of "Noh-P.U.N.K. Deer Note" once per turn.




WATER
8Noh-P.U.N.K. Rising Scale
ATK:
2400
DEF:
2400
You can banish 1 other "P.U.N.K." card from your hand or GY; Special Summon this card from your hand. If this card is Special Summoned: You can pay 600 LP; add to your hand, or Special Summon, 1 "P.U.N.K." monster from your Deck or GY, except a Level 8 monster. When a monster your opponent controls with 2500 or more ATK activates its effect (Quick Effect): You can change it to face-down Defense Position. You can only use each effect of "Noh-P.U.N.K. Rising Scale" once per turn.




EARTH
8P.U.N.K. JAM Dragon Drive
ATK:
2700
DEF:
2400
1 Psychic Tuner + 1+ non-Tuner monsters If this card is Special Summoned by the effect of a "P.U.N.K." card, or Synchro Summoned: You can pay 600 LP; take 1 Level 3 Psychic monster from your Deck and either add it to your hand or send it to the GY. If your opponent activates a card or effect in response to your "P.U.N.K." card or effect activation, while this card is in your GY: You can Special Summon this card. You can only use each effect of "P.U.N.K. JAM Dragon Drive" once per turn.




DARK
8Noh-P.U.N.K. Ogre Dance
ATK:
2500
DEF:
2000
Once per turn, when your opponent activates a monster effect (Quick Effect): You can make this card gain ATK equal to that opponent's monster's original ATK until the end of this turn. You can only use each of the following effects of "Noh-P.U.N.K. Ogre Dance" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; add 1 "P.U.N.K." monster from your Deck to your hand, except a Level 8 monster.
- Engine PUNK -> Allows us to create two level 8 bodies for XYZ summoning Machinx + a Psychic Body (Ze Amin) to combine with the level 6 Psychic Taker Synchro.
- Immortal Dragon is used as a summoning material for Stardust Change Warrior because its level can be reduced to 2 by sending Mezuki -> Mezuki revives Immortal Dragon to have two level 6 bodies on the field.
Click here to view the combo sample.
Let's analyze it a bit.
- Deck is not afraid of Veiler/Imperm/Nibiru
- Field Spell provides super strong protection.
- Many effects have ruined the stage.
- High stability, difficult to get deadhand (Only one card is needed to create a combo)
- Burn is likely to add more.
- Overwhelming opponents with sheer numbers, using many bodies, even stealing enemy monsters to use as bodies/attacks.
- Endboard turn 1 is of medium strength, not too powerful.
- Lava Golem and Book of Eslipse are incredibly fragile and easily broken; it's safe to say they've given up on them.
- There aren't many tools available to counter backrow.
- If you can't search for a Rank-up card, you're out of luck, so Machinx can easily negate it (Choke point to counter this deck).
- Losing a Field Spell reduces its power by 50%.


























