ABC Game Guide

ABC Game Guide

ABC has new support to help deck one card combo extremely smooth, can still fight to death with nibiru


Deck has extra deck lock LIGHT monsters but not significant (lmao)

With the ability to spam union corpses once per turn, the deck can rotate in any way, from fusion, xyz, synchro to link.

Sections covered in this guide:




CORE

 

B-Buster Drake (X1-3)

SR Rarity
B-Buster Drake
SR Rarity
B-Buster Drake
B-Buster Drake
LIGHT 4
B-Buster Drake
  • ATK:

  • 1500

  • DEF:

  • 1800


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Spell effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 Union monster from your Deck to your hand.


Bro can search card and jump by himself without once per turn, can search any Union monster


The body is also Level 4 for xyz or synchro

A-Assault Core and C-Crush Wyvern (X1)

SR Rarity
A-Assault Core
SR Rarity
A-Assault Core
A-Assault Core
LIGHT 4
A-Assault Core
  • ATK:

  • 1900

  • DEF:

  • 200


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects (except its own), also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can add 1 other Union monster from your GY to your hand.


SR Rarity
C-Crush Wyvern
SR Rarity
C-Crush Wyvern
C-Crush Wyvern
LIGHT 4
C-Crush Wyvern
  • ATK:

  • 1200

  • DEF:

  • 2000


Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's Trap effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can Special Summon 1 Union monster from your hand.


Both jump like other Unions, A picks up monsters from the grave to hand and C jumps monsters from hand to field, both 2 and B are fusion materials for boss ABC

ABC-Dragon Buster (x2)

UR Rarity
ABC-Dragon Buster
UR Rarity
ABC-Dragon Buster
ABC-Dragon Buster
LIGHT 8
ABC-Dragon Buster
  • ATK:

  • 3000

  • DEF:

  • 2800


"A-Assault Core" + "B-Buster Drake" + "C-Crush Wyvern" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Once per turn (Quick Effect): You can discard 1 card, then target 1 card on the field; banish it. During your opponent's turn (Quick Effect): You can Tribute this card, then target 3 of your banished LIGHT Machine Union monsters with different names; Special Summon them.


can fuse without fusion magic (contact fusion) by using materials on the field and grave, because you can use materials from the grave, you can throw resources into the grave or bring monsters on the field to link or combo, then the monsters go to the grave and use to attack this boss to optimize resources


This card has a quick effect of disrupting by sending 1 card from hand to graveyard and targeting and banishing 1 card on the field. Because it is soft once per turn, 2 ABC can be used twice.

During your opponent's turn, you can sacrifice this card to bring back 3 other banished LIGHT Machine Union monsters to the field to have another body combo. After that body goes to the grave, you can fuse it to another ABC monster :3

X-Cross Cannon (x3)

 Rarity
X-Cross Cannon
 Rarity
X-Cross Cannon
X-Cross Cannon
LIGHT 4
X-Cross Cannon
  • ATK:

  • 1800

  • DEF:

  • 1500


If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster's effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of "X-Cross Cannon" once per turn.


Jump from hand if you have a LIGHT Machine Fusion or Union monster to add a body to the combo


This card can be a powerful one card combo thanks to a simple effect like this: in the Main Phase, you can equip 1 LIGHT Machine Union monster from the Deck to this card, and when the Union is not equipped once per turn, they will jump onto the field, add resources and extend the combo well.

Y-Yare Head (x2-3)

 Rarity
Y-Yare Head
 Rarity
Y-Yare Head
Y-Yare Head
LIGHT 4
Y-Yare Head
  • ATK:

  • 1500

  • DEF:

  • 1600


If this card is Special Summoned: You can equip 1 Level 4 LIGHT Machine monster from your hand or GY to this card, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


Can draw 1 Level 4 LIGHT MACHINE monster from hand or grave equipped to this card (equipped cards will usually have an effect that jumps to the field)


Like other Unions, this card has the effect of equipping another Machine card or unequipping and jumping onto the field, except

2 airborne effects once per turn !

itself is also a Level 4 LIGHT Machine monster for Xyz or simply bring it to link

Z-Zillion Tank (x1-2)

 Rarity
Z-Zillion Tank
 Rarity
Z-Zillion Tank
Z-Zillion Tank
LIGHT 4
Z-Zillion Tank
  • ATK:

  • 1500

  • DEF:

  • 1300


If this card is Special Summoned: You can equip 1 of your banished Level 4 LIGHT Machine monsters to this card as an Equip Spell, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. Once per turn, you can either: Target 1 Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead.


Similar to Y-Yare Head but instead of pulling resources from the graveyard or hand, this card pulls a Level 4 LIGHT Machine monster from the banish zone to equip this card, synergizes well with Union Controller

XYZ-Hyper Dragon Cannon (x1)

 Rarity
XYZ-Hyper Dragon Cannon
 Rarity
XYZ-Hyper Dragon Cannon
XYZ-Hyper Dragon Cannon
LIGHT 9
XYZ-Hyper Dragon Cannon
  • ATK:

  • 3000

  • DEF:

  • 2800


"X-Cross Cannon" + "Y-Yare Head" + "Z-Zillion Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. Once per opponent's turn (Quick Effect): You can discard 1 card, then target 1 card your opponent controls; destroy it. You can banish this card from your field or GY and reveal 1 Level 8 LIGHT Machine Fusion Monster in your Extra Deck; Special Summon up to 3 of the Fusion Materials mentioned on it from your GY and/or banishment.


Can contact fusion with materials from the field or grave like ABC , this card also has a quick effect like ABC but shoots cards instead of banishing


This card has a very cool effect, banish from the field or graveyard (usually graveyard) to show 1 LIGHT Machine Fusion Level 8 monster from the Extra Deck to the opponent, summon up to 3 fusion materials of that monster from the graveyard or banished to the field. This adds resources, restores goods, and extends combos

Union Controller (x1-2)

 Rarity
Union Controller
 Rarity
Union Controller
Union Controller
LIGHT 6
Union Controller
  • ATK:

  • 2200

  • DEF:

  • 1900


1 LIGHT Machine monster + "Y-Yare Head" or "Z-Zillion Tank" Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control. If this card is Special Summoned from the Extra Deck: You can add 1 Spell/Trap from your Deck to your hand that mentions "Union monster" in its text. You can only use this effect of "Union Controller" once per turn. Once per turn, during your Main Phase: You can Special Summon 1 LIGHT Machine Normal or Union monster from your hand.


up with Y-Yare Head or Z-Zillion Tank with another LIGHT Machine


of course you can contact fusion but can only use materials from the field (after fusion, the materials are banished for Z-Zillion Tank to pull resources and extend the combo)

This card has the ability to search for spells/traps related to "Union monsters" and jump LIGHT Machine Normal or Union monsters from hand to field (the Union monsters in this deck jump when equipped to the field are many, but jumping from hand by themselves is very rare), so this card is an extremely important support for the deck.

Union Driver (x1)

SR Rarity
Union Driver
SR Rarity
Union Driver
Union Driver
LIGHT 5
Union Driver
  • ATK:

  • 2100

  • DEF:

  • 1000


Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. While this card is equipped to a monster: You can banish this Equip Card; equip 1 Level 4 or lower appropriate Union monster from your Deck to the monster this card was equipped to. You can only use this effect of "Union Driver" once per turn.


bro can search easily so x1 is enough, mainly bro when equipped to another monster will banish himself and equip 1 Union Level 4 or lower monster from deck to the field (and as I said, Union monsters in deck will have the ability to jump to the field when equipped)

Union Hangar (x3)

SR Rarity
Union Hangar
SR Rarity
Union Hangar
Union Hangar
Spell Field
Union Hangar

    When this card is activated: You can add 1 LIGHT Machine Union monster from your Deck to your hand. Once per turn, if a LIGHT Machine Union monster(s) is Normal or Special Summoned to your field (except during the Damage Step): You can target 1 of those monsters; equip 1 appropriate LIGHT Machine Union monster, with a different name, from your Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Union Hangar" per turn.


    This card mentions "Union monster" so it can be searched by Union Controller


    When this card is activated, you can search for 1 more LIGHT Machine Union monster to extend the combo (or bait negate).

    If a LIGHT Machine Union monster is summoned to your field, you can select that card and equip 1 LIGHT Machine Union monster from your deck to that monster. Of course, because it can be chained, you can chain it later to avoid negate or bait negate as you like.

    Union Activation (x3)

     Rarity
    Union Activation
     Rarity
    Union Activation
    Union Activation
    Spell Normal
    Union Activation

      Send 1 LIGHT Machine Normal or Union monster from your hand or Deck to the GY and add 1 LIGHT Machine monster with the same ATK but a different original name from your Deck to your hand. If you Special Summon 3 LIGHT Machine monsters at the same time, while this card is in your GY: You can banish this card; add 1 monster with 3000 or more ATK from your Deck to your hand, then immediately after this effect resolves, Normal Summon that monster. You can only use each effect of "Union Activation" once per turn.


      neuron activation


      not only mills monsters (LIGHT Machine Normal or Union) from hand or deck to graveyard for combo or to have enough material for contact fusion on bosses, but can also add 1 LIGHT Machine monster with the same ATK as that card but different name from deck to hand

      The second effect is also quite cool but rarely used, if you summon 3 LIGHT MACHINE monsters at the same time (when ABC or XYZ bosses separate themselves or something like that), when this card is in the graveyard, you can banish this card and search for a monster with 3000 ATK or more, then normal summon that monster

      Unauthorized Reactivation (x3)

      SR Rarity
      Unauthorized Reactivation
      SR Rarity
      Unauthorized Reactivation
      Unauthorized Reactivation
      Spell Quick
      Unauthorized Reactivation

        Target 1 Machine monster you control; equip 1 appropriate Machine Union monster from your hand or Deck to that monster, but the Union monster you equipped cannot be Special Summoned this turn. You can only activate 1 "Unauthorized Reactivation" per turn.


        Equip 1 of your monsters, 1 Machine Union monster from hand or deck, although the equipped monster cannot be special summoned, you can equip cards like Union Driver to pull other cards from the deck for combos



        Staple

         

        Platinum Gadget (x1)

        UR Rarity
        Platinum Gadget
        UR Rarity
        Platinum Gadget
        Platinum Gadget
        LIGHT
        Platinum Gadget
        • ATK:

        • 1600

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 Machine monsters Cannot be used as Link Material the turn it is Link Summoned. During your Main Phase: You can Special Summon 1 Level 4 or lower Machine monster from your hand to your zone this card points to. If this card is destroyed by battle or card effect: You can Special Summon 1 Level 4 "Gadget" monster from your Deck. You can only use each effect of "Platinum Gadget" once per turn.


        bro is a LIGHT Machine so he can be used as a fusion material for Union Controller


        You can pull Level 4 Machine monsters from your hand into this card slot to help your deck run more smoothly (these monsters rarely jump from your hand, they usually jump when equipped).

        as for the final effect, forget it, I don't use it (lmao)

        Angel Statue - Azurune and Silhouhatte Rabbit (x0-1)

        SR Rarity
        Angel Statue - Azurune
        SR Rarity
        Angel Statue - Azurune
        Angel Statue - Azurune
        Trap Continuous
        Angel Statue - Azurune

          Special Summon this card as an Effect Monster (Fairy/LIGHT/Level 4/ATK 1800/DEF 1800). (This card is also still a Trap.) Once per turn, when your opponent would Special Summon a monster(s) while this card is in your Monster Zone: You can send to the GY, 1 Continuous Trap in your Monster Zone that was Special Summoned from the Spell & Trap Zone; negate the Summon, and if you do, destroy that monster(s). When this card in the Monster Zone is destroyed by battle: You can destroy the monster that destroyed this card.


          UR Rarity
          Silhouhatte Rabbit
          UR Rarity
          Silhouhatte Rabbit
          Silhouhatte Rabbit
          LIGHT
          Silhouhatte Rabbit
          • ATK:

          • 1500

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 Effect Monsters If this card battles a monster, neither can be destroyed by that battle. You can only use each of the following effects of "Silhouhatte Rabbit" once per turn. If this card is Link Summoned: You can Set 1 Continuous Trap from your Deck with an effect that Special Summons itself as a monster, also this card cannot be used as Link Material this turn. If a card in the Spell & Trap Zone is Special Summoned to the Monster Zone (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.


          Baby Rabbit : easy to build, only needs 2 effect monsters and cannot be destroyed by combat, pulls permanent trap onto the field, if a spell/trap is summoned onto the field you can shoot 1 enemy spell/trap


          Azurune : negate enemy summons

          Torque Tune Gear and Ancient Fairy Dragon (x0-1)

          SR Rarity
          Torque Tune Gear
          SR Rarity
          Torque Tune Gear
          Torque Tune Gear
          LIGHT 1
          Torque Tune Gear
          • ATK:

          • 0

          • DEF:

          • 0


          Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is treated as a Tuner, it gains 500 ATK/DEF, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead.


          UR Rarity
          Ancient Fairy Dragon
          UR Rarity
          Ancient Fairy Dragon
          Ancient Fairy Dragon
          LIGHT 7
          Ancient Fairy Dragon
          • ATK:

          • 2100

          • DEF:

          • 3000


          1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. During your Main Phase: You can destroy as many cards in the Field Zones as possible (min. 1), and if you do, gain 1000 LP, then you can add 1 Field Spell with a different name than the destroyed card(s), from your Deck to your hand. You can only use each effect of "Ancient Fairy Dragon" once per turn.


          Tune Gear : Tuner level 1 LIGHT Machine Union auto-dance


          Ancient Fairy Dragon : Searches the field and pulls a Level 4 or lower monster from the hand to the field, can be obtained by using Union Controller (Level 6) and Tune Gear

          Cyber Dragon Infinity, Galaxy Soldier and Cyber Dragon Nova (Omni-Negate)

          UR Rarity
          Cyber Dragon Infinity
          UR Rarity
          Cyber Dragon Infinity
          Cyber Dragon Infinity
          LIGHT
          Cyber Dragon Infinity
          • ATK:

          • 2100

          • DEF:

          • 1600


          3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.


          SR Rarity
          Galaxy Soldier
          SR Rarity
          Galaxy Soldier
          Galaxy Soldier
          LIGHT 5
          Galaxy Soldier
          • ATK:

          • 2000

          • DEF:

          • 0


          You can send 1 other LIGHT monster from your hand to the GY; Special Summon this card from your hand in Defense Position. When this card is Special Summoned: You can add 1 "Galaxy" monster from your Deck to your hand. You can only use this effect of "Galaxy Soldier" once per turn.


          R Rarity
          Cyber Dragon Nova
          R Rarity
          Cyber Dragon Nova
          Cyber Dragon Nova
          LIGHT
          Cyber Dragon Nova
          • ATK:

          • 2100

          • DEF:

          • 1600


          2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.


          Galaxy Soldier : can be searched because he is a LIGHT Machine, jumps and searches for another copy of himself


          Cyber ​​Dragon Nova : Xyz needs 2 Level 5 monsters, then go to Infinity

          Cyber ​​Dragon Infinity : omni-negate and turn enemy monsters into Xyz materials for yourself (anti-grave robbers)

          Fiendsmith

           Rarity
          Fiendsmith's Sequence
           Rarity
          Fiendsmith's Sequence
          Fiendsmith's Sequence
          LIGHT
          Fiendsmith's Sequence
          • ATK:

          • 1200

          • LINK-2

          Link Arrow:

          Bottom-Left

          Bottom-Right


          2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


           Rarity
          Fiendsmith's Requiem
           Rarity
          Fiendsmith's Requiem
          Fiendsmith's Requiem
          LIGHT
          Fiendsmith's Requiem
          • ATK:

          • 600

          • LINK-1

          Link Arrow:

          Bottom


          1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


           Rarity
          Fiendsmith's Tract
           Rarity
          Fiendsmith's Tract
          Fiendsmith's Tract
          Spell Normal
          Fiendsmith's Tract

            Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


            N Rarity
            Fabled Lurrie
            N Rarity
            Fabled Lurrie
            Fabled Lurrie
            LIGHT 1
            Fabled Lurrie
            • ATK:

            • 200

            • DEF:

            • 400


            When this card is discarded to the Graveyard, Special Summon it.


             Rarity
            Fiendsmith's Desirae
             Rarity
            Fiendsmith's Desirae
            Fiendsmith's Desirae
            LIGHT 9
            Fiendsmith's Desirae
            • ATK:

            • 2800

            • DEF:

            • 2400


            "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


            UR Rarity
            Moon of the Closed Heaven
            UR Rarity
            Moon of the Closed Heaven
            Moon of the Closed Heaven
            LIGHT
            Moon of the Closed Heaven
            • ATK:

            • 1200

            • LINK-2

            Link Arrow:

            Top

            Top-Right


            2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.


             Rarity
            Fiendsmith Engraver
             Rarity
            Fiendsmith Engraver
            Fiendsmith Engraver
            LIGHT 6
            Fiendsmith Engraver
            • ATK:

            • 1800

            • DEF:

            • 2400


            You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


            Use 1 LIGHT Fiend to go to Requiem and turn to Fiendsmith


            Closed Heaven : is a LIGHT Fiend, only needs 2 effect monsters

            then usually go to Sequence and fuse to Desirae to get negate

            Engraver : searcher, return row and auto jump

            Tract : searcher then discard (plays well with Lurrie ) and provides fusion

            Lurrie : LIGHT Fiend jumps when discarded

            Therion "King" Regulus and Therion Discolosseum (Super Support)

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

            • 2800

            • DEF:

            • 1600


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


            UR Rarity
            Therion Discolosseum
            UR Rarity
            Therion Discolosseum
            Therion Discolosseum
            Spell Field
            Therion Discolosseum

              When this card is activated: You can add 1 "Therion" monster from your Deck to your hand. Once per turn, if your monster would be destroyed by battle, you can send 1 "Therion" card or 1 "Endless Engine Argyro System" from your Deck to the GY instead. Once per turn, when a monster is destroyed by battle and sent to the GY: You can target 1 "Therion" monster in your GY; add it to your hand. You can only activate 1 "Therion Discolosseum" per turn.


              Field : Searches for Therion monsters from deck to hand and has the ability to protect and restore goods.


              King : Summon by EQUIPing a Therion or Machine monster from the Graveyard, so that the U nion monster can activate its effect and be drawn to the field. This card can also omni-negate by sending a Therion monster from the hand or field to the Graveyard.

              Knightmare Gryphon (x1)

              UR Rarity
              Knightmare Gryphon
              UR Rarity
              Knightmare Gryphon
              Knightmare Gryphon
              LIGHT
              Knightmare Gryphon
              • ATK:

              • 2500

              • LINK-4

              Link Arrow:

              Top

              Left

              Right

              Bottom


              2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap in your GY; Set it to your field, but it cannot be activated this turn, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Gryphon" once per turn. Special Summoned monsters on the field cannot activate their effects, unless they are linked.


              This card is easy to get and has a simple effect as follows: only the monster that the link monster points at can activate the effect (basic explanation for newbies to avoid brain explosions, so this is brief), when combined with the little rabbit (2 arrows pointing down), it will make the enemy monster unable to use the effect because no link monster is pointing at the enemy monster.


              Its first effect is a good effect, it can draw 1 and all, but this deck is rarely used so you don't care (I usually use it to pull Imperm onto the field).

              Fiendsmith's Lacrima, Beatrice, Lady of the Eternal and Anti-Spell Fragrance (Stand Proud, You Are Strong)

               Rarity
              Fiendsmith's Lacrima
               Rarity
              Fiendsmith's Lacrima
              Fiendsmith's Lacrima
              LIGHT 6
              Fiendsmith's Lacrima
              • ATK:

              • 2400

              • DEF:

              • 2400


              2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


              UR Rarity
              Beatrice, Lady of the Eternal
              UR Rarity
              Beatrice, Lady of the Eternal
              Beatrice, Lady of the Eternal
              LIGHT
              Beatrice, Lady of the Eternal
              • ATK:

              • 2500

              • DEF:

              • 2800


              2 Level 6 monsters / You can also Xyz Summon this card by sending 1 "Burning Abyss" monster from your hand to the Graveyard, then using 1 "Dante" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Burning Abyss" monster from your Extra Deck, ignoring its Summoning conditions.


              SR Rarity
              Anti-Spell Fragrance
              SR Rarity
              Anti-Spell Fragrance
              Anti-Spell Fragrance
              Trap Continuous
              Anti-Spell Fragrance

                Both players must Set Spell Cards before activating them, and cannot activate them until their next turn after Setting them.


                Beatrice is banned


                simple : Beatrice throws any floodgay you want then uses Gryphon to pull it up

                Tellarknight Ptolemaeus (x0-1)

                UR Rarity
                Tellarknight Ptolemaeus
                UR Rarity
                Tellarknight Ptolemaeus
                Tellarknight Ptolemaeus
                LIGHT
                Tellarknight Ptolemaeus
                • ATK:

                • 550

                • DEF:

                • 2600


                2 or more Level 4 monsters Once per Chain, during either player's turn: You can detach 3 Xyz Materials from this card; Special Summon from your Extra Deck, 1 Xyz Monster that is 1 Rank higher than this card, except a "Number" monster, by using this face-up card you control as the Xyz Material. (This is treated as an Xyz Summon. Xyz Materials attached to this card also become Xyz Materials on the Summoned monster.) You can detach 7 Xyz Materials from this card; skip your opponent's next turn. During each player's End Phase: You can attach 1 "Stellarknight" card from your Extra Deck to this card as a face-up Xyz Material.


                go omni-negate Cyber ​​Dragon Nova -> Cyber ​​Dragon Infinity if you don't want to use Galaxy Soldier

                Handtrap & Staple

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

                  Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                  Tag(s):

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

                  • 500

                  • DEF:

                  • 200


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


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

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


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

                    • 3000

                    • DEF:

                    • 600


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


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

                    • 0

                    • DEF:

                    • 1800


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


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

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




                      Tag(s):

                      Deck with 1 combo card and 2 combo cards are both strong so you can use it freely without worrying about bricking (if you put too many or are unlucky, it's over, for example 3 ash 2 maxx C turn 1)

                      Bystials

                      SR Rarity
                      Bystial Baldrake
                      SR Rarity
                      Bystial Baldrake
                      Bystial Baldrake
                      DARK 6
                      Bystial Baldrake
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


                      SR Rarity
                      Bystial Saronir
                      SR Rarity
                      Bystial Saronir
                      Bystial Saronir
                      DARK 6
                      Bystial Saronir
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.


                      SR Rarity
                      Bystial Druiswurm
                      SR Rarity
                      Bystial Druiswurm
                      Bystial Druiswurm
                      DARK 6
                      Bystial Druiswurm
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


                      UR Rarity
                      Bystial Magnamhut
                      UR Rarity
                      Bystial Magnamhut
                      Bystial Magnamhut
                      DARK 6
                      Bystial Magnamhut
                      • ATK:

                      • 2500

                      • DEF:

                      • 2000


                      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


                      both disrupt enemy turn and your turn, and level 6 to Beatrice



                      Video & Combo

                       

                      X-Cross Cannon (Combo )

                       Rarity
                      X-Cross Cannon
                       Rarity
                      X-Cross Cannon
                      X-Cross Cannon
                      LIGHT 4
                      X-Cross Cannon
                      • ATK:

                      • 1800

                      • DEF:

                      • 1500


                      If you control a LIGHT Machine Fusion or Union monster: You can Special Summon this card from your hand. During your Main Phase: You can equip 1 appropriate LIGHT Machine Union monster from your Deck to this card as an Equip Spell as if it were equipped by that monster's effect, also you cannot Special Summon from the Extra Deck for the rest of this turn, except LIGHT monsters. You can only use each effect of "X-Cross Cannon" once per turn.





                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





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