Invoked is an Archtype (Engine) first launched at OCG on November 12, 2016 in the product Booster SP: Fusion Enforcers (SPFE) and first at TCG on February 23, 2017 in the product Booster Box Fusion Enforcers (FUEN).
Considered the Engine that never dies, even though it was released about 5 years ago, the popularity of normal Aleister has never ended because even though it is now 2022, meeting a normal Aleister is still not possible. What is too difficult?
Instructions for Playing Invoked
Sections covered in this guide:
Core
The Deck's core in the main deck includes 1 monster - 3 spells - 1 trap
Aleister the Invoker (x3)
Aleister the Invoker
ATK:
1000
DEF:
1800
(Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.
As the most important element of the archtype, Aleister The Invoker is a card that is always x3 in every Invok strategy with the role of adding to the deck's main fusion card "Invocation" and is the main fusion material to build monsters. Deck's Fusion beast.
Along with his search ability, Aleister also has another use which is to increase the attack of 1 fusion monster by 1000 to create surprise in battles with the opponent. And by being a monster with 1000 attack and also a Lv.4 With just 1 turn of Normal Aleister, Spellcaster can turn it into "Moon Maiden" or "Almiraj" and then from "Almiraj" to get "Secure Gardna" and reach the deck's boss, Mechaba.
Invocation (x2-3)
Invocation
Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand as Fusion Material. If Summoning an "Invoked" Fusion Monster this way, you can also banish monsters from your field and/or either player's GY as Fusion Material. If this card is in your GY: You can target 1 of your banished "Aleister the Invoker"; shuffle this card into the Deck, and if you do, add that card to your hand. You can only use this effect of "Invocation" once per turn.
As the deck's main Fusion Magic that can be easily placed in your hand with Aleister The Invoker's effect, Invocation is always a card that you can easily have in your hand.
With effects that can be Fusion in hand with normal Fusion Monsters and Fusion by Banishing Monsters on your side of the field or from both players' graves with Invok's Fusion Magic, Invocation is an important factor. of the highest importance in the deck of cards.
Along with that, Invocation also has the ability to recycle 1 Aleister from the Banish Zone back to the hand and return it from the grave to the deck to create a card to continue playing on the next turn.
Magical Meltdown (x2 Vì banlist)
Magical Meltdown
When this card is activated: You can add 1 "Aleister the Invoker" from your Deck to your hand. The activation of your cards and effects that include an effect that Fusion Summons a Fusion Monster cannot be negated, also your opponent's cards and effects cannot activate when a monster is Fusion Summoned this way. You can only activate 1 "Magical Meltdown" per turn.
It is a card that can search for Aleister, protecting Invocation's Fusions (Of course, not all :v) Magical Meltdown is an extremely important environmental Magic in Invok's core.
Along with the protection effect for cards related to effects that include Fusion, Magical Meltdown also has an additional ability: when a Fusion Monster is placed on the field, the opponent will not be able to respond to you, which can cause Fusion Monsters that have effects when placed on the field will definitely not be negated by anything in response.
The Book of the Law (x0-1)
It is a card that creates a mutation in the deck and is often used in battles to finish off the opponent, but because this card is not used well in all cases and it does not always have the best effect. So usually this card in pure Invoked will only be used x1, and x0 in other mixing strategies.
Because it is a quick play spell, you can set it on your turn and flip it on your opponent's turn to cause a surprise.
Omega Summon (x0-1)
It is a card that is not often used because it is quite slow, and the effect is not too easy to use as it requires you to have invok's Fusion Monsters available in the banish zone, and it also takes time to set up monsters. Therefore, this card is not trusted by many players.
If you like, you can insert x1 to experience a new feeling XD
Extra
Includes Deck Cores inside the Extra Deck
Invoked Mechaba (x1-3)
Invoked Mechaba
ATK:
2500
DEF:
2100
"Aleister the Invoker" + 1 LIGHT monster Once per turn, when a Spell/Trap Card, or monster effect, is activated (Quick Effect): You can send the same type of card (Monster, Spell, or Trap) from your hand to the GY; negate the activation, and if you do, banish that card.
It is the Fusion Monster that is raised the most by Invok and is also the Fusion Monster that is considered the easiest to use and strongest in the deck. With the ability to simply discard a card corresponding to the card the opponent activates to neutralize it and banish it, Mechaba has brought a lot of effectiveness to matches.
With an attack and defense of 2500/2100, a number that is not bad, overcoming it is also a difficulty, not to mention the fact that Aleister can increase the attack and defense of a Fusion Monster to 1000, specifically Mechaba, so spending Destroying and overcoming Mechaba is not easy at all.
In addition, currently with just 1 normal summon, you can get to Mechaba extremely easily.
Invoked Augoeides (x1-2)
Invoked Augoeides
ATK:
2000
DEF:
2800
"Aleister the Invoker" + 1 Fusion Monster If this card is Special Summoned, or a monster(s) is Special Summoned to your opponent's field: You can target 1 monster your opponent controls; destroy it. You can only use this effect of "Invoked Augoeides" once per turn. Once per turn: You can banish 1 Fusion Monster from your GY; this card gains ATK equal to that banished monster's ATK, until the end of your opponent's turn.
As a card that when landed on the field or specially summoned by the opponent, it can select and destroy an opponent's monster. Augoeides is really not a very strong card but can have a significant impact on the match.
And if you have Magical Meltdown available on the field and activate Invocation to summon Augoeides, you will be able to arbitrarily shoot 1 of Opp's monsters and Opp will not be able to react and attack you.
With attack and defense of 2000/2800 respectively, when placed in defense position Augoeides is really not an easy card to battle and overcome. When you want to attack you can put 1 Fusion Monster below. Grave to buff Augoeides' attack with the Monster's attack you have banned so he can attack Opp.
Invoked Caliga (x0-1)
Invoked Caliga
ATK:
1000
DEF:
1800
"Aleister the Invoker" + 1 DARK monster If a player's monster effect attempts to activate, none of that player's monsters can activate their effects for the rest of this turn while this card is face-up on the field. Each player can attack with only 1 monster during each Battle Phase.
A rather annoying Floodgate that only allows two sides to Activate 1 Effect Monster in 1 turn and attack once, Caliga is a nightmare for Decks that often use Effect Monsters.
However, this is a very difficult card to use because it not only locks each opponent but also affects the person controlling it, so Caliga does not appear often in matches.
So to be able to use this card most effectively, you must have a lot of experience in matches and should choose the right time and moment to be able to play properly and bring yourself victory.
Invoked Raidjin (x0-1)
It is a mobile 1BoM with quite good efficiency and a not bad attack and defense power of 2200/2400.
However, currently Raidjin is not too trusted and is used in most matches because although the effect is quite good, it is still not such a strong ability that it can change the entire outcome of the match.
However, this is still not a bad choice for you to use in your deck, and if possible, you should put x1 in the deck.
Invoked Purgatrio (x0-1)
Invoked Purgatrio
ATK:
2300
DEF:
2000
"Aleister the Invoker" + 1 FIRE monster This card gains 200 ATK for each card your opponent controls. This card can attack all monsters your opponent controls, once each. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
A monster often used to end the match, or more simply just to clear opp's field in the battle phase. Purgatrio is a great choice to end the game.
Although the attack is only 2300, with the effect of each card on Opp's field increasing by 200ATK and Aleister's hand buffing by 1000ATK, this will no longer be a problem.
And with the ability to attack through defense, Opp's monsters, whether attacking or defending, will not be too much of a problem to finish off the opponent.
Artemis, the Magistus Moon Maiden, Secure Gardna and Salamangreat Almiraj (x1)
Artemis, the Magistus Moon Maiden
ATK:
800
LINK-1
Link Arrow:
Top
1 Level 4 or lower Spellcaster monster If another "Magistus" monster(s) is Normal or Special Summoned while you control this monster (except during the Damage Step): You can target 1 of those monsters; equip this card you control to it. While this card is equipped to a monster: You can add 1 "Magistus" monster from your Deck to your hand. You can only use each effect of "Artemis, the Magistus Moon Maiden" once per turn. You can only Special Summon "Artemis, the Magistus Moon Maiden" once per turn.
Secure Gardna
ATK:
1000
LINK-1
Link Arrow:
Right
1 Cyberse Link Monster After this card is Special Summoned, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 "Secure Gardna".
Salamangreat Almiraj
ATK:
0
LINK-1
Link Arrow:
Bottom-Right
1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.
The 3 most common cards to use Aleister as a mate to Fusion onto the Fusion Monsters of the deck
Những Card Ít được dùng vì hiệu quả không quá cao
Aleister the Invoker of Madness
ATK:
1800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 monsters with different Types and different Attributes This card's name becomes "Aleister the Invoker" while on the field or in the GY. If a monster is Fusion Summoned while you control this monster (except during the Damage Step): You can discard 1 card, and if you do, add 1 "Invocation" or "The Book of the Law" from your Deck to your hand. If this face-up card you control leaves the field because of an opponent's card effect: You can add 1 "Omega Summon" from your Deck to your hand.
Invoked Elysium
ATK:
3200
DEF:
4000
1 "Invoked" monster + 1 monster that was Special Summoned from the Extra Deck Must first be Fusion Summoned with the above Fusion Materials. While face-up on the field, this card is also DARK, EARTH, WATER, FIRE, and WIND-Attribute. Once per turn, during either player's turn: You can target 1 "Invoked" monster you control or in your Graveyard; banish it and all monsters your opponent controls with the same Attribute as that monster.
Cards that are not recommended to use because their effectiveness is not too high in most situations and does not fit the current format, but you can still add them to the deck because they are just ineffective in most situations anyway. But there are still some situations where it can be used effectively :v
Staples and Cards provide good support for the Deck
Other side cards besides the main Core can be used well in the deck
Ghost Belle & Haunted Mansion, Ghost Ogre & Snow Rabbit and Ash Blossom & Joyous Spring (Xuân - Belle - Ghost Ogre)
Ghost Belle & Haunted Mansion
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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.
Ghost Ogre & Snow Rabbit
ATK:
0
DEF:
1800
When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once per turn.
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.
The 3 handtrap sisters are strong and unified in the current format
Xuan is undeniably the most versatile and is considered Yugioh's strongest handtrap at the present time. It is recommended to use x3
Belle with the ability to counter decks with effects related to graves is a good handtrap in Yugioh currently. Should use the words "x1-2"
Ghost Ogre is a handtrap that is being reused thanks to its ability to counter Adventurer Token, and in addition to its ability to counter Adventurer Token, Ogre in some other cases also has many uses. Should use the words "x1-2"
Super Polymerization (x2)
With the rich Attribute of Fusion Monsters, Super Poly is an extremely suitable card for Invok as in any case, it can completely take away the Boss Monsters that Opp has worked hard to prepare and in addition, there is no response. When activated, Super Poly becomes a scary and extremely effective card in the Invok deck.
Droll & Lock Bird, Maxx "C", Nibiru and the Primal Being (Hand Trap có Hiệu quả to lớn ảnh hưởng tới trận đấu)
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.
3 super powerful Handtraps with super great effectiveness can finish off Opp as soon as the Resolve is successful
PSY-Framelord Omega, PSY-Frame Driver and PSY-Framegear Gamma (Packet Gamma)
PSY-Framelord Omega
ATK:
2800
DEF:
2200
1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.
PSY-Framegear Gamma
ATK:
1000
DEF:
0
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.
is an extremely powerful handtrap with the ability to create body and negate+destroy. This is truly a highly effective handtrap packet and will almost always be effective if present in hand.
Omega is an option that may or may not be available if using this Packet.
Infinite Impermanence and Effect Veiler (2 Handtrap với khả năng negate effect của đối phương nhờ việc chọn mục tiêu.)
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.
Imperm will not be affected by Called By The Grave because it is a trap card.
Veiler is actually a pretty good handtrap in the deck because not only does it have the ability to negate, but veiler can also act as a material to get to Mechaba.
Dimension Shifter and D.D. Crow (Đây là 2 handtrap tuỳ kèo với mấy deck dùng mộ)
These are 2 handtraps depending on the odds with decks that use graves.
SHIFTER is actually playable for Invok, it's just sometimes a bit of a squeeze for the player to use, so it's not recommended :v
Crossout Designator, Called by the Grave and Sales Ban (Những Card dùng để chống lại handtrap của đối phương)
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.
Sales Ban
Declare 1 card name; for the rest of this turn, your opponent cannot activate cards, or the effects of cards, with the same original name as that declared card. The same restrictions apply to you, but for the rest of this Duel instead of just this turn. You can only activate 1 "Sales Ban" per turn.
Called By The Grave: x2
Crossout Designator: x1
Sales Ban: x0-x2
Những Staple mạnh trong việc đi sau
Forbidden 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.
Red Reboot
When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.
Triple Tactics Talent
If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.
Dinowrestler Pankratops
ATK:
2600
DEF:
0
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.
Dark Ruler No More
Negate the effects of all face-up monsters your opponent currently controls, until the end of this turn, also, for the rest of this turn after this card resolves, your opponent takes no damage. Neither player can activate monster effects in response to this card's activation.
x2-3 for each card after that if you want to go later to clear Opp's board :v
x1-3
Fantastical Dragon Phantazmay
ATK:
2400
DEF:
1800
If your opponent Special Summons a Link Monster(s) (except during the Damage Step): You can Special Summon this card from your hand, draw cards equal to the number of Link Monsters your opponent controls +1, then shuffle cards from your hand into the Deck equal to the number of Link Monsters they control. When your opponent activates a card or effect that targets a monster(s) you control (Quick Effect): You can discard 1 card; negate the activation, and if you do, destroy it. You can only use each effect of "Fantastical Dragon Phantazmay" once per turn.
Staples can be considered for inclusion in the deck
Pot và card tăng độ ổn định cho deck x1-3
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.
These are cards used to increase stability and with Avarice(x1) to restore resources to the deck :v
Archtypes can work well with Invok
Archtypes coordinate and resonate well with Invok
Shaddoll Schism, Shaddoll Fusion and El Shaddoll Construct (Shaddoll)
Shaddoll Schism
During the Main Phase, you can: Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your field or GY, but it cannot attack directly. Then, you can send to the GY 1 monster your opponent controls with the same Attribute as that Fusion Summoned monster. You can only use this effect of "Shaddoll Schism" once per turn.
Shaddoll Fusion
Fusion Summon 1 "Shaddoll" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You can only activate 1 "Shaddoll Fusion" per turn.
El Shaddoll Construct
ATK:
2800
DEF:
2500
1 "Shaddoll" monster + 1 LIGHT monster Must first be Fusion Summoned. If this card is Special Summoned: You can send 1 "Shaddoll" card from your Deck to the GY. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap in your GY; add it to your hand.
This is considered a deck created for Invok because the two decks can coordinate extremely well with each other.
Nadir Servant, Dogmatika Punishment, Dogmatika Ecclesia and the Virtuous (Dogmatika)
Nadir Servant
Send 1 monster from your Extra Deck to the GY, then add 1 "Dogmatika" monster or "Fallen of Albaz" from your Deck or GY to your hand, that has ATK less than or equal to that sent monster in the GY, also, for the rest of this turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Nadir Servant" per turn.
Dogmatika Punishment
Target 1 face-up monster your opponent controls; send 1 monster with an equal or higher ATK from your Extra Deck to the GY, and if you do, destroy that monster. Until the end of your next turn after this card resolves, you cannot Special Summon monsters from the Extra Deck. You can only activate 1 "Dogmatika Punishment" per turn.
Dogmatika Ecclesia, the Virtuous
ATK:
1500
DEF:
1500
Cannot be destroyed by battle with a monster Special Summoned from the Extra Deck. You can only use each of the following effects of "Dogmatika Ecclesia, the Virtuous" once per turn. If a monster Special Summoned from the Extra Deck is on the field: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can activate this effect; add 1 "Dogmatika" card from your Deck to your hand, except "Dogmatika Ecclesia, the Virtuous", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn.
It is an extremely good engine for Invok, and if combined with Shaddoll, it will become an extremely strong deck.
Cursed Eldland, Eldlich the Golden Lord and Conquistador of the Golden Land (Eldlich)
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.
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.
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.
It's considered the s**test archtype in Yugioh, but that aside, eldlich is an archtype that suits Invok very well.
World Legacy's Secret, Mekk-Knight Purple Nightfall and World Legacy's Memory (MEKK-KNIGHT)
World Legacy's Secret
When this card is activated: You can target 1 Level 5 or higher monster in your GY; Special Summon it. When this card leaves the field, destroy that monster. Negate any opponent's monster effect that activates in the same column as a "Mekk-Knight" monster you control.
Mekk-Knight Purple Nightfall
ATK:
2500
DEF:
2000
If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Purple Nightfall" once per turn this way. (Quick Effect): You can target 1 "Mekk-Knight" monster you control; banish it (until the Standby Phase of your next turn), and if you do, add 1 "Mekk-Knight" monster from your Deck to your hand, except "Mekk-Knight Purple Nightfall". You can only use this effect of "Mekk-Knight Purple Nightfall" once per turn.
World Legacy's Memory
Special Summon 1 "Mekk-Knight" monster from your hand or Deck in Defense Position, but return it to the hand during the End Phase. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except "Mekk-Knight" monsters. You can only activate 1 "World Legacy's Memory" per turn.
It is also a deck with a play style that is extremely suitable for Invok as it does not lose a normal summon at all and is extremely suitable for Invok's play style.
Fallen of Albaz, Branded Sword and Branded Fusion (Branded-Despia)
Fallen of Albaz
ATK:
1800
DEF:
0
If this card is Normal or Special Summoned (except during the Damage Step): You can discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters on either field as Fusion Material, including this card, but you cannot use other monsters you control as Fusion Material. You can only use this effect of "Fallen of Albaz" once per turn.
Branded Sword
Banish any number of "Branded" Spells/Traps from your GY; Special Summon that many "Iceblade Tokens" (Dragon/DARK/Level 8/ATK 2500/DEF 2000). You can banish this card from your GY, then target 1 of your banished monsters that is "Fallen of Albaz" or mentions it; add that monster to your hand. You can only use 1 "Branded Sword" effect per turn, and only once that turn.
Branded Fusion
Fusion Summon 1 Fusion Monster that mentions "Fallen of Albaz" as material from your Extra Deck, using 2 monsters from your hand, Deck, or field as Fusion Material. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate this card. You can only activate 1 "Branded Fusion" per turn.
Although it's a bit difficult to play each other's normal summons, if you play two decks together, it's completely possible
Loptr, Shadow of the Generaider Bosses, Generaider Boss Stage and Generaider Boss Room (Generaider)
Loptr, Shadow of the Generaider Bosses
ATK:
1500
DEF:
1500
You can only control 1 "Loptr, Shadow of the Generaider Bosses". All "Generaider" monsters you control gain 1000 ATK/DEF during your opponent's turn only. During the Main Phase (Quick Effect): You can Tribute 1 "Generaider" monster; Special Summon 1 Level 9 "Generaider" monster with a different name from your Deck. You can only use this effect of "Loptr, Shadow of the Generaider Bosses" once per turn.
Generaider Boss Stage
Once per turn, if a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Generaider" monster from your Deck in Defense Position. If you Special Summon a "Generaider" monster(s) during your opponent's turn (except during the Damage Step): You can Special Summon as many "Generaider Tokens" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) as possible in Attack Position, but destroy them during the End Phase (even if this card leaves the field). You can only use this effect of "Generaider Boss Stage" once per turn.
Generaider Boss Room
When your opponent activates a card or effect in response to the activation of your "Generaider" card or effect: You can discard 1 card; your opponent's activated effect becomes "each player draws 1 card". You can only use this effect of "Generaider Boss Room" once per turn.
A quite new mixing strategy that if played will bring some new feelings
Prank-Kids Battle Butler, Prank-Kids Pandemonium and Prank-Kids Plan (Prank-Kids)
Prank-Kids Battle Butler
ATK:
3000
DEF:
3000
"Prank-Kids Lampsies" + "Prank-Kids Dropsies" + "Prank-Kids Fansies" Must be Fusion Summoned. (Quick Effect): You can Tribute this card; destroy all monsters your opponent controls. If this card in your possession is sent to your GY by your opponent's card: You can target 1 non-Fusion Monster in your GY; Special Summon it. You can only use this effect of "Prank-Kids Battle Butler" once per turn.
Prank-Kids Pandemonium
During the Main Phase: Fusion Summon 1 "Prank-Kids" Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material. For the rest of this turn after this card resolves, you cannot Normal or Special Summon monsters, except "Prank-Kids" monsters.
Prank-Kids Plan
During the Main Phase: You can activate this effect; immediately after this effect resolves, Link Summon 1 "Prank-Kids" Link Monster using "Prank-Kids" monsters you control as material. When an opponent's monster declares an attack: You can banish this card from your GY; shuffle any number of "Prank-Kids" cards from your GY into the Deck, and if you do, that attacking monster loses 100 ATK for each card shuffled, until the end of this turn. You can only use each effect of "Prank-Kids Plan" once per turn.
Also a quite new forfun strategy :v
Brave Token
Fateful Adventure
Once per turn, the first time a monster you control equipped with an Equip Spell would be destroyed by battle, it is not destroyed. You can only use each of the following effects of "Fateful Adventure" once per turn. During your Main Phase: You can add 1 monster that mentions "Adventurer Token" from your Deck to your hand, then send 1 card from your hand to the GY. If a monster(s) is Normal or Special Summoned: You can take 1 Equip Spell that mentions "Adventurer Token" from your Deck, and either add it to your hand or equip it to 1 "Adventurer Token" you control.
Wandering Gryphon Rider
ATK:
2000
DEF:
2800
During the Main Phase, if you control no monsters, or control an "Adventurer Token" (Quick Effect): You can Special Summon this card from your hand. When a card or effect is activated while you control an "Adventurer Token" (Quick Effect): You can shuffle this card into the Deck, and if you do, negate that activation, and if you do that, destroy that card. You can only use each effect of "Wandering Gryphon Rider" once per turn.
Dracoback, the Rideable Dragon
Equip only to a monster you control. You can only control 1 "Dracoback, the Rideable Dragon". You can only use each of the following effects of "Dracoback, the Rideable Dragon" once per turn. While this card is equipped to a non-Effect Monster: You can target 1 card your opponent controls; return it to the hand. If this card is sent to the GY: You can target 1 "Adventurer Token" you control; equip this card to that target.
Rite of Aramesir
If you control no "Adventurer Token": Special Summon 1 "Adventurer Token" (Fairy/EARTH/Level 4/ATK 2000/DEF 2000), then if you do not control "Fateful Adventure", you can place 1 "Fateful Adventure" from your Deck face-up in your Spell & Trap Zone. You cannot activate the effects of monsters on the field the turn you activate this card, except Special Summoned monsters'. You can only activate 1 "Rite of Aramesir" per turn.
Water Enchantress of the Temple
ATK:
1500
DEF:
1200
If you control an "Adventurer Token": You can Special Summon this card from your hand. You can banish this card from your hand or GY; add 1 "Rite of Aramesir" from your Deck or GY to your hand. If you control an "Adventurer Token": You can place 1 Field Spell that mentions "Adventurer Token" from your Deck face-up in your Field Zone. You can only use each effect of "Water Enchantress of the Temple" once per turn.
Final boss :))