Spellcasters (Rush) Guide

Spellcasters (Rush) Guide

Hello everyone, today there will be a guide for Rush Duel Links !

Recently, we saw the release of Eternal Galaxy Road , the latest box, along with Structure Deck 7's Road for Spellcaster , bringing a whole new set of cards and some potentially powerful new abilities.

And this guide will be about Master Axel Road – Spellcaster deck . This is a deck that most players can easily access: you will get one box for free , you can buy a second box for 500 gems , but if you want to own a third card , you will need to spend some real money .

However, this deck is extremely powerful and incredibly fun to play with just 2 free boxes .




Skill

 

Master Accel Road (Skill Card) (100%)

 Rarity
UR Rarity
Master Accel Road (Skill Card)
 Rarity
UR Rarity
Master Accel Road (Skill Card)
Master Accel Road (Skill Card)
Master Accel Road (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


[REQUIREMENT] Can be activated by revealing 1 "Sevens Road Magician", "Sevens Road Witch", or "Swordsman of Roadstar" in your hand from turn 2 onward, if all of the Effect Monsters in your constructed Deck are Spellcaster Type monsters. [EFFECT] Add up to 2 "Sevens Road Magician", "Sevens Road Witch", "Swordsman of Roadstar", and/or"Fusion" from your Deck or Graveyard to your hand. If you added 2 cards to your hand by this effect, also send 1 card from your hand or field to the Graveyard.


The skill can be activated by revealing one of Seven's Road Magician , Seven's Road Witch or Swordsman of Roadstar in your hand from turn two onwards ( Of course, provided that all the effect monsters in your deck are Spellcaster type ). We will play nine cards in the deck and it is almost impossible to deadhand, that is the strength of this deck (extremely stable when the skill gives us 2 more cards to hand and 1 card from hand to graveyard)

The important thing here is that no matter what, this skill will add resources to you , but sending a card to the graveyard is really extremely important - and the main reason is because we can send Seven's Road Witch to the graveyard.

This ability is so powerful that it's almost overpowered. We initially thought it wouldn't be that powerful because we didn't realize we could summon Seven's Road Charming Witch , but since we have this card, it's actually a little too powerful. And why? Because we can summon Strange Witch , use the ability to send Seven's Road Witch to the graveyard, use Strange Witch to call it back. And all we need is Fusion – which can also be searched with the ability – and boom! We instantly have a 2,800 ATK monster that can pierce defenses and change attack positions...




Analyze the cards in the deck

 

Sevens Road Magician (x3)

 Rarity
UR Rarity
Sevens Road Magician
 Rarity
UR Rarity
Sevens Road Magician
Sevens Road Magician
DARK 7
Sevens Road Magician
  • ATK:

  • 2100

  • DEF:

  • 1500


[REQUIREMENT] Send the top card of your Deck to the Graveyard. [EFFECT] This card gains ATK equal to [the number of different Attributes in your Graveyard] x 300, until the end of this turn.


Everyone should know this card. Basically, we want to play enough different elements to get a big ATK boost from this card. And our main attacker is probably still Sevens Paladin , also wants to have enough different elements in the graveyard to increase power.

So the ability to Mill cards from the top of the deck to the graveyard is great because we want to put Fusion, Witch, or other copies of Magician into the graveyard – depending on the situation.
In short, we have many reasons to post to graveyard so the eff is good.

Sevens Road Witch (x3)

 Rarity
SR Rarity
Sevens Road Witch
 Rarity
SR Rarity
Sevens Road Witch
Sevens Road Witch
DARK 6
Sevens Road Witch
  • ATK:

  • 1600

  • DEF:

  • 1000


[REQUIREMENT] Send 1 card from your hand to the Graveyard. [EFFECT] Special Summon 1 Level 7 or higher, DARK Attribute, Spellcaster Type monster from your hand, face-up to your field. If you Special Summoned "Sevens Road Magician" by this effect, this card gains 400 ATK until the end of this turn.


This card is really important in the deck. As mentioned, it can be summoned back with Strange Witch , but Seven's Road Witch can also cheat summon Seven's Road Magician .

The combo usually goes like this: Summon Strange Witch , recall Seven's Road Witch , Witch's effect summons Magician , then activate Fusion to summon Seven's Road Charming Witch , then leave Magician on the field to be able to Fusion again or keep on the field.

Very important – you could almost say Witch is the “heart” of the deck. Not exactly a weakness but extremely important.

Sevens Road Sorcerer (x2-3)

 Rarity
 Rarity
Sevens Road Sorcerer
 Rarity
 Rarity
Sevens Road Sorcerer
Sevens Road Sorcerer
DARK 4
Sevens Road Sorcerer
  • ATK:

  • 1300

  • DEF:

  • 100


[REQUIREMENT] Send 3 face-up monsters from your field to the Graveyard. [EFFECT] Special Summon 1 Level 7 or lower Spellcaster Type monster from your Graveyard face-up to your field. Then, if you Special Summoned "Sevens Road Magician" by this effect, you can Special Summon 1 "Sevens Road Witch" from your Graveyard face-up to your field.


Send three cards on the field to the graveyard, recall a Spellcaster from the graveyard – and importantly, summon Seven's Road Magician again, giving us a free Witch, creating an empty slot to Summon a second Magician from the deck or Summon Strange Witch to continue the combo.

There's a lot of cool stuff with this card, and it works really well in this deck.

Straynge Witch (x3)

 Rarity
 Rarity
Straynge Witch
 Rarity
 Rarity
Straynge Witch
Straynge Witch
EARTH 1
Straynge Witch
  • ATK:

  • 0

  • DEF:

  • 1400


[REQUIREMENT] You have no other monsters on your field. [EFFECT] Special Summon 1 "Sevens Road Charm Witch" or 1 "Sevens Road Witch" from your Graveyard face-up to your field. Then, you can add 1 "Fusion" from your Graveyard to your hand.


Another card that has been requested and talked about a lot. It is a real pillar of the deck. If you will always want to see this card to play smoothly in the game.

  • Main combo support card.

  • Revive Witch, creates an empty slot for Summon Magician or next combo

  • Multi-Elemental Spellcasters

     Rarity
     Rarity
    Mr. Alchemy
     Rarity
     Rarity
    Mr. Alchemy
    Mr. Alchemy
    WATER 1
    Mr. Alchemy
    • ATK:

    • 100

    • DEF:

    • 500


    [REQUIREMENT] If you have no other monsters on your field, send this face-up card from your field to the Graveyard. [EFFECT] Add 1 "Straynge Cat" from your Graveyard to your hand, then you can draw 1 card. If you drew by this effect, you cannot attack with Level 6 or lower monsters this turn.


     Rarity
     Rarity
    Flare Sorcerer
     Rarity
     Rarity
    Flare Sorcerer
    Flare Sorcerer
    FIRE 4
    Flare Sorcerer
    • ATK:

    • 1500

    • DEF:

    • 0


    A magician with burning passion. His feelings eventually burned up his own heart.


     Rarity
     Rarity
    Aero Sorcerer
     Rarity
     Rarity
    Aero Sorcerer
    Aero Sorcerer
    WIND 4
    Aero Sorcerer
    • ATK:

    • 1500

    • DEF:

    • 0


    A magician who enjoys being as free as the wind blows. His selfish behavior will eventually bind his future.


     Rarity
     Rarity
    Lily Slayer
     Rarity
     Rarity
    Lily Slayer
    Lily Slayer
    DARK 4
    Lily Slayer
    • ATK:

    • 1300

    • DEF:

    • 0


    [REQUIREMENT] During the turn you Normal Summoned this card. [EFFECT] Send the top card of your Deck to the Graveyard. Then, if a Spellcaster Type monster was sent to the Graveyard by this effect, this face-up card can also be treated as 2 Tributes for the Tribute Summon of a DARK Attribute Spellcaster Type monster in Attack Position this turn.


    Multi-attribute Spellcasters: use them for milling, tribute, or combos depending on the situation.

  • Lily Slayer: dark 1-of; 较 is not important but can be used to Tribute Seven's Road Magician , so if you play random dark cards, you should go for it.

  • Arrow + Flare: choose Wind and Fire elements to support Magician; but has a disadvantage in mirror match – opponent can Summon Charming Witch , switch them to defense mode and destroy with 2,800 ATK. Maybe in practice there should be other better choices, but after testing myself, it is still okay but may need to consider changing.

  • Swordsman of Roadstar (x3)

     Rarity
     Rarity
    Swordsman of Roadstar
     Rarity
     Rarity
    Swordsman of Roadstar
    Swordsman of Roadstar
    LIGHT 3
    Swordsman of Roadstar
    • ATK:

    • 1200

    • DEF:

    • 500


    A swordsman of the shooting stars with unknown powers, capable of carving open a miraculous path.


    Required to activate Skills and combos with Paladin.

    Select Legend/Limit 1

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

      [REQUIREMENT] None [EFFECT] Draw 2 cards.


       Rarity
       Rarity
      Negate Attack
       Rarity
       Rarity
      Negate Attack
      Negate Attack
      Trap Normal
      Negate Attack

        [REQUIREMENT] When an opponent's monster declares an attack. [EFFECT] Negate the attack. This turn, your opponent cannot declare an attack.


         Rarity
         Rarity
        Compulsory Evacuation Device
         Rarity
         Rarity
        Compulsory Evacuation Device
        Compulsory Evacuation Device
        Trap Normal
        Compulsory Evacuation Device

          [REQUIREMENT] When a player Normal or Special Summons a monster, or after your opponent activates a Spell Card. [EFFECT] Return 1 monster from the field to the owner's hand.


           Rarity
           Rarity
          Rice Terrace Crisis
           Rarity
           Rarity
          Rice Terrace Crisis
          Rice Terrace Crisis
          Trap Normal
          Rice Terrace Crisis

            [REQUIREMENT] When your opponent Special Summons a monster from the hand or Graveyard. [EFFECT] Change up to 2 face-up monsters on your opponent's field to face-down Defense Position, whose total Levels equal 12 or less.


            Pot of Greed

            You can play Polymerization, but Pot of Greed is better at helping you find Witch, Magician, Fusion quickly, which is extremely important. Also, helps you find back row when needed.

            Rice Terrace Crisis

            Very meta: many decks Summon from Graveyard or hand – so this card is extremely good.

            Compulse

            Bounce an opponent's monster – great if they've Summoned Fusion. But bad when the opponent Summons Tribute or Maximum – they'll Summon it right back.

            Magical Stream (x3)

             Rarity
             Rarity
            Magical Stream
             Rarity
             Rarity
            Magical Stream
            Magical Stream
            Spell Normal
            Magical Stream

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


              Very important: helps deal with “back row” like Compulsory Evacuation Device or Xyz Riding – extremely strong. Clearing before Summoning boss is very important, avoid counterattack.

              Excutie Riding! and Executie Riding! (x1-3)

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

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


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

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


                  super good, not limited to 3, so can run full set. Must have 1 free slot to Summon and reduce opponent's ATK. Sometimes opponent can guess this card, but still very good; can lock opponent's whole turn depending on matchup - extremely strong.

                  Straynge Cat (x2-3)

                   Rarity
                  N Rarity
                  Straynge Cat
                   Rarity
                  N Rarity
                  Straynge Cat
                  Straynge Cat
                  EARTH 1
                  Straynge Cat
                  • ATK:

                  • 0

                  • DEF:

                  • 1400


                  A familiar said to hold great powers. It doesn't like being alone, and is very lonely now that it's been separated from its friends.


                  Or go with Mr. Alchemy, bringing extremely strong draw power to the deck

                  Magician's Valkyria (x0-1)

                   Rarity
                  UR Rarity
                  Magician's Valkyria
                   Rarity
                  UR Rarity
                  Magician's Valkyria
                  Magician's Valkyria
                  LIGHT 4
                  Magician's Valkyria
                  • ATK:

                  • 1600

                  • DEF:

                  • 1800


                  [REQUIREMENT] None [CONTINUOUS EFFECT] Your opponent cannot attack other face-up Spellcaster Type monsters.


                  It is a legend card, level 4 easy to summon. I quite like to summon this card in the 3rd slot on the field before the end of the turn because its effect protects our Bosses quite well, especially with Mirror match.

                  Tech options

                   Rarity
                   Rarity
                  Buffered Slime
                   Rarity
                   Rarity
                  Buffered Slime
                  Buffered Slime
                  Trap Normal
                  Buffered Slime

                    [REQUIREMENT] When an opponent's Level 8 or lower monster declares an attack. [EFFECT] Send the top card of your Deck to the Graveyard. This turn, you take no battle damage. Also, if your LP are 3000 or more, take 2000 damage.


                     Rarity
                    UR Rarity
                    Ghost Cyclone
                     Rarity
                    UR Rarity
                    Ghost Cyclone
                    Ghost Cyclone
                    Spell Normal
                    Ghost Cyclone

                      [REQUIREMENT] You have no monsters on your field. [EFFECT] Destroy 1 Spell/Trap Card on your opponent's field. Then, if you have 3 or less monsters in your Graveyard, you can draw 1 card.


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

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


                         Rarity
                        SR Rarity
                        Talismanic Seal Array
                         Rarity
                        SR Rarity
                        Talismanic Seal Array
                        Talismanic Seal Array
                        Spell Normal
                        Talismanic Seal Array

                          [REQUIREMENT] Shuffle 4 monsters from your Graveyard into the Deck. [EFFECT] 1 face-up monster on your opponent's field loses ATK equal to [its Level] x 200 until the end of this turn.


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

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


                            These are all good and very hot techs in the meta, but pay attention to the limit/Legend conditions to choose to put in the deck.



                            Extra deck

                             

                            Master of the Sevens Road (x1 )

                             Rarity
                             Rarity
                            Master of the Sevens Road
                             Rarity
                             Rarity
                            Master of the Sevens Road
                            Master of the Sevens Road
                            DARK 9
                            Master of the Sevens Road
                            • ATK:

                            • 3000

                            • DEF:

                            • 2100


                            "Sevens Road Magician" + "Sevens Road Witch" [REQUIREMENT] None [CONTINUOUS EFFECT] This card gains ATK equal to [the number of DARK Attribute Spellcaster Type monsters with different names in your Graveyard] x 300. If you have 7 or more DARK Attribute Spellcaster Type monsters in your Graveyard, this card inflicts piercing battle damage (if the ATK of the attacking monster exceeds the DEF of the attack target, inflict the difference), if it attacks a Defense Position monster.


                            piercing, >4,000 ATK if qualified, but hard to do full combo. Still a good choice but not too “crunchy”, especially when Hammer Crush appears.

                            Sevens Road Charmy Witch (x2-3)

                             Rarity
                             Rarity
                            Sevens Road Charmy Witch
                             Rarity
                             Rarity
                            Sevens Road Charmy Witch
                            Sevens Road Charmy Witch
                            DARK 8
                            Sevens Road Charmy Witch
                            • ATK:

                            • 2800

                            • DEF:

                            • 1600


                            "Sevens Road Witch" + 1 Level 1 EARTH Attribute Spellcaster Type monster [REQUIREMENT] Send the top card of your Deck to the Graveyard. [EFFECT] Change the battle position of 1 monster on your opponent's field. Then, this card inflicts piercing battle damage (if the ATK of the attacking monster exceeds the DEF of the attack target, inflict the difference) if it attacks a Defense Position monster this turn. Then, if you have "Sevens Road Magician" in your Graveyard, this card cannot be destroyed by card effects this turn.


                            discussed. Core combo, easy to Summon from Witch + Magician, has the ability to change position and piercing.

                            Sevens Paladin (x2-3)

                             Rarity
                             Rarity
                            Sevens Paladin
                             Rarity
                             Rarity
                            Sevens Paladin
                            Sevens Paladin
                            DARK 9
                            Sevens Paladin
                            • ATK:

                            • 2900

                            • DEF:

                            • 2400


                            "Sevens Road Magician" + "Swordsman of Roadstar" [REQUIREMENT] Send the top card of your Deck to the Graveyard. [Multi-Choice Effect] ● This card gains ATK equal to [the number of different Attributes in both players' Graveyards] x 400 until the end of this turn. ● Shuffle 1 monster from your Graveyard into the Deck, then draw 1 card.


                            main attacker; draw more and increase ATK; use a lot.

                            Sevens Road Ultima Witch (x0-1)

                             Rarity
                             Rarity
                            Sevens Road Ultima Witch
                             Rarity
                             Rarity
                            Sevens Road Ultima Witch
                            Sevens Road Ultima Witch
                            DARK 10
                            Sevens Road Ultima Witch
                            • ATK:

                            • 3300

                            • DEF:

                            • 1600


                            "Sevens Road Witch" + 1 Magical Knight Type or Spellcaster Type Fusion Monster [REQUIREMENT] None [EFFECT] Shuffle 1 Spell Card from your opponent's Graveyard into the Deck. Then, you can add 1 Spell Card from your Graveyard to your hand. If you do, you can only activate 1 Normal Spell Card until the end of this turn.


                            Strong combo – needs Witch + Fusion. Swap spells from graveyard and get back row. Occasionally valuable but not the ace of the deck – use a few times/situational to improve stability or tool-box.



                            Conclusion

                            Combo & Power Overview:

                            • Main Combo: Normal Summon → Activate Skill to search Fusion + Witch/Magician → send Witch down → Summon Strav ge Witch → revive Witch → Summon Magician → Fusion Summon Charming Witch (2800 ATK, pierce, swap position). All from just 1 normal summon!

                            • The deck is very stable , easy to set up graveyard, has many meta coping tools (clear back row, counter Summons, piercing).

                            Conclude:

                            • This deck is extremely strong , this has been proven on the tier list.

                            • Fast speed, stable combo, many attack/defense options and good meta counter.

                            • Great for playing in Rush Duel Link tournaments.


                            If you are looking for a powerful Spellcaster deck with wow combos and high game control, this is definitely a top recommendation – consider building it now and give it a try! Good luck!




                            Companion unit:

                            - Yu-Gi-Oh! Guidance Vietnam





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