S:P Little Knight – Things to Know – Part 2

S:P Little Knight – Things to Know – Part 2

S:P Little Knight ( SP ) is a link 2 waifu that was first released in the Age of Overlord (AGOV) box at OCG and TCG. SP is considered by players to be one of the strongest staple monsters in the extra deck at the present time. Let's see if this monster really works as expected.

A monster that can replace Knightmare Unicorn , a monster that has PSY-Framelord Zeta 's abilities and more...

See more: Part 1 - Part 2 - Part 3 - Part 4




PART 2: USE THIS CARD EFFECTIVELY

PART 2: USE THIS CARD EFFECTIVELY

 



Take advantage of this card's (2) effect

Take advantage of this card's (2) effect

 

Ability to empty Extra Monster Zone

Hugin the Runick Wings Hugin the Runick Wings
Hugin the Runick Wings
LIGHT 2
Hugin the Runick Wings
  • ATK:

  • 0

  • DEF:

  • 0


2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.


Sleipnir the Runick Mane Sleipnir the Runick Mane
Sleipnir the Runick Mane
LIGHT 9
Sleipnir the Runick Mane
  • ATK:

  • 1500

  • DEF:

  • 1500


2 "Runick" monsters During your Main Phase or your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; banish both that monster and this card until the End Phase. 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 "Runick Token" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) in Attack Position. You can only use each effect of "Sleipnir the Runick Mane" once per turn.


Runick Flashing Fire Runick Flashing Fire
Runick Flashing Fire
Spell Quick
Runick Flashing Fire

    Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.


    Runick Tip
    Runick Tip
    Runick Tip
    Spell Quick
    Runick Tip

      Activate 1 of these effects, but skip your next Battle Phase after activation; ● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Tip" per turn.


      Runick is an archetype that really needs an EMZ drum because Runick's quick-play spells all have an effect that allows you to summon a Ruinck monster from the extra deck into EMZ. Your use of SP 's (2) effect can help the SP leave the EMZ, emptying your EMZ.

      Furthermore, Runick is an archetype that can easily help your SP trigger effects (1).

      Helps reuse the effects of other monsters

      Baronne de Fleur
      Baronne de Fleur
      Baronne de Fleur
      WIND 10
      Baronne de Fleur
      • ATK:

      • 3000

      • DEF:

      • 2400


      1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


      Schuberta the Melodious Maestra Schuberta the Melodious Maestra
      Schuberta the Melodious Maestra
      LIGHT 6
      Schuberta the Melodious Maestra
      • ATK:

      • 2400

      • DEF:

      • 2000


      2 "Melodious" monsters During either player's turn: You can target up to 3 cards in any Graveyard(s); banish them, and if you do, this card gains 200 ATK for each. This effect can only be used once while this card is face-up on the field.


      Security Dragon Security Dragon
      Security Dragon
      LIGHT
      Security Dragon
      • ATK:

      • 1100

      • LINK-2

      Link Arrow:

      Top

      Bottom


      2 monsters Once while face-up on the field, if this card is co-linked: You can target 1 monster your opponent controls; return it to the hand. You can only use this effect of "Security Dragon" once per turn.


      Firewall Dragon Firewall Dragon
      Firewall Dragon
      LIGHT
      Firewall Dragon
      • ATK:

      • 2500

      • LINK-4

      Link Arrow:

      Left

      Top

      Right

      Bottom


      2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


      Talk about a pretty interesting interaction between SP and Baronne de Fleur . Baronne 's negate effect can only be used once when Baronne appears face-up on the field.

      If you activate SP 's (2) effect to banish a Baronne monster that used the negate effect before, when you return to the field that Baronne monster will be able to continue using the negate effect again!

      Ability to interrupt combos of many decks

      Marincess Coral Anemone Marincess Coral Anemone
      Marincess Coral Anemone
      WATER
      Marincess Coral Anemone
      • ATK:

      • 2000

      • LINK-2

      Link Arrow:

      Left

      Bottom


      2 WATER monsters You can target 1 WATER monster with 1500 or less ATK in your GY; Special Summon it to your zone this card points to, also you cannot Special Summon monsters for the rest of this turn, except WATER monsters. If this card is sent from the field to the GY: You can target 1 "Marincess" card in your GY, except "Marincess Coral Anemone"; add it to your hand. You can only use each effect of "Marincess Coral Anemone" once per turn.


      Beyond the Pendulum Beyond the Pendulum
      Beyond the Pendulum
      DARK
      Beyond the Pendulum
      • ATK:

      • 1200

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 Effect Monsters, including a Pendulum Monster If this card is Link Summoned in the Extra Monster Zone: You can pay 1200 LP; add 1 Pendulum Monster from your Deck to your hand, but for the rest of this turn, unless you Pendulum Summon after this effect resolves, you cannot activate monster effects, and the effects of any cards in your Pendulum Zones are negated. If 2 monsters with different original Levels are Pendulum Summoned at the same time to the zones this card points to: You can target 2 cards on the field; destroy them. You can only use this effect of "Beyond the Pendulum" once per turn.


      Heavymetalfoes Electrumite
      Heavymetalfoes Electrumite
      Heavymetalfoes Electrumite
      FIRE
      Heavymetalfoes Electrumite
      • ATK:

      • 1800

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 Pendulum Monsters If this card is Link Summoned: You can add 1 Pendulum Monster from your Deck to your Extra Deck face-up. Once per turn: You can target 1 other face-up card you control; destroy it, then add 1 face-up Pendulum Monster from your Extra Deck to your hand. If a card(s) in your Pendulum Zone leaves the field: Draw 1 card. You can only use this effect of "Heavymetalfoes Electrumite" once per turn.


      Dark Templar @Ignister Dark Templar @Ignister
      Dark Templar @Ignister
      DARK
      Dark Templar @Ignister
      • ATK:

      • 2300

      • LINK-3

      Link Arrow:

      Bottom-Left

      Bottom

      Bottom-Right


      3 monsters with different names If a monster(s) is Special Summoned to a zone(s) this card points to, even during the Damage Step: You can Special Summon as many Level 4 or lower "@Ignister" monsters from your GY as possible to your zone(s) this card points to, but their effects are negated. When this card destroys an opponent's monster by battle: You can Special Summon 1 Cyberse monster from your GY. You can only use each effect of "Dark Templar @Ignister" once per turn.


      Sky Striker Ace - Shizuku Sky Striker Ace - Shizuku
      Sky Striker Ace - Shizuku
      WATER
      Sky Striker Ace - Shizuku
      • ATK:

      • 1500

      • LINK-1

      Link Arrow:

      Top-Right


      1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.


      SP is a very good way to counter when facing decks that have high requirements on how to place monsters in the monster zone.

       

      When facing Sky Striker, most of this archetype's spell cards require the player to have no monsters in the Main Monster Zone (MMZ) in order to activate them. If SP banishes a critical Sky Striker monster on your opponent's EMZ with effect (2), at End Phase that monster will return to the MMZ, not the EMZ. This will help you lock down quite a bit of Sky Striker disruption during your turn.

      Banish goes to Kagari to prevent the opponent from summoning Hayate or Shizuku . Kagari returning in End Phase will also make it difficult for the opponent if he is still stuck in MMZ until your turn.

      Shizuku, after being banned and returning in End Phase, will not be able to activate the search effect from the deck!

      Multirole and Area Zero are also difficult to save during these phases because their effects can only be used during the Main Phase, while banned monsters return to the field in the End Phase.

      Of course, Sky Striker players still have ways to deal with SP with Raye or Widow Anchor , but their extra deck resources will be severely depleted if they do not thoroughly deal with this monster.

       

      Needless to say, pendulum decks now have link monsters with arrows pointing down to their MMZ ( x , q , y ) how important it is. You can target link monsters like Electrumite , Beyond the Pendulum which both reduces the ability of pendulum monsters to be re-summoned from the extra deck as well as disallowing them from being able to summon monsters with higher link ratings.

       

      Cyberse decks with many link monsters also encounter many difficulties when facing SP .

      If your opponent activates the effect at the wrong time, they will most likely be interrupted mid-combo because SP can banish any link monster to prevent them from being able to summon more monsters with higher link ratings. , or spam more link monsters.

      Losing important arrows also makes it difficult for the opponent to use effects that require linked or co-linked. SP is always a danger to important monsters in the combo of Marincess ( Coral Anemone ) or @Ignister ( Dark Templar @Ignister ).

      S:P can help you avoid quite a few negative effects

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

      • 0

      • DEF:

      • 0


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


      Infinite Impermanence Infinite Impermanence
      Infinite Impermanence
      Trap Normal
      Infinite Impermanence

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


        Nibiru, the Primal Being 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.


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

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


          SP can also be used to dodge targeted negations ( Effect Veiler , Infinite Impermanence ) or extremely good flood gates, sometimes protecting your monsters.

          If your opponent activates Infinite Impermanence to target SP (which usually negates the effect (1) of SP ) or your other monsters, you can activate the effect (2) of SP to banish monsters on your field, Since Infinite Impermanence 's target is no longer on the field, their effects that were activated in the chain link before Infinite Impermanence was activated will still be resolved normally. The same is the case when your opponent flips Skill Drain to negate the effects of face-up monsters on the field.

           

          For floodgates like There Can Be Only One , Gozen Match , Rivalry of Warlords , SP can banish 2 monsters on your field to match the limit of that flood gate card or empty your entire field, creating more chance for you to summon more monsters that deal with those floodgate cards.

          You can also leverage SP with these floodgates. During the End Phase, if an opponent's monster (banned by SP 's (2) effect) is returned to the field without meeting the floodgate requirements, that monster is sent straight to the grave!

          Rearrange monsters in Main Monster Zones

          Knightmare Gryphon Knightmare Gryphon
          Knightmare Gryphon
          LIGHT
          Knightmare Gryphon
          • ATK:

          • 2500

          • LINK-4

          Link Arrow:

          Left

          Top

          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.


          Tri-Gate Wizard Tri-Gate Wizard
          Tri-Gate Wizard
          EARTH
          Tri-Gate Wizard
          • ATK:

          • 2200

          • LINK-3

          Link Arrow:

          Left

          Top

          Right


          2+ monsters, except Tokens This card gains these effects based on the number of monsters co-linked to this card. ● 1+: If a monster co-linked to this card battles your opponent's monster, any battle damage it inflicts to your opponent is doubled. ● 2+: Once per turn: You can target 1 card on the field; banish it. ● 3: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish that card.


          Knightmare Phoenix Knightmare Phoenix
          Knightmare Phoenix
          FIRE
          Knightmare Phoenix
          • ATK:

          • 1900

          • LINK-2

          Link Arrow:

          Top

          Right


          2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, 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 Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


          Firewall Dragon Firewall Dragon
          Firewall Dragon
          LIGHT
          Firewall Dragon
          • ATK:

          • 2500

          • LINK-4

          Link Arrow:

          Left

          Top

          Right

          Bottom


          2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


          When you banish SP in your Extra Monster Zone (EMZ), effect (2) also allows you to reposition monsters banned by this effect.

          SP 's arrows will be completely useless if this monster is in the EMZ. Activate effect (2) to return this monster to any Main Monster Zone slot you want, giving you 2 more slots to summon link and pendulum monsters from the extra deck.

          You can take advantage of this ability to arrange a suitable standing position for Firewall Dargon (this monster can also reuse the "once while face-up one the field" effect!) or Knightmare Gryphon. .

          Out play opponents!

          Fallen of Albaz Fallen of Albaz
          Fallen of Albaz
          DARK 4
          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.


          Ties of the Brethren Ties of the Brethren
          Ties of the Brethren
          Spell Normal
          Ties of the Brethren

            Pay 2000 LP, then target 1 Level 4 or lower monster you control; for the rest of this turn after this card resolves, you cannot Special Summon monsters, also Special Summon 2 monsters from your Deck, with the same Type, Attribute, and Level as that monster, but with different names from each other and that monster. You cannot conduct your Battle Phase the turn you activate this card.


            Boot Sector Launch Boot Sector Launch
            Boot Sector Launch
            Spell Field
            Boot Sector Launch

              All "Rokket" monsters on the field gain 300 ATK/DEF. You can activate 1 of these effects; ● Special Summon up to 2 "Rokket" monsters with different names from your hand in Defense Position. ● If your opponent controls more monsters than you do: Special Summon "Rokket" monsters with different names from your GY in Defense Position, up to the difference. You can only use this effect of "Boot Sector Launch" once per turn.


              Triple Tactics Thrust Triple Tactics Thrust
              Triple Tactics Thrust
              Spell Normal
              Triple Tactics Thrust

                If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                One more way to help you take advantage of SP 's (2) effect when facing cards that require the player to have a suitable number of monsters at the time those effects resolve.

                For example, when your opponent activates Triple Tactics Thrust and your field has SP and only 1 other monster, you can chain the effect (2) of SP to banish both monsters on your field, your opponent's. You must place the card they choose face down on the field. This way you will prevent your opponent from getting cards with great impact like Triple Tactics Talent or Evenly Matched into your hand with Triple Tactics Thrust .



                How to summon SP effectively

                 

                Generic link 2 monsters are always used by players

                Barricadeborg Blocker Barricadeborg Blocker
                Barricadeborg Blocker
                DARK
                Barricadeborg Blocker
                • ATK:

                • 1000

                • LINK-2

                Link Arrow:

                Left

                Bottom


                2 monsters with different names If this card is Link Summoned: You can discard 1 card; during the End Phase of this turn, add 1 Continuous or Field Spell from your GY to your hand. You can only use this effect of "Barricadeborg Blocker" once per turn. Face-up Spells you control cannot be destroyed by your opponent's card effects.


                Cross-Sheep Cross-Sheep
                Cross-Sheep
                EARTH
                Cross-Sheep
                • ATK:

                • 700

                • LINK-2

                Link Arrow:

                Bottom-Left

                Bottom-Right


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


                Moon of the Closed Sky Moon of the Closed Sky
                Moon of the Closed Sky
                LIGHT
                Moon of the Closed Sky
                • ATK:

                • 1200

                • LINK-2

                Link Arrow:

                Top-Right

                Top


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


                Knightmare Phoenix Knightmare Phoenix
                Knightmare Phoenix
                FIRE
                Knightmare Phoenix
                • ATK:

                • 1900

                • LINK-2

                Link Arrow:

                Top

                Right


                2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, 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 Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.


                SP is not difficult to summon, only requires 2 effect monsters. Both effects of SP are strong, however not everyone only uses SP and only activates effect (2), they will often want to take full advantage of both effects of SP .

                Decks that are capable of spamming monsters will be able to use SP more effectively by using excess link monsters during combos, these decks can also summon linked SP during the opponent's turn via IP .

                As for decks with control strategies that cannot spam many monsters, SP is still favored to have 1 to 2 positions in the extra deck. These decks also often add link 1 monsters to minimize the amount of materials needed to summon SP .

                Combo decks often summon S:P through I:P

                Divine Temple of the Snake-Eye Divine Temple of the Snake-Eye
                Divine Temple of the Snake-Eye
                Spell Field
                Divine Temple of the Snake-Eye

                  When this card is activated: You can place 1 "Snake-Eye" monster from your hand, Deck, or GY face-up in its owner's Spell & Trap Zone as a Continuous Spell. Level 1 FIRE monsters you control gain 1100 ATK. Once per turn, if your opponent Normal or Special Summons a monster(s) (except during the Damage Step): You can target 1 Monster Card on the field treated as a Continuous Spell; Special Summon it to your field. You can only activate 1 "Divine Temple of the Snake-Eye" per turn.


                  Snake-Eyes Flamberge Dragon Snake-Eyes Flamberge Dragon
                  Snake-Eyes Flamberge Dragon
                  FIRE 8
                  Snake-Eyes Flamberge Dragon
                  • ATK:

                  • 3000

                  • DEF:

                  • 2500


                  You can target 1 face-up monster on the field or in either GY; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. During your opponent's turn (Quick Effect): You can target 1 Monster Card treated as a Continuous Spell on the field; Special Summon it to your field. If this card is sent from the hand or field to the GY: You can Special Summon 2 Level 1 FIRE monsters from your GY. You can only use each effect of "Snake-Eyes Flamberge Dragon" once per turn.


                  I:P Masquerena I:P Masquerena
                  I:P Masquerena
                  DARK
                  I:P Masquerena
                  • ATK:

                  • 800

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                  S:P Little Knight
                  S:P Little Knight
                  S:P Little Knight
                  DARK
                  S:P Little Knight
                  • ATK:

                  • 1600

                  • LINK-2

                  Link Arrow:

                  Left

                  Right


                  2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                  For combo decks, being able to summon SP is not a big problem, even having to use a Fusion/Synchro/Xyz/Link monster to trigger effect (1) is not a problem. problem.

                   

                  When going first, to be able to link summon SP and trigger effects during the opponent's turn, the best way is to use IP . You only need to have 3 monsters (or extra monsters on the field) to be able to perform this combo.

                  You need to use 2 monsters (non-link, possibly non-effect) to summon to IP and use IP along with any effect monster to summon SP link during your opponent's turn. IP itself is a link monster, so after SP is summoned with IP 's effect, SP will definitely be able to trigger the effect.

                   

                  Snake-Eye can take advantage of IP extremely flexibly. Unlike other decks, IP can be threatened when in the monster zone. In the Snake-Eye deck, IP can be hidden in the spell/trap zone and can easily be summoned with Flamberge Dragon or Divine Temple to avoid the possibility that your opponent can disable your IP before entering. Main Phase.

                  Charmers can use hand trap monsters in their opponent's Graveyard

                  Aussa the Earth Charmer, Immovable Aussa the Earth Charmer, Immovable
                  Aussa the Earth Charmer, Immovable
                  EARTH
                  Aussa the Earth Charmer, Immovable
                  • ATK:

                  • 1850

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 monsters, including an EARTH monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 EARTH monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 EARTH monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Aussa the Earth Charmer, Immovable" once per turn.


                  Lyna the Light Charmer, Lustrous Lyna the Light Charmer, Lustrous
                  Lyna the Light Charmer, Lustrous
                  LIGHT
                  Lyna the Light Charmer, Lustrous
                  • ATK:

                  • 1850

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 monsters, including a LIGHT monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 LIGHT monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 LIGHT monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Lyna the Light Charmer, Lustrous" once per turn.


                  Hiita the Fire Charmer, Ablaze Hiita the Fire Charmer, Ablaze
                  Hiita the Fire Charmer, Ablaze
                  FIRE
                  Hiita the Fire Charmer, Ablaze
                  • ATK:

                  • 1850

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" once per turn.


                  Dharc the Dark Charmer, Gloomy Dharc the Dark Charmer, Gloomy
                  Dharc the Dark Charmer, Gloomy
                  DARK
                  Dharc the Dark Charmer, Gloomy
                  • ATK:

                  • 1850

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 monsters, including a DARK monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 DARK monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 DARK monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Dharc the Dark Charmer, Gloomy" once per turn.


                  In addition to IP , SP can also be summoned with 2 link Charmer monsters that only cost 2 of your monster materials.

                  Use your opponent's monster as material for S:P

                  Unchained Soul of Anguish Unchained Soul of Anguish
                  Unchained Soul of Anguish
                  DARK
                  Unchained Soul of Anguish
                  • ATK:

                  • 2400

                  • LINK-3

                  Link Arrow:

                  Top

                  Bottom-Left

                  Bottom-Right


                  2+ monsters including an "Unchained Soul" monster You can target 1 face-up monster your opponent controls; immediately after this effect resolves, Link Summon 1 DARK Link Monster, except "Unchained Soul of Anguish", by using only that opponent's monster and this card you control as material. If this card on the field is destroyed by battle or card effect: You can target 1 Fiend monster in your GY, except "Unchained Soul of Anguish"; add it to your hand. You can only use each effect of "Unchained Soul of Anguish" once per turn.


                  Unchained Soul Lord of Yama Unchained Soul Lord of Yama
                  Unchained Soul Lord of Yama
                  DARK
                  Unchained Soul Lord of Yama
                  • ATK:

                  • 2000

                  • LINK-2

                  Link Arrow:

                  Bottom-Left

                  Bottom-Right


                  2 Fiend monsters If this card is Special Summoned: You can add 1 "Unchained" monster from your Deck or GY to your hand. If a card(s) you control is destroyed by battle or card effect, while this card is in your GY: You can banish this card; Special Summon 1 Fiend monster from your hand or GY, then you can destroy 1 card you control. You can only use each effect of "Unchained Soul Lord of Yama" once per turn.


                  Unchained Soul of Rage Unchained Soul of Rage
                  Unchained Soul of Rage
                  DARK
                  Unchained Soul of Rage
                  • ATK:

                  • 1800

                  • LINK-2

                  Link Arrow:

                  Top

                  Bottom


                  2 monsters including an "Unchained Soul" monster During your opponent's Main Phase (Quick Effect): You can target 1 face-up Special Summoned monster your opponent controls; immediately after this effect resolves, Link Summon 1 DARK Link Monster, except "Unchained Soul of Rage", by using only that opponent's monster and this card you control as material. If this card on the field is destroyed by battle or card effect: You can target 1 Fiend monster in your GY, except "Unchained Soul of Rage"; add it to your hand. You can only use each effect of "Unchained Soul of Rage" once per turn.


                  S:P Little Knight
                  S:P Little Knight
                  S:P Little Knight
                  DARK
                  S:P Little Knight
                  • ATK:

                  • 1600

                  • LINK-2

                  Link Arrow:

                  Left

                  Right


                  2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                  Unchained, Yubel and other variations of the deck have additional options to summon SP through Unchained Soul of Rage .

                  That's right, SP is a DARK-type monster and can be link summoned with Unchained Soul of Rage . In these decks, Unchained Soul of Rage is 2 disruptions if they summon SP !

                  Use S:P as a backup strategy

                  Dimensional Fissure Dimensional Fissure
                  Dimensional Fissure
                  Spell Continuous
                  Dimensional Fissure

                    Any monster sent to the Graveyard is banished instead.


                    Dimension Shifter
                    Dimension Shifter
                    Dimension Shifter
                    DARK 6
                    Dimension Shifter
                    • ATK:

                    • 1200

                    • DEF:

                    • 2200


                    If you have no cards in your GY (Quick Effect): You can send this card from your hand to the GY; until the end of the next turn, any card sent to the GY is banished instead.


                    Dimensional Barrier Dimensional Barrier
                    Dimensional Barrier
                    Trap Normal
                    Dimensional Barrier

                      Declare 1 monster card type (Ritual, Fusion, Synchro, Xyz, or Pendulum); for the rest of this turn, neither player can Special Summon monsters of the declared type, also negate the effects of all monsters of that type while they are on the field. You can only activate 1 "Dimensional Barrier" per turn.


                      Simul Archfiends Simul Archfiends
                      Simul Archfiends
                      Trap Normal
                      Simul Archfiends

                        This turn, neither player can Special Summon monsters with the same card types (Ritual, Fusion, Synchro, Xyz, or Link) they already control. If you do not control 2 or more of the same card types (Ritual, Fusion, Synchro, Xyz, or Link), all Ritual, Fusion, Synchro, Xyz, and Link Monsters you currently control gain 500 ATK. You can only activate 1 "Simul Archfiends" per turn.


                        For some decks that do not use SP as a main disruption, there may not be enough resources to summon IP , or the deck itself has too many restrictions, or is full of extra decks, these decks will often use SP. as a board breaker or for backup strategy. SP is often the solution for decks when hit by Dimension Barrier or annoying flood gates that interrupt the main combo circuit of those decks.



                        Reduced resources to summon S:P

                        In control decks, usually do not use too many extra decks, there are also slots for SP . In these decks, players often use other link 1 monsters to reduce the maximum number of materials when summoning to SP .

                        Normally when gaining SP , players will want to use this monster's (1) effect more. The easiest way is to use 3 monsters, 2 monsters on 1 appropriate link 2, that link 2 monster will combine with the remaining monster to summon to SP .

                        However, for control decks, getting 3 monsters on the field is relatively difficult. Therefore, they often take advantage of the extra slots in the extra deck for link 1 monsters for SP . And of course, not all link 1 monsters are easy to summon, they often have difficult summoning conditions and are only suitable for certain decks.

                        Some decks like Kashtira and Tenpai also use this method to reduce summoning resources to SP . These decks themselves can be played without SP . SP is often added to the extra deck of these decks as a board. breaker or used in certain situations.

                        Striker Dragon (Dragon Type)

                        Striker Dragon
                        Striker Dragon
                        Striker Dragon
                        DARK
                        Striker Dragon
                        • ATK:

                        • 1000

                        • LINK-1

                        Link Arrow:

                        Left


                        1 Level 4 or lower Dragon monster If this card is Link Summoned: You can add 1 "Boot Sector Launch" from your Deck to your hand. You can target 1 face-up monster you control and 1 "Rokket" monster in your GY; destroy that monster on the field, and if you do, add that other monster from the GY to your hand. You can only use each effect of "Striker Dragon" once per turn.


                        Striker Dragon is often used in Dragon decks, in addition to Dragon Link, with the main purpose of sending Dragon monsters to the grave without losing resources on the field as well as being able to activate the effect (1) of SP . This way of playing is often used by Dragon decks like Tenpai and Dragonmaid.

                        Artemis, the Magistus Moon Maiden, Salamangreat Balelynx and Linguriboh (Spellcaster and Cyberse)

                        Artemis, the Magistus Moon Maiden Artemis, the Magistus Moon Maiden
                        Artemis, the Magistus Moon Maiden
                        LIGHT
                        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.


                        Salamangreat Balelynx Salamangreat Balelynx
                        Salamangreat Balelynx
                        FIRE
                        Salamangreat Balelynx
                        • ATK:

                        • 500

                        • LINK-1

                        Link Arrow:

                        Bottom


                        1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.


                        Linguriboh Linguriboh
                        Linguriboh
                        DARK
                        Linguriboh
                        • ATK:

                        • 300

                        • LINK-1

                        Link Arrow:

                        Bottom-Left


                        1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.


                        Besides, you can also turn a Spellcaster or Cyberse monster into a link monster by summoning Artemis, the Magitus Moon Maiden , Linguriboh , or Salamangreat Balelynx .

                        Linkuriboh and Relinquished Anima (Decks use level 1)

                        Linkuriboh
                        Linkuriboh
                        Linkuriboh
                        DARK
                        Linkuriboh
                        • ATK:

                        • 300

                        • LINK-1

                        Link Arrow:

                        Bottom


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


                        Relinquished Anima Relinquished Anima
                        Relinquished Anima
                        DARK
                        Relinquished Anima
                        • ATK:

                        • 0

                        • LINK-1

                        Link Arrow:

                        Top


                        1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.


                        For decks with level 1 monsters, there are two better options for these decks: Linkuriboh and Relinquished Anima .

                        Clara & Rushka, the Ventriloduo and Salamangreat Almiraj (Use normal summoned monsters)

                        Clara & Rushka, the Ventriloduo Clara & Rushka, the Ventriloduo
                        Clara & Rushka, the Ventriloduo
                        EARTH
                        Clara & Rushka, the Ventriloduo
                        • ATK:

                        • 0

                        • LINK-1

                        Link Arrow:

                        Top


                        1 Normal Summoned/Set monster Cannot be Link Summoned except during Main Phase 2.


                        Salamangreat Almiraj Salamangreat Almiraj
                        Salamangreat Almiraj
                        FIRE
                        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.


                        Some decks will often take advantage of the normal summon for SP . These decks will usually summon one of two monsters, Salamangreat Almiraj or Clara & Rushka, the Ventriloduo .

                        Mecha Phantom Beast Dracossack, Link Spider, Nibiru and the Primal Being (Normal monster)

                        Mecha Phantom Beast Dracossack Mecha Phantom Beast Dracossack
                        Mecha Phantom Beast Dracossack
                        WIND
                        Mecha Phantom Beast Dracossack
                        • ATK:

                        • 2600

                        • DEF:

                        • 2200


                        2 Level 7 monsters Once per turn: You can detach 1 material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster, then target 1 card on the field; destroy that target. This card cannot attack during the turn you activate this effect.


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

                        • 1000

                        • LINK-1

                        Link Arrow:

                        Bottom


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


                        Nibiru, the Primal Being 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.


                        Link Spider is a very quick solution to turn a normal monster into an effect monster and even more into a link monster.

                        This strategy is often used as a backup after you are cleared by Nibiru .

                        Some strategies that can spam tokens ( Mecha Phantom Beast Dracossack ) often have flexible gameplay between that deck's main strategy or summoning SP or both IP and SP .

                        Instant Fusion, Cross-Sheep and Ready Fusion (Combo with Fusion monster)

                        Instant Fusion
                        Instant Fusion
                        Instant Fusion
                        Spell Normal
                        Instant Fusion

                          Pay 1000 LP; Special Summon 1 Level 5 or lower Fusion Monster from your Extra Deck, but it cannot attack, also it is destroyed during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Instant Fusion" per turn.


                          Cross-Sheep Cross-Sheep
                          Cross-Sheep
                          EARTH
                          Cross-Sheep
                          • ATK:

                          • 700

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


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


                          Ready Fusion Ready Fusion
                          Ready Fusion
                          Spell Normal
                          Ready Fusion

                            Pay 1000 LP; Special Summon 1 Level 6 or lower non-Effect Fusion Monster from your Extra Deck, but it cannot attack, also destroy it during the End Phase. (This is treated as a Fusion Summon.) You can only activate 1 "Ready Fusion" per turn.


                            In addition to using link 1 monsters, some decks can use fusion monsters to summon SP . Instant Fusion allows players to summon 1 level 5 or lower fusion monster from the extra deck. Furthermore, because monsters summoned with Instant Fusion are counted as fusion summons, you can revive them for later combos ( Cross-Sheep ).




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