Salamangreat Gameplay Guide

Salamangreat Gameplay Guide

Salamangreat's enemy is not HEROs but 180 seconds

Sections covered in this guide:




Skill

 

Soulburning Link (Skill Card) (100%)

UR Rarity
Soulburning Link (Skill Card)
UR Rarity
Soulburning Link (Skill Card)
Soulburning Link (Skill Card)
Soulburning Link (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second effect once per Duel. 1: You cannot Normal or Special Summon monsters, except "Salamangreat" monsters (excluding Special Summons from the Extra Deck). During your opponent's turn, you can only use a Link-4 monster as Link Material once per turn. 2: Send 1 card from your hand to the Graveyard, then add 1 "Salamangreat of Fire" and 1 "Salamangreat Burning Shell" from outside of your Deck to your hand, and add 3 copies of 2 "Salamangreat" Link Monsters with different names from outside of your Deck to your Extra Deck. If only your opponent controls a card, you can also take 1 "Salamangreat" monster from your Deck, and either add it to your hand or play it in face-down Defense Position. (Its battle position can be changed.)


Just hold 1 card in hand, even handtrap, you can use this skill to create 2 cards from outside the deck to your hand, just like a king



and on turn 2 (if the enemy has a card on the field), you can jump 1 Salamangreat monster from the deck to the field or add it to your hand



CORE

 

Salamangreat of Fire (created by skill)

 Rarity
Salamangreat of Fire
 Rarity
Salamangreat of Fire
Salamangreat of Fire
FIRE 2
Salamangreat of Fire
  • ATK:

  • 800

  • DEF:

  • 800


If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Salamangreat" monster from your Deck to your hand, except "Salamangreat of Fire", also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. At the start of the Damage Step, if a Cyberse monster you control battles: You can banish this card from your GY; destroy that monster you control. You can only use each effect of "Salamangreat of Fire" once per turn.


Searcher helps the deck expand combos, the body is both Salamangreat, Cyber ​​and FIRE so it interacts very well with the deck (unlike some trap cards of altergeist or field of subterror)


The banish effect from the grave is also good, after using field ATK is 0, you can shoot your monster to avoid OTK

Salamangreat Burning Shell (created by skill)

N Rarity
Salamangreat Burning Shell
N Rarity
Salamangreat Burning Shell
Salamangreat Burning Shell
Spell Quick
Salamangreat Burning Shell

    Special Summon 1 "Salamangreat" monster from your hand, but negate its effects, then, immediately after this effect resolves, Link Summon 1 "Salamangreat" Link Monster using materials you control, including the Summoned monster. This turn, that Link Summoned monster cannot attack or activate its effects. During your Main Phase: You can banish this card from your GY, then target 1 "Salamangreat" Link Monster in your GY; return it to the Extra Deck. You can only activate 1 "Salamangreat Burning Shell" per turn.


    dodge target


    Jump a Salamangreat from hand and immediately link to a Salamangreat monster using that monster (and another monster if desired)

    You can use it in the enemy's turn to link, although the link monster cannot use eff, Miragestallio (Horse) can activate eff to push the card.

    Alternatively, you can banish this card from the grave and pick up 1 Link Salamangreat monster from the grave to the Extra Deck.

    Salamangreat Gazelle (x1 (due to limit))

    UR Rarity
    Salamangreat Gazelle
    UR Rarity
    Salamangreat Gazelle
    Salamangreat Gazelle
    FIRE 3
    Salamangreat Gazelle
    • ATK:

    • 1500

    • DEF:

    • 1000


    If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


    both mills (monsters/magic/traps) and can jump on its own, can jump on both friend and enemy turns to extend combo or defend


    Level 3, can Xyz to Horse to expand combo as well as link 1 to Balelynx
     

    Salamangreat Spinny (x1-2)

     Rarity
    Salamangreat Spinny
     Rarity
    Salamangreat Spinny
    Salamangreat Spinny
    FIRE 3
    Salamangreat Spinny
    • ATK:

    • 1000

    • DEF:

    • 1500


    If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


    jumps from the grave by itself (although it gets banished when leaving the field, it won't get banished and sent to the grave as an Xyz material)


    This card also has the effect of throwing itself from the hand to the grave, saving normal summon costs if bricked.

    Salamangreat Jack Jaguar (x1)

    SR Rarity
    Salamangreat Jack Jaguar
    SR Rarity
    Salamangreat Jack Jaguar
    Salamangreat Jack Jaguar
    FIRE 4
    Salamangreat Jack Jaguar
    • ATK:

    • 1800

    • DEF:

    • 1200


    If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.


    Jumps from the grave and returns to the row by itself. This card plays a very important role in being annoying, especially pushing the horse to the Extra Deck and spamming Xyz continuously as well as picking up Link monsters. Picking up other monsters is also possible, but picking them up for the deck. Sunlight Wolf picking them up in hand will be more profitable.


    Attack 1800 and has punches that penetrate the defense, very good support for OTK

    Salamangreat Fowl (x1)

    R Rarity
    Salamangreat Fowl
    R Rarity
    Salamangreat Fowl
    Salamangreat Fowl
    FIRE 4
    Salamangreat Fowl
    • ATK:

    • 1800

    • DEF:

    • 200


    If a "Salamangreat" monster(s), except "Salamangreat Fowl" is Normal or Special Summoned to your field (except during the Damage Step): You can Special Summon this card from your hand. You can only use this effect of "Salamangreat Fowl" once per turn. You can send 1 "Salamangreat" card from your hand or face-up field to the GY, then target 1 Set Spell/Trap your opponent controls; that Set card cannot be activated this turn.


    Jumps from hand when Salamangreat is summoned onto the field.


    In addition, this card also has the effect of baiting 1 enemy spell/trap, but that card must be set and can still be used the next turn :v

    Salamangreat Foxy (x1)

    SR Rarity
    Salamangreat Foxy
    SR Rarity
    Salamangreat Foxy
    Salamangreat Foxy
    FIRE 3
    Salamangreat Foxy
    • ATK:

    • 1000

    • DEF:

    • 1200


    When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


    pot of duality of deck


    it has the ability to jump automatically if there is a spell/trap facing up, you can set the field yourself and then jump, shooting spell/trap is optional so if you don't have a target to shoot then you can not shoot (missplay means you will shoot the field yourself)

    Salamangreat Falco (x1)

    R Rarity
    Salamangreat Falco
    R Rarity
    Salamangreat Falco
    Salamangreat Falco
    FIRE 4
    Salamangreat Falco
    • ATK:

    • 1200

    • DEF:

    • 1600


    If this card is sent to the GY: You can target 1 "Salamangreat" Spell/Trap in your GY; Set that target to your field. If this card is in your GY: You can target 1 "Salamangreat" monster you control, except "Salamangreat Falco"; return that monster to the hand, and if you do, Special Summon this card. You can only use 1 "Salamangreat Falco" effect per turn, and only once that turn.


    Jump from the grave by pushing a monster (but that monster must be pushed back to the hand, if banished when leaving the field like Spinny or to the Extra Deck, it will not work). It is recommended that you push cards that can jump from hand or searcher to backup the next turn.


    If this card hits the graveyard, you can set 1 Salamangreat spell/trap from the graveyard to the field (and it won't be banished and won't leave the field :) )

    Salamangreat Fennec (x1)

    N Rarity
    Salamangreat Fennec
    N Rarity
    Salamangreat Fennec
    Salamangreat Fennec
    FIRE 3
    Salamangreat Fennec
    • ATK:

    • 1600

    • DEF:

    • 200


    If a Cyberse monster(s) you control that was Special Summoned from the Extra Deck is destroyed by battle or an opponent's card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not), but banish it when it leaves the field. If this card is sent to the GY as material for the Link Summon of a Link-2 or higher Cyberse Link Monster: You can add 1 "Salamangreat" Normal Spell from your Deck to your hand. You can only use each effect of "Salamangreat Fennec" once per turn.


    This one is so bricky, but we have the skill so we can jump straight up if we want.


    Can search Salamangreat magic (but must be used as material for Cyberse Link 2 or higher monsters)

    jumps automatically if a Cyberse monster summoned from the Extra Deck is destroyed: makes a sandbag, plus jumps from gazell as well as s alamangreat of fire and field, almost immortal, not counting the 2000 LP from Parro

    Salamangreat Meer (x0-1)

    R Rarity
    Salamangreat Meer
    R Rarity
    Salamangreat Meer
    Salamangreat Meer
    FIRE 2
    Salamangreat Meer
    • ATK:

    • 800

    • DEF:

    • 600


    If this card is added to your hand, except by drawing it for your normal draw: You can reveal this card; Special Summon it from your hand. If this card is in your hand: You can discard 1 other "Salamangreat" card; Special Summon this card from your hand. You can only use each effect of "Salamangreat Meer" once per turn.


    Jumps automatically when added to hand (or deck or graveyard) unless normally drawn


    Also has the ability to jump again from hand by discarding another Salamangreat

    In general, this one is sometimes useless, sometimes it's good at grinding, if you like it, play it.

    Salamangreat Beat Bison (x0-1)

    R Rarity
    Salamangreat Beat Bison
    R Rarity
    Salamangreat Beat Bison
    Salamangreat Beat Bison
    FIRE 8
    Salamangreat Beat Bison
    • ATK:

    • 2800

    • DEF:

    • 1000


    If you have 3 or more "Salamangreat" monsters in your GY: You can Special Summon this card from your hand in Defense Position. You can target FIRE Link Monsters in your GY, up to the number of face-up cards your opponent controls; return them to the Extra Deck, then, you can negate the effects of face-up cards your opponent controls until the end of this turn, up to the number of cards you returned. You can only use each effect of "Salamangreat Beat Bison" once per turn.


    is a good support card for clearing the field or OTK with the ability to both negate monsters/spells/traps and restore goods and also has the ability to jump by itself.

    Salamangreat Mole (x0-1)

     Rarity
    Salamangreat Mole
     Rarity
    Salamangreat Mole
    Salamangreat Mole
    FIRE 1
    Salamangreat Mole
    • ATK:

    • 0

    • DEF:

    • 0


    During your Main Phase, if you Link Summoned this turn: You can Special Summon this card from your hand to your zone a Link Monster points to. If you control no monsters: You can banish this card from your GY, then target 5 "Salamangreat" cards in your GY; shuffle them into the Deck, then draw 2 cards. You can only use each effect of "Salamangreat Mole" once per turn.


    restores 5 Salamangreat monsters/spells/traps from the grave and draws 2. This effect is only used in the long run because in the early stages you need a bunch of bodies jumping from the grave. Only later will you use it if you have too many bodies.


    This card also has the ability to jump on its own.

    This one is like Meer and Beat Bison , if you like it, play it.

    Salamangreat Sanctuary (x1-2)

    UR Rarity
    Salamangreat Sanctuary
    UR Rarity
    Salamangreat Sanctuary
    Salamangreat Sanctuary
    Spell Field
    Salamangreat Sanctuary

      If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.


      Help your monster Reincarnate, your link monster using itself as material will have 1 more effect


      The effect of paying 1000 LP and receiving LP equal to the original ATK of a monster. Your link is also very good, can be used for defense. Unfortunately, there is no Main Phase 2. If there is, you can punch opp, use this effect, then take that 0 ATK monster and link or combo to remove 1 body.

      Salamangreat Circle (x3)

      SR Rarity
      Salamangreat Circle
      SR Rarity
      Salamangreat Circle
      Salamangreat Circle
      Spell Quick
      Salamangreat Circle

        Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.


        is a card that increases the stability of the deck, both searching for monsters and providing immunity to monster effects for turn 2.

        Salamangreat Transcendence (x1)

         Rarity
        Salamangreat Transcendence
         Rarity
        Salamangreat Transcendence
        Salamangreat Transcendence
        Spell Quick
        Salamangreat Transcendence

          Target 1 "Salamangreat" Link Monster you control; Special Summon 1 "Salamangreat" Link Monster with the same name from your Extra Deck, using that monster you control as the entire material. (This is treated as a Link Summon.) You can only activate 1 "Salamangreat Transcendence" per turn.


          Link in enemy turn, usually to Link 4 Pyro Phoenix to destroy the entire enemy field

          Salamangreat Recureance (x1)

           Rarity
          Salamangreat Recureance
           Rarity
          Salamangreat Recureance
          Salamangreat Recureance
          Spell Normal
          Salamangreat Recureance

            Target 2 "Salamangreat" monsters in your GY with different names; add them to your hand. If this Set card is destroyed by card effect and sent to the GY: You can add 1 "Salamangreat" Spell/Trap from your Deck to your hand, except "Salamangreat Recureance". You can only use each effect of "Salamangreat Recureance" once per turn.


            Searched by Fennec , picking up 2 Salamangreat monsters with different names from the grave to hand helps restore stronger goods, restoring bodies that jump automatically or backup later turns like Gazell is even more beneficial


            If you get shot, search for a Spell/trap from your deck but no one cares about this effect lmao

            Fury of Fire (x0-1)

             Rarity
            Fury of Fire
             Rarity
            Fury of Fire
            Fury of Fire
            Spell Normal
            Fury of Fire

              (This card is always treated as a "Salamangreat" card.) Special Summon up to 2 "Salamangreat" monsters with different names from your hand and/or GY in Defense Position, but their effects are negated, also, for the rest of this turn after this card resolves, you can only Special Summon from the Extra Deck once. You can only activate 1 "Fury of Fire" per turn.


              must have husband


              Jumps up to 2 Salamangreat monsters from the grave and/or hand to the field in defensive position, the effect is negated but locked, only allows summoning from the Extra Deck exactly 1 more time, should only be used when you want to attack a certain boss, should not be used in the middle of a combo leading to missplay

              Salamangreat Balelynx and Salamangreat Sunlight Wolf (x3 (created by skill))

              UR Rarity
              Salamangreat Balelynx
              UR Rarity
              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.


              UR Rarity
              Salamangreat Sunlight Wolf
              UR Rarity
              Salamangreat Sunlight Wolf
              Salamangreat Sunlight Wolf
              FIRE
              Salamangreat Sunlight Wolf
              • ATK:

              • 1800

              • LINK-2

              Link Arrow:

              Top

              Bottom


              2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


              Balelynx : search Sanctuary from deck as well as have protection effect if 1 or more of your Salamangreat cards are destroyed, this effect supports you very well because Duel Links attack speed is very fast, you slow them down for 1 turn and the field still has 99% cards, next turn you will OTK back and turn the table


              Dishwashing Wolf : extremely strong recovery, can pick up any FIRE monster, even non-salamangreat cards like Ash Blossom (DL doesn't have it yet), when reincarnated, has the additional effect of picking up 1 Salamangreat spell/trap from grave to hand

              Salamangreat Heatleo (x1-2)

              UR Rarity
              Salamangreat Heatleo
              UR Rarity
              Salamangreat Heatleo
              Salamangreat Heatleo
              FIRE
              Salamangreat Heatleo
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Bottom-Left

              Bottom-Right


              2+ FIRE Effect Monsters If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase, if this card was Link Summoned using "Salamangreat Heatleo" as material: You can target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.


              clear spell/trap and change ATK to support clearing the field or OTK, one of the reasons this card is used is because link 3 makes it easy to bridge to link 4 in some cases as well as leaving a space for others to jump into Link Marker if you accidentally missplay

              Salamangreat Pyro Phoenix (x2)

               Rarity
              Salamangreat Pyro Phoenix
               Rarity
              Salamangreat Pyro Phoenix
              Salamangreat Pyro Phoenix
              FIRE
              Salamangreat Pyro Phoenix
              • ATK:

              • 2800

              • LINK-4

              Link Arrow:

              Top

              Left

              Right

              Bottom


              2+ FIRE Effect Monsters If this card is Link Summoned using "Salamangreat Pyro Phoenix" as material: You can destroy all cards your opponent controls. You can only use each of the following effects of "Salamangreat Pyro Phoenix" once per turn. ● You can target 1 Link Monster in your opponent's GY; Special Summon it to your opponent's field. ● If a Link Monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of those monsters; inflict damage to your opponent equal to that monster's original ATK.


              no one cares about the ability to pull monsters and burn, trust me bro (actually the meta is full of Salamangreats and HEROs but somehow you always meet HEROs, you're lucky to get a salamangreat)


              This one has the ability to destroy all cards on the enemy's field after reincarnation. This is an effect that almost wins after using it because you can use it on both your turn and your own. Plus, with the ability to continuously restore goods, you can spam and destroy all cards on the enemy's field until you get bored.

              Salamangreat Miragestallio (x1-2)

               Rarity
              Salamangreat Miragestallio
               Rarity
              Salamangreat Miragestallio
              Salamangreat Miragestallio
              FIRE
              Salamangreat Miragestallio
              • ATK:

              • 2000

              • DEF:

              • 900


              2 Level 3 monsters You can detach 1 material from this card; Special Summon 1 "Salamangreat" monster from your Deck in Defense Position, also you cannot activate monster effects for the rest of this turn, except FIRE monsters. If this Xyz Summoned card is sent to the GY as material for the Link Summon of a "Salamangreat" monster: You can target 1 monster on the field; return it to the hand. You can only use each effect of "Salamangreat Miragestallio" once per turn.


              Jumps a Salamangreat monster straight from the Deck to the field but the effect is not negated


              If this card is sent to the graveyard as link material for a Salamangreat monster, it can push a monster on the field back to your hand. You will usually use it to link to Pyro Phoenix whether it is turn 1 (disrupt) or turn 2 (OTK support).



              Staple

               

              Handtrap & Staple

              UR Rarity
              Effect Veiler
              UR Rarity
              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.


              UR Rarity
              D.D. Crow
              UR Rarity
              D.D. Crow
              D.D. Crow
              DARK 1
              D.D. Crow
              • ATK:

              • 100

              • DEF:

              • 100


              (Quick Effect): You can discard this card to the GY, then target 1 card in your opponent's GY; banish that target.


              UR Rarity
              Droll & Lock Bird
              UR Rarity
              Droll & Lock Bird
              Droll & Lock Bird
              WIND 1
              Droll & Lock Bird
              • ATK:

              • 0

              • DEF:

              • 0


              If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


              UR Rarity
              Ghost Mourner & Moonlit Chill
              UR Rarity
              Ghost Mourner & Moonlit Chill
              Ghost Mourner & Moonlit Chill
              WIND 3
              Ghost Mourner & Moonlit Chill
              • ATK:

              • 0

              • DEF:

              • 1800


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


              UR Rarity
              Forbidden Droplet
              UR Rarity
              Forbidden Droplet
              Forbidden Droplet
              Spell Quick
              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.




                Tag(s):

                since you only need any card to use the skill (it doesn't matter if it's Salamangreat or a monster like HERO) you can throw handtrap for the skill

                Cynet Crosswipe (x0-3)

                SR Rarity
                Cynet Crosswipe
                SR Rarity
                Cynet Crosswipe
                Cynet Crosswipe
                Spell Quick
                Cynet Crosswipe

                  Tribute 1 Cyberse monster, then target 1 card on the field; destroy it.


                  well,... shoot card


                  Because it is an instant magic, it can be used on turn 1 or 2.

                  Hallowed Life Barrier (x0-2)

                  R Rarity
                  Hallowed Life Barrier
                  R Rarity
                  Hallowed Life Barrier
                  Hallowed Life Barrier
                  Trap Normal
                  Hallowed Life Barrier

                    Discard 1 card from your hand. This turn, any damage you take from your opponent's cards and effects becomes 0.


                    Throw 1 card from your hand, you are the enemy's father 🐧

                    Divine Wrath (Roar at home)

                    UR Rarity
                    Divine Wrath
                    UR Rarity
                    Divine Wrath
                    Divine Wrath
                    Trap Counter
                    Divine Wrath

                      When a monster effect is activated: Discard 1 card; negate the activation, and if you do, destroy that monster.


                      counter trap negate monster is so strong, can't search but,... who asked?

                      Ningirsu the World Chalice Warrior (x0-1)

                      UR Rarity
                      Ningirsu the World Chalice Warrior
                      UR Rarity
                      Ningirsu the World Chalice Warrior
                      Ningirsu the World Chalice Warrior
                      EARTH
                      Ningirsu the World Chalice Warrior
                      • ATK:

                      • 2500

                      • LINK-3

                      Link Arrow:

                      Top

                      Left

                      Right


                      2+ Link Monsters If this card is Link Summoned: Draw cards equal to the number of "World Chalice" monsters this card points to. You can only use this effect of "Ningirsu the World Chalice Warrior" once per turn. Once per turn: You can send 1 card from each player's field to the GYs. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                      also a link 3, can replace Heatleo if you don't have enough link 3 in your deck because they are in the same pack. This one plays the role of sending a non-target monster/spell/trap, specializes in dealing with anti-target or anti-destroy enemies.

                      Abyss Dweller (heresy)

                      UR Rarity
                      Abyss Dweller
                      UR Rarity
                      Abyss Dweller
                      Abyss Dweller
                      WATER
                      Abyss Dweller
                      • ATK:

                      • 1700

                      • DEF:

                      • 1400


                      2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                      If you meet Salamangreat, play this card, trust me bro

                      Knightmare Phoenix (x0-1)

                      SR Rarity
                      Knightmare Phoenix
                      SR Rarity
                      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.


                      Because it's FIRE, there's no fear of being locked, it can shoot spells/traps very coolly, and can co-link with Balelynx or Sunlight Wolf and draw 1.

                      Hiita the Fire Charmer Ablaze (Our Salamangreat)

                      SR Rarity
                      Hiita the Fire Charmer, Ablaze
                      SR Rarity
                      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.


                      Jump the fire monster from the enemy's grave to climb the link, this one also has a search effect but requires you to be alive and not OTK to use it 🐧

                      Underworld Goddess of the Closed World (x0-1)

                       Rarity
                      Underworld Goddess of the Closed World
                       Rarity
                      Underworld Goddess of the Closed World
                      Underworld Goddess of the Closed World
                      LIGHT
                      Underworld Goddess of the Closed World
                      • ATK:

                      • 3000

                      • LINK-5

                      Link Arrow:

                      Top

                      Top-Right

                      Right

                      Bottom

                      Bottom-Right


                      4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.


                      Steal 1 enemy monster to link to this card, in general, a very powerful body that protects itself with negate




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam





                      https://ygovietnam.com/
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