Salamangreat's enemy is not HEROs but 180 seconds
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Salamangreat Gameplay Guide
Skill
Soulburning Link (Skill Card) (100%)
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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
CORE
Salamangreat of Fire (created by skill)
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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)
Salamangreat Burning Shell (created by skill)
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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
Salamangreat Gazelle (x1 (due to limit))
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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
Salamangreat Spinny (x1-2)
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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)
Salamangreat Jack Jaguar (x1)
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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.
Salamangreat Fowl (x1)
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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.
Salamangreat Foxy (x1)
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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
Salamangreat Falco (x1)
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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.
Salamangreat Fennec (x1)
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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.
Salamangreat Meer (x0-1)
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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
Salamangreat Beat Bison (x0-1)
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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)
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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.
Salamangreat Sanctuary (x1-2)
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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
Salamangreat Circle (x3)
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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)
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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)
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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
Fury of Fire (x0-1)
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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
Salamangreat Balelynx and Salamangreat Sunlight Wolf (x3 (created by skill))
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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.
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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
Salamangreat Heatleo (x1-2)
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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)
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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)
Salamangreat Miragestallio (x1-2)
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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
Staple
Handtrap & Staple
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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.
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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.
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
Ningirsu the World Chalice Warrior (x0-1)
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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)
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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)
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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)
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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)
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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