Geminis Play Guide

Geminis Play Guide

Hello everyone!

With the addition of Golknight , you can now search for Gemini Spells/Traps.

I use this ability to increase stability and ease of summoning Charles - it will be what makes Gemini reach its full potential .

I hope this guide will help you, if you have any questions just ask, thanks for reading a guide in the middle of this HERO´s Meta.




Skill

 

Phoenix Rising (Skill Card) (100%)

UR Rarity
Phoenix Rising (Skill Card)
UR Rarity
Phoenix Rising (Skill Card)
Phoenix Rising (Skill Card)
Phoenix Rising (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's first and second effects once per Duel. 1: You cannot Normal or Special Summon monsters with a Level, except Level 4 Gemini monsters and non-Level 4 FIRE Warrior monsters. 2: Reveal 1 Gemini monster or "Gemini Ablation" in your hand, then send 1 "Phoenix Gearblade" from outside of your Deck to your Graveyard and play 1 "Gemini Ablation" from your Deck or hand face-up to your field. If you played it from your hand, you can also add 1 FIRE Warrior monster or Gemini monster from your Deck to your hand. 3: If only your opponent controls a card, add 1 "Double Summon" and 1 "Gemini Spark" from outside of your Deck to your hand.


Even though we share the same Infernoble Knight Engine, we have a completely new skill for Gemini monsters. It can do a lot of things even if it limits you to quite a few (worthy) things.


It does two things:
  • If your opponent has cards on the field, you will receive 2 Spell Double Summons and Gemini Spark for FREE

  • Show your opponent a Gemini monster or a Gemini Ablation trap card, you can send the " Phoenix Gearblade " card from nowhere (outside the deck) to the graveyard, and at the same time put a Gemni Ablation card face up from the Deck onto the field. If you put this card face up from your hand, you will get an additional FIRE WARRIOR or a Gemini monster from the Deck onto your hand, no need to worry about losing cards.
So if you want to seriously play this deck, you should Build x3 Gemini Ablation and pay a little attention to the skill conditions.



Important Gemini Cards

 

Gemini Ablation (x3)

SR Rarity
Gemini Ablation
SR Rarity
Gemini Ablation
Gemini Ablation
Trap Continuous
Gemini Ablation

    During the Main Phase: You can discard 1 card, then activate 1 of these effects; ● Special Summon 1 Gemini monster from your Deck as an Effect Monster that gains its effects. ● Tribute 1 Gemini monster, and if you do, Special Summon 1 FIRE Warrior monster from your hand or Deck. Then, if you Tributed a Gemini monster that was treated as an Effect Monster and had gained its effects, you can also destroy 1 card on the field. You can only use this effect of "Gemini Ablation" once per turn.


    The skill part has been mentioned many times, this is Gemini Ablation . Because it can be activated directly from the Skill, we don't need to care if it is a Trap or anything, it will be face up on the field whenever we want. With this card, we can discard 1 card in hand to do 1 of 2 things:

    • Special Summon a Gemini monster with all its effects without having to Summon it a second time (True to its name "Remove Gemini")

    • Tribute 1 Gemini monster in exchange for 1 turn to summon any Fire WARRIOR monster from your hand or deck. If the sacrificed monster has a full effect, you gain 1 turn to destroy an enemy card. No target
    As we can see, if we use this card on turn 1 to special summon a Gemini with full effects, then on the next turn, we can sacrifice that Monster to have 1 more destroy turn.

    Evocator Eveque (x3)

    R Rarity
    Evocator Eveque
    R Rarity
    Evocator Eveque
    Evocator Eveque
    FIRE 4
    Evocator Eveque
    • ATK:

    • 1500

    • DEF:

    • 1000


    This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● If this card is Normal or Special Summoned: You can target 1 FIRE Warrior monster or 1 Gemini monster in your GY, except "Evocator Eveque"; Special Summon it. You can only use this effect of "Evocator Eveque" once per turn.


    This is the main target that we will special summon with Gemini Ablation . Because the full effect of this card will help us revive 1 Gemini or 1 Fire Warrior from the grave, if we discard 1 monster that meets the above conditions, we will easily have 2 bodies on the field to proceed to the XYZ summon turns.

    Blazewing Butterfly (x1-2)

    SR Rarity
    Blazewing Butterfly
    SR Rarity
    Blazewing Butterfly
    Blazewing Butterfly
    FIRE 4
    Blazewing Butterfly
    • ATK:

    • 1500

    • DEF:

    • 1500


    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● You can Tribute this card, then target 1 Gemini monster in your Graveyard, except "Blazewing Butterfly"; Special Summon that target, and if you do, it becomes an Effect Monster, and gains its effect.


    This card also has the ability to revive like Evocator Eveque , but it has to sacrifice itself, in return the revived Gemini monster will have full effects. If combined well with Evocator Eveque , we can summon XYZ cards quite quickly. X1-2 depending on the number of UR cards you can buy, if you don't have enough UR cards, you can fill this card in.

    Evocator Chevalier (x0-2)

    SR Rarity
    Evocator Chevalier
    SR Rarity
    Evocator Chevalier
    Evocator Chevalier
    FIRE 4
    Evocator Chevalier
    • ATK:

    • 1900

    • DEF:

    • 900


    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect. ● You can send 1 face-up Equip Card you control to the Graveyard, then target 1 card your opponent controls; destroy that target.


    I left the following cards all x0-2 because the Infernoble Knight engine needs a lot of space for important cards, so you can build these depending on your budget.


    In addition to being a level 4 Gemini to summon XYZ, this card also has the Gemini effect that gives us 1 more turn to remove enemy cards. Because it combines with the Infernoble Knights, we will have quite a few Equip Spells, so we will occasionally see this effect appear.

    Geminize Lord Golknight (x0-1)

     Rarity
    Geminize Lord Golknight
     Rarity
    Geminize Lord Golknight
    Geminize Lord Golknight
    EARTH 4
    Geminize Lord Golknight
    • ATK:

    • 1500

    • DEF:

    • 500


    This card is treated as a Normal Monster while face-up on the field or in the GY. While this card is a Normal Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects. ● If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your Deck to your hand that has "Gemini monster" in its text. You can only use this effect of "Geminize Lord Golknight" once per turn. ● This card becomes a Machine monster, also it gains 500 ATK.


    It's funny because this is Gemini's main UR card in this support round but is rarely used. Its ability is to search for Spell/Trap Gemini but the thing is, Skill is a million times better so what else is there to do =)))))) it's better to let Gem find other cards

    Gemini Spark (x1)

    UR Rarity
    Gemini Spark
    UR Rarity
    Gemini Spark
    Gemini Spark
    Spell Quick
    Gemini Spark

      Tribute 1 face-up Level 4 Gemini monster, then target 1 card on the field; destroy it, and if you do, draw 1 card.


      Because it is a Quick spell, we can use it to avoid the enemy's negative effects targeting Gemini monsters, sacrifice that monster in exchange for 1 card on the enemy's field, and draw 1 without fear of losing. X1 is enough because the skill gets it into hand for free.

      Double Summon (x0)

      SR Rarity
      Double Summon
      SR Rarity
      Double Summon
      Double Summon
      Spell Normal
      Double Summon

        You can conduct 2 Normal Summons/Sets this turn, not just 1.


        This is not a card related to Gemini but it helps us have 1 more normal summon to be able to awaken all the effects of Gemini monsters, or simply summon 2 lv4 to XYZ.

        No need to put this card in the deck at Skill will help us get it from nowhere

        Gravity Axe - Grarl (x1)

        SR Rarity
        Gravity Axe - Grarl
        SR Rarity
        Gravity Axe - Grarl
        Gravity Axe - Grarl
        Spell Equip
        Gravity Axe - Grarl

          The equipped monster gains 500 ATK. Monsters your opponent controls cannot change their battle positions.


          Although it is not related to Gemini, it is an Equip Spell and has a very large impact. In the past, we often left the Limit 1 slot for ROTA, but now people prefer this card because it has a pretty good effect, which is that the opponent cannot transform the monster. This makes it easy to OTK and completely counter Subterror (and maybe Tindangle).



          Infernoble Knight Engine

          All of our monsters have effects related to Fire Warriors, so Infernoble Knight will be an indispensable combination with Gemini.

          Infernoble Knight - Renaud (x1-2)

          UR Rarity
          Infernoble Knight - Renaud
          UR Rarity
          Infernoble Knight - Renaud
          Infernoble Knight - Renaud
          FIRE 1
          Infernoble Knight - Renaud
          • ATK:

          • 500

          • DEF:

          • 500


          If you control a FIRE Warrior monster, you can Special Summon this card (from your hand). If Summoned this way, treat this card as a Tuner. You can only Special Summon "Infernoble Knight - Renaud" once per turn this way. If this card is Special Summoned: You can target 1 of your FIRE Warrior monsters, or 1 of your Equip Spells, that is banished or in your GY, except "Infernoble Knight - Renaud"; add it to your hand. You can only use this effect of "Infernoble Knight - Renaud" once per turn.


          Why is this a UR card and not a boss monster??

          Because Renaud is one of the best combo expansion cards in this deck, as it is almost a '2 for 1' card. At the same time, it is the only tuner in the main deck that we can Synchro, special summon and turn into a tuner.

          Renaud is mainly used to retrieve cards like Immortal Phoenix Gearfried or important Noble Arms sent to the graveyard.

          This is important!!! Renaud can only be a Tuner when it is special summoned by its own effect, special summoned by other means it is not a tuner.

          I think we should only put x1 in the deck because we also have many ways to search in the deck.

          "Infernoble Arms - Durendal" (x2)

          R Rarity
          "Infernoble Arms - Durendal"
          R Rarity
          "Infernoble Arms - Durendal"
          "Infernoble Arms - Durendal"
          Spell Equip
          "Infernoble Arms - Durendal"

            While this card is equipped to a monster: You can add 1 Level 5 or lower FIRE Warrior monster from your Deck to your hand, then destroy this card. If this card is sent to the GY because the equipped monster is sent to the GY: You can target 1 Level 5 or lower FIRE Warrior monster in your GY; Special Summon it, also you cannot Special Summon monsters for the rest of the turn, except Warrior monsters. You can only use 1 ""Infernoble Arms - Durendal"" effect per turn, and only once that turn.


            The best Equip Spell in the deck that we can own at the moment

            "Infernoble Arms - Durendal" is the second "Reinforcement of the Army" card in the Deck. Durendal can help you add any Level 5 or lower FIRE Warrior Monster from your Deck to your hand (So it can search for Geminis ). Additionally, Durendal has an additional effect when the equipped monster is sent to the GY. This effect Special Summons a Fire-Warrior Monster from your Graveyard, which can be used to "extend combos" in certain situations ( Example : To combo summon Infernoble Knight Emperor Charle s or to equip an enemy Monster, against Dark Hole )

            It is important to note that after using this effect, you are only allowed to Summon Warrior Monsters for the rest of the turn. Overall, this is a very versatile card that can help us a lot in the match.

            Heritage of the Chalice (x1)

            UR Rarity
            Heritage of the Chalice
            UR Rarity
            Heritage of the Chalice
            Heritage of the Chalice
            Spell Normal
            Heritage of the Chalice

              Add 1 "Noble Knight" monster or 1 "Noble Arms" card from your Deck or GY to your hand. If your "Noble Knight" monster equipped with a "Noble Arms" Equip Spell is destroyed by battle and sent to the GY, while this card is in your GY: You can add this card to your hand. You can only use 1 "Heritage of the Chalice" effect per turn, and only once that turn.


              "Heritage of the Chalice" acts as a " Reinforcement of the Army " card. The Chalice can take any "Noble Knight" or "Noble Arms" card from the Deck OR Graveyard (GY). In mostcases, you'll want to look for combo pieces like: Infernoble Knight Ogier, Infernoble Knight - Renaudand Infernoble Knight Astolfo, but it can also be used to search for an Equip Spell for XYZ if you don't have anything in the graveyard.

              Additionally, if a "Noble Knight" monster is sent to the Graveyard while equipped with a "Noble Arms" card (such as Durendal), you can return the Chalice from the Graveyard to your hand.This second effect doesn't happen often, but it's still nice, as the card can be added back to your hand, giving you advantage for a comeback. It often happens when you summon the Sacred Noble Knight of King Custenninto defend and end your turn, giving you the chance to return next turn.

              Immortal Phoenix Gearfried (x3)

              UR Rarity
              Immortal Phoenix Gearfried
              UR Rarity
              Immortal Phoenix Gearfried
              Immortal Phoenix Gearfried
              FIRE 9
              Immortal Phoenix Gearfried
              • ATK:

              • 3000

              • DEF:

              • 2200


              You can banish 1 Equip Spell from your field or GY; Special Summon this card from your hand. At the start of the Damage Step, if this card attacks: You can equip 1 face-up monster on the field to this card (max. 1) as an Equip Spell that gives this card 500 ATK. When a monster effect is activated (Quick Effect): You can send 1 face-up Equip Card you control to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Immortal Phoenix Gearfried" once per turn.


              Gearfried does everything you want while the skill complements it perfectly, what more could you want

              First, it's super super easy to summon. It can be special summoned by banishing an Equip Spell from the grave. The skill that does this is easily maxed out.

              Once it is on the field with the equip spell from the skill equipped to it (or any Equip card) it will be extremely strong thanks to the 2nd effect which allows us to Negate + Destroy 1 Monster by bringing 1 Equip Spell from the field. It is strong because it is not too difficult to Equip Gearfried to get the Negate Monster ability, because we have the 3rd effect.

              The third effect of this card is when we use this card to punch a monster, we can use that monster as an equipment for Gearfried. This sounds amazing because it can almost counter all types of protection such as target, cannot be destroyed,... (except for the Uneffected ability that is not affected by some cards). It can only Equip 1 monster at a time, so when negate, remember to use the enemy's monster that is Equip.


              There are 2 more things I want to mention here . Because it can Equip ANY monster, don't hesitate to Equip your own monster if you have enough damage to kill opp, and of course it can negate handtraps like Kiteroid. And of course, the Get Monster to Equip effect happens during the Damage Step, so if you are choosing a target to attack a monster, then you steal that monster, you won't be able to attack anymore, so try to choose a monster to take away that isn't the card you are playing.



              Extra Deck

               

              Infernoble Knight Emperor Charles (x1)

              SR Rarity
              Infernoble Knight Emperor Charles
              SR Rarity
              Infernoble Knight Emperor Charles
              Infernoble Knight Emperor Charles
              FIRE 9
              Infernoble Knight Emperor Charles
              • ATK:

              • 3000

              • DEF:

              • 200


              1 Tuner + 1+ non-Tuner monsters If an Equip Card becomes equipped to a monster on the field, even during the Damage Step: You can destroy 1 card on the field. During the End Phase: You can equip 1 Equip Spell from your hand or GY to this card, then you can equip 1 FIRE Warrior monster from your Deck to this card as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Emperor Charles" once per turn.


              This card can destroy your opponent's card at any time, you know what I mean?

              This is the main Boss of the Deck, let's see what this guy's big sword can do


              His first effect is to destroy a non-target card on the field whenever an Equip card is equipped to a monster once per turn. This effect is extremely good because there aren't many cards that are immune to targeting and it can be used during your turn or your opponent's turn with the help of Infernoble Knight Captain Roland or Infernoble Knight - Roland . This applies to any Equip card, meaning if your opponent also uses an Equip Spell or your opponent's monster is Equip, you can activate the effect and destroy it.

              During the End Phase, this card's second effect allows him to equip any Equip Spell from his hand or graveyard and optionally allows him to equip a Fire Warrior monster from his deck and make it gain 500 Atk . During your opponent's turn, you can also do that or equip "Noble Arms - Durendal" to allow you to search for more.

              That optimally makes him a 3500-4000 Atk monster that is immune to being targeted, immune to being destroyed, and can destroy a Non-target card.

              X1-x2 are both fine because sometimes we will see the 2nd Charles card looming on the field.

              Infernoble Knight Captain Roland (x1)

              R Rarity
              Infernoble Knight Captain Roland
              R Rarity
              Infernoble Knight Captain Roland
              Infernoble Knight Captain Roland
              FIRE 5
              Infernoble Knight Captain Roland
              • ATK:

              • 2000

              • DEF:

              • 500


              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can activate this effect; during the End Phase of this turn, send 1 Equip Spell from your Deck to the GY, then add 1 Warrior monster from your Deck to your hand. During the Main Phase, if this card is in your GY (Quick Effect): You can target 1 Warrior monster you control; equip this card to that monster you control as an Equip Spell that gives it 500 ATK. You can only use each effect of "Infernoble Knight Captain Roland" once per turn.


              "Sax, now Roland has a big sword too"

              Our Extra Deck tuner allows us to search for additional Warriors by milling Spells at the end of the turn, and this is the main way to build Noble Arms - Excaliburnfor Infernoble Knight Emperor Charles

              Roland's second effect is equally important. He can equip from the Graveyard to a monster you control and buff its ATK by 500 points, this is our main way to activate Infernoble Knight Emperor Charles' effect during your opponent's turn. Overall a very versatile card for the deck,

              Like Charles play him x1 or 2 as you like

              Knightmare Phoenix (x1)

              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.


              Nothing more to say about this card, Link 2 is easy to summon, clears backrow

              Abyss Dweller (x1)

              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.


              Counter grave in the meta where everyone uses graves

              Ferocious Flame Swordsman (x0-1)

              SR Rarity
              Ferocious Flame Swordsman
              SR Rarity
              Ferocious Flame Swordsman
              Ferocious Flame Swordsman
              FIRE
              Ferocious Flame Swordsman
              • ATK:

              • 1300

              • LINK-2

              Link Arrow:

              Left

              Bottom-Left


              2 monsters with different names All Warrior monsters on the field gain 500 ATK. If this Link Summoned card is destroyed by battle, or by an opponent's card effect while in its owner's Monster Zone: You can target 1 non-Link Warrior monster in your GY; Special Summon it, but banish it when it leaves the field. You can only use this effect of "Ferocious Flame Swordsman" once per turn.


              This card has almost no effect, you can skip it. I leave it here because it's beautiful and it's related to Warrior + Fire.

              Castel the Skyblaster Musketeer (x0-1)

              SR Rarity
              Castel, the Skyblaster Musketeer
              SR Rarity
              Castel, the Skyblaster Musketeer
              Castel, the Skyblaster Musketeer
              WIND
              Castel, the Skyblaster Musketeer
              • ATK:

              • 2000

              • DEF:

              • 1500


              2 Level 4 monsters You can detach 1 material from this card, then target 1 face-up monster on the field; change it to face-down Defense Position. You can detach 2 materials from this card, then target 1 other face-up card on the field; shuffle it into the Deck. You can only use 1 "Castel, the Skyblaster Musketeer" effect per turn, and only once that turn.


              Universal removal, there are 2 ways to remove depending on the situation for you to choose

              Knightmare Unicorn, I:P Masquerena and Underworld Goddess of the Closed World (x0-1)

              UR Rarity
              Knightmare Unicorn
              UR Rarity
              Knightmare Unicorn
              Knightmare Unicorn
              DARK
              Knightmare Unicorn
              • ATK:

              • 2200

              • LINK-3

              Link Arrow:

              Left

              Right

              Bottom


              2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, 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 Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.


               Rarity
              I:P Masquerena
               Rarity
              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.


              SR Rarity
              Underworld Goddess of the Closed World
              SR 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.


              You can add strong Link cards to Extra to fight Meta.

              x0-1

              SR Rarity
              Evilswarm Exciton Knight
              SR Rarity
              Evilswarm Exciton Knight
              Evilswarm Exciton Knight
              LIGHT
              Evilswarm Exciton Knight
              • ATK:

              • 1900

              • DEF:

              • 0


              2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


              UR Rarity
              Number 106: Giant Hand
              UR Rarity
              Number 106: Giant Hand
              Number 106: Giant Hand
              EARTH
              Number 106: Giant Hand
              • ATK:

              • 2000

              • DEF:

              • 2000


              2 Level 4 monsters During either player's turn, when a monster effect is activated on your opponent's field (except during the Damage Step): You can detach 2 Xyz Materials from this card, then target 1 Effect Monster your opponent controls; while this card is face-up on the field, that Effect Monster's effects are negated, also it cannot change its battle position.


               Rarity
              Battlin' Boxer King Dempsey
               Rarity
              Battlin' Boxer King Dempsey
              Battlin' Boxer King Dempsey
              FIRE
              Battlin' Boxer King Dempsey
              • ATK:

              • 2300

              • DEF:

              • 1800


              2 Level 4 monsters If this card is Special Summoned: You can take 1 Level 4 or lower FIRE Warrior monster or 1 "Battlin' Boxing" Spell/Trap from your Deck, and either add it to your hand or send it to the GY. (Quick Effect): You can detach 1 material from a monster you control, and if you do, apply the following effect. ● Your opponent cannot target "Battlin' Boxer" monsters you control with card effects for the rest of this turn. You can only use each effect of "Battlin' Boxer King Dempsey" once per turn.


              SR Rarity
              Cairngorgon, Antiluminescent Knight
              SR Rarity
              Cairngorgon, Antiluminescent Knight
              Cairngorgon, Antiluminescent Knight
              DARK
              Cairngorgon, Antiluminescent Knight
              • ATK:

              • 2450

              • DEF:

              • 1950


              2 Level 4 monsters During either player's turn, when another card or effect is activated that targets exactly 1 card on the field (and no other cards): You can detach 1 Xyz Material from this card, then target another card on the field that would be an appropriate target for that card/effect; that card/effect now targets the new target.


              XYZ rank 4 is suitable for easy summoning with these Gemini, you can refer to it.



              Other Support Cards that can be used

               

              Reinforcement of the Army (x0-1)

              UR Rarity
              Reinforcement of the Army
              UR Rarity
              Reinforcement of the Army
              Reinforcement of the Army
              Spell Normal
              Reinforcement of the Army

                Add 1 Level 4 or lower Warrior monster from your Deck to your hand.


                Search Free 1 level 4 Warrior, increases deck stability

                Kiteroid and Necro Gardna (x0-1)

                SR Rarity
                Kiteroid
                SR Rarity
                Kiteroid
                Kiteroid
                WIND 1
                Kiteroid
                • ATK:

                • 200

                • DEF:

                • 400


                During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can discard this card; you take no battle damage from that battle. During damage calculation, if your opponent's monster attacks directly (Quick Effect): You can banish this card from your Graveyard; you take no battle damage from that battle.


                SR Rarity
                Necro Gardna
                SR Rarity
                Necro Gardna
                Necro Gardna
                DARK 3
                Necro Gardna
                • ATK:

                • 600

                • DEF:

                • 1300


                During your opponent's turn: You can banish this card from your Graveyard; negate the next attack this turn from a monster your opponent controls (this is a Quick Effect).


                Protection against OTK

                Gemini Counter, Supervise and Catalyst Field (x0-1)

                N Rarity
                Gemini Counter
                N Rarity
                Gemini Counter
                Gemini Counter
                Trap Counter
                Gemini Counter

                  Change 1 face-up Gemini monster you control to face-down Defense Position and negate the activation of an opponent's Spell Card, and destroy it.


                  UR Rarity
                  Supervise
                  UR Rarity
                  Supervise
                  Supervise
                  Spell Equip
                  Supervise

                    Equip only to a Gemini monster. It becomes an Effect Monster, and gains its effects. If this face-up card is sent from the field to the GY: Target 1 Normal Monster in your GY; Special Summon it.


                    R Rarity
                    Catalyst Field
                    R Rarity
                    Catalyst Field
                    Catalyst Field
                    Spell Field
                    Catalyst Field

                      Each turn, 1 Level 5 or higher Gemini monster you Normal Summon can be Summoned without Tributing. During your Main Phase, you can Normal Summon 1 Gemini monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) Once per turn: You can target 1 card your opponent controls; banish 1 Gemini monster you control, that is treated as an Effect Monster and has gained its effects, until your opponent's End Phase, and if you do, destroy that card.


                      These cards can be combined with Skills, but are not really effective, not recommended to use.

                      Effect Veiler, Forbidden Droplet and Wightprincess (Options)

                      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
                      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):

                        R Rarity
                        Wightprincess
                        R Rarity
                        Wightprincess
                        Wightprincess
                        LIGHT 3
                        Wightprincess
                        • ATK:

                        • 1600

                        • DEF:

                        • 0


                        This card's name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.


                        The tech is pretty ok at the moment

                        Other Extra Deck Options

                        UR Rarity
                        Dark Rebellion Xyz Dragon
                        UR Rarity
                        Dark Rebellion Xyz Dragon
                        Dark Rebellion Xyz Dragon
                        DARK
                        Dark Rebellion Xyz Dragon
                        • ATK:

                        • 2500

                        • DEF:

                        • 2000


                        2 Level 4 monsters You can detach 2 materials from this card, then target 1 face-up monster your opponent controls; its ATK becomes half its current ATK, and if it does, this card gains that lost ATK.


                        UR Rarity
                        Full Armored Utopic Ray Lancer
                        UR Rarity
                        Full Armored Utopic Ray Lancer
                        Full Armored Utopic Ray Lancer
                        WATER
                        Full Armored Utopic Ray Lancer
                        • ATK:

                        • 2500

                        • DEF:

                        • 600


                        3 Level 4 monsters Once per turn, you can also Xyz Summon "Full Armored Utopic Ray Lancer" by discarding 1 Spell/Trap and using 1 Rank 4 or lower Xyz Monster you control. (Transfer its materials to this card.) Monsters your opponent controls lose 500 ATK. At the start of the Battle Phase: You can negate the effects of all Attack Position monsters your opponent currently controls. When this attacking card destroys an opponent's monster by battle: You can detach 1 material from this card; it can make a second attack in a row.


                        UR Rarity
                        Lyrilusc - Ensemblue Robin
                        UR Rarity
                        Lyrilusc - Ensemblue Robin
                        Lyrilusc - Ensemblue Robin
                        WIND
                        Lyrilusc - Ensemblue Robin
                        • ATK:

                        • 0

                        • DEF:

                        • 0


                        2+ Level 1 monsters Gains 500 ATK for each material attached to it. If your opponent Special Summons a monster(s) (except during the Damage Step): You can detach 1 material from this card, then target 1 of those Special Summoned monsters; return it to the hand. If this card in your possession is sent to your GY by an opponent's card: You can target 1 other "Lyrilusc" monster in your GY; add it to your hand.


                        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.


                        SR Rarity
                        Underworld Goddess of the Closed World
                        SR 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.


                        UR Rarity
                        Zubaba General
                        UR Rarity
                        Zubaba General
                        Zubaba General
                        EARTH
                        Zubaba General
                        • ATK:

                        • 2000

                        • DEF:

                        • 1000


                        2 Level 4 monsters Once per turn: You can detach 1 Xyz Material from this card; equip 1 Warrior-Type monster from your hand to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect.


                        UR Rarity
                        Borreload Dragon
                        UR Rarity
                        Borreload Dragon
                        Borreload Dragon
                        DARK
                        Borreload Dragon
                        • ATK:

                        • 3000

                        • LINK-4

                        Link Arrow:

                        Left

                        Right

                        Bottom-Left

                        Bottom-Right


                        3+ Effect Monsters Neither player can target this card with monster effects. Once per turn (Quick Effect): You can target 1 face-up monster on the field; it loses 500 ATK/DEF. Your opponent cannot activate cards or effects in response to this effect's activation. At the start of the Damage Step, if this card attacks an opponent's monster: You can place that opponent's monster in a zone this card points to and take control of it, but send it to the GY during the End Phase of the next turn.


                        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.


                         

                        Great Shogun Shien (x0-1)

                        UR Rarity
                        Great Shogun Shien
                        UR Rarity
                        Great Shogun Shien
                        Great Shogun Shien
                        FIRE 7
                        Great Shogun Shien
                        • ATK:

                        • 2500

                        • DEF:

                        • 2400


                        If you control 2 or more face-up "Six Samurai" monsters, you can Special Summon this card (from your hand). Your opponent can only activate 1 Spell/Trap Card each turn. If this card would be destroyed, you can destroy a face-up "Six Samurai" monster you control instead.


                        A card that depends on the situation, can counter Spell/Trap spammers but is easily defeated by Monster Effects



                        Combo

                        Updating...




                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam





                        https://ygovietnam.com/
                        Top