How to play PUNK

How to play PUNK

Happy Lunar New Year 2026! In my first post of the Year of the Horse, I'll be introducing you to a deck with a rather vibrant and colorful art style!!




Skill

 

Princess Adena's Protection (Skill Card) (100%)

UR Rarity
Princess Adena's Protection (Skill Card)
UR Rarity
Princess Adena's Protection (Skill Card)
Princess Adena's Protection (Skill Card)
Princess Adena's Protection (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's first and second effects once per Duel. 1: During your Main Phase, play 1 "Mystical Elf" from outside your Deck in face-down Defense Position. (Its battle position can be changed.) 2: If you control a "Mystical Elf", draw 1 card and excavate the top 2 cards of your Deck. Then, add 1 of the cards to your hand and shuffle the other back into your Deck.


This is considered the most essential and optimal skill for the PUNK deck in the current format, far surpassing other skills. This skill provides two core advantages that make the deck extremely stable and explosive:
  • Provides free Synchro material: This skill allows you to directly place a Tier 4 monster (specifically " Mystical Elf ") onto the field. This provides a completely free "body" that can be used as Synchro material, making it easier to expand your combos and create a much larger endboard with more disruptions.

  • Absolute Consistency: The second part of the Skill allows you to draw one card, then look at the next two cards at the top of the deck and choose one to add to your hand. This "digging" ability makes it easier to find crucial starting combo pieces (like Ze Amin , Ogre Dance , or Foxy Tune ) when going first. At the same time, when going second, it increases your chances of drawing devastating board-breaking weapons like Kaiju or Forbidden Droplet to penetrate your opponent's defenses.

Thanks to this skill, PUNK not only optimizes the amount of resources on the field but also minimizes the risk of "bricking" (getting stuck with cards), making it an incredibly formidable force in the meta.



The monsters in the main deck

 

Noh-P.U.N.K. Ze Amin (x3)

 Rarity
Noh-P.U.N.K. Ze Amin
 Rarity
Noh-P.U.N.K. Ze Amin
Noh-P.U.N.K. Ze Amin
EARTH 3
Noh-P.U.N.K. Ze Amin
  • ATK:

  • 600

  • DEF:

  • 600


You can pay 600 LP; add 1 "P.U.N.K." monster from your Deck to your hand, except "Noh-P.U.N.K. Ze Amin". If this card is sent to the GY: You can target 1 "P.U.N.K." monster you control; it gains 600 ATK. You can only use each effect of "Noh-P.U.N.K. Ze Amin" once per turn.


This is the "heart" and starting point for all deck combos. When Normal Summoned, Ze Amin allows you to pay your Life Points to search for other PUNK cards (like Foxy Tune or Deer Note ). Additionally, it has an extremely useful Graveyard effect that increases the ATK of a PUNK monster by 600; players often utilize this effect to "chain block" and protect other important effects from being negated by their opponent .

Noh-P.U.N.K. Foxy Tune (x3)

 Rarity
Noh-P.U.N.K. Foxy Tune
 Rarity
Noh-P.U.N.K. Foxy Tune
Noh-P.U.N.K. Foxy Tune
LIGHT 8
Noh-P.U.N.K. Foxy Tune
  • ATK:

  • 2300

  • DEF:

  • 2600


Once per turn, when this card destroys an opponent's monster by battle: You can gain LP equal to that monster's original ATK. You can only use each of the following effects of "Noh-P.U.N.K. Foxy Tune" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; send 1 card from your hand to the GY, and if you do, Special Summon 1 "P.U.N.K." monster from your Deck, except a Level 8 monster.


Foxy Tune is an excellent summoning machine and a tool to help you play through interruptions (like Effect Veiler or Imperm) . By sending itself to the graveyard and another card in your hand, you can directly Special Summon a PUNK (like Ze Amin or Sharakusai ) from your deck. As a Tier 8 monster, Foxy Tune also plays an important role in Xyz material (Rank 8) because it can easily enter the field by simply Tributing another PUNK.

Noh-P.U.N.K. Ogre Dance (x2-3)

 Rarity
Noh-P.U.N.K. Ogre Dance
 Rarity
Noh-P.U.N.K. Ogre Dance
Noh-P.U.N.K. Ogre Dance
DARK 8
Noh-P.U.N.K. Ogre Dance
  • ATK:

  • 2500

  • DEF:

  • 2000


Once per turn, when your opponent activates a monster effect (Quick Effect): You can make this card gain ATK equal to that opponent's monster's original ATK until the end of this turn. You can only use each of the following effects of "Noh-P.U.N.K. Ogre Dance" once per turn. You can Tribute 1 "P.U.N.K." monster; Special Summon this card from your hand. You can send this card from your hand or field to the GY; add 1 "P.U.N.K." monster from your Deck to your hand, except a Level 8 monster.


Serving as an additional search card to maximize deck consistency, you can remove it from your hand to immediately find Ze Amin . Similar to Foxy Tune, Ogre Dance is also a Tier 8 monster and can Special Summon itself to the field by sacrificing a PUNK monster, ensuring you always have enough materials to summon Tier 8 Boss monsters.

Noh-P.U.N.K. Deer Note (x1-2)

 Rarity
Noh-P.U.N.K. Deer Note
 Rarity
Noh-P.U.N.K. Deer Note
Noh-P.U.N.K. Deer Note
EARTH 5
Noh-P.U.N.K. Deer Note
  • ATK:

  • 2100

  • DEF:

  • 1800


You can reveal 1 other "P.U.N.K." monster in your hand; Special Summon either the revealed monster or this card, and send the other to the GY. If this card is sent from the field to your GY: You can target 1 "P.U.N.K." monster in your GY, except a Level 5 monster; Special Summon it, but you cannot Special Summon "Noh-P.U.N.K. Deer Note" for the rest of this turn. You can only use each effect of "Noh-P.U.N.K. Deer Note" once per turn.


Deer Note is a powerful resource recovery piece for the deck. When used as a Synchro Material, Deer Note activates a Graveyard effect to revive 1 PUNK monster (except Tier 5) onto the field. The target of the revived monster is usually a Fusion monster. Use a Rising Carp to take advantage of its double attack ability, or a Tier 8 monster to continue creating Rank 8.

Noh-P.U.N.K. Rising Scale (x3)

 Rarity
Noh-P.U.N.K. Rising Scale
 Rarity
Noh-P.U.N.K. Rising Scale
Noh-P.U.N.K. Rising Scale
WATER 8
Noh-P.U.N.K. Rising Scale
  • ATK:

  • 2400

  • DEF:

  • 2400


You can banish 1 other "P.U.N.K." card from your hand or GY; Special Summon this card from your hand. If this card is Special Summoned: You can pay 600 LP; add to your hand, or Special Summon, 1 "P.U.N.K." monster from your Deck or GY, except a Level 8 monster. When a monster your opponent controls with 2500 or more ATK activates its effect (Quick Effect): You can change it to face-down Defense Position. You can only use each effect of "Noh-P.U.N.K. Rising Scale" once per turn.


An excellent extender, Rising Scale is also a formidable defensive tool on the field. Operationally, it can Special Summon itself from your hand by banishing a PUNK card from your Graveyard (usually Ze Amin or Madame Spider after their effect has worn off). Immediately afterward, it allows you to directly summon another PUNK (like Sharakusai ) from your deck, helping combos continue smoothly or restoring the game if your Skill is blocked by your opponent.

More specifically, this card possesses a Quick Effect that acts as a very powerful interrupt: If an opponent's monster with ATK 2500 or higher activates the effect, Rising Scale can flip that monster face down (similar to Book of Moon ) without targeting . Along with being a Tier 8 monster, it provides the perfect level to Xyz summonDragluxion (triggering Tachyon's negate combo) or Synchro summon giant Boss monsters.

Ukiyoe-P.U.N.K. Sharakusai (x2)

 Rarity
Ukiyoe-P.U.N.K. Sharakusai
 Rarity
Ukiyoe-P.U.N.K. Sharakusai
Ukiyoe-P.U.N.K. Sharakusai
EARTH 3
Ukiyoe-P.U.N.K. Sharakusai
  • ATK:

  • 1200

  • DEF:

  • 600


You can pay 600 LP; Fusion Summon 1 "P.U.N.K." Fusion Monster from your Extra Deck, using monsters from your hand or field as material. During your opponent's turn (Quick Effect): You can pay 600 LP; immediately after this effect resolves, Synchro Summon 1 "P.U.N.K." Synchro Monster using monsters you control as material. You can only use each effect of "Ukiyoe-P.U.N.K. Sharakusai" once per turn.


This is a highly mobile card. During your turn, it's used to Fusion Summon Rising Carp by fusing itself with a PUNK from your hand/field. It's especially dangerous during your opponent's turn, as Sharakusai's Quick Effect allows for instant Synchro Summoning, often to summon Amazing Dragon to bounce your opponent's cards back to their hand, or to summon Psychic End Punisher .

Joruri-P.U.N.K. Madame Spider (x1)

 Rarity
Joruri-P.U.N.K. Madame Spider
 Rarity
Joruri-P.U.N.K. Madame Spider
Joruri-P.U.N.K. Madame Spider
EARTH 3
Joruri-P.U.N.K. Madame Spider
  • ATK:

  • 900

  • DEF:

  • 600


You can pay 600 LP; add 1 "P.U.N.K." Trap from your Deck to your hand. When you activate a "P.U.N.K." card or effect that targets a card your opponent controls (except during the Damage Step) (Quick Effect): You can target 1 face-up monster your opponent controls; its ATK becomes halved until the end of this turn. You can only use each effect of "Joruri-P.U.N.K. Madame Spider" once per turn.


A specialist in providing traps. Often Special Summoned for free from the deck via the Rising Carp effect , Madame Spider will instantly help you retrieve the trap card Dangerous Gabu. Put it in your hand. This establishes an additional layer of solid monster disable during your opponent's turn.

Galaxy-Eyes Tachyon Primal (x1)

 Rarity
Galaxy-Eyes Tachyon Primal
 Rarity
Galaxy-Eyes Tachyon Primal
Galaxy-Eyes Tachyon Primal
LIGHT 8
Galaxy-Eyes Tachyon Primal
  • ATK:

  • 3000

  • DEF:

  • 2500


If a Dragon Xyz Monster declares an attack: Attach this card on the field to it as material. You can only use each of the following effects of "Galaxy-Eyes Tachyon Primal" once per turn. If a Dragon Xyz Monster is on the field (Quick Effect): You can Special Summon this card from your hand to either field. If this card is Normal or Special Summoned: The owner of this card adds 1 "Tachyon" Spell/Trap from their Deck to their hand.


Although belonging to the Tachyon archetype, this card is integrated as a small "engine" in the Main Deck. It is found and summoned by Dragluxion , then immediately searches for the trap card Transmigration. (omni-negate). The key point is that you must keep it face up on the field for the trap to work; absolutely do not use it as an Xyz or Synchro material if you want to activate the trap.

Dogoran, the Mad Flame Kaiju, Gadarla and the Mystery Dust Kaiju (Level 8 Kaiju)

UR Rarity
Dogoran, the Mad Flame Kaiju
UR Rarity
Dogoran, the Mad Flame Kaiju
Dogoran, the Mad Flame Kaiju
FIRE 8
Dogoran, the Mad Flame Kaiju
  • ATK:

  • 3000

  • DEF:

  • 1200


You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


UR Rarity
Gadarla, the Mystery Dust Kaiju
UR Rarity
Gadarla, the Mystery Dust Kaiju
Gadarla, the Mystery Dust Kaiju
WIND 8
Gadarla, the Mystery Dust Kaiju
  • ATK:

  • 2700

  • DEF:

  • 1600


You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn, during either player's turn: You can remove 3 Kaiju Counters from anywhere on the field; the ATK and DEF of all other monsters on the field become halved.


This is the ultimate weapon that helps PUNK overcome devastating endboard setups (like those of Branded or Tachyon). Using Tier 8 Kaiju creates a fantastic combination: you can sacrifice an enemy Kaiju, then summon another Tier 8 Kaiju to your side of the field to combine with a Tier 8 monster, both disrupting the board and continuing the combo.



Spell/Trap

 

Joruri-P.U.N.K. Dangerous Gabu (x1)

 Rarity
Joruri-P.U.N.K. Dangerous Gabu
 Rarity
Joruri-P.U.N.K. Dangerous Gabu
Joruri-P.U.N.K. Dangerous Gabu
Trap Normal
Joruri-P.U.N.K. Dangerous Gabu

    You can target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then, if you control a "P.U.N.K." monster, gain LP equal to that targeted monster's original ATK. You can only activate 1 "Joruri-P.U.N.K. Dangerous Gabu" per turn.


    This is a signature trap card of the deck, often drawn directly into the hand completely free of charge through Madame Spider 's effect in a combo chain. Gabu's main effect is to negate the effect of an opponent's effect monster. In a first-play board setup, it acts as one of the core disruption cards, helping to lock down the opponent's main monsters or starters.

    Joruri-P.U.N.K. Nashiwari Surprise (x1)

     Rarity
    Joruri-P.U.N.K. Nashiwari Surprise
     Rarity
    Joruri-P.U.N.K. Nashiwari Surprise
    Joruri-P.U.N.K. Nashiwari Surprise
    Trap Normal
    Joruri-P.U.N.K. Nashiwari Surprise

      Target 1 Set card your opponent controls, or, if you control a "P.U.N.K." monster, you can target 1 face-up card your opponent controls instead; destroy it. You can only activate 1 "Joruri-P.U.N.K. Nashiwari Surprise" per turn.


      Joruri-PUNK Nashiwari Surprise , a Normal Trap card, can destroy any card on the field if you control a PUNK Monster. A searchable disruptor, it can completely disrupt your opponent's gameplay in various situations.

      Its true potential is best demonstrated in decks that focus on pure PUNK builds.

      Tachyon Transmigration (x1)

      UR Rarity
      Tachyon Transmigration
      UR Rarity
      Tachyon Transmigration
      Tachyon Transmigration
      Trap Counter
      Tachyon Transmigration

        If you control a "Galaxy-Eyes" monster: Negate the activations of your opponent's Spell/Trap Cards and monster effects activated before this card in this Chain, and if you do, shuffle the negated cards on the field into the Deck. If you control a "Galaxy-Eyes Tachyon Dragon" monster, you can activate this card from your hand.


        Although borrowed from the Tachyon deck, this trap card is the key to PUNK's unparalleled endboard power. Taken from the Tachyon Primal deck , Transmigration provides an omni-negate effect, reshuffling the opponent's entire effect chain back into their deck, and most frighteningly, the opponent cannot respond to it. However, a crucial point when playing this card is that you must keep the trap face down on the field and hold it. Tachyon Primal must be face up on the field (not to be used in Xyz or Synchro battles) to fulfill the activation condition.

        Forbidden Droplet (x2-3)

        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):

          Although a Staple card used to disrupt the opponent's field, Droplet is perfectly compatible with the PUNK playstyle. Thanks to its skill and combo chains that generate many card advantages, you'll always have plenty of resources (cards in hand or monsters on the field that have used their effects) to discard as the cost of activating Droplet. This card helps you disable your opponent's tough Boss monsters and reduce their attack power by half, paving the way for overturns or OTK (One-Turn Kill) on the next turn.

          Other optional tech/staples

          UR Rarity
          Nibiru, the Primal Being
          UR Rarity
          Nibiru, the Primal Being
          Nibiru, the Primal Being
          LIGHT 11
          Nibiru, the Primal Being
          • ATK:

          • 3000

          • DEF:

          • 600


          During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.


          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.


          SR Rarity
          Book of Eclipse
          SR Rarity
          Book of Eclipse
          Book of Eclipse
          Spell Quick
          Book of Eclipse

            Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.


            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
            Book of Moon
            UR Rarity
            Book of Moon
            Book of Moon
            Spell Quick
            Book of Moon

              Target 1 face-up monster on the field; change that target to face-down Defense Position.


               



              Extra Deck

               

              Ukiyoe-P.U.N.K. Rising Carp (x1)

               Rarity
              Ukiyoe-P.U.N.K. Rising Carp
               Rarity
              Ukiyoe-P.U.N.K. Rising Carp
              Ukiyoe-P.U.N.K. Rising Carp
              WATER 8
              Ukiyoe-P.U.N.K. Rising Carp
              • ATK:

              • 1000

              • DEF:

              • 2600


              2 "P.U.N.K." monsters You can Tribute this Fusion Summoned card; Special Summon up to 2 "P.U.N.K." monsters with different names from each other from your hand and/or Deck, except Level 8 monsters, in Defense Position. If you Synchro Summoned using this card as material: You can target 1 "P.U.N.K." monster you control; it can make a second attack during each Battle Phase this turn. You can only use each effect of "Ukiyoe-P.U.N.K. Rising Carp" once per turn.


              Rising Carp is an indispensable "transfer station" for executing the entire deck's combos. Fusion Summoned through Sharakusai 's effect , it has the ability to sacrifice itself to directly summon 2 PUNK monsters (usually Deer Note and Madame Spider ) from the deck onto the field.

              Furthermore, if you use it as Synchro Material, it grants one of your PUNK monsters the ability to attack twice during the Battle Phase. This is incredibly useful in some matches, as Amazing Dragon can revive Rising Carp and use it to Summon Psychic End Punisher or another Amazing Dragon, and finish off your opponent instantly by having your Synchro PUNK monster attack twice.

              Ukiyoe-P.U.N.K. Amazing Dragon (x1)

               Rarity
              Ukiyoe-P.U.N.K. Amazing Dragon
               Rarity
              Ukiyoe-P.U.N.K. Amazing Dragon
              Ukiyoe-P.U.N.K. Amazing Dragon
              WIND 11
              Ukiyoe-P.U.N.K. Amazing Dragon
              • ATK:

              • 3000

              • DEF:

              • 2800


              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Level 3 Psychic monsters with different names you control and in your GY; return them to the hand. You can target 1 "P.U.N.K." monster in your GY, except "Ukiyoe-P.U.N.K. Amazing Dragon"; Special Summon it. You can only use 1 "Ukiyoe-P.U.N.K. Amazing Dragon" effect per turn, and only once that turn.


              Serving as a powerful board-breaking tool during your opponent's turn, Sharakusai 's Quick Effect allows you to Synchro Summon this monster during your opponent's turn. Once on the field, it can return an opponent's hand number of cards equal to the number of other Tier 3 Psychic monsters from your Graveyard and field (usually up to 3 cards). On your next turn, it can also use its second effect to revive 1 Tuner from your Graveyard, allowing you to further expand your combo.

              Note that you can only use one of Amazing Dragon's effects per turn. This means that if you use the Bounce effect, you cannot use the Revive effect in that turn, and vice versa.

              Divine Golden Shadow Dragon Dragluxion (x1)

               Rarity
              Divine Golden Shadow Dragon Dragluxion
               Rarity
              Divine Golden Shadow Dragon Dragluxion
              Divine Golden Shadow Dragon Dragluxion
              LIGHT
              Divine Golden Shadow Dragon Dragluxion
              • ATK:

              • 2500

              • DEF:

              • 3000


              2 Level 8 monsters If this card is Special Summoned from the Extra Deck: You can add 1 "Galaxy" or "Tachyon" card from your Deck to your hand. You can detach 2 materials from this card; Special Summon from your Extra Deck, 1 Rank 8 Dragon Xyz Monster with 3000 ATK, using this card you control as material (this is treated as an Xyz Summon, transfer its materials to the Summoned monster), then you can attach 1 "Galaxy" monster from your Extra Deck to it. You can only use each effect of "Divine Golden Shadow Dragon Dragluxion" once per turn.


              As a Rank 8 Xyz monster, it acts as a "starter" for the Tachyon engine integrated into the deck. When summoned with 2 Rank 8 monsters, it immediately searches for Tachyon Primal on the field (so Primal can find the Trap card Transmigration ). Immediately afterward, you can split 2 materials from Dragluxion to directly upgrade it to Hope Harbinger .

              Number 38: Hope Harbinger Dragon Titanic Galaxy (x1)

               Rarity
              Number 38: Hope Harbinger Dragon Titanic Galaxy
               Rarity
              Number 38: Hope Harbinger Dragon Titanic Galaxy
              Number 38: Hope Harbinger Dragon Titanic Galaxy
              LIGHT
              Number 38: Hope Harbinger Dragon Titanic Galaxy
              • ATK:

              • 3000

              • DEF:

              • 2500


              2 Level 8 monsters Once per turn, when a Spell Card or effect is activated on the field (Quick Effect): You can negate that effect, and if you do, attach that card to this card as material. When an opponent's monster declares an attack: You can detach 1 material from this card; change the attack target to this card and perform damage calculation. If a face-up Xyz Monster(s) you control is destroyed by battle or card effect: You can target 1 face-up Xyz Monster you control; it gains ATK equal to 1 of those destroyed monster's original ATK.


              A powerful defensive wall and Spell Prison for the enemy. Placed on top of Dragluxion , this monster provides a turn-disabling spell. Its greatest strength is that it not only disables but also "drains" the spell card as Xyz material, preventing the opponent from using the card's Graveyard effects.

              P.U.N.K. JAM Dragon Drive (x1)

               Rarity
              P.U.N.K. JAM Dragon Drive
               Rarity
              P.U.N.K. JAM Dragon Drive
              P.U.N.K. JAM Dragon Drive
              EARTH 8
              P.U.N.K. JAM Dragon Drive
              • ATK:

              • 2700

              • DEF:

              • 2400


              1 Psychic Tuner + 1+ non-Tuner monsters If this card is Special Summoned by the effect of a "P.U.N.K." card, or Synchro Summoned: You can pay 600 LP; take 1 Level 3 Psychic monster from your Deck and either add it to your hand or send it to the GY. If your opponent activates a card or effect in response to your "P.U.N.K." card or effect activation, while this card is in your GY: You can Special Summon this card. You can only use each effect of "P.U.N.K. JAM Dragon Drive" once per turn.


              When Synchro Summoned (usually with Deer Note and a Tier 3 Tuner), it allows you to pay 600 LP to get 1 Tier 3 Psychic monster (like Sharakusai or Ze Amin ) from your deck to your hand or send to the Graveyard. Thanks to JAM Dragon Drive, you can easily find more pieces to continue Synchro/Xyz Summoning or prepare your "ammunition" for a decisive attack.

              Psychic End Punisher (x1)

               Rarity
              Psychic End Punisher
               Rarity
              Psychic End Punisher
              Psychic End Punisher
              LIGHT 11
              Psychic End Punisher
              • ATK:

              • 3500

              • DEF:

              • 3500


              1 Tuner + 1+ non-Tuner monsters While your LP are less than or equal to your opponent's, this Synchro Summoned card is unaffected by your opponent's activated effects. Once per turn: You can pay 1000 LP, then target 1 monster you control and 1 card your opponent controls; banish them. At the start of the Battle Phase: You can make this card gain ATK equal to the difference in your LP and your opponent's.


              The final boss is unstoppable and a key win condition when going second. Because the PUNK deck costs a lot of Life Points to activate its effects, your LP will often be lower than your opponent's. At that point, Punisher becomes completely immune to all card effects . When entering the Battle Phase, it absorbs the LP difference and adds it directly to ATK, turning it into a colossal monster that Tier 1 decks like Branded or Tachyon have no way of defeating except with Kaiju.

              F.A. Dawn Dragster (x1)

               Rarity
              F.A. Dawn Dragster
               Rarity
              F.A. Dawn Dragster
              F.A. Dawn Dragster
              LIGHT 7
              F.A. Dawn Dragster
              • ATK:

              • 0

              • DEF:

              • 2000


              1 Tuner + 1+ non-Tuner monsters Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.


              This is the first Interruption you'll often set up when going first. Easily Synchro Summoned by Ze Amin and a Tier 4 monster from your Skill, this monster provides a very effective Spell/Trap disable. If you don't have this card (as it's in the cost box), Clear Wing Synchro Dragon is a perfectly good replacement.

              Adamancipator Risen - Dragite (x0-1)

              SR Rarity
              Adamancipator Risen - Dragite
              SR Rarity
              Adamancipator Risen - Dragite
              Adamancipator Risen - Dragite
              WATER 8
              Adamancipator Risen - Dragite
              • ATK:

              • 3000

              • DEF:

              • 2200


              1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can excavate the top 5 cards of your Deck, and if you do, you can return cards your opponent controls to the hand, up to the number of excavated Rock monsters, also place the excavated cards on the bottom of your Deck in any order. When your opponent activates a Spell/Trap Card or effect, while a WATER monster is in your GY (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use each effect of "Adamancipator Risen - Dragite" once per turn.


              Acting as a second disruption in your preceding combo, Dragite is easy to Synchro Summon by combining Madame Spider and Deer Note , providing an additional, extremely solid back-row (Spell/Trap) disable, helping to keep your board safe from your opponent's turn-up cards.

              Black Rose Dragon (x0-1)

              UR Rarity
              Black Rose Dragon
              UR Rarity
              Black Rose Dragon
              Black Rose Dragon
              FIRE 7
              Black Rose Dragon
              • ATK:

              • 2400

              • DEF:

              • 1800


              1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.


              An alternative to the FA Dawn Dragster When you go second, you'll Synchro Summon this card early in your combo to clear your opponent's entire board, paving the way for a safe path before summoning bigger Bosses to finish the game.

              Pentestag (x0-1)

              N Rarity
              Pentestag
              N Rarity
              Pentestag
              Pentestag
              DARK
              Pentestag
              • ATK:

              • 1600

              • LINK-2

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              2 Effect Monsters If your linked monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


              This Link-2 monster is an indispensable "secret weapon" against opponents who deliberately stall. The situation where an opponent is forced to "keep everything in a defensive position" because they can't deal with a Psychic End Punisher is addressed by Pentestag: it provides Piercing Damage to monsters that target it. Combining Pentestag with a Psychic End Punisher with over 10,000 attack power creates an unstoppable OTK (One-Turn Kill) even when the opponent has monsters in a defensive position.

              Juraishin the Cursed Thunder God (x0-1)

               Rarity
              Juraishin, the Cursed Thunder God
               Rarity
              Juraishin, the Cursed Thunder God
              Juraishin, the Cursed Thunder God
              EARTH 11
              Juraishin, the Cursed Thunder God
              • ATK:

              • 3100

              • DEF:

              • 3100


              1 Tuner + 1+ non-Tuner monsters Each time your opponent activates a card or effect, gain 300 LP when it resolves. During your opponent's turn (Quick Effect): You can pay 1500 LP and Tribute this card, then activate 1 of these effects; ● Destroy all face-up monsters your opponent controls. ● Destroy all face-up Spells and Traps your opponent controls. You can only use this effect of "Juraishin, the Cursed Thunder God" once per turn.


              This is an extremely formidable Level 11 Synchro Boss. Its power is perfectly suited to PUNK.

              It has the ability to restore 300 LP to you every time your opponent activates a card effect, helping to offset the huge amount of LP this deck often "burns". On your opponent's turn, it provides a Quick Effect: paying 1500 LP and sacrificing itself to clear all face-up monsters OR all face-up spells/traps of your opponent, acting as an extremely effective board-clearing "time bomb".



              Combo/ How to play

              Gameplay Overview (How to play)

              When Going First: Your ultimate goal is to set up an "impenetrable" board with 5 layers of interruptions. The deck utilizes the " Princess Adena's Protection " skill to gain free Synchro materials and increase stability. You will continuously perform Special Summon, Synchro, and Xyz sequences to summon Boss monsters with comprehensive negate effects such as: Backline negates (Dawn Dragster, Dragite), Monster negates (Gabu traps), and Omni-Negates (Transmigration traps).

              When Going Second: Your strategy revolves around breaking through your opponent's defenses and finishing them off with massive damage. You'll use "weapons" like Level 8 Kaiju or Forbidden Droplet to clear out tough bosses, then use Black Rose Dragon to sweep the board clean. The core winning condition is summoning Psychic End Punisher . Because PUNK requires a significant amount of Life Points (LP) to activate its effect, your LP will be lower than your opponent's, making Punisher immortal (unaffected by card effects) and absorbing the LP difference to unleash devastating attack power.


              Detailed Combo Guide

              1. Standard Combo (Full Combo - 5 Interruptions) Requirements: Ze Amin and any PUNK monster in hand.

              1. Activate the "Princess Adena's Protection" skill to place Mystical Elf on the field.

              2. Activate the skill a second time to draw 1 card, look at the top 2 cards and choose 1 card to add to your hand (increases resources).

              3. Normal Summon Ze Amin , returns LP to activate the effect to search for Rising Scale (or the necessary PUNK card).

              4. Synchro Summon FA Dawn Dragster with Ze Amin and Mystical Elf.

              5. Activate Rising Scale , banish Ze Amin from the Graveyard to summon it, and bring Sharakusai from the deck onto the field.

              6. Activate the Sharakusai effect, fuse with a PUNK in your hand to create a Rising Carp .

              7. Sacrifice Rising Carp to Special Summon Deer Note and Madame Spider from the deck.

              8. Activate Madame Spider to find the Dangerous Gabu Trap card.

              9. Synchro Summon Dragite using Madame Spider and Deer Note.

              10. Activate the Deer Note effect in the Graveyard, reviving a Level 8 monster (or Rising Carp) onto the field.

              11. Xyz Summon Dragluxion (Rank 8), activates Tachyon Primal's search effect.

              12. Summon Tachyon Primal to the field, find the Tachyon Transmigration Trap card.

              13. Separate 2 ingredients from Dragluxion to upgrade to Hope Harbinger Titanic Galaxy .

              14. Place the Trap cards face down on the field and end your turn.

              2. First Attack Combo - No Skills Used

              Use this when your Elf is destroyed early by your opponent or you want to save your skill.

              1. Activate Ogre Dance from your hand, find Ze Amin .

              2. Normal Summon Ze Amin , pay LP to find Foxy Tune .

              3. Activate Foxy Tune in your hand, discard itself and one other card to summon Sharakusai from your deck.

              4. Activate Sharakusai , fuse with Ze Amin to create Rising Carp .

              5. Sacrifice the Rising Carp to summon the Deer Note and Madame Spider from the deck.

              6. Activate Madame Spider to find the Dangerous Gabu Trap.

              7. Synchro Summon Dragite using Madame Spider and Deer Note.

              8. Activate the Deer Note effect in the Graveyard, reviving Sharakusai onto the field. Set Dangerous Gabu Trap.

              9. During your opponent's turn: Use Sharakusai 's Quick Effect to Synchro Summon Amazing Dragon and return your opponent's cards to their hand.

              3. The "Later" Combo (Table Clearing & OTK) Requirements: Similar to the previous combo but with added Kaiju/Droplet support.

              1. Use a Level 8 Kaiju to sacrifice your opponent's most dangerous boss (e.g., Dragoon, Mirrorjade).

              2. Call another Level 8 Kaiju to your field (if available) to gain an overwhelming advantage.

              3. Activate the Skill to summon Mystical Elf, then Normal Summon Ze Amin .

              4. Find expansion resources and Synchro Summon Black Rose Dragon (instead of Dawn Dragster) to clear the entire board.

              5. Use Foxy Tune , Ogre Dance , or Rising Scale to continue summoning PUNK monsters from your deck/grave.

              6. Synchroize the remaining monsters to create Psychic End Punisher .

              7. Entering the Battle Phase, Punisher accumulates ATK difference and attacks directly (or attacks the Kaiju you threw to your opponent) to finish the match.




              Companion unit:

              - Yu-Gi-Oh! Guidance Vietnam

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