Stardust/Synchron gameplay guide

Stardust/Synchron gameplay guide

After years of waiting, Stardust/Synchron has finally reached its peak in Duel Links. No longer just a deck for Yusei fans to play for fun, Stardust has now truly become a force in the meta with its incredibly strong field-setting ability, constantly summoning powerful Synchro Monsters like Shooting Quasar Dragon, Crimson Dragon, Red Supernova Dragon, or Satellite Warrior.
The interesting thing about this deck is that you don't just simply press combos and win, but you have to know how to choose the right strategy: when to set up multiple negates, when to call Supernova to clear the field, when to save resources for follow-ups, and how to avoid annoying hand traps.

Stardust/Synchron is a deck that's powerful, visually stunning, and incredibly "rev it up." In this guide, we'll explore how to operate the deck, from basic combos to advanced playstyles, so you can confidently bring Stardust into ranked games and give your opponents a headache.




Skill

 

Bonds of the Converging Stars (Skill Card) (100%)

UR Rarity
Bonds of the Converging Stars (Skill Card)
UR Rarity
Bonds of the Converging Stars (Skill Card)
Bonds of the Converging Stars (Skill Card)
Bonds of the Converging Stars (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


You can only use this Skill's second and third effects once per Duel. 1: At the beginning of the Duel, add 5 Synchro Monsters to your Extra Deck. During this Duel, you can activate "Converging Wishes" from your hand, but you cannot Normal or Special Summon any monsters, except Dragon Synchro Monsters, "Warrior" Synchro Monsters, "Junk" or "Stardust" monsters, or Tuners. 2: Shuffle 2 cards, including at least 1 Level 4 "Stardust" monster or "Shining Star Dragon", from your hand into your Deck. Play 2 Level 4 "Stardust" monsters from your Deck, then add 1 Tuner from your Deck and 1 "Shooting Star" from outside your Deck to your hand and send 2 monsters from outside your Deck to the Graveyard. (These cards can be Special Summoned.) 3: If you control "Crimson Dragon", or your opponent controls a monster, out of the 5 Signer Dragons from outside your Deck, play up to 3 and send the remaining cards to the Graveyard. (These cards can be Special Summoned.) Monsters played through this effect, except Tuners, will become Level 2.


First, at the start, it offers the ability to unbrick cards: you can shuffle 2 cards from your hand back into your deck to directly summon the Stardust Synchron starter pair. and Stardust Trail enters the field without costing any Normal Summon. During this process, the Skill automatically gains bonus damage. Shooting Star Dragon is played as an interruption card and Formula Synchron is sent to the Graveyard to clear the way for combos during the opponent's turn.

Secondly, the most terrifying aspect of this skill is activated when you control Crimson Dragon on the field (or simply when you go second and your opponent has already set up their cards). The skill allows you to directly place 3 Signer Dragons from outside the field. By always choosing Life Stream Dragon (which remains at Level 8 as a Tuner) and forcing the other 2 dragons down to Level 2, you have the perfect leveling equation (8 + 2 + 2 = 12) to summon Delta Accel to the Shooting Quasar Dragon boss. Essentially, this skill is like drawing a rule, transforming an extremely improbable 3-Synchro combo into a stable and deadly process!



Monsters in the Main Deck

 

Stardust Synchron (x2-3)

 Rarity
Stardust Synchron
 Rarity
Stardust Synchron
Stardust Synchron
LIGHT 4
Stardust Synchron
  • ATK:

  • 1500

  • DEF:

  • 1000


If this card is in your hand or GY: You can Tribute 1 monster; Special Summon this card, but banish it when it leaves the field, also, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. If this card is Normal or Special Summoned: You can add 1 Spell/Trap from your Deck to your hand that mentions "Stardust Dragon". You can only use each effect of "Stardust Synchron" once per turn.


This is one of the most core Tuner monsters in the entire strategy. The best part is that you don't need to draw it from your hand; the skill allows you to shuffle your deck and directly summon Stardust Synchron from your deck to the field without using a Normal Summon.

The true value of Stardust Synchron lies in its ability to transfer resources from the Graveyard (GY). While in the Graveyard, it can Tribute a field monster (usually a Token) to Special Summon itself back. Upon successfully landing this way, it grants you a crucial Search turn, allowing you to draw decisive Spell/Trap cards like Converging Wishes or Synchro Rumble into your hand.

Stardust Trail (x3)

 Rarity
Stardust Trail
 Rarity
Stardust Trail
Stardust Trail
LIGHT 4
Stardust Trail
  • ATK:

  • 500

  • DEF:

  • 2000


If a monster you control is Tributed (except during the Damage Step): You can Special Summon this card from your hand or GY, but banish it when it leaves the field. If a "Warrior", "Synchron", or "Stardust" Synchro Monster is Synchro Summoned using this card as material: You can Special Summon 1 "Stardust Token" (Dragon/LIGHT/Level 1/ATK 0/DEF 0). You can only use each effect of "Stardust Trail" once per turn.


Always accompanying Stardust Synchron like a shadow, Stardust Trail is the other half of the Starter duo, summoned directly from the deck via its Skill. Its presence helps the combo chain run smoothly and optimizes the number of sacrifices on the board.

The main purpose of Stardust Trail is to act as a sacrificial target (usually for the effects of Accel Synchro Stardust Dragon or Stardust Synchron in the Graveyard). Upon being sacrificed, it triggers an effect that spawns a Token on the field. This Token serves as the perfect "stepping stone" for Stardust Synchron in the Graveyard to have a target to sacrifice and revive itself, creating a closed and completely free resource loop.

Shining Star Dragon (x2-3)

 Rarity
Shining Star Dragon
 Rarity
Shining Star Dragon
Shining Star Dragon
LIGHT 4
Shining Star Dragon
  • ATK:

  • 0

  • DEF:

  • 0


During your opponent's Main Phase, if this card is in your hand (Quick Effect): You can target 1 Dragon Synchro Monster in your GY; Special Summon this card, and if you do, Special Summon that monster but negate its effects, then immediately after this effect resolves, you can Synchro Summon 1 Dragon Synchro Monster using this card you control. You can only use this effect of "Shining Star Dragon" once per turn. A Dragon monster that was Synchro Summoned using this card as material cannot be destroyed by battle.


Unlike the pair above, Shining Star Dragon acts as both a starting Tuner and a powerful interrupt tool during the opponent's turn. It can easily be acquired through Skill or Spell Tuning cards.

During your opponent's turn, you can activate this card's effect in your hand to Special Summon a Dragon-Synchro monster from the Graveyard, which then jumps onto the field and grants the revived monster invincibility in battle. Even better, its appearance allows you to instantly Quick Synchro into Crimson Dragon during your opponent's turn, helping you avoid your opponent's negative effects and continue to spawn bosses like Red Supernova Dragon.

Centur-Ion Primera (x0-1)

 Rarity
Centur-Ion Primera
 Rarity
Centur-Ion Primera
Centur-Ion Primera
LIGHT 4
Centur-Ion Primera
  • ATK:

  • 1600

  • DEF:

  • 1600


While this card is a Continuous Trap, Level 5 or higher "Centur-Ion" monsters you control cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Primera" once per turn. If this card is Normal or Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand, except "Centur-Ion Primera", also you cannot Special Summon "Centur-Ion Primera" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


Often appearing in the optimal combo (countering Kaiju and strengthening defenses), Centurion Primera is the perfect Normal Summon choice because your deck doesn't consume this Summon right at all in the early stages.

Upon Normal Summoning, Primera will search for the Stand-Up Environment Spell Centurion! This is the key to setting up an incredibly strong defense with Necrovalley and Centurion's Counter Traps, protecting your Synchro from any board-breaking attempts by your opponent.

Centur-Ion Atrii (x1)

 Rarity
Centur-Ion Atrii
 Rarity
Centur-Ion Atrii
Centur-Ion Atrii
DARK 4
Centur-Ion Atrii
  • ATK:

  • 1800

  • DEF:

  • 1400


If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. You can only use each of the following effects of "Centur-Ion Atrii" once per turn. If this card is Normal or Special Summoned, and you have both an "Emblema" card and a "Centur-Ion" card in your GY: You can draw 1 card, also you cannot Special Summon "Centur-Ion Atrii" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card.


Combined with the Centurion engine, Atrii is the ideal target to complete your defensive wall. By discarding a card from your hand to activate the effect of Stand-Up Centurion!, you will directly pull Centurion Atrii from your deck and place it straight into your backrow as a Continuous Trap.

Atrii's key role when "lying low" in the backline of this combo is to act as a sacrifice (cost) to pay for the Centurion True Awakening trap. This trap provides you with a powerful omni-negate ability (disabling any of your opponent's card effects), but requires sending a monster card from the Spell/Trap zone to the Graveyard. Thanks to Atrii already placed there, you always have the initiative to flip the trap, creating an absolute layer of protection for your core card Necrovalley as well as your massive Synchro Dragons from any attempts at a comeback from your opponent.

Hop Ear Squadron (x0-1)

SR Rarity
Hop Ear Squadron
SR Rarity
Hop Ear Squadron
Hop Ear Squadron
WIND 2
Hop Ear Squadron
  • ATK:

  • 300

  • DEF:

  • 600


During your opponent's Main Phase (Quick Effect): You can target 1 face-up monster you control; Special Summon this card from your hand, and if you do, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using only this card you control and that target. You can only use this effect of "Hop Ear Squadron" once per turn.


Hop Ear Squadron acts as a specialized "Hand-trap Tuner" used in Kaiju-fighting combos (both Lava Golem or Sphere Mode ). Its ability allows you to perform Synchro Summon during your opponent's turn by using it from your hand.

If your opponent intentionally disrupts your Quasar field by sacrificing them to Lava Golem , simply flip the Converging Wishes trap to summon Stardust Dragon. Immediately afterward, drop Hop Ear Squadron from your hand, "tune" it with Stardust Dragon to instantly summon Satellite Warrior and clear the entire enemy board.

Trap Eater (x0-1)

N Rarity
Trap Eater
N Rarity
Trap Eater
Trap Eater
DARK 4
Trap Eater
  • ATK:

  • 1900

  • DEF:

  • 1600


Cannot be Normal Summoned/Set. Must be Special Summoned by sending 1 face-up Trap Card your opponent controls to the Graveyard, and cannot be Special Summoned by other ways.


Despite being just a "tech card," Trap Eater is an incredibly effective and easily obtainable card thanks to its Skill. This card is designed to punish annoying Traps facing up on your opponent's field.

By sending an opponent's face-up Trap to the Graveyard, Trap Eater will Special Summon itself. This is incredibly useful for countering floodgate cards like Discord (which prohibits Synchro Summoning), or directly countering opponents in mirror matches when they rely on the massive ATK from their Converging Wishes .



Spell/Trap

 

Tuning (x1-3)

SR Rarity
Tuning
SR Rarity
Tuning
Tuning
Spell Normal
Tuning

    Add 1 "Synchron" Tuner from your Deck to your hand, then send the top card of your Deck to the GY.


    Acting as a traditional Searcher card, Tuning allows you to directly draw one Tuner monster labeled "Synchron" (such as Stardust Synchron ) from your deck into your hand, and then requires you to send one of the top cards from your deck to the Graveyard.

    Although it's useful for finding starters, I recommend limiting its use (only keep one copy if you already have 3 Stardust Synchron ). The reason is that the "sending cards to the Graveyard" action is high-risk: if you accidentally discard important traps or Centurions, your entire combo chain could be broken. Additionally, using Tuning easily triggers the opponent's hand-trap Droll & Lock Bird , effectively blocking your subsequent card search.

    On Your Mark Get Set DUEL! (x0-3)

    SR Rarity
    On Your Mark, Get Set, DUEL!
    SR Rarity
    On Your Mark, Get Set, DUEL!
    On Your Mark, Get Set, DUEL!
    Spell Continuous
    On Your Mark, Get Set, DUEL!

      When this card is activated: If you control no other cards, you can add 1 "Synchron" monster from your Deck to your hand. Once per turn, during your Standby Phase: Place 1 Signal Counter on this card. You can remove 2 Signal Counters from your field and send this face-up card to the GY; draw 2 cards, then send 1 card from your hand to the GY. You can only activate 1 "On Your Mark, Get Set, DUEL!" per turn.


      Similar to Tuning , this is also an extremely effective starter monster finding tool to help your deck achieve maximum stability.

      However, the biggest drawback of this card is its continuous spell nature. When activated, it will remain dormant in a square in the backrow of the Spell/Trap area. For the Centurion combo – which requires a lot of space in the backrow for traps and cost monsters – the presence of this spell will "bottleneck" your field, preventing you from setting all the necessary traps.

      I recommend replacing this leaf with other starters as soon as you can afford it.

      Synchro Rumble (x1)

       Rarity
      Synchro Rumble
       Rarity
      Synchro Rumble
      Synchro Rumble
      Spell Normal
      Synchro Rumble

        Target 1 Tuner or 1 Level 7 or 8 Dragon Synchro Monster in your GY; Special Summon it in Defense Position, also for the rest of this turn after this card resolves, you cannot Special Summon from the Extra Deck, except Synchro Monsters. If a Level 7 or 8 Dragon Synchro Monster(s) or "Crimson Dragon" you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only activate 1 "Synchro Rumble" per turn.


        This card can be found directly and easily played through the effect of Crimson Dragon . Its function is to Special Summon a Synchro Monster from the Graveyard.

        In most situations, this card serves to extend the combo by reviving Accel Synchro Stardust Dragon after it has been used as material. However, if you flexibly redirect the combo, Synchro Rumble can be kept in hand as an extremely powerful follow-up resource to reset the board on the next turn.

        Converging Wishes (x1)

         Rarity
        Converging Wishes
         Rarity
        Converging Wishes
        Converging Wishes
        Trap Normal
        Converging Wishes

          If you have 5 or more Dragon-Type Synchro Monsters with different names in your Graveyard: Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), but banish it during the End Phase. Equip it with this card. While equipped, it gains ATK equal to the combined ATK of all Dragon-Type Synchro Monsters in your Graveyard. Also while equipped, when it destroys an opponent's monster by battle: You can banish 1 Dragon-Type Synchro Monster from your Graveyard; it can attack an opponent's monster again in a row.


          This is the "ace" trap card that deals massive damage to the deck, usually acquired through the effect of Stardust Synchron in the Graveyard. When flipped, it allows you to Special Summon a Stardust Dragon from the Extra Deck, attach this trap card directly to it, and increase the total ATK of all Synchro Dragons in the Graveyard (usually up to 5000-8000 ATK).

          Converging Wishes is the ultimate solution for countering decks that specialize in Kaiju/Lava Golem. As soon as your opponent devours your monsters, you can immediately summon a massive Stardust Dragon , which acts as a sturdy shield and can be combined with Hop Ear Squadron to create a wide-area field sweep. Although this monster will be banished at the end of the turn, its power is more than enough to take down your opponent (OTK) before that happens.

          Stand Up Centur-Ion! (x1)

           Rarity
          Stand Up Centur-Ion!
           Rarity
          Stand Up Centur-Ion!
          Stand Up Centur-Ion!
          Spell Field
          Stand Up Centur-Ion!

            Cannot be destroyed by your opponent's card effects while you control a "Centur-Ion" Monster Card. You can only use each of the following effects of "Stand Up Centur-Ion!" once per turn. During your Main Phase, if this card was activated this turn: You can send 1 card from your hand to the GY; place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. If a monster(s) is Special Summoned, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster, using monsters you control as material, including a "Centur-Ion" monster.


            This Environment spell card is the heart of the Centurion engine, drawn into your hand immediately after you Normal Summon Centurion Primera . By discarding a card from your hand, you can directly place a Centurion monster (such as Atrii or Trudea ) into the Spell/Trap zone.

            However, this card has a very short lifespan on the field. As soon as you set up Centurion in your back row, you'll use the effect of Ancient Fairy Dragon to directly destroy Stand-Up Centurion!, thereby seeking out the more powerful Necrovalley .

            Necrovalley (x1)

            UR Rarity
            Necrovalley
            UR Rarity
            Necrovalley
            Necrovalley
            Spell Field
            Necrovalley

              All "Gravekeeper's" monsters gain 500 ATK and DEF. Cards in the Graveyard cannot be banished. Negate any card effect that would move a card in the Graveyard to a different place. Negate any card effect that changes Types or Attributes in the Graveyard.


              As the final destination of the Centurion combo chain, Necrovalley is brought onto the field to create a position that completely shuts down any interaction with the Graveyard.

              In the current meta, numerous meta decks (like Therion) rely entirely on recycling and utilizing effects from the Graveyard. When Necrovalley appears and is heavily protected by two Omni-negate layers (from Quasar and the True Awakening trap), it turns your board into an impenetrable fortress, completely shutting down your opponent and preventing them from deploying any strategy.

              Centur-Ion True Awakening (x0-1)

               Rarity
              Centur-Ion True Awakening
               Rarity
              Centur-Ion True Awakening
              Centur-Ion True Awakening
              Trap Counter
              Centur-Ion True Awakening

                When a Spell/Trap Card, or monster effect, is activated: Send 1 face-up Monster Card from your Spell & Trap Zone to the GY; negate the activation, and if you do, destroy that card. You can only activate 1 "Centur-Ion True Awakening" per turn.


                Gained through the effect of Centurion Legatia , this is an Omni-negate (capable of disabling and destroying any type of enemy card effect).

                To activate it, you only need to pay a very low cost: send the Centurion monster card currently in the Spell/Trap zone to the Graveyard. True Awakening 's most important mission is to act as a steel shield protecting Necrovalley from back-row clearing spells (such as Mystical Space Typhoon or Cosmic Cyclone ) from your opponent.

                Synchro World and Starlight Junktion (x0-1)

                 Rarity
                Synchro World
                 Rarity
                Synchro World
                Synchro World
                Spell Field
                Synchro World

                  Each time a monster is Synchro Summoned, place 2 Signal Counters on this card. If this card in its owner's control is destroyed by an opponent's card effect: You can Special Summon 1 "Crimson Dragon" from your Extra Deck. You can remove 4, 7, or 10 Signal Counters from your field; apply the appropriate effect. ● 4: Increase or decrease the Level of 1 face-up monster you control by 1. ● 7: Special Summon 1 Tuner from your GY. ● 10: Special Summon 1 Synchro Monster from your GY.


                  R Rarity
                  Starlight Junktion
                  R Rarity
                  Starlight Junktion
                  Starlight Junktion
                  Spell Field
                  Starlight Junktion

                    You can Tribute 1 Tuner monster; Special Summon 1 "Synchron" monster from your Deck with a different Level than the Tributed monster had on the field. During your opponent's turn, if you Special Summon a Synchro Monster from your Extra Deck: Target 1 card on the field; shuffle it into the Deck. You can only use each effect of "Starlight Junktion" once per turn.


                    These are two excellent alternatives to prepare for the possibility that core cards like Crimson Dragon or the Necrovalley combo might be nerfed by Konami. You can use Synchro World via Crimson Dragon just to use it as bait for Ancient Fairy Dragon to destroy.

                    Meanwhile, Starlight Junction is an extremely powerful Environment spell. When you perform Synchro Summon during your opponent's turn (e.g., using Accel Synchro Stardust or Crimson Dragon ), this spell automatically activates an effect that forces your opponent to shuffle one of their cards directly into their deck. This is a very smooth way to remove an opponent's cards without triggering any counter-effects.

                    Centur-Ion Phalanx and Emblema Oath (x1)

                     Rarity
                    Centur-Ion Phalanx
                     Rarity
                    Centur-Ion Phalanx
                    Centur-Ion Phalanx
                    Trap Normal
                    Centur-Ion Phalanx

                      Target 1 face-up Monster Card on the field; banish it, and if you do, during the Standby Phase of the next turn, Special Summon that banished monster to its owner's field. You can banish this card from your GY, then target 1 "Centur-Ion" Synchro Monster in your GY; Special Summon it, but it loses 1500 ATK. You can only use 1 "Centur-Ion Phalanx" effect per turn, and only once that turn.


                       Rarity
                      Emblema Oath
                       Rarity
                      Emblema Oath
                      Emblema Oath
                      Spell Quick
                      Emblema Oath

                        Activate 1 of these effects; ● Place 1 "Centur-Ion" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Trap. For the rest of this turn, while you control that card, or any card with that same original name, you cannot Special Summon from the Extra Deck, except "Centur-Ion" monsters. ● Set 1 "Centur-Ion" Spell/Trap directly from your Deck. You can only activate 1 "Emblema Oath" per turn.


                        Emblema Oath

                        Considered the ultimate Searcher and iconic card of the Centur-Ion tribe, Emblema Oath , when activated, allows you to directly place a Centurion monster from your deck into the Spell/Trap zone, or directly set a Centurion Spell/Trap monster from your deck onto the field. It acts as a 4th or 5th copy of Primera, ensuring your deck never runs out of starting pieces.

                        However, some players cut this card when building with Stardust because of its "self-destruct" side effect: If you choose to set this card as a Spell/Trap card, your Extra Deck will be locked, and you can only Summon Centurion for the remainder of your turn. For decks that constantly Summon Synchro Dragons like Quasar or Crimson Dragon , this is a critical obstacle. Furthermore, Stardust's skill already makes it easy to find Primera, so taking up extra space for Emblema Oath isn't really necessary.

                        Centur-Ion Phalanx

                        Phalanx is an incredibly versatile and interesting trap card with a board-manipulating nature. Its main effect allows you to designate a monster on the field, banish it, and call it back into the Standby Phase of the next turn. It can be used to save your boss monster from destructive effects, or to temporarily "kick" an opponent's obstructing monster off the field to clear an attack path. Furthermore, while in the Graveyard, you can banish this trap card to revive a Synchro Centurion monster (like Legatia).


                        Tech & Staple

                        UR Rarity
                        Effect Veiler
                        UR Rarity
                        Effect Veiler
                        Effect Veiler
                        LIGHT 1
                        Effect Veiler
                        • ATK:

                        • 0

                        • DEF:

                        • 0


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


                        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
                          Ghost Belle & Haunted Mansion
                          UR Rarity
                          Ghost Belle & Haunted Mansion
                          Ghost Belle & Haunted Mansion
                          EARTH 3
                          Ghost Belle & Haunted Mansion
                          • ATK:

                          • 0

                          • DEF:

                          • 1800


                          When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


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

                            Send any number of other cards from your hand and/or field to the GY; choose that many Effect Monsters your opponent controls, and until the end of this turn, their ATK is halved, also their effects are negated. In response to this card's activation, your opponent cannot activate cards, or the effects of cards, with the same original type (Monster/Spell/Trap) as the cards sent to the GY to activate this card. You can only activate 1 "Forbidden Droplet" per turn.




                            Tag(s):

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

                            • 0

                            • DEF:

                            • 0


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


                            UR Rarity
                            Infinite Impermanence
                            UR Rarity
                            Infinite Impermanence
                            Infinite Impermanence
                            Trap Normal
                            Infinite Impermanence

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


                              As a deck that prioritizes going first, having to go second can present some challenges. Forbidden Droplet is the essential Staple piece needed to address this issue.

                              By sending cards from your hand or field to the Graveyard, this spell splits your opponent's attack power in half and disables interfering monsters (such as Steelswarm Roach – a monster that can disable Synchro Summon). Successfully disabling these obstacles will open the door for your Synchro mechanism to function properly and execute amazing OTK comebacks.



                              Extra Deck

                               

                              Shooting Quasar Dragon (x2)

                              UR Rarity
                              Shooting Quasar Dragon
                              UR Rarity
                              Shooting Quasar Dragon
                              Shooting Quasar Dragon
                              LIGHT 12
                              Shooting Quasar Dragon
                              • ATK:

                              • 4000

                              • DEF:

                              • 4000


                              1 Tuner Synchro Monster + 2 or more non-Tuner Synchro Monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. This card's maximum number of attacks per Battle Phase equals the number of non-Tuner monsters used as its Synchro Material. Once per turn, during either player's turn, when a card or effect is activated: You can negate the activation, and if you do, destroy it. When this card leaves the field: You can Special Summon 1 "Shooting Star Dragon" from your Extra Deck.


                              This is the ultimate Boss, the symbol of absolute power in the Delta Accel Synchro mechanism. Although the normal summoning requirement is extremely difficult (requiring 3 Synchro monsters as materials), thanks to the Bonds of the Converging Stars skill which can manipulate the number of stars, summoning this 12-star destruction machine with 4000 Attack and the ability to attack twice becomes as easy as taking candy from a baby.

                              Quasar's most fearsome aspect lies in its omni-negate ability (disabling any of your opponent's cards or effects). Setting up one or even two Quasars on the board in Turn 1 creates a solid wall, shutting down any attempts at hand-traps or combo activations from your opponent.

                              Crimson Dragon (x1)

                              N Rarity
                              Crimson Dragon
                              N Rarity
                              Crimson Dragon
                              Crimson Dragon
                              LIGHT 12
                              Crimson Dragon
                              • ATK:

                              • 0

                              • DEF:

                              • 0


                              1 Tuner + 1+ non-Tuner monsters If this card is Special Summoned: You can add 1 Spell/Trap that mentions "Crimson Dragon" from your Deck to your hand. (Quick Effect): You can target 1 Level 7 or higher Synchro Monster on the field, except "Crimson Dragon"; return this card to the Extra Deck, and if you do, Special Summon 1 Dragon Synchro Monster from your Extra Deck with the same Level as the targeted monster. (This is treated as a Synchro Summon.) You can only use each effect of "Crimson Dragon" once per turn.


                              Crimson Dragon is the ultimate "transfer station" that pushes the combo limits of your deck to the maximum. As a regular Tier 12 Synchro Summoner, you can easily summon it with any Tier 4 + Tier 8 monster. Upon entering the field, it immediately provides you with a turn to search for crucial spells like Synchro Rumble or Synchro World .

                              Crimson Dragon's true value lies in its Quick Effect: it can return itself to the Extra Deck, target a Synchro monster you control (like Quasar), and instantly summon a Dragon Synchro monster of the same star rating from the Extra Deck. Its ability to "dodge" (like Effect Veiler ) and summon additional bosses like a second Quasar or Red Supernova Dragon during your opponent's turn makes it one of the most dangerous cards.

                              Red Supernova Dragon (x1)

                               Rarity
                              Red Supernova Dragon
                               Rarity
                              Red Supernova Dragon
                              Red Supernova Dragon
                              DARK 12
                              Red Supernova Dragon
                              • ATK:

                              • 4000

                              • DEF:

                              • 3000


                              3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.


                              This is the perfect backup plan and a massive board-clearing machine. Typically, Red Supernova Dragon will be summoned during the opponent's turn via the Crimson Dragon's substitution effect (targeting a Level 12 Quasar).

                              Instead of greedily calling a third Quasar to "put all your eggs in one basket," I recommend using Red Supernova for its brutal punishment ability. When your opponent activates a monster effect, this card can banish itself until End Phase to PERMANENTLY banish all cards on your opponent's field. A clean sweep!

                              Satellite Warrior (x1)

                               Rarity
                              Satellite Warrior
                               Rarity
                              Satellite Warrior
                              Satellite Warrior
                              DARK 10
                              Satellite Warrior
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              1 Tuner + 1+ non-Tuner Synchro Monsters If this card is Synchro Summoned: You can target cards your opponent controls, up to the number of Synchro Monsters in your GY; destroy them, and if you do, this card gains 1000 ATK for each card destroyed. If this Synchro Summoned card is destroyed: You can Special Summon up to 3 Level 8 or lower "Warrior", "Synchron", and/or "Stardust" Synchro Monsters with different names from your GY. You can only use each effect of "Satellite Warrior" once per turn.


                              Satellite Warrior is a time bomb designed to ambush and disrupt the opponent's board. It's often unexpectedly Synchro Summoned during the opponent's turn by combining Stardust Dragon (just summoned by Accel) with Formula Synchron , or through the hand-trap Hop Ear Squadron to counter Kaiju decks.

                              Upon landing, Satellite Warrior will destroy an amount of your opponent's cards equal to the number of Synchro monsters you have in your Graveyard. Because the deck's skill automatically discards many Synchro monsters to the Graveyard, this card can easily blow away 3 to 4 cards at once. Furthermore, it gains an additional 1000 Attack for each destroyed card, transforming into a monster with massive ATK ready to finish off your opponent in the next turn.

                              Accel Synchro Stardust Dragon (x0-1)

                              UR Rarity
                              Accel Synchro Stardust Dragon
                              UR Rarity
                              Accel Synchro Stardust Dragon
                              Accel Synchro Stardust Dragon
                              WIND 8
                              Accel Synchro Stardust Dragon
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


                              This is the stepping stone in the deck's combo. When Synchro Summoned, it allows you to revive a Tier 2 or lower Tuner from the Graveyard — and the target is always the Formula Synchron card that was already sent to the Graveyard by the Skill at the beginning of the game.

                              Even better, it possesses a Quick Effect that activates during your opponent's turn: self-sacrifice to summon the original Stardust Dragon from the Extra Deck and instantly perform Synchro Summon. This not only helps you dodge targeted effects, but also grants the summoned Synchro monster (e.g., Crimson Dragon) complete immunity to your opponent's card effects for that turn!

                              Stardust Dragon (x1)

                              UR Rarity
                              Stardust Dragon
                              UR Rarity
                              Stardust Dragon
                              Stardust Dragon
                              WIND 8
                              Stardust Dragon
                              • ATK:

                              • 2500

                              • DEF:

                              • 2000


                              1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


                              Yusei Fudo's symbol acts as the "glue" binding the interactions within the deck together. While the self-sacrificing effect to negate destruction is still very good, Stardust Dragon's main role in the current meta is to act as bait to activate satellite cards.

                              Having Stardust Dragon face up on the field is a prerequisite for activating Shooting Star Dragon 's card-destroying effect from your hand. Additionally, it's a target for Converging Wishes to summon directly from the Extra Deck, transforming it into a warrior with Attack Power of up to 5000-8000 to finish the game or pierce through Link monsters.

                              Formula Synchron (x0 - skill to throw into the grave)

                              UR Rarity
                              Formula Synchron
                              UR Rarity
                              Formula Synchron
                              Formula Synchron
                              LIGHT 2
                              Formula Synchron
                              • ATK:

                              • 200

                              • DEF:

                              • 1500


                              1 Tuner + 1 non-Tuner monster When this card is Synchro Summoned: You can draw 1 card. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


                              As a Tier 2 Synchro Tuner, what's special is that you rarely have to formally Summon it. The deck's ability will automatically place this card directly into your Graveyard at the start of the game, making it a free resource.

                              Formula Synchron is constantly revived thanks to the effect of Accel Synchro Stardust Dragon . Its presence on the field provides the perfect mathematical piece (8 + 2 = 10 stars) for you to perform a Quick Synchro summoning the Satellite Warrior board-clearing machine right in the middle of your opponent's combo chain.

                              Signer Dragons

                              UR Rarity
                              Life Stream Dragon
                              UR Rarity
                              Life Stream Dragon
                              Life Stream Dragon
                              EARTH 8
                              Life Stream Dragon
                              • ATK:

                              • 2900

                              • DEF:

                              • 2400


                              1 Tuner + "Power Tool Dragon" When this card is Synchro Summoned: You can make your LP become 4000. You take no effect damage. If this face-up card on the field would be destroyed, you can banish 1 Equip Spell Card from your Graveyard instead.


                              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.


                              UR Rarity
                              Ancient Fairy Dragon
                              UR Rarity
                              Ancient Fairy Dragon
                              Ancient Fairy Dragon
                              LIGHT 7
                              Ancient Fairy Dragon
                              • ATK:

                              • 2100

                              • DEF:

                              • 3000


                              1 Tuner + 1+ non-Tuner monsters During your Main Phase: You can Special Summon 1 Level 4 or lower monster from your hand. You cannot conduct your Battle Phase the turn you activate this effect. During your Main Phase: You can destroy as many cards in the Field Zones as possible (min. 1), and if you do, gain 1000 LP, then you can add 1 Field Spell with a different name than the destroyed card(s), from your Deck to your hand. You can only use each effect of "Ancient Fairy Dragon" once per turn.


                              UR Rarity
                              Black-Winged Dragon
                              UR Rarity
                              Black-Winged Dragon
                              Black-Winged Dragon
                              DARK 8
                              Black-Winged Dragon
                              • ATK:

                              • 2800

                              • DEF:

                              • 1600


                              1 Tuner + 1+ non-Tuner monsters If you would take damage from a card effect, place 1 Black Feather Counter on this card instead. This card loses 700 ATK for each Black Feather Counter on it. Once per turn: You can remove all Black Feather Counters on this card, then target 1 face-up monster your opponent controls; that target loses 700 ATK for each Black Feather Counter you removed, and if it does, inflict damage to your opponent equal to the ATK lost by this effect.


                              R Rarity
                              Red Dragon Archfiend
                              R Rarity
                              Red Dragon Archfiend
                              Red Dragon Archfiend
                              DARK 8
                              Red Dragon Archfiend
                              • ATK:

                              • 3000

                              • DEF:

                              • 2000


                              1 Tuner + 1 or more non-Tuner monsters After damage calculation, if this card attacks a Defense Position monster your opponent controls: Destroy all Defense Position monsters your opponent controls. During your End Phase: Destroy all other monsters you control that did not declare an attack this turn. This card must be face-up on the field to activate and to resolve this effect.


                              These are monsters that are placed directly onto the field via the secondary effect of your Skill when you have Crimson Dragon . Life Stream Dragon is a must-pick piece because it's the only Tuner that remains at Level 8 while other Dragons are forced down to Level 2, creating the perfect equation 8+2+2=12 to summon Quasar.

                              Meanwhile, Ancient Fairy Dragon (summoned at level 2) is an extremely smart choice in the Centurion combo version. Players utilize its existing Environment spell-destroying effect to shatter their own Stand-Up Centurion!, thereby obtaining the Necrovalley card.

                              Ruddy Rose Dragon (x1)

                              UR Rarity
                              Ruddy Rose Dragon
                              UR Rarity
                              Ruddy Rose Dragon
                              Ruddy Rose Dragon
                              FIRE 10
                              Ruddy Rose Dragon
                              • ATK:

                              • 3200

                              • DEF:

                              • 2400


                              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can banish all cards from the GYs, then, if this card was Synchro Summoned using "Black Rose Dragon" or a Plant Synchro Monster as material, you can destroy all other cards on the field. When your opponent activates a card or effect that would destroy a card(s) (Quick Effect): You can Tribute this card; negate the activation, then you can Special Summon 1 "Black Rose Dragon" from your Extra Deck or GY.


                              This bomb is incredibly powerful when you're behind. Instead of using the 3 Signer Dragons provided by the Skill to summon Quasar, you can transform them into a Level 10 Ruddy Rose Dragon.

                              Upon being Synchro Summoned, it will erase all other cards on the field and completely banish both players' Graveyards. While banishing your own Graveyard will cost you the follow-up advantage, the devastating effect on decks that rely on Graveyards (like Therion) is absolutely lethal, easily forcing your opponent to surrender.

                              Centur-Ion Auxila (x1)

                               Rarity
                              Centur-Ion Auxila
                               Rarity
                              Centur-Ion Auxila
                              Centur-Ion Auxila
                              DARK 12
                              Centur-Ion Auxila
                              • ATK:

                              • 3000

                              • DEF:

                              • 3000


                              1 Tuner + 1+ non-Tuner monsters Face-up cards in your Spell & Trap Zone cannot be destroyed by card effects. You can only use each of the following effects of "Centur-Ion Auxila" once per turn. If this card is Special Summoned: You can add 1 "Centur-Ion" card from your Deck to your hand. During the End Phase: You can place 1 of your non-Synchro "Centur-Ion" monsters that is banished or in your GY, in your Spell & Trap Zone as a face-up Continuous Trap.


                              This is a crucial Level 12 Synchro monster and the perfect bridge to set up defense in the Centurion mix version. In the combo, once you have Level 12 Quasar on the field, you'll use Crimson Dragon 's effect (target Quasar) to directly summon Centur-Ion Auxila from the Extra Deck to the field.

                              Upon touching the field, Auxila immediately activates its powerful summoning effect: bringing the Counter-Trap Centurion True Awakening from your deck to your hand. Additionally, Auxila possesses an extremely valuable passive ability: protecting all face-up cards in your Spell/Trap zone from being destroyed by card effects. Its presence acts as a universal key, providing you with an Omni-negate in your hand and absolute protection for your Field cards.

                              Centur-Ion Primera Primus (x1)

                               Rarity
                              Centur-Ion Primera Primus
                               Rarity
                              Centur-Ion Primera Primus
                              Centur-Ion Primera Primus
                              LIGHT 8
                              Centur-Ion Primera Primus
                              • ATK:

                              • 2600

                              • DEF:

                              • 2600


                              1 Tuner + 1+ non-Tuner monsters Cannot be destroyed by battle, unless it was Special Summoned from the Extra Deck. You can only use each of the following effects of "Centur-Ion Primera Primus" once per turn. If this card is Synchro Summoned: You can add 1 "Emblema" card from your Deck or GY to your hand, then you can destroy 2 cards (1 on each field). If a face-up "Centur-Ion" card(s) you control leaves the field by an opponent's card effect, while this card is in your GY (except during the Damage Step): You can Special Summon this card.


                              A Tier 8 Synchro monster is essential if you're using the Centurion engine in your Extra Deck. This monster acts as a resource-scavenging and resource-gathering machine.

                              If you Synchro Summon this card yourself, it not only helps you recycle Centurion cards currently in the Graveyard/Exiled to use as bait for effects, but it also has the potential to destroy your own monsters and your opponent's to clear the board. In situations where the game is prolonged or the main combo chain is interrupted, Primera Primus is a quality backup option to maintain pressure and retrieve the Stand-Up Centurion environmental spell!




                              Companion unit:

                              - Yu-Gi-Oh! Guidance Vietnam

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