Instructions for Playing Tachyon

Instructions for Playing Tachyon

With the recently buffed Tachyon Dragon Domination skill, the Tachyon deck at Duel Links has come out of the cave and the one card combos are quite good.


Although this deck is quite cheap and does not require VND, if you want to build this deck, build a different deck because this deck is not as strong as the meta (but the meta deck has some very cheap decks) or build Blue-Eyes (both cheap and available). card in Tachyon's box) or play both :)

Sections covered in this guide:




Skill

 

Tachyon Dragon Domination (Skill Card) (100%)

UR Rarity
Tachyon Dragon Domination (Skill Card)
UR Rarity
Tachyon Dragon Domination (Skill Card)
Tachyon Dragon Domination (Skill Card)
Tachyon Dragon Domination (Skill Card)
  • ATK:

  • 0

  • DEF:

  • 0


Set a Deck where all monsters that are not Level 1 in your Deck (Extra Deck excluded) are Dragon-Type LIGHT/DARK monsters; LIGHT monsters are Level 4/8 with 2000 ATK or lower; DARK monsters are Level 8 and have ATK of 2500 or 2000. Beginning a Duel with these settings will let you use each of the following effects once per turn and twice each during the Duel. ● Reveal 1 Level 8 monster in your hand, add 1 Level 4 or 8 LIGHT monster to your hand, and set 1 Level 8 monster in your hand onto your field. ● Return 1 face-up monster on your field to your hand and add 1 "Tachyon Transmigration" from your Deck or 1 "Rank-Up-Magic Barian's Force" from outside your Deck to your hand.


skill allows you to jump 1 Level 8 monster from your hand as well as search for another monster from your deck to your hand


It doesn't stop there, EVERY TURN you can set 1 Tachyon Transmigration counter trap from the deck onto the field (can be triggered this turn) or 1 Rank-Up Magic Barian's Force from outside the deck onto the field

but in the main deck you must have no level 1 monsters in the deck (snake-eye ah wtf), monsters in the main deck can only bring LIGHT/DARK Dragon with level 4 or 8 with ATK 2000 or lower or DARK monsters with ATK 2500 or less. 2000



CORE

 

Number 107: Galaxy-Eyes Tachyon Dragon (x2)

UR Rarity
Number 107: Galaxy-Eyes Tachyon Dragon
UR Rarity
Number 107: Galaxy-Eyes Tachyon Dragon
Number 107: Galaxy-Eyes Tachyon Dragon
LIGHT
Number 107: Galaxy-Eyes Tachyon Dragon
  • ATK:

  • 3000

  • DEF:

  • 2500


2 Level 8 monsters Once per Battle Phase, at the start of your Battle Phase: You can detach 1 material from this card; all other face-up monsters currently on the field have their effects negated, also their ATK/DEF become their original ATK/DEF, and if you do any of these, during the Battle Phase this turn, each time an opponent's card effect resolves, this card gains 1000 ATK until the end of the Battle Phase, also, it can make a second attack during each Battle Phase this turn.


You must have this spot on the field to set Rank-Up-Magic or counter trap, so you have to bring x2 (1 card goes on turn 1, 1 card goes on turn 2, rank-up to C107 to OTK)


This card's effect is quite difficult to use. It has the ability to negate all other monsters on the field (including friendly monsters) and make their ATK/DEF the original ATK/DEF, then each time an opp resolve this card increases by 1000 ATK until the end of the Battle Phase. and punch twice (usually opp uses spells/traps and this guy is out of the field so it's hard to say)

Number C107: Neo Galaxy-Eyes Tachyon Dragon (x1-2)

 Rarity
Number C107: Neo Galaxy-Eyes Tachyon Dragon
 Rarity
Number C107: Neo Galaxy-Eyes Tachyon Dragon
Number C107: Neo Galaxy-Eyes Tachyon Dragon
LIGHT
Number C107: Neo Galaxy-Eyes Tachyon Dragon
  • ATK:

  • 4500

  • DEF:

  • 3000


3 Level 9 monsters Once per turn: You can detach 1 Xyz Material from this card; until the end of this turn, negate the effects of all other face-up cards currently on the field, also your opponent cannot activate cards or effects on the field. If this card has "Number 107: Galaxy-Eyes Tachyon Dragon" as an Xyz Material, it gains this effect. ● You can Tribute 2 monsters; this card can make up to 3 attacks on monsters during each Battle Phase this turn.


It's easy because the skill carries the whole back, negates all other face-up card effects on the field (negates all your cards, except this card) and opp can't use cards or effects on the field until the end of the turn. Ability to punch monsters 3 times (not straight to the original point) at the relatively cheap price of sacrificing 2 monsters but must be considered carefully because the deck has little ability to restore goods

Galactic Spiral Dragon (x3)

SR Rarity
Galactic Spiral Dragon
SR Rarity
Galactic Spiral Dragon
Galactic Spiral Dragon
DARK 8
Galactic Spiral Dragon
  • ATK:

  • 2500

  • DEF:

  • 2500


While this card is in your hand or GY, if you control 2 or more LIGHT and/or DARK Dragon monsters: You can Special Summon this card in Defense Position, but banish it when it leaves the field. During your Main Phase: You can make all monsters you currently control become Level 8, until the end of this turn. You can only use each effect of "Galactic Spiral Dragon" once per turn.


F2P


Able to jump from hand or grave when you control 2 or more LIGHT/DARK monsters and level all monsters to 8


This is a card that jumps from the grave continuously onto the field for you to combo. If you accidentally pick it up, it's okay, the skill carries

Schwarzschild Limit Dragon (x1-3)

R Rarity
Schwarzschild Limit Dragon
R Rarity
Schwarzschild Limit Dragon
Schwarzschild Limit Dragon
DARK 8
Schwarzschild Limit Dragon
  • ATK:

  • 2000

  • DEF:

  • 0


If your opponent controls a monster with 2000 or more ATK, you can Special Summon this card (from your hand).


jump on your own, because it's level 8 so you can still combo with the carry skill, you can jump on the field yourself but usually only use turn 2 because it requires opp hpair to have monsters with 2000 ATK or more on the field

Nebula Dragon (x2-3)

SR Rarity
Nebula Dragon
SR Rarity
Nebula Dragon
Nebula Dragon
LIGHT 8
Nebula Dragon
  • ATK:

  • 2000

  • DEF:

  • 0


You can reveal this card and 1 other Level 8 Dragon monster in your hand; Special Summon both in Defense Position, but negate their effects, also you cannot Normal or Special Summon monsters for the rest of this turn, except LIGHT or DARK Dragon monsters. You can banish this card from your GY, then target 1 Level 4 LIGHT or DARK Dragon monster in your GY; add it to your hand. You can only use each effect of "Nebula Dragon" once per turn.


Even though it's a real brick, it doesn't get bricked because it absorbs the skill. This card jumps on its own, and even jumps for another level 8 Dragon card from your hand to Xyz Rank 8 very easily (however, using that you can only summon LIGHT monsters). or DARK Dragon)


This card also has the ability to restore goods but is rarely used

Parsec the Interstellar Dragon (x2-3)

R Rarity
Parsec, the Interstellar Dragon
R Rarity
Parsec, the Interstellar Dragon
Parsec, the Interstellar Dragon
LIGHT 8
Parsec, the Interstellar Dragon
  • ATK:

  • 800

  • DEF:

  • 800


If you control a Level 8 monster, you can Normal Summon this card without Tributing.


This monster can be normal summoned. If you have a one card combo, you will activate the skill and search this card to have 2 Level 8 monsters on the field.

Starliege Seyfert (x1-2)

SR Rarity
Starliege Seyfert
SR Rarity
Starliege Seyfert
Starliege Seyfert
LIGHT 4
Starliege Seyfert
  • ATK:

  • 1800

  • DEF:

  • 0


You can send any number of Dragon monsters from your hand and/or face-up field to the GY; add 1 Dragon monster from your Deck to your hand, whose Level equals the total original Levels of those monsters sent to the GY. You can banish this card from your GY, then target 1 Level 8 LIGHT or DARK Dragon monster in your GY; add it to your hand. You can only use each effect of "Starliege Seyfert" once per turn.


Possesses the ability to search for things that the skill does better, the good thing here is that it can search for Galactic Spiral Dragon to create very good combos, has the ability to recover Level 8 from the grave very well to restore goods for the next turn.



Staple

 

Galaxy-Eyes Cipher Dragon (x1)

UR Rarity
Galaxy-Eyes Cipher Dragon
UR Rarity
Galaxy-Eyes Cipher Dragon
Galaxy-Eyes Cipher Dragon
LIGHT
Galaxy-Eyes Cipher Dragon
  • ATK:

  • 3000

  • DEF:

  • 2500


2 Level 8 monsters Once per turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; monsters you control cannot attack your opponent directly for the rest of this turn, except this card, also take control of the targeted monster until the End Phase, but while this effect is applied, it has its effects negated, its ATK becomes 3000, also its name becomes "Galaxy-Eyes Cipher Dragon".


Steal an opp monster to clear 1 corpse (but will return to take your turn), note that when you use this effect, only this card can be played directly (but other cards can still attack enemy monsters to steal LP).

Galaxy-Eyes Cipher Blade Dragon (x2)

SR Rarity
Galaxy-Eyes Cipher Blade Dragon
SR Rarity
Galaxy-Eyes Cipher Blade Dragon
Galaxy-Eyes Cipher Blade Dragon
LIGHT
Galaxy-Eyes Cipher Blade Dragon
  • ATK:

  • 3200

  • DEF:

  • 2800


3 Level 9 monsters You can also Xyz Summon this card by using a Rank 8 "Galaxy-Eyes" Xyz Monster you control as material. (Transfer its materials to this card.) Cannot be used as material for an Xyz Summon. Once per turn: You can detach 1 material from this card, then target 1 card on the field; destroy it. If this Xyz Summoned card you control, is destroyed by battle with an opponent's attacking monster, or destroyed by an opponent's card effect, and sent to your GY: You can target 1 "Galaxy-Eyes Cipher Dragon" in your GY; Special Summon it.


You can use Tachyon or Cipher Dragon to get on this card. Cipher Blade Dragon has the ability to shoot cards, clear monsters or spell/trap very well and has the effect of jumping back to Galaxy-Eyes Cipher Dragon from the grave when destroyed to defend the field.

Galaxy-Eyes Full Armor Photon Dragon (x1)

UR Rarity
Galaxy-Eyes Full Armor Photon Dragon
UR Rarity
Galaxy-Eyes Full Armor Photon Dragon
Galaxy-Eyes Full Armor Photon Dragon
LIGHT
Galaxy-Eyes Full Armor Photon Dragon
  • ATK:

  • 4000

  • DEF:

  • 3500


3 Level 8 monsters You can also Xyz Summon this card by using a "Galaxy-Eyes" Xyz Monster you control as material, except "Galaxy-Eyes Full Armor Photon Dragon". (Transfer its materials to this card.) Once per turn: You can target up to 2 Equip Cards equipped to this card; attach them to this card as material. Once per turn: You can detach 1 material from this card, then target 1 face-up card your opponent controls; destroy it.


If you NTR an enemy monster with Cipher Dragon that is an Xyz monster, you can use that monster as Xyz Material on this card


This card can only shoot face-up cards => face-up spells/traps cannot be touched, in return ATK is up to 4000

Dingirsu the Orcust of the Evening Star (x0-1)

UR Rarity
Dingirsu, the Orcust of the Evening Star
UR Rarity
Dingirsu, the Orcust of the Evening Star
Dingirsu, the Orcust of the Evening Star
DARK
Dingirsu, the Orcust of the Evening Star
  • ATK:

  • 2600

  • DEF:

  • 2100


2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.


Send card without target, against opp bosses that have anti-target or anti-destroy ability

Number 68: Sanaphond the Sky Prison (x0-1)

R Rarity
Number 68: Sanaphond the Sky Prison
R Rarity
Number 68: Sanaphond the Sky Prison
Number 68: Sanaphond the Sky Prison
DARK
Number 68: Sanaphond the Sky Prison
  • ATK:

  • 2100

  • DEF:

  • 2700


2 Level 8 monsters Gains 100 ATK and DEF for each monster in the GYs. Once per turn: You can detach 1 material from this card; until the end of your opponent's next turn, this card cannot be destroyed by card effects, also neither player can Special Summon monsters from the GYs.


Both lock the grave and have a big body + are not destroyed by effects

Trade-In (x0-2)

SR Rarity
Trade-In
SR Rarity
Trade-In
Trade-In
Spell Normal
Trade-In

    Discard 1 Level 8 monster; draw 2 cards.


    Allows removing 1 body draw 2 staples (or 2 monsters) but in return, removing too many copies or too many staples & traps will cause bricks

    the remaining leaves

    UR Rarity
    Crackdown
    UR Rarity
    Crackdown
    Crackdown
    Trap Continuous
    Crackdown

      Activate by targeting 1 face-up monster your opponent controls; take control of that monster. While you control that monster, it cannot attack or activate effects. When that monster leaves the field, destroy this card.




      Tag(s):

      UR Rarity
      Cosmic Cyclone
      UR Rarity
      Cosmic Cyclone
      Cosmic Cyclone
      Spell Quick
      Cosmic Cyclone

        Pay 1000 LP, then target 1 Spell/Trap on the field; banish it.


        UR Rarity
        Floodgate Trap Hole
        UR Rarity
        Floodgate Trap Hole
        Floodgate Trap Hole
        Trap Normal
        Floodgate Trap Hole

          When your opponent Summons a monster(s): Change that monster(s) to face-down Defense Position. Monsters changed to face-down Defense Position by this effect cannot change their battle positions.


          UR Rarity
          Mystical Space Typhoon
          UR Rarity
          Mystical Space Typhoon
          Mystical Space Typhoon
          Spell Quick
          Mystical Space Typhoon

            Target 1 Spell/Trap on the field; destroy that target.


            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.


            SR Rarity
            Dark Hole
            SR Rarity
            Dark Hole
            Dark Hole
            Spell Normal
            Dark Hole

              Destroy all monsters on the field.


              UR Rarity
              Compulsory Evacuation Device
              UR Rarity
              Compulsory Evacuation Device
              Compulsory Evacuation Device
              Trap Normal
              Compulsory Evacuation Device

                Target 1 monster on the field; return that target to the hand.


                UR Rarity
                Forbidden Lance
                UR Rarity
                Forbidden Lance
                Forbidden Lance
                Spell Quick
                Forbidden Lance

                  Target 1 face-up monster on the field; until the end of this turn, that target loses 800 ATK, but is unaffected by the effects of other Spells/Traps.


                  UR Rarity
                  Artifact Lancea
                  UR Rarity
                  Artifact Lancea
                  Artifact Lancea
                  LIGHT 5
                  Artifact Lancea
                  • ATK:

                  • 1700

                  • DEF:

                  • 2300


                  You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


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

                  • 0

                  • DEF:

                  • 1800


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


                  UR Rarity
                  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
                  Bottomless Trap Hole
                  UR Rarity
                  Bottomless Trap Hole
                  Bottomless Trap Hole
                  Trap Normal
                  Bottomless Trap Hole

                    When your opponent Summons a monster(s) with 1500 or more ATK: Destroy that monster(s) with 1500 or more ATK, and if you do, banish it.


                    Play whatever you like, no more than 20 total cards in the deck



                    Reference gameplay

                     

                    Number 107: Galaxy-Eyes Tachyon Dragon (Gameplay)

                    UR Rarity
                    Number 107: Galaxy-Eyes Tachyon Dragon
                    UR Rarity
                    Number 107: Galaxy-Eyes Tachyon Dragon
                    Number 107: Galaxy-Eyes Tachyon Dragon
                    LIGHT
                    Number 107: Galaxy-Eyes Tachyon Dragon
                    • ATK:

                    • 3000

                    • DEF:

                    • 2500


                    2 Level 8 monsters Once per Battle Phase, at the start of your Battle Phase: You can detach 1 material from this card; all other face-up monsters currently on the field have their effects negated, also their ATK/DEF become their original ATK/DEF, and if you do any of these, during the Battle Phase this turn, each time an opponent's card effect resolves, this card gains 1000 ATK until the end of the Battle Phase, also, it can make a second attack during each Battle Phase this turn.


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