Stardust Bystial Gameplay Guide

Stardust Bystial Gameplay Guide

Those who say an albaz is lying down know nothing about the art of playing starduck

- - - Albert Einstein did not say that - - -

This deck has a combo of hand spins, but in fact the combo is very easy. We have many ways to play as well as avoid nibiru or deal with nibiru in various ostrich styles. You can see it in the combo section. As for practicing, just successfully land the junk speeder and continue :)




Nah I'd Win

 

Fallen of Albaz (conrongmoidaden)
SR rarity
Fallen of Albaz
SR rarity
Fallen of Albaz

if opp set albaz, throw spring on their Braindead Fusion 🐧



CORE

Stardust Bystial has a very strange core, especially for those who play pure Junk or Synchron, this will be confusing.

Stardust Synchron (x3)
SR rarity
Stardust Synchron
SR rarity
Stardust Synchron

Level 4 (important) and has the ability to jump from hand or grave by sacrificing 1 monster, and also search for spells/traps related to Stardust Dragon, an extremely important card.



It only locks Synchro, not a weakness, not because the deck is biased towards Synchro, but if it doesn't lock, someone else will :v

Stardust Trail (x0-3)
N rarity
Stardust Trail
N rarity
Stardust Trail

jumps from the hand or graveyard when a monster is sacrificed (e.g. from the effect of Stardust Synchron), and spawns an additional token when used as synchro material for a Synchro monster named "Warrior" "Synchron" or "Stardust"



This effect is very strong, as well as having a level 4 body, but because the decks now mix Centur-Ion, the gameplay I'm giving everyone in this article is the same, so I'll play x0

Just say that, if you like it, then play it, no one is forcing you

Arrive in Light and Converging Wills Dragon (x1)
R rarity
Arrive in Light
R rarity
Arrive in Light
R rarity
Converging Wills Dragon
R rarity
Converging Wills Dragon

Super simple summary:


The spell card is related to Stardust Dragon so Stardust Synchron can be searched, this card will put the monster above the picture on the top of the deck and you will use the draw 1 effect of this card

monster card: jumps automatically when drawn to hand. If you have a Level 8 or higher Dragon Synchro monster at this time, you can draw another Level 1 Dragon monster from your deck, plus 1 more body

Assault Synchron (x1)
UR rarity
Assault Synchron
UR rarity
Assault Synchron

has the ability to jump from hand as well as banish itself from grave to pull back a Dragon Synchro monster that was sacrificed or banished onto the field. It sounds a bit passive but actually your bosses will sacrifice and banish themselves, this card will pull it back and the deck boss will continue to use the non-once per turn effect again!!!

Stardust Illumination (x0-1)
SR rarity
Stardust Illumination
SR rarity
Stardust Illumination

Throw Stardust monster straight from deck to grave, ignore the monster jumping effect, because Stardust all have the ability to pull themselves from grave, jumping straight from deck is even better. This card also has an effect to increase or decrease 1 level to diversify gameplay.

Junk Speeder (x0-1)
UR rarity
Junk Speeder
UR rarity
Junk Speeder

Junk Speeder ? who ?


This deck does not use Junk Speeder for a very simple reason, it does not fit the deck's general gameplay, because the deck has few Synchrons and this is a fatal weakness when a handtrap is down. The Stardust Bystial deck can get negate early, block handtrap and nibiru of all kinds but still ensure a very stable performance on the field, so Junk Speeder is in the chicken coop in this deck.

Bystial Dis Pater, Accel Synchro Stardust Dragon and Baronne de Fleur (x1)
UR rarity
Bystial Dis Pater
UR rarity
Bystial Dis Pater
UR rarity
Accel Synchro Stardust Dragon
UR rarity
Accel Synchro Stardust Dragon
UR rarity
Baronne de Fleur
UR rarity
Baronne de Fleur

Accel Synchro Stardust Dragon : pulls Level 2 Tuner monsters from the grave, such as Assault Synchron , to climb to Level 10 monsters, usually bosses with great effects and bodies.


Baronne : super mercenary, big body, omni-negate, card shooting, return goods

Bystial Dis Pater : super mercenary, big body, negates monster effects, shoots cards, restores goods,... wait, this part sounds familiar

Shooting Majestic Star Dragon (x1)
UR rarity
Shooting Majestic Star Dragon
UR rarity
Shooting Majestic Star Dragon

Has the ability to cause trouble for the enemy on their turn as well as sweep and end the match on your turn, body up to 4000 ATK and punch many times as well as have 1 negate if you need to serve well for OTK

Crimson Dragon and Cosmic Blazar Dragon (x1)
UR rarity
Crimson Dragon
UR rarity
Crimson Dragon
UR rarity
Cosmic Blazar Dragon
UR rarity
Cosmic Blazar Dragon

Crimson Dragon : has the ability to search for cards and add resources to continue comboing (if you play, but it will be easy to brick if you accidentally peel those pieces) and pull 1 Dragon Synchro monster with the same level as 1 monster you choose on the field and summoning that is considered a synchro summon.


Other Level 12 Synchro monsters : easy to get on the field thanks to Crimson Dragon, possessing extremely powerful abilities such as negate, banish,... depending on the cards you play

Accel Synchron (x1)
R rarity
Accel Synchron
R rarity
Accel Synchron

Throw 1 Synchron to the grave, the purpose is to throw Assault Synchron for Accel Synchro Stardust Dragon to pull up, in addition, this card also increases or decreases the level to serve the combo


This one also has a synchro effect during the opponent's turn but is usually no longer on the field to use because you full combo will use everything you have



Bystial (CORE)

These guys except Lubellion will need to banish 1 LIGHT or DARK to jump by themselves, if the odds are good then banish opp's goods to prevent them from comboing, if the odds are a bit bad then banish your own goods, but you can pick them back up later

The Bystial Lubellion (x3)
UR rarity
The Bystial Lubellion
UR rarity
The Bystial Lubellion

Searcher jumps from hand and grave and can search for monsters and spells/traps. With Level 8, it can synchronize level 10 or 12 very well.

Bystial Saronir and Bystial Magnamhut (x1 (due to limit))
SR rarity
Limited to 1 copy
Bystial Saronir
SR rarity
Limited to 1 copy
Bystial Saronir
UR rarity
Limited to 1 copy
Bystial Magnamhut
UR rarity
Limited to 1 copy
Bystial Magnamhut

level 6 can synchro level 10 or 8. These guys can find other Bystial pieces to increase the stability of the deck.

Bystial Druiswurm and Bystial Baldrake (x1-3)
SR rarity
Bystial Druiswurm
SR rarity
Bystial Druiswurm
SR rarity
Bystial Baldrake
SR rarity
Bystial Baldrake

jumps and causes trouble for the enemy (even on the enemy's first turn)

Branded Regained (x1)
SR rarity
Branded Regained
SR rarity
Branded Regained

Just recovered goods and added resources, and also played during the opponent's turn by jumping Bystial monsters from the grave, happy then jump some search cards, sad then jump some monsters to make things difficult for the enemy



Centur-Ion (Playstyle Depends)

These guys are extremely annoying to play during the opponent's turn because they automatically jump to the monster zone while in the spell/trap zone. As well as the field that allows synchro during the opponent's turn, restore goods, add resources, and cause difficulties for opp, it has everything, the gameplay is extremely simple.

Centur-Ion Primera (x3)
UR rarity
Centur-Ion Primera
UR rarity
Centur-Ion Primera

The deck's searcher, who can search both trap monsters and protect Level 5 or higher Centur-Ion monsters from being destroyed by effects, combined with Legatia 's invulnerability to combat, becomes a super punching bag.

Centur-Ion Trudea (x2)
SR rarity
Centur-Ion Trudea
SR rarity
Centur-Ion Trudea

Also a searcher but can only place monsters on spell/trap zones and because it is used in your Main Phase, it cannot be played during the enemy's turn. The good thing is that it can still jump automatically during the enemy's turn. This is also a good starter for pure Centur-Ion, but this is a mercenary Centur-Ion so x1-2 is enough.

Centur-Ion Gargoyle II (x1)
R rarity
Centur-Ion Gargoyle II
R rarity
Centur-Ion Gargoyle II

Acts as a Level 8 during the enemy's turn to summon a Level 12 Synchro. If summoned during your turn, you can reduce your level by 4 for more diverse combos.

Emblema Oath (x3)
UR rarity
Emblema Oath
UR rarity
Emblema Oath

Centur-Ion searcher but :

Spell/trap Centur-Ion directly from the deck is simply nothing, plus resources

but if you put a Centur-Ion monster from the Deck into the spell/trap zone, it will be locked and only special summon a Centur-Ion monster from the Extra Deck until you no longer control that card or a card with the same name as that card. Be careful if you don't want to missplay

Stand Up Centur-Ion! (x3)
SR rarity
Stand Up Centur-Ion!
SR rarity
Stand Up Centur-Ion!

played during your opponent's turn because it allows you to summon a synchro when a monster is special summoned. It also protects yourself from being destroyed by card effects when you control a Centur-Ion monster, creating an extremely frustrating field. Not only that, the field also allows you to search by sending 1 card from your hand to the graveyard and then placing 1 Centur-Ion monster in the spell/trap zone (they will automatically jump from the Spell/trap zone) onto the field.

Centur-Ion Phalanx and Centur-Ion True Awakening (x0-1)
N rarity
Centur-Ion Phalanx
N rarity
Centur-Ion Phalanx
SR rarity
Centur-Ion True Awakening
SR rarity
Centur-Ion True Awakening

Phalanx : both causes trouble for the enemy and jumps back to boss Centur-Ion from the grave, although it reduces 1500 ATK, this accidentally helps Legatia meet the conditions to activate additional protection effects.


True Awakening : simply an omni-negate trap counter by sending a monster in the spell/trap zone to the grave


Usually players will bring more Phalanx because the Centur-Ion monster in the spell/trap zone will jump up continuously to add resources and synchro, if you discard 1 card to counter trap sometimes it will be disadvantageous, also Phalanx can pull the boss back to make your field stronger, not to mention that each time Legatia special summons, it will draw 1 and shoot 1, which is extremely annoying.

Centur-Ion Auxila (x1)
UR rarity
Centur-Ion Auxila
UR rarity
Centur-Ion Auxila

It protects the face-up cards in the spell/trap zone from being destroyed by effects (Centur-Ion monsters) and searches for cards as well as restores the inventory. This is an extremely good choice when playing turn 1 (because on turn 2 - the opponent's turn, your monsters will jump up and continue playing during the opponent's turn).

Centur-Ion Legatia (x1)
UR rarity
Centur-Ion Legatia
UR rarity
Centur-Ion Legatia

carries in the bottle the ability to shoot the enemy's highest ATK monster (no target) and draw 1, adding both own resources and subtracting enemy resources, ATK up to 3500 and has the ability to restore goods similar to Auxila . One of the good points of this card is that it helps monsters with 2000 ATK or lower not be destroyed by combat, including this card itself, Centur-Ion monsters and non-Centur-Ion monsters.



Staple

 

handtrap & staple
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Ash Blossom & Joyous Spring
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Maxx "C"
UR rarity
Maxx "C"
UR rarity
Limited to 1 copy
Crossout Designator
UR rarity
Limited to 1 copy
Crossout Designator

Because this deck is very thick and if you don't want to brick, you have to search a lot and play about 40 cards, so there aren't many slots for handtrap.


why play handtrap when Bystial is handtrap :O

Omni Dragon Brotaur (x1)
R rarity
Omni Dragon Brotaur
R rarity
Omni Dragon Brotaur

can be pulled up by Converging Wills Dragon or you can completely jump this card from your hand or grave, but the downside is that your card must be destroyed by battle or enemy effects. In return, this card has the effect of searching for 1 dragon with the same type as the attribute and 1 monster you choose when this card is special summoned (requires discarding 1 card), this is very good for expanding combos or backing up for the next turn.

White Dragon Wyverburster, Chaos Space and Black Dragon Collapserpent (porridge)
SR rarity
Limited to 1 copy
White Dragon Wyverburster
SR rarity
Limited to 1 copy
White Dragon Wyverburster
SR rarity
Chaos Space
SR rarity
Chaos Space
SR rarity
Black Dragon Collapserpent
SR rarity
Black Dragon Collapserpent

White Dragon x1: Search for Black Dragon as well as other cards, jump by banishing 1 DARK from your grave


Black Dragon x1: Search for White Dragon as well as other cards, jump by banishing 1 LIGHT from your grave

Space porridge x3: searcher and draw 1, you can restore black or white dragon to black or white search 1 more copy to backup for next turn

Foolish Burial (x1)
UR rarity
Limited to 1 copy
Foolish Burial
UR rarity
Limited to 1 copy
Foolish Burial

Because the monsters in this deck have so many effects from the grave, throwing a monster into the grave is no different than searching, sometimes they even have a party in the grave.

Ravenous Crocodragon Archethys (x0-1)
SR rarity
Ravenous Crocodragon Archethys
SR rarity
Ravenous Crocodragon Archethys

easy to level up and has the ability to draw more cards or kill enemy monsters at a slightly expensive price, discard 2 cards

Chaos Angel (x0-1)
UR rarity
Chaos Angel
UR rarity
Chaos Angel

easy to get with extremely big body and extremely uncomfortable with 2 abilities:


If you summon a synchro using a LIGHT monster as material: all your Synchro monsters are immune to enemy monster activation effects.

If you summon a synchro using a DARK monster as material: all your monsters cannot be destroyed by battle.

In addition, there is a bonus effect when summoning SPECIAL, which will target and banish 1 enemy monster/spell or trap. Because it is a special summon, if you can pull this one onto the field during the enemy's turn, you will get +1 banish, making it difficult for them.

Striker Dragon (x1)
SR rarity
Striker Dragon
SR rarity
Striker Dragon

The main purpose is to send your dragons to the grave when you link to this card, to activate effects from the grave or simply pull them up from the grave for combos.

Hieratic Seal of the Heavenly Spheres (x0-1)
UR rarity
Hieratic Seal of the Heavenly Spheres
UR rarity
Hieratic Seal of the Heavenly Spheres

Both annoying the enemy and pulling the dragon from the deck to the field. Although ATK DEF is reduced to 0, the effect can still be used. You can simply pull Bystial to make things difficult for the enemy or search for cards,...



is a card that can help you full combo by pulling monsters directly from the deck without blocking effects, recommended for you to use

S:P Little Knight and I:P Masquerena (x0-1)
UR rarity
S:P Little Knight
UR rarity
S:P Little Knight
UR rarity
I:P Masquerena
UR rarity
I:P Masquerena

simply the way to operate is to use I:P on S:P in the opponent's turn to get 2 banish extremely annoying, S:P can run by itself and not be destroyed by effects, the way to overcome is to punch or banish all kinds of things but you have a bunch of negate so opp also can't easily do that




master-duel
1014
5




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