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

Stardust Bystial Gameplay Guide
Sections covered in this guide:
Nah I'd Win
CORE
Stardust Bystial has a very strange core, especially for those who play pure Junk or Synchron, this will be confusing.
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.
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"
Super simple summary:
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!!!
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 ? who ?
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.
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.
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
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
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.
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 searcher but :
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.
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.
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).
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
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 x1: Search for Black Dragon as well as other cards, jump by banishing 1 DARK from your grave
easy to get with extremely big body and extremely uncomfortable with 2 abilities:
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,...
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
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