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
Fallen of Albaz
DARK 4
Fallen of Albaz
  • ATK:

  • 1800

  • DEF:

  • 0


If this card is Normal or Special Summoned (except during the Damage Step): You can discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters on either field as Fusion Material, including this card, but you cannot use other monsters you control as Fusion Material. You can only use this effect of "Fallen of Albaz" once per turn.


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
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.


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
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.


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
Arrive in Light
Spell Continuous
Arrive in Light

    When this card is activated: Place 1 Level 1 Dragon monster from your hand or Deck on top of the Deck. Neither player can return "Stardust Dragon", or a Synchro Monster that lists "Stardust Dragon" in its text, from the field to the Extra Deck. If a Synchro Monster(s) is Special Summoned (except during the Damage Step): You can apply 1 of these effects, but you cannot apply that same effect of "Arrive in Light" again this turn. ● Draw 1 card. ● Special Summon 1 Tuner from your hand.


    R Rarity
    Converging Wills Dragon
    R Rarity
    Converging Wills Dragon
    Converging Wills Dragon
    LIGHT 1
    Converging Wills Dragon
    • ATK:

    • 0

    • DEF:

    • 0


    Cannot be used as Synchro Material, except for the Synchro Summon of a "Majestic" monster. This card's name becomes "Majestic Dragon" while on the field or in the GY. When you draw this card: You can reveal it; Special Summon it from your hand, then, if you control a Level 8 or higher Dragon Synchro Monster, you can Special Summon 1 Level 1 Dragon monster from your Deck. You can only Special Summon "Converging Wills Dragon(s)" once per turn.


    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
    Assault Synchron
    DARK 2
    Assault Synchron
    • ATK:

    • 700

    • DEF:

    • 0


    During your Main Phase: You can Special Summon this card from your hand, then take 700 damage, also you cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, while this card is face-up in the Monster Zone. If a face-up Dragon Synchro Monster(s) you control is Tributed or banished (except during the Damage Step): You can banish this card from your GY, then target 1 of those monsters; Special Summon it. You can only use each effect of "Assault Synchron" once per turn.


    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
    Stardust Illumination
    Spell Normal
    Stardust Illumination

      Send 1 "Stardust" monster from your Deck to the GY, or if you control "Stardust Dragon" or a Synchro Monster that mentions it, you can Special Summon it instead. You can banish this card from your GY, then target 1 "Stardust" monster you control; increase or decrease its Level by 1 until the end of this turn. You can only use each effect of "Stardust Illumination" once per turn.


      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
      WIND 5
      Junk Speeder
      • ATK:

      • 1800

      • DEF:

      • 1000


      1 "Synchron" Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon as many "Synchron" Tuners as possible with different Levels from your Deck, in Defense Position. You cannot Special Summon monsters from the Extra Deck, except Synchro Monsters, the turn you activate this effect. When an attack is declared involving this card that was Synchro Summoned this turn and another monster: You can make this card's ATK become double its original ATK until the end of this turn. You can only use each effect of "Junk Speeder" once per turn.


      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
      Bystial Dis Pater
      DARK 10
      Bystial Dis Pater
      • ATK:

      • 3500

      • DEF:

      • 3500


      1 Tuner + 1+ non-Tuner Dragon monsters You can target 1 banished LIGHT or DARK monster; Special Summon it to your field. When your opponent activates a monster effect (Quick Effect): You can target 1 banished card; shuffle it into the Deck, then if you shuffled it into your Deck, destroy that monster, or if you shuffled it into your opponent's Deck, negate that activated effect. You can only use each effect of "Bystial Dis Pater" once per turn.


      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.


      UR Rarity
      Baronne de Fleur
      UR Rarity
      Baronne de Fleur
      Baronne de Fleur
      WIND 10
      Baronne de Fleur
      • ATK:

      • 3000

      • DEF:

      • 2400


      1 Tuner + 1+ non-Tuner monsters Once per turn: You can target 1 card on the field; destroy it. Once while face-up on the field, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that card. You can only use the previous effect of "Baronne de Fleur" once per turn. Once per turn, during the Standby Phase: You can target 1 Level 9 or lower monster in your GY; return this card to the Extra Deck, and if you do, Special Summon that monster.


      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
      Shooting Majestic Star Dragon
      WIND 11
      Shooting Majestic Star Dragon
      • ATK:

      • 4000

      • DEF:

      • 3300


      "Majestic Dragon" + 1+ non-Tuner monsters, including a Dragon Synchro Monster Must first be Synchro Summoned. Once per turn: You can negate the effects of 1 Effect Monster your opponent controls. This card gains 1 additional attack each Battle Phase for every monster in your GY that is "Stardust Dragon" or is a Synchro Monster with "Stardust Dragon" in its text. Once per turn, when your opponent activates a card or effect (Quick Effect): You can banish this card (until the End Phase), and if you do, negate the activation, and if you do that, banish that card.


      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
      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.


      UR Rarity
      Cosmic Blazar Dragon
      UR Rarity
      Cosmic Blazar Dragon
      Cosmic Blazar Dragon
      WIND 12
      Cosmic Blazar Dragon
      • ATK:

      • 4000

      • DEF:

      • 4000


      1 Tuner Synchro Monster + 2+ non-Tuner Synchro Monsters Must be Synchro Summoned. (Quick Effect): You can banish this card until the End Phase to activate 1 of these effects; ● When your opponent activates a card or effect: Negate the activation, and if you do, destroy that card. ● When your opponent would Summon a monster(s): Negate the Summon, and if you do, destroy that monster(s). ● When an opponent's monster declares an attack: Negate the attack, then end the Battle Phase.


      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
      Accel Synchron
      DARK 5
      Accel Synchron
      • ATK:

      • 500

      • DEF:

      • 2100


      1 Tuner + 1+ non-Tuner monsters Once per turn: You can send 1 "Synchron" monster from your Deck to the GY, then activate 1 of these effects; ● Increase this card's Level by the Level of the sent monster. ● Reduce this card's Level by the Level of the sent monster. During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control. You can only Synchro Summon "Accel Synchron" once per turn.


      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
      The Bystial Lubellion
      LIGHT 8
      The Bystial Lubellion
      • ATK:

      • 2500

      • DEF:

      • 3000


      Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by Tributing 1 Level 6 or higher DARK Dragon monster. You can only Special Summon "The Bystial Lubellion" once per turn this way. You can send this card from your hand to the GY; add 1 "Bystial" monster from your Deck to your hand, except "The Bystial Lubellion". During your Main Phase: You can place 1 "Branded" Continuous Spell/Trap from your Deck face-up on your field. You can only use each effect of "The Bystial Lubellion" once per turn.


      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
      Bystial Saronir
      SR Rarity
      Bystial Saronir
      Bystial Saronir
      DARK 6
      Bystial Saronir
      • ATK:

      • 2500

      • DEF:

      • 2000


      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent to the GY: You can send 1 "Bystial" monster or 1 "Branded" Spell/Trap from your Deck to the GY, except "Bystial Saronir". You can only use each effect of "Bystial Saronir" once per turn.


      UR Rarity
      Bystial Magnamhut
      UR Rarity
      Bystial Magnamhut
      Bystial Magnamhut
      DARK 6
      Bystial Magnamhut
      • ATK:

      • 2500

      • DEF:

      • 2000


      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is Special Summoned: You can activate this effect; during the End Phase of this turn, add 1 Dragon monster from your Deck or GY to your hand, except "Bystial Magnamhut". You can only use each effect of "Bystial Magnamhut" once per turn.


      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
      Bystial Druiswurm
      DARK 6
      Bystial Druiswurm
      • ATK:

      • 2500

      • DEF:

      • 2000


      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If this card is sent from the field to the GY: You can target 1 Special Summoned monster your opponent controls; send it to the GY. You can only use each effect of "Bystial Druiswurm" once per turn.


      SR Rarity
      Bystial Baldrake
      SR Rarity
      Bystial Baldrake
      Bystial Baldrake
      DARK 6
      Bystial Baldrake
      • ATK:

      • 2500

      • DEF:

      • 2000


      You can target 1 LIGHT or DARK monster in either GY; banish it, and if you do, Special Summon this card from your hand. This is a Quick Effect if your opponent controls a monster. If your opponent Special Summons a Ritual, Fusion, Synchro, Xyz, and/or Link Monster(s) (except during the Damage Step): You can Tribute 1 other LIGHT or DARK monster, then target 1 of those Special Summoned monsters; banish it. You can only use each effect of "Bystial Baldrake" once per turn.


      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
      Branded Regained
      Spell Continuous
      Branded Regained

        If a LIGHT or DARK monster(s) is banished (except during the Damage Step): You can target 1 of those monsters; place that monster on the bottom of the Deck, and if you do, draw 1 card. You can only use this effect of "Branded Regained" once per turn. Once per turn, if your opponent Normal or Special Summons a monster (except during the Damage Step): You can target 1 "Bystial" monster in your GY; Special Summon it. You can only activate this effect of "Branded Regained" once per Chain.


        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
        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.


        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
        Centur-Ion Trudea
        DARK 4
        Centur-Ion Trudea
        • ATK:

        • 1000

        • DEF:

        • 2000


        During your Main Phase: You can place this card you control and 1 "Centur-Ion" monster from your hand or Deck, except "Centur-Ion Trudea", in your Spell & Trap Zones as face-up Continuous Traps, also you cannot Special Summon "Centur-Ion Trudea" for the rest of this turn. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can increase its Level by 4. You can only use each effect of "Centur-Ion Trudea" once per turn.


        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
        Centur-Ion Gargoyle II
        DARK 8
        Centur-Ion Gargoyle II
        • ATK:

        • 2000

        • DEF:

        • 3000


        You can send 1 face-up "Centur-Ion" card you control to the GY; Special Summon this card from your hand, also you cannot Special Summon "Centur-Ion Gargoyle II" for the rest of this turn. If this card is sent to the GY as Synchro Material: You can add this card to your hand. During the Main Phase, if this card is a Continuous Trap: You can Special Summon this card, then you can reduce its Level by 4. You can only use each effect of "Centur-Ion Gargoyle II" once per turn.


        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
        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.


          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!
          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.


            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
            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.


              SR Rarity
              Centur-Ion True Awakening
              SR 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.


                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
                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.


                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
                Centur-Ion Legatia
                LIGHT 12
                Centur-Ion Legatia
                • ATK:

                • 3500

                • DEF:

                • 2000


                1 Tuner + 1+ non-Tuner monsters Your monsters with 2000 or less ATK cannot be destroyed by battle. You can only use each of the following effects of "Centur-Ion Legatia" once per turn. If this card is Special Summoned: You can draw 1 card, then you can destroy the monster your opponent controls with the highest ATK (your choice, if tied). During the End Phase: You can place 1 non-Synchro "Centur-Ion" monster from your hand or GY in your Spell & Trap Zone as a face-up Continuous Trap.


                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
                Ash Blossom & Joyous Spring
                FIRE 3
                Ash Blossom & Joyous Spring
                • 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 effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


                UR Rarity
                Called by the Grave
                UR Rarity
                Called by the Grave
                Called by the Grave
                Spell Quick
                Called by the Grave

                  Target 1 monster in your opponent's GY; banish it, and if you do, until the end of the next turn, its effects are negated, as well as the activated effects and effects on the field of monsters with the same original name.




                  Tag(s):

                  UR Rarity
                  Maxx "C"
                  UR Rarity
                  Maxx "C"
                  Maxx "C"
                  EARTH 2
                  Maxx "C"
                  • ATK:

                  • 500

                  • DEF:

                  • 200


                  During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


                  UR Rarity
                  Crossout Designator
                  UR Rarity
                  Crossout Designator
                  Crossout Designator
                  Spell Quick
                  Crossout Designator

                    Declare 1 card name; banish 1 of that declared card from your Main Deck, and if you do, negate its effects, as well as the activated effects and effects on the field of cards with the same original name, until the end of this turn. You can only activate 1 "Crossout Designator" per turn.




                    Tag(s):

                    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
                    Omni Dragon Brotaur
                    DARK 1
                    Omni Dragon Brotaur
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    If a monster you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from the GY (if it was there when the monster was destroyed) or hand (even if not), but banish it when it leaves the field. If this card is Special Summoned: You can target 1 face-up monster on the field; discard 1 card, and if you do, add 1 monster from your Deck to your hand, with the same Type and Attribute as that target, but a different name. You can only use each effect of "Omni Dragon Brotaur" once per turn.


                    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
                    White Dragon Wyverburster
                    SR Rarity
                    White Dragon Wyverburster
                    White Dragon Wyverburster
                    LIGHT 4
                    White Dragon Wyverburster
                    • ATK:

                    • 1700

                    • DEF:

                    • 1800


                    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 DARK monster from your GY. You can only Special Summon "White Dragon Wyverburster" once per turn this way. If this card is sent from the field to the GY: You can add 1 "Black Dragon Collapserpent" from your Deck to your hand.


                    SR Rarity
                    Chaos Space
                    SR Rarity
                    Chaos Space
                    Chaos Space
                    Spell Normal
                    Chaos Space

                      Send 1 LIGHT or DARK monster from your hand to the GY; add 1 LIGHT or DARK monster that cannot be Normal Summoned/Set from your Deck to your hand, with a Level from 4 to 8, and with a different Attribute than that monster. You can banish this card from your GY, then target 1 of your banished LIGHT or DARK monsters that cannot be Normal Summoned/Set; place that monster on the bottom of the Deck, then draw 1 card. You can only use each effect of "Chaos Space" once per turn.


                      SR Rarity
                      Black Dragon Collapserpent
                      SR Rarity
                      Black Dragon Collapserpent
                      Black Dragon Collapserpent
                      DARK 4
                      Black Dragon Collapserpent
                      • ATK:

                      • 1800

                      • DEF:

                      • 1700


                      Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 LIGHT monster from your GY. You can only Special Summon "Black Dragon Collapserpent" once per turn this way. If this card is sent from the field to the GY: You can add 1 "White Dragon Wyverburster" from your Deck to your hand.


                      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
                      Foolish Burial
                      UR Rarity
                      Foolish Burial
                      Foolish Burial
                      Spell Normal
                      Foolish Burial

                        Send 1 monster from your Deck to the GY.




                        Tag(s):

                        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
                        Ravenous Crocodragon Archethys
                        WATER 9
                        Ravenous Crocodragon Archethys
                        • ATK:

                        • 1000

                        • DEF:

                        • 1000


                        1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.


                        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
                        Chaos Angel
                        DARK 10
                        Chaos Angel
                        • ATK:

                        • 3500

                        • DEF:

                        • 2800


                        1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                        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
                        Striker Dragon
                        DARK
                        Striker Dragon
                        • ATK:

                        • 1000

                        • LINK-1

                        Link Arrow:

                        Left


                        1 Level 4 or lower Dragon monster If this card is Link Summoned: You can add 1 "Boot Sector Launch" from your Deck to your hand. You can target 1 face-up monster you control and 1 "Rokket" monster in your GY; destroy that monster on the field, and if you do, add that other monster from the GY to your hand. You can only use each effect of "Striker Dragon" once per turn.


                        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
                        Hieratic Seal of the Heavenly Spheres
                        LIGHT
                        Hieratic Seal of the Heavenly Spheres
                        • ATK:

                        • 0

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 Dragon monsters Once per opponent's turn, if this card is in the Extra Monster Zone (Quick Effect): You can Tribute 1 monster from your hand or field; return 1 face-up card on the field to the hand. If this card is Tributed: Special Summon 1 Dragon monster from your hand or Deck, but make its ATK/DEF 0. You can only use this effect of "Hieratic Seal of the Heavenly Spheres" once per turn.


                        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
                        S:P Little Knight
                        DARK
                        S:P Little Knight
                        • ATK:

                        • 1600

                        • LINK-2

                        Link Arrow:

                        Left

                        Right


                        2 Effect Monsters If this card is Link Summoned using a Fusion, Synchro, Xyz, or Link Monster as material: You can target 1 card on the field or in either GY; banish it, also your monsters cannot attack directly this turn. When your opponent activates a card or effect (Quick Effect): You can target 2 face-up monsters on the field, including a monster you control; banish both until the End Phase. You can only use each effect of "S:P Little Knight" once per turn.


                        UR Rarity
                        I:P Masquerena
                        UR Rarity
                        I:P Masquerena
                        I:P Masquerena
                        DARK
                        I:P Masquerena
                        • ATK:

                        • 800

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.


                        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



                        Combo

                         

                        Stardust Synchron (Combo )

                        SR Rarity
                        Stardust Synchron
                        SR 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.


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