Fiendsmith Control Guide

Fiendsmith Control Guide

Fiendsmith Control has a very chill playstyle, turn 1 disrupt, turn 2 throw handtrap and then slowly break the board, because the deck is control, mix a bunch of cards that can self-restore goods or add resources, the later you play, the stronger you are

Sections covered in this guide:




CORE

 

Fiendsmith Engraver (x2 (due to semi-limit))

 Rarity
Fiendsmith Engraver
 Rarity
Fiendsmith Engraver
Fiendsmith Engraver
LIGHT 6
Fiendsmith Engraver
  • ATK:

  • 1800

  • DEF:

  • 2400


You can discard this card; add 1 "Fiendsmith" Spell/Trap from your Deck to your hand. You can target 1 "Fiendsmith" Equip Card you control and 1 monster on the field; send them to the GY. If this card is in your GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; Special Summon this card. You can only use each effect of "Fiendsmith Engraver" once per turn.


is a combo card, can search for other spell/trap Fiendsmith by discarding, Level 6 body is a very good body to run Xyz or Synchro gameplay


Has the ability to restore 1 LIGHT Fiend monster from the grave to the Deck and Extra Deck (this is a cost), then jump from the grave to the field by itself

Good board breaker with the effect of sending 1 spell equipped by your Fiendsmith and 1 monster on the field


=> good bait negate and one card combo, restore goods then jump onto the field with a bunch of resources, max copy if possible

Lacrima the Crimson Tears (x1-3)

 Rarity
Lacrima the Crimson Tears
 Rarity
Lacrima the Crimson Tears
Lacrima the Crimson Tears
LIGHT 4
Lacrima the Crimson Tears
  • ATK:

  • 1200

  • DEF:

  • 1200


(This card is always treated as a "Fiendsmith" card.) If this card is Normal or Special Summoned: You can send 1 "Fiendsmith" card from your Deck to the GY, except "Lacrima the Crimson Tears". During your opponent's turn, if this card is in your GY (Quick Effect): You can target 1 "Fiendsmith" Link Monster in your GY; shuffle this card into the Deck, and if you do, Special Summon that monster. You can only use each effect of "Lacrima the Crimson Tears" once per turn.


Usually bring x1 because this is not the main normal summon of the deck


always considered a Fiendsmith card as well as a LIGHT Fiend monster => can be accessed in many ways

When summoned, Fiendsmith can send 1 monster/spell/trap from the deck to the graveyard to add resources to combos or disrupt enemies.

Has a quick effect of automatically recovering itself from the grave then jumping a Link Fiendsmith monster from the grave to the field to play on the opponent's turn ( Fiendsmith Requiem )

Fiendsmith's Tract (x2-3)

 Rarity
Fiendsmith's Tract
 Rarity
Fiendsmith's Tract
Fiendsmith's Tract
Spell Normal
Fiendsmith's Tract

    Add 1 LIGHT Fiend monster from your Deck to your hand, then discard 1 card. You can banish this card from your GY; Fusion Summon 1 "Fiendsmith" Fusion Monster from your Extra Deck, using monsters from your hand or field. You can only use each effect of "Fiendsmith's Tract" once per turn.


    Search all LIGHT Fiend monsters from the deck, including non-Fiendsmiths, then discard 1 card


    Can banish himself from the grave to fuse monsters. Fiendsmith fusion using materials from hand or field helps you continue the combo after eating too much disrupt from enemies.

    Fiendsmith in Paradise (x1)

     Rarity
    Fiendsmith in Paradise
     Rarity
    Fiendsmith in Paradise
    Fiendsmith in Paradise
    Trap Normal
    Fiendsmith in Paradise

      Target 1 Level 7 or higher LIGHT Fiend monster you control; send all cards on the field to the GY that are not that monster. If your opponent Special Summons a monster(s), while this card is in your GY: You can banish this card; send 1 "Fiendsmith" monster from your Deck or Extra Deck to the GY. You can only use each effect of "Fiendsmith in Paradise" once per turn.


      On the field or in the grave, it is very difficult for the enemy.


      on the field: select 1 LIGHT Fiend monster with Level 7 or higher, all cards on the field are sent to the graveyard, except the card you choose

      Graveyard: If the enemy special summons a monster, you can banish this card and send 1 Fiendsmith monster from your deck or Extra Deck to the graveyard, both disrupting the enemy and adding your own resources depending on your playstyle when this card is in the graveyard.

      Fabled Lurrie (x1)

      N Rarity
      Fabled Lurrie
      N Rarity
      Fabled Lurrie
      Fabled Lurrie
      LIGHT 1
      Fabled Lurrie
      • ATK:

      • 200

      • DEF:

      • 400


      When this card is discarded to the Graveyard, Special Summon it.


      Fiendsmith Lurrie


      is a LIGHT Fiend monster, if discarded it will automatically jump up, this Fiendsmith deck only needs 1 LIGHT Fiend body for a full combo and this is the chosen one

      Moon of the Closed Heaven (x1)

      UR Rarity
      Moon of the Closed Heaven
      UR Rarity
      Moon of the Closed Heaven
      Moon of the Closed Heaven
      LIGHT
      Moon of the Closed Heaven
      • ATK:

      • 1200

      • LINK-2

      Link Arrow:

      Top

      Top-Right


      2 Effect Monsters You can target 1 face-up monster your opponent controls this card points to; this turn, if you Link Summon a Link-5 monster using this card you control, you can also use that monster your opponent controls as material. You can only use this effect of "Moon of the Closed Heaven" once per turn.


      Moon of the Fiendsmith


      only need 2 bodies, you can get this card, this is 1 LIGHT Fiend body and full combo Fiendsmith only need 1 LIGHT Fiend body. That means you only need 2 bodies = full combo Fiendsmith

      Fiendsmith's Requiem (x2)

       Rarity
      Fiendsmith's Requiem
       Rarity
      Fiendsmith's Requiem
      Fiendsmith's Requiem
      LIGHT
      Fiendsmith's Requiem
      • ATK:

      • 600

      • LINK-1

      Link Arrow:

      Bottom


      1 LIGHT Fiend monster You can only Special Summon "Fiendsmith's Requiem(s)" once per turn. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Fiendsmith" monster from your hand or Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell that gives it 600 ATK. You can only use this effect of "Fiendsmith's Requiem" once per turn.


      Just 1 LIGHT Fiend body, you can get this son of a bitch


      has the ability to sacrifice itself as a quick effect, can be used during the enemy's turn and pulls a Fiendsmith monster from the hand or deck onto the field, this helps you combo during your turn and adds resources during the enemy's turn

      You can choose 1 LIGHT Fiend monster (not a Link monster) and equip it from the field or graveyard to that monster, that monster will gain 600 ATK, this effect can combine very well with Fiendsmith monsters like Engraver or Desirae

      Fiendsmith's Sequence (x1)

       Rarity
      Fiendsmith's Sequence
       Rarity
      Fiendsmith's Sequence
      Fiendsmith's Sequence
      LIGHT
      Fiendsmith's Sequence
      • ATK:

      • 1200

      • LINK-2

      Link Arrow:

      Bottom-Left

      Bottom-Right


      2 monsters, including a LIGHT Fiend monster During your Main Phase: You can Fusion Summon 1 Fiend Fusion Monster from your Extra Deck, by shuffling its materials from your GY into the Deck. You can target 1 LIGHT non-Link Fiend monster you control; equip this card from your field or GY to that monster you control as an Equip Spell with the following effect. ● Your opponent cannot target the equipped monster with card effects. You can only use each effect of "Fiendsmith's Sequence" once per turn.


      easy to level up, only need 2 monsters, including 1 LIGHT Fiend monster


      Fuse a Fiend monster by returning materials from the grave to the deck

      Can equip itself on the field or spawn a LIGHT Fiend monster (not a Link monster) on the field, that monster gains the effect: "Enemies cannot target that monster with card effects"

      Fiendsmith's Lacrima (x1)

       Rarity
      Fiendsmith's Lacrima
       Rarity
      Fiendsmith's Lacrima
      Fiendsmith's Lacrima
      LIGHT 6
      Fiendsmith's Lacrima
      • ATK:

      • 2400

      • DEF:

      • 2400


      2 LIGHT Fiend monsters Monsters your opponent controls lose 600 ATK. You can only use each of the following effects of "Fiendsmith's Lacrima" once per turn. If this card is Fusion Summoned: You can target 1 of your LIGHT Fiend monsters that is banished or in your GY; add it to your hand or Special Summon it. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck; inflict 1200 damage to your opponent.


      Super easy ingredients, just 2 LIGHT Fiends


      Reduces 600 ATK of all enemy monsters, helping you breakboard easier or punch negate/enemy boss

      When fusion summoned, it can pull 1 LIGHT Fiend monster from the grave or banished to the hand or field, adding resources to the combo.

      If sent to the graveyard, can restore 1 LIGHT Fiend monster from the graveyard to the Deck or Extra Deck and deal 1200 damage to the enemy.


      => The awesome thing about this card is that it pulls back a LIGHT Fiend (not necessarily a Fiendsmith monster) from the grave or banished, both restoring the goods and expanding the combo very awesomely, that's why it went to jail in the TCG format.

      Fiendsmith's Desirae (x1)

       Rarity
      Fiendsmith's Desirae
       Rarity
      Fiendsmith's Desirae
      Fiendsmith's Desirae
      LIGHT 9
      Fiendsmith's Desirae
      • ATK:

      • 2800

      • DEF:

      • 2400


      "Fiendsmith Engraver" + 2 LIGHT Fiend monsters (Quick Effect): You can negate the effects of a number of face-up cards on the field, up to the total Link Rating of Link Monsters equipped to this card, until the end of this turn. If this card is sent to the GY: You can shuffle 1 other LIGHT Fiend monster from your GY into the Deck/Extra Deck, then target 1 card on the field; send it to the GY. You can only use each effect of "Fiendsmith's Desirae" once per turn.


      Requires 1 Engraver and 2 LIGHT Fiends to fuse


      Has the effect of negating face-up cards on the field equal to the number of Link Arrows (Link Rating) of the Link monster equipped to this card (Link Fiendsmiths can equip themselves to LIGHT Fiend monsters)

      If this card accidentally hits the graveyard, you can use Fiendsmith In Paradise to send it down, you can select 1 card on the field and send it to the graveyard, acting as a disrupt

      Fiendsmith's Agnumday (x1)

       Rarity
      Fiendsmith's Agnumday
       Rarity
      Fiendsmith's Agnumday
      Fiendsmith's Agnumday
      LIGHT
      Fiendsmith's Agnumday
      • ATK:

      • 1800

      • LINK-3

      Link Arrow:

      Top

      Bottom-Left

      Bottom-Right


      2+ monsters, including a LIGHT Fiend monster Once per turn (Quick Effect): You can target 1 LIGHT non-Link Fiend monster in your GY; Special Summon it, and if you do, equip this card you control to that monster as an Equip Spell with the following effects. ● The equipped monster gains ATK equal to the total Link Rating of Link Monsters equipped to it x 600. ● If the equipped monster attacks a Defense Position monster, inflict piercing battle damage to your opponent.


      easy to level up, only need 2 monsters including 1 LIGHT Fiend monster


      Can jump 1 LIGHT Fiend monster (not a Link monster) from the grave, jump it onto the field, and equip this card to that monster

      Monsters equipped by this card will:

      +600 ATK equivalent to each Link Rating of the Link monster equipped to that monster
      + punch through hand

      Fiendsmith's Rextremende (x0-1)

       Rarity
      Fiendsmith's Rextremende
       Rarity
      Fiendsmith's Rextremende
      Fiendsmith's Rextremende
      LIGHT 9
      Fiendsmith's Rextremende
      • ATK:

      • 3000

      • DEF:

      • 3600


      1 "Fiendsmith" Fusion Monster + 1 Fusion or Link Monster Unaffected by card effects, except "Fiendsmith" cards, while equipped with a "Fiendsmith" Equip Spell. You can only use each of the following effects of "Fiendsmith's Rextremende" once per turn. If this card is Fusion Summoned: You can discard 1 card; send 1 LIGHT Fiend monster from your Deck or Extra Deck to the GY. If this card is sent to the GY: You can target 1 other "Fiendsmith" card in your GY or banishment; add it to your hand.


      A bit difficult to level up, but has a large and unaffected body, immune to all effects, except the effects of the Fiendsmith card when equipped with Fiendsmith magic equipment


      Can send 1 card from hand to graveyard and 1 LIGHT Fiend from Deck or Extra Deck to graveyard to add graveyard resources to combo or break enemy board

      If you are unfortunately sent to the graveyard, you can add 1 Fiendsmith card from the graveyard or banished to your hand.

      This card is unaffected, has great base damage, if equipped with Agnumday and other Link cards, it will penetrate armor, not be targeted, and have extremely high damage for OTK.



      Staple

       

      Handtrap & Staple

      SR Rarity
      PSY-Framegear Gamma
      SR Rarity
      PSY-Framegear Gamma
      PSY-Framegear Gamma
      LIGHT 2
      PSY-Framegear Gamma
      • ATK:

      • 1000

      • DEF:

      • 0


      Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. When your opponent activates a monster effect while you control no monsters (Quick Effect): You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or GY, and if you do, negate that activation, and if you do that, destroy that monster. During the End Phase, banish the face-up monsters Special Summoned by this effect.


      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
        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
          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
          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
          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):

            N Rarity
            PSY-Frame Driver
            N Rarity
            PSY-Frame Driver
            PSY-Frame Driver
            LIGHT 6
            PSY-Frame Driver
            • ATK:

            • 2500

            • DEF:

            • 0


            A Psychic soldier that rides into battle against the Security Forces on currents of lightning, using an autonomic amplifier called "PSY-Frame".


            You can stuff anything in there, in this group there is a Driver that fits perfectly and is a Normal Monster Level 6, can go with Primite and Fiendsmith

            Necroquip Princess (x1)

             Rarity
            Necroquip Princess
             Rarity
            Necroquip Princess
            Necroquip Princess
            DARK 6
            Necroquip Princess
            • ATK:

            • 2000

            • DEF:

            • 2000


            1 monster equipped with a Monster Card + 1 Fiend Monster Card Must be Special Summoned (from your Extra Deck) by sending the above cards from your hand and/or field to the GY. You can only control 1 "Necroquip Princess". If a monster(s) is sent from the hand to the GY to activate a card or effect: You can activate 1 of these effects; ● Equip 1 of those monsters to this card as an Equip Spell that gives it 500 ATK. ● Draw 1 card. You can only use this effect of "Necroquip Princess" once per turn.


            Just use 1 monster equipped by a monster and 1 Fiend monster on the field to get this card, to be frank, 1 monster equipped by a Link Fiendsmith, this is a Level 6 monster so you can give up 1 Level 4 body and 1 equipped magic to get this card for Xyz


            If a monster is sent from your hand to the graveyard to activate a card or effect ( Engraver ), you can draw 1 more card.

            Bystial

            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.


              R Rarity
              Branded Beast
              R Rarity
              Branded Beast
              Branded Beast
              Trap Continuous
              Branded Beast

                Once per turn, during the Main Phase, if you control a "Bystial" monster: You can Tribute 1 Dragon monster, then target 1 card your opponent controls; destroy it. During the End Phase: You can target 1 "Branded" Continuous Spell/Trap in your GY; place it face-up on your field. You can only use this effect of "Branded Beast" once per turn.


                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.


                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.


                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.


                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.


                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.


                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
                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.


                When the current meta has a lot of LIGHT and DARK, these Bystials will both act as a handtrap and jump onto the field, getting Level 6 bodies for Xyz, Link and Synchro.


                These Bystials also have the ability to add resources, restore goods and damage enemy resources very well.

                You can omit Branded Beast and Bystial Dis Pater if you don't like them.

                Chaos Angel would be a good choice, because 1 LIGHT and DARK monster used as Synchro material for this card can be considered a Tuner, in theory you don't need a Tuner to build this card, if you build both LIGHT and DARK as material it will protect all your monsters from being destroyed by battle and the Synchro monster is immune to enemy activation effects

                Every time Chaos Angel is special summoned, it will banish 1 card on the field, very annoying.

                Inbox

                 Rarity
                Dipity
                 Rarity
                Dipity
                Dipity
                LIGHT 4
                Dipity
                • ATK:

                • 0

                • DEF:

                • 0


                ''A cute little thing who lives in a glass bottle and is said to bring good luck to the one who makes a contract with it. The lid must never be opened, no matter what happens...''


                 Rarity
                Primite Lordly Lode
                 Rarity
                Primite Lordly Lode
                Primite Lordly Lode
                Spell Continuous
                Primite Lordly Lode

                  When this card is activated: Add 1 "Primite" card from your Deck to your hand, except "Primite Lordly Lode". You can declare 1 Normal Monster Card name; Special Summon 1 declared Normal Monster from your hand, Deck, or GY in Defense Position, also you cannot activate the effects of Special Summoned monsters on the field this turn. You can only use each effect of "Primite Lordly Lode" once per turn. Normal Monsters and "Primite" monsters you control gain 300 ATK for each Normal Monster with different names in your GY.


                   Rarity
                  Primite Drillbeam
                   Rarity
                  Primite Drillbeam
                  Primite Drillbeam
                  Spell Quick
                  Primite Drillbeam

                    Reveal 1 "Primite" card, or 1 Normal Monster, in your hand, except "Primite Drillbeam" (or if you control a Normal Monster or a Level 5 or higher "Primite" monster, except a Token, you can activate this effect without revealing a card), then target 1 face-up card on the field; negate its effects, and if you do, banish it. During your Main Phase, if you control a "Primite" monster: You can Set this card from your GY. You can only use each effect of "Primite Drillbeam" once per turn.


                     Rarity
                    Primite Roar
                     Rarity
                    Primite Roar
                    Primite Roar
                    Spell Quick
                    Primite Roar

                      Pay 2000 LP, then declare 1 Normal Monster Card name; the declared Normal Monsters and "Primite" monsters you control cannot be destroyed by battle (until the end of your opponent's turn), then if you control no monsters, you can Special Summon 1 declared Normal Monster from your Deck in Defense Position. If your opponent Normal Summons a monster: You can banish this card from your GY, then target 1 Normal Monster you control or in your GY; banish 1 monster from the field with less ATK than that monster.


                       Rarity
                      Primite Dragon Ether Beryl
                       Rarity
                      Primite Dragon Ether Beryl
                      Primite Dragon Ether Beryl
                      EARTH 4
                      Primite Dragon Ether Beryl
                      • ATK:

                      • 1600

                      • DEF:

                      • 0


                      If this card is Normal Summoned: You can Set 1 "Primite" Spell/Trap from your Deck. You can only use each of the following effects of "Primite Dragon Ether Beryl" once per turn. You can Tribute this card; send 1 Normal Monster from your Deck to the GY. During your Standby Phase, if you have a Normal Monster in your field or GY: You can add this card from the GY to your hand.


                      N Rarity
                      White Duston
                      N Rarity
                      White Duston
                      White Duston
                      LIGHT 1
                      White Duston
                      • ATK:

                      • 0

                      • DEF:

                      • 1000


                      The proudust of them all.


                      Beryl x3: normal summon main deck, set Primite spell/trap straight from deck to field (no spring)


                      Can Tribute Self then Send 1 Normal Monster from Deck to Graveyard

                      During your Standby Phase, if you have a Normal Monster on the field or in the Graveyard, this card can add itself from the Graveyard to your hand.

                      => both return goods and search card, peak

                      Lordly Lode x3 : Search your deck for a Primite monster/spell/trap and add it to your hand, except this card. Your Normal Monsters and Primite monsters gain 300 ATK for each Normal Monster with a different name in the graveyard.

                      You can name a Normal Monster, jump that monster directly from the Deck, hand, or Graveyard to the field in Defense Position, but you cannot activate the effects of Special Summoned Monsters on the field this turn!

                      Drillbeam x1: put 1 Primite monster/spell/trap or 1 Normal Monster in hand, except this card, choose 1 face-up card on the field, block the effect and banish that card, in main phase if you have a Primite monster, you can set this card from the grave to the field (and that card is not banished when leaving the field, evil control)

                      If you have a Normal Monster or a Level 5 or higher Primite monster, you can use it without showing your card to your opponent.

                      Roar x0-3: has disrupt, protection, monster pull, the monster you pull can be any monster, if it's a LIGHT Fiend monster like White Duston then full combo fiendsmith :)

                      Constellar Ptolemy M7, Goblin's Crazy Beast and D/D/D Wave High King Caesar (Xyz Rank 6)

                      UR Rarity
                      Constellar Ptolemy M7
                      UR Rarity
                      Constellar Ptolemy M7
                      Constellar Ptolemy M7
                      LIGHT
                      Constellar Ptolemy M7
                      • ATK:

                      • 2700

                      • DEF:

                      • 2000


                      2 Level 6 monsters You can also Xyz Summon this card by using a "Constellar" Xyz Monster you control as the Xyz Material, other than "Constellar Ptolemy M7". (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn: You can detach 1 Xyz Material from this card, then target 1 monster on the field or in either player's Graveyard; return that target to the hand.


                       Rarity
                      Goblin's Crazy Beast
                       Rarity
                      Goblin's Crazy Beast
                      Goblin's Crazy Beast
                      DARK
                      Goblin's Crazy Beast
                      • ATK:

                      • 2700

                      • DEF:

                      • 0


                      2+ Level 6 monsters Once per turn (Quick Effect): You can target 1 Spell/Trap on the field; detach 2 materials from a monster(s) on the field, and if you do, attach that target to this card as material. If a monster(s) you control would be destroyed by card effect, you can detach 1 material from this card instead. If this card is in your GY: You can Special Summon this card, then you can attach 1 "Goblin" monster from your GY to this card as material. You can only use this effect of "Goblin's Crazy Beast" once per Duel.


                      R Rarity
                      D/D/D Wave High King Caesar
                      R Rarity
                      D/D/D Wave High King Caesar
                      D/D/D Wave High King Caesar
                      WATER
                      D/D/D Wave High King Caesar
                      • ATK:

                      • 2800

                      • DEF:

                      • 1800


                      2 Level 6 Fiend monsters When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy that card, then you can make 1 other "D/D" monster you control and this card gain 1800 ATK until the end of this turn. If this card is sent from the field to the GY: You can add 1 "Dark Contract" card from your Deck to your hand.


                      March 7th : effect affects 2 players' field, picks up monsters from graveyard to hand, or pushes 1 monster from field to hand


                      Caesarrrrrrrrrrrrrrrrrrrrrrrrr : negate the effect of the alliance to summon special monsters

                      Crazy Diamondo : NTR enemy spell/trap, specializes in protecting destroy spell/trap, this card has the effect of protecting monsters as well as jumping from the grave itself.

                      Super Starslayer TY-PHON - Sky Crisis and Divine Arsenal AA-ZEUS - Sky Thunder (stamping machine and ty-phon)

                      UR Rarity
                      Super Starslayer TY-PHON - Sky Crisis
                      UR Rarity
                      Super Starslayer TY-PHON - Sky Crisis
                      Super Starslayer TY-PHON - Sky Crisis
                      DARK
                      Super Starslayer TY-PHON - Sky Crisis
                      • ATK:

                      • 2900

                      • DEF:

                      • 2900


                      2 Level 12 monsters During the turn, or turn after, your opponent Special Summoned 2 or more monsters from the Extra Deck, you can also Xyz Summon this card by using 1 monster you control with the highest ATK (your choice, if tied). (Transfer its materials to this card.) If you do, you cannot Normal or Special Summon monsters for the rest of this turn. While this Xyz Summoned monster is on the field, neither player can activate the effects of monsters with 3000 or more ATK. Once per turn: You can detach 1 material from this card; return 1 monster from the field to the hand.


                      UR Rarity
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      UR Rarity
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      LIGHT
                      Divine Arsenal AA-ZEUS - Sky Thunder
                      • ATK:

                      • 3000

                      • DEF:

                      • 3000


                      2 Level 12 monsters Once per turn, if an Xyz Monster battled this turn, you can also Xyz Summon "Divine Arsenal AA-ZEUS - Sky Thunder" by using 1 Xyz Monster you control as material. (Transfer its materials to this card.) (Quick Effect): You can detach 2 materials from this card; send all other cards from the field to the GY. Once per turn, if another card(s) you control is destroyed by battle or an opponent's card effect: You can attach 1 card from your hand, Deck, or Extra Deck to this card as material.




                      Tag(s):

                      easy to get on, after getting on has a break board effect as well as a big enough body to put pressure on the opponent

                      Hieratic Seal of the Heavenly Spheres and S:P Little Knight (Link 2)

                      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.


                      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.


                      Heavenly Spheres : requires 2 Dragon monsters, Bystial or Primite can be used, push the card and pull the Dragon body from hand or deck, even if the monster's ATK/DEF is 0, the effect can still be used


                      S:P : banish go brrrrrrrrrrrr

                      Imduk the World Chalice Dragon (Honorable Mentions)

                      R Rarity
                      Imduk the World Chalice Dragon
                      R Rarity
                      Imduk the World Chalice Dragon
                      Imduk the World Chalice Dragon
                      WIND
                      Imduk the World Chalice Dragon
                      • ATK:

                      • 800

                      • LINK-1

                      Link Arrow:

                      Top


                      1 Normal Monster, except a Token During your Main Phase, you can Normal Summon 1 "World Chalice" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) At the start of the Damage Step, if this card battles an opponent's monster this card points to: You can destroy that opponent's monster. If this card is sent from the field to the GY: You can Special Summon 1 "World Chalice" monster from your hand.


                      is a Dragon monster and an Effect Monster, the body supports the deck's combo very well.


                      The material is a Normal Monster, in theory you discard an unusable body in a combo in some situations, to get another body to serve your next combo

                      Kashtira

                      SR Rarity
                      Kashtira Birth
                      SR Rarity
                      Kashtira Birth
                      Kashtira Birth
                      Spell Continuous
                      Kashtira Birth

                        You can Normal Summon Level 7 monsters without Tributing. During your Main Phase: You can Special Summon 1 of your non-Xyz "Kashtira" monsters that is banished or in your GY. If your opponent activates a Spell Card or effect, and you control a "Kashtira" monster: You can target 3 cards in your opponent's GY; banish them, face-down. You can only use each effect of "Kashtira Birth" once per turn.


                        UR Rarity
                        Pressured Planet Wraitsoth
                        UR Rarity
                        Pressured Planet Wraitsoth
                        Pressured Planet Wraitsoth
                        Spell Field
                        Pressured Planet Wraitsoth

                          When this card is activated: You can add 1 "Kashtira" monster from your Deck to your hand. Monsters you control gain 100 ATK/DEF for each different Attribute on the field. If a "Kashtira Shangri-Ira" you control activates an effect (except during the Damage Step): You can target 1 card on the field; destroy it. You can only use this effect of "Pressured Planet Wraitsoth" once per turn. You can only activate 1 "Pressured Planet Wraitsoth" per turn.


                          UR Rarity
                          Kashtira Fenrir
                          UR Rarity
                          Kashtira Fenrir
                          Kashtira Fenrir
                          EARTH 7
                          Kashtira Fenrir
                          • ATK:

                          • 2400

                          • DEF:

                          • 2400


                          If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Fenrir" once per turn. During your Main Phase: You can add 1 "Kashtira" monster from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can target 1 face-up card your opponent controls; banish it, face-down.


                          UR Rarity
                          Kashtira Unicorn
                          UR Rarity
                          Kashtira Unicorn
                          Kashtira Unicorn
                          WIND 7
                          Kashtira Unicorn
                          • ATK:

                          • 2500

                          • DEF:

                          • 2100


                          If you control no monsters, you can Special Summon this card (from your hand). You can only use each of the following effects of "Kashtira Unicorn" once per turn. During your Main Phase: You can add 1 "Kashtira" Spell from your Deck to your hand. When this card declares an attack, or if your opponent activates a monster effect (except during the Damage Step): You can look at your opponent's Extra Deck, and if you do, banish 1 monster from it, face-down.


                          These guys are famous for having big bodies, jumping and disrupting by themselves, of course they also automatically return to the field thanks to Kashtira Birth , so putting them in will help you control, but losing Birth will make you weak.

                          DPE

                          UR Rarity
                          Predaplant Verte Anaconda
                          UR Rarity
                          Predaplant Verte Anaconda
                          Predaplant Verte Anaconda
                          DARK
                          Predaplant Verte Anaconda
                          • ATK:

                          • 500

                          • LINK-2

                          Link Arrow:

                          Bottom-Left

                          Bottom-Right


                          2 Effect Monsters You can target 1 face-up monster on the field; it becomes DARK until the end of this turn. You can pay 2000 LP and send 1 "Fusion" or "Polymerization" Normal or Quick-Play Spell from your Deck to the GY; this effect becomes that Spell's effect when that card is activated, also, you cannot Special Summon monsters for the rest of this turn. You can only use each effect of "Predaplant Verte Anaconda" once per turn.


                          R Rarity
                          Destiny HERO - Dasher
                          R Rarity
                          Destiny HERO - Dasher
                          Destiny HERO - Dasher
                          DARK 6
                          Destiny HERO - Dasher
                          • ATK:

                          • 2100

                          • DEF:

                          • 1000


                          Once per turn: You can Tribute 1 other monster; this card gains 1000 ATK until the End Phase. If this card attacks, change it to Defense Position at the end of the Battle Phase. One time only, when you draw a Monster Card during your Draw Phase while this card is in your Graveyard: You can reveal it; Special Summon it. This card must be in the Graveyard to activate and to resolve this effect.


                          R Rarity
                          Destiny HERO - Celestial
                          R Rarity
                          Destiny HERO - Celestial
                          Destiny HERO - Celestial
                          DARK 4
                          Destiny HERO - Celestial
                          • ATK:

                          • 1600

                          • DEF:

                          • 1400


                          When this card declares an attack: You can target 1 face-up Spell your opponent controls; destroy it, and if you do, inflict 500 damage to your opponent. While you have no cards in your hand, except the turn this card was sent to the GY: You can banish this card and 1 "Destiny HERO" monster from your GY; draw 2 cards. You can only use this effect of "Destiny HERO - Celestial" once per turn.


                          UR Rarity
                          Destiny HERO - Destroyer Phoenix Enforcer
                          UR Rarity
                          Destiny HERO - Destroyer Phoenix Enforcer
                          Destiny HERO - Destroyer Phoenix Enforcer
                          DARK 8
                          Destiny HERO - Destroyer Phoenix Enforcer
                          • ATK:

                          • 2500

                          • DEF:

                          • 2100


                          1 Level 6 or higher "HERO" monster + 1 "Destiny HERO" monster Monsters your opponent controls lose 200 ATK for each "HERO" card in your GY. You can only use each of the following effects of "Destiny HERO - Destroyer Phoenix Enforcer" once per turn. (Quick Effect): You can destroy both 1 card you control and 1 card on the field. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Destiny HERO" monster from your GY during the Standby Phase of the next turn.


                          R Rarity
                          Fusion Destiny
                          R Rarity
                          Fusion Destiny
                          Fusion Destiny
                          Spell Normal
                          Fusion Destiny

                            Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Destiny HERO" monster as material, using monsters from your hand or Deck as Fusion Material, but destroy it during the End Phase of the next turn, also for the rest of this turn after this card resolves, you cannot Special Summon monsters, except DARK "HERO" monsters. You can only activate 1 "Fusion Destiny" per turn.


                            mainly build DPE - Destroyer Phoenix Enforcer : a monster that has the effect of reducing the stats of all enemy monsters, shooting cards every turn and jumping from the grave to the field every turn


                            Millennium

                             Rarity
                            Sengenjin Wakes from a Millennium
                             Rarity
                            Sengenjin Wakes from a Millennium
                            Sengenjin Wakes from a Millennium
                            EARTH 8
                            Sengenjin Wakes from a Millennium
                            • ATK:

                            • 2750

                            • DEF:

                            • 2500


                            Cannot be destroyed by monster effects. You can only use each of the following effects of "Sengenjin Wakes from a Millennium" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Millennium" monster from your Deck to your hand.


                             Rarity
                            Golem that Guards the Millennium Treasures
                             Rarity
                            Golem that Guards the Millennium Treasures
                            Golem that Guards the Millennium Treasures
                            EARTH 6
                            Golem that Guards the Millennium Treasures
                            • ATK:

                            • 2000

                            • DEF:

                            • 2200


                            The activation of your "Millennium Ankh" cannot be negated. You can only use each of the following effects of "Golem that Guards the Millennium Treasures" once per turn. If this card is in your hand: You can place it in your Spell & Trap Zone as a face-up Continuous Spell. While this card is a Continuous Spell: You can either pay 2000 LP, or reveal 1 "Millennium Ankh" in your hand; Special Summon this card, then you can add 1 "Wedju Temple" from your Deck to your hand.


                             Rarity
                            Snake-Eyes Doomed Dragon
                             Rarity
                            Snake-Eyes Doomed Dragon
                            Snake-Eyes Doomed Dragon
                            FIRE 8
                            Snake-Eyes Doomed Dragon
                            • ATK:

                            • 3000

                            • DEF:

                            • 2500


                            1 "Snake-Eye" monster + 1 Illusion monster Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn.


                            UR Rarity
                            The Zombie Vampire
                            UR Rarity
                            The Zombie Vampire
                            The Zombie Vampire
                            DARK
                            The Zombie Vampire
                            • ATK:

                            • 3000

                            • DEF:

                            • 2800


                            2+ Level 8 monsters If you use a monster(s) with a Level that is owned by your opponent for the Xyz Summon of this card, treat it as Level 8. Neither player can target this card with effects of Special Summoned monsters, except those Special Summoned from the GY. You can detach 1 material from this card; each player sends the top 4 cards from their Deck to the GY, then if any monsters were sent to either GY by this effect, you can Special Summon 1 of those monsters to your field. You can only use this effect of "The Zombie Vampire" once per turn.


                             Rarity
                            Wedju Temple
                             Rarity
                            Wedju Temple
                            Wedju Temple
                            Spell Field
                            Wedju Temple

                              During your Main Phase: You can place 1 monster from your hand in your Spell & Trap Zone as a face-up Continuous Spell, then place 1 "Millennium" monster from your Deck in your Spell & Trap Zone as a face-up Continuous Spell. You can only use this effect of "Wedju Temple" once per turn. If a face-up "Millennium" monster(s) you control is destroyed by battle or card effect, you can place it in your Spell & Trap Zone as a face-up Continuous Spell, instead of sending it to the GY.


                              The bodies jump onto the field for combos, can use 2 bodies = full combo Fiendsmith or 2 Level 8 monsters with the help of Doomed Dragon and upgrade The Zombie Vampire and mill more resources as well as pull more bodies




                              Companion unit:

                              - Yu-Gi-Oh! Guidance Vietnam





                              https://ygovietnam.com/
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