Cyber ​​Dragon Gameplay Guide (New Support Late 2025)

Cyber ​​Dragon Gameplay Guide (New Support Late 2025)

Meme deck, play if you like, don't play if you don't.



This deck has extremely strong OTK potential, good search capabilities, and can be played on turn 1 or 2. However, it's prone to bricking, one handtrap is enough to take it down, it has low inventory recovery, and it locks the Machine :/ (making it difficult to mix with other engines).

Sections covered in this guide:




CORE

 

Cyber Dragon (x1-3)

R Rarity
Cyber Dragon
R Rarity
Cyber Dragon
Cyber Dragon
LIGHT 5
Cyber Dragon
  • ATK:

  • 2100

  • DEF:

  • 1600


If only your opponent controls a monster, you can Special Summon this card (from your hand).


the chad and the sigma


It's the original Cyber ​​Dragon (not the upgraded version), so even if it gets Skill Drained or something, it's still a Cyber ​​Dragon for Fusion. Level 5 LIGHT Machine automatically jumps when the enemy has monsters.

Usually bring 1 to avoid bricking.

Cyber Dragon Core (x3)

SR Rarity
Cyber Dragon Core
SR Rarity
Cyber Dragon Core
Cyber Dragon Core
LIGHT 2
Cyber Dragon Core
  • ATK:

  • 400

  • DEF:

  • 1500


When this card is Normal Summoned: Add 1 "Cyber" Spell/Trap from your Deck to your hand. If only your opponent controls a monster: You can banish this card from your GY; Special Summon 1 "Cyber Dragon" monster from your Deck. You can only use 1 "Cyber Dragon Core" effect per turn, and only once that turn. This card's name becomes "Cyber Dragon" while on the field or in the GY.


He sees himself as a "Cyber ​​Dragon" whether on the field or in the grave.


Searcher is a strong, pretty good card, but unfortunately it's an old card so you can only use one of its two effects at a time.

Search for "Cyber" in both spell/trap and banish to summon Cyber ​​Dragon from your deck; it works well on turn 1 or 2.

Cyber Dragon Herz (x1-3)

N Rarity
Cyber Dragon Herz
N Rarity
Cyber Dragon Herz
Cyber Dragon Herz
LIGHT 1
Cyber Dragon Herz
  • ATK:

  • 100

  • DEF:

  • 100


This card's name becomes "Cyber Dragon" while on the field or in the GY. You can only use 1 of the following effects of "Cyber Dragon Herz" per turn, and only once that turn. ● If this card is Special Summoned: You can make this card's Level become 5 until the end of this turn, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. ● If this card is sent to the GY: You can add 1 other "Cyber Dragon" from your Deck or GY to your hand.


He sees himself as a "Cyber ​​Dragon" whether on the field or in the grave.


Search for Cyber ​​Dragon from the deck (or graveyard) and add it to your hand after it has been sent to the graveyard.

As for the effect increasing to level 5... nobody uses it because it locks the Machine, and you can only use one effect of this card per turn.

Cyber Dragon Nachster (x1)

R Rarity
Cyber Dragon Nachster
R Rarity
Cyber Dragon Nachster
Cyber Dragon Nachster
LIGHT 1
Cyber Dragon Nachster
  • ATK:

  • 200

  • DEF:

  • 200


This card's name becomes "Cyber Dragon" while on the field or in the GY. You can discard 1 other monster; Special Summon this card from your hand. If this card is Normal or Special Summoned: You can target 1 Machine monster with 2100 ATK or DEF in your GY; Special Summon it, also, you cannot Special Summon monsters for the rest of this turn, except Machine monsters. You can only use each effect of "Cyber Dragon Nachster" once per turn.


He sees himself as a "Cyber ​​Dragon" whether on the field or in the grave.



You can pull any Machine monster from the graveyard, as long as it has 2100 ATK or DEF when normally or special summoned (then lock Machine).

You can pull Nova from the graveyard and upgrade her to Infinity (depending on the situation).


 

Cyber Jormungardr (x1)

SR Rarity
Cyber Jormungardr
SR Rarity
Cyber Jormungardr
Cyber Jormungardr
LIGHT 5
Cyber Jormungardr
  • ATK:

  • 1000

  • DEF:

  • 2100


Cannot be Normal Summoned/Set. Must be Special Summoned by card effect. If your opponent controls a monster: You can Special Summon this card from your hand, then take 1 "Cyber Dragon" from your Deck, and either Special Summon it or equip it to this card as an Equip Spell, also you cannot Special Summon for the rest of this turn, except Machine monsters. You can return 1 "Cyber Dragon" you control to the hand; add 1 "Polymerization" from your Deck or GY to your hand. You can only use each effect of "Cyber Jormungardr" once per turn.


Going on turn 2 is super easy.


If your opponent has monsters, you can skip this card from your hand and bring a Cyber ​​Dragon from your deck to the field (or equip this card, which is rarely used), then lock Machine. This effect gives you two Level 5 bodies, making it easier to summon Negate to support your OTK.


If you don't like Xyz Summoning, you can return the Cyber ​​Dragon you're controlling to your hand and search for a Polymerization card from your deck or graveyard to fuse. It's the kind of thing that works with anything.

Cyberdark Claw (x3)

SR Rarity
Cyberdark Claw
SR Rarity
Cyberdark Claw
Cyberdark Claw
DARK 3
Cyberdark Claw
  • ATK:

  • 1600

  • DEF:

  • 800


If this card is sent to the GY while equipped to a monster: You can target 1 "Cyberdark" monster in your GY; add it to your hand. You can only use each of the following effects of "Cyberdark Claw" once per turn. ● You can discard this card; add 1 "Cyberdark" Spell/Trap from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Extra Deck to the GY.


Like Cyber ​​Dragon Core , but search for the spell/trap Cyberdark.

x0-1

N Rarity
Cyberdark Keel
N Rarity
Cyberdark Keel
Cyberdark Keel
DARK 4
Cyberdark Keel
  • ATK:

  • 800

  • DEF:

  • 800


If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card destroys an opponent's monster by battle: Inflict 300 damage to your opponent. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.


N Rarity
Cyberdark Edge
N Rarity
Cyberdark Edge
Cyberdark Edge
DARK 4
Cyberdark Edge
  • ATK:

  • 800

  • DEF:

  • 800


If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. This card can attack directly. If it does using this effect, its ATK is halved during damage calculation only. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.


SR Rarity
Cyberdark Cannon
SR Rarity
Cyberdark Cannon
Cyberdark Cannon
DARK 3
Cyberdark Cannon
  • ATK:

  • 1600

  • DEF:

  • 800


If this card is sent to the GY while equipped to a monster: You can draw 1 card. You can only use each of the following effects of "Cyberdark Cannon" once per turn. ● You can discard this card; add 1 Machine "Cyberdark" monster from your Deck to your hand. ● During damage calculation, if a monster equipped with this card battles: You can send 1 monster from your Deck to the GY.


N Rarity
Cyberdark Horn
N Rarity
Cyberdark Horn
Cyberdark Horn
DARK 4
Cyberdark Horn
  • ATK:

  • 800

  • DEF:

  • 800


If this card is Normal Summoned: Target 1 Level 3 or lower Dragon monster in your GY; equip that Dragon monster to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. If this card attacks a Defense Position monster, inflict piercing battle damage. If this card would be destroyed by battle, destroy the monster equipped to it by its effect, instead.


Anime is awesome, but back to reality, these guys are really pathetic.



These guys are taking up too much space on the deck; it's better to use handtraps and staples instead.

Cyberdark Chimera (x1)

SR Rarity
Cyberdark Chimera
SR Rarity
Cyberdark Chimera
Cyberdark Chimera
DARK 4
Cyberdark Chimera
  • ATK:

  • 800

  • DEF:

  • 2100


You can discard 1 Spell/Trap; add 1 "Power Bond" from your Deck to your hand, you can only use Dragon or Machine "Cyber" monsters as Fusion Material this turn, also once when you Fusion Summon this turn, you can also banish monster(s) from your GY as material. If this card is sent to the GY: You can send 1 "Cyberdark" monster from your Deck to the GY, with a different name from the cards in your GY. You can only use each effect of "Cyberdark Chimera" once per turn.


You can search for Power Bond , which is essential for OTK and deck combos. Additionally, you can fuse it by banishing monsters from your graveyard!


Additionally, there's a mill effect, but it usually starts with Cyberdark Claw , so few people notice it (mills monsters with different names already present in the graveyard).

Cyberdark Wurm (x1)

UR Rarity
Cyberdark Wurm
UR Rarity
Cyberdark Wurm
Cyberdark Wurm
DARK 5
Cyberdark Wurm
  • ATK:

  • 800

  • DEF:

  • 2100


This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card is in your hand or GY, and you have another Machine "Cyber" monster in your field or GY: You can send 1 "Cyber Dragon" monster from your hand or Deck to the GY; Special Summon this card, then you can add 1 "Cyber" Spell/Trap from your GY to your hand. You can only use this effect of "Cyberdark Wurm" once per Duel.


He sees himself as a "Cyber ​​Dragon" whether on the field or in the grave.


Circular but with extremely strict conditions: "You must not have any other Machine Cyber ​​monsters in the field or graveyard."

Since it's a Circular monster, this monster mills 1 Cyber ​​Dragon monster and searches for 1 Spell/Trap Cyber ​​monster.



Wow, that's so good, why didn't they use x3? Is the guide writer stupid? Ohmmmm, this one is once per duel (Circular is still the best).

Cyber Emergency (x3)

SR Rarity
Cyber Emergency
SR Rarity
Cyber Emergency
Cyber Emergency
Spell Normal
Cyber Emergency

    Add 1 LIGHT Machine monster that cannot be Normal Summoned/Set, or 1 "Cyber Dragon" monster, from your Deck to your hand. If the activation of this card in its owner's possession was negated by your opponent's card effect and sent to your GY: You can discard 1 card; add this card to your hand. You can only activate 1 "Cyber Emergency" per turn.


    The searcher can find any Light Machine monster, as long as it's not Normal Summoned or Set (or simply any Cyber ​​Dragon monster from the deck).



    If your activation is negated, you can discard one card to return it to your hand, which is quite useful if your opponent has cards like Borreload Savage Dragon.

    Cyberdark Realm (x3)

    SR Rarity
    Cyberdark Realm
    SR Rarity
    Cyberdark Realm
    Cyberdark Realm
    Spell Continuous
    Cyberdark Realm

      When this card is activated: You can add 1 "Cyberdark" monster from your Deck to your hand, with a different name from the cards in your GY. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 "Cyberdark" monster. You can only use the previous effect of "Cyberdark Realm" once per turn. If you equip a monster from your GY by the effect of a "Cyberdark" monster that activated when it was Normal or Special Summoned, you can equip from your opponent's GY instead. You can only activate 1 "Cyberdark Realm" per turn.


      Similar to the above, but search for Cyberdark (the monster searched from the deck must have a different name than the monster in the graveyard).


      The great thing about this card is that it gives you one extra Normal Summon for a Cyberdark monster, which helps you chain combos very effectively.

      Additionally, it has the effect of taking monsters from enemy graveyards to equip Cyberdark monsters when those monsters activate their equip effect during normal or special summons.

      Cybernetic Horizon (x3)

      SR Rarity
      Cybernetic Horizon
      SR Rarity
      Cybernetic Horizon
      Cybernetic Horizon
      Spell Normal
      Cybernetic Horizon

        (This card is always treated as a "Cyberdark" card.) Send 2 Dragon and/or Machine "Cyber" monsters with different Attributes to the GY, 1 each from your hand and Deck; add 1 Dragon or Machine "Cyber" monster from your Deck to your hand, and if you do, send 1 Machine "Cyber" Fusion Monster from your Extra Deck to the GY. You can only activate 1 "Cybernetic Horizon" per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Machine monsters.


        Send two monsters! One from your hand, one from your deck to the graveyard (Machine "Cyber" and/or Dragon with a different attribute)


        Then you search for a Dragon or Machine "Cyber" monster, and then send a Fusion Machine "Cyber" monster from the Extra Deck to the graveyard as well, that's incredibly valuable.


        Of course, an OP card like this has to lock the machine, hehehe.

        Cyber Repair Plant (x1)

        R Rarity
        Cyber Repair Plant
        R Rarity
        Cyber Repair Plant
        Cyber Repair Plant
        Spell Normal
        Cyber Repair Plant

          If "Cyber Dragon" is in your GY: You can activate 1 of these effects. If you have 3 or more "Cyber Dragon" in your GY at this card's activation, you can activate both effects and resolve in sequence. You can only activate 1 "Cyber Repair Plant" per turn. ● Add 1 LIGHT Machine monster from your Deck to your hand. ● Target 1 LIGHT Machine monster in your GY; shuffle that target into your Deck.


          You need a Cyber ​​Dragon in your graveyard to use any of the effects; if you have three Cyber ​​Dragons, all effects will work.



          I> Add 1 LIGHT Machine from your deck to your hand; any monster will do, even Kaiju.

          II> Move 1 LIGHT Machine from graveyard to deck


          Sometimes people bring x0, because holding this card while bricking makes bricking even worse (similar to Cyber ​​Dragon when held on turn 1 or turn 2 but the opponent's deck is set to 5 and then passed).

          Cybernetic Overflow (x1)

          N Rarity
          Cybernetic Overflow
          N Rarity
          Cybernetic Overflow
          Cybernetic Overflow
          Trap Normal
          Cybernetic Overflow

            Banish "Cyber Dragon(s)" with different Levels from your hand, face-up field, and/or GY, then destroy an equal number of cards your opponent controls. If this card on the field is destroyed by card effect: Add 1 "Cyber" Spell/Trap from your Deck to your hand. You can only use each effect of "Cybernetic Overflow" once per turn.


            It's searchable, super powerful because it shoots cards without targeting, you can shoot as many as you want as long as you meet the conditions.


            It also has the ability to search for Spell/Trap Cyber ​​if destroyed, which is pretty good—extremely good, because the ones who use those kinds of cards are usually Tenpai Dragons.

            Power Bond, Polymerization and Cyberload Fusion (Searchable)

            R Rarity
            Power Bond
            R Rarity
            Power Bond
            Power Bond
            Spell Normal
            Power Bond

              Fusion Summon 1 Machine Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material, and it gains ATK equal to its original ATK. During the End Phase of the turn this card is activated, you take damage equal to the amount of ATK gained from this effect at the time of the Summon.


              N Rarity
              Polymerization
              N Rarity
              Polymerization
              Polymerization
              Spell Normal
              Polymerization

                Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


                R Rarity
                Cyberload Fusion
                R Rarity
                Cyberload Fusion
                Cyberload Fusion
                Spell Quick
                Cyberload Fusion

                  Fusion Summon 1 Fusion Monster from your Extra Deck that lists a "Cyber Dragon" monster as material, by shuffling the Fusion Materials listed on it into the Deck, from among your cards on the field and/or your face-up banished cards, but monsters you control cannot attack for the rest of this turn, except that Fusion Summoned monster. You can only activate 1 "Cyberload Fusion" per turn.


                  brick vcl



                  The worst part is Power Bond ; if you use one of these cards, Chimera can't activate its effect => you can't use graveyard materials for fusion, and nobody ever uses two of these cards anyway :/

                  Cyber Dragon Nova and Cyber Dragon Infinity (x1)

                  R Rarity
                  Cyber Dragon Nova
                  R Rarity
                  Cyber Dragon Nova
                  Cyber Dragon Nova
                  LIGHT
                  Cyber Dragon Nova
                  • ATK:

                  • 2100

                  • DEF:

                  • 1600


                  2 Level 5 Machine monsters Once per turn: You can detach 1 material from this card, then target 1 "Cyber Dragon" in your GY; Special Summon that target. Once per turn (Quick Effect): You can banish 1 "Cyber Dragon" from your hand or face-up from your Monster Zone; this card gains 2100 ATK until the end of this turn. If this card in your possession is sent to your GY by your opponent's card effect: You can Special Summon 1 Machine Fusion Monster from your Extra Deck.


                  UR Rarity
                  Cyber Dragon Infinity
                  UR Rarity
                  Cyber Dragon Infinity
                  Cyber Dragon Infinity
                  LIGHT
                  Cyber Dragon Infinity
                  • ATK:

                  • 2100

                  • DEF:

                  • 1600


                  3 Level 6 LIGHT Machine monsters Once per turn, you can also Xyz Summon "Cyber Dragon Infinity" by using "Cyber Dragon Nova" you control as material. (Transfer its materials to this card.) Gains 200 ATK for each material attached to it. Once per turn: You can target 1 face-up Attack Position monster on the field; attach it to this card as material. Once per turn, when a card or effect is activated (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy it.


                  Cyber ​​Dragon Nova : Easy to build, only requires 2 Level 5 Machine monsters. It can pull Cyber ​​Dragon from the graveyard and buff itself with 2100 ATK, reaching 4200 ATK. It also has the ability to skip 1 Fusion Machine monster from the Extra Deck if it's sent to the graveyard by an opponent's card.



                  Cyber ​​Dragon Infinity : N-Gay, a mercenary monster that works alongside Nova . This monster can stomp on Nova 's head and has omni-negate and transforms an enemy monster in attack position into material for itself. If your opponent frequently uses graveyard monsters, you can keep that material instead of letting them play, especially limited-level cards (fact: using this card in real life is very economical because you might accidentally take your opponent's cards without realizing it).

                  Chimeratech Fortress Dragon and Chimeratech Megafleet Dragon (x1)

                  R Rarity
                  Chimeratech Fortress Dragon
                  R Rarity
                  Chimeratech Fortress Dragon
                  Chimeratech Fortress Dragon
                  DARK 8
                  Chimeratech Fortress Dragon
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  "Cyber Dragon" + 1+ Machine monsters Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1000 x the number of Fusion Materials used for its Special Summon.


                  UR Rarity
                  Chimeratech Megafleet Dragon
                  UR Rarity
                  Chimeratech Megafleet Dragon
                  Chimeratech Megafleet Dragon
                  DARK 10
                  Chimeratech Megafleet Dragon
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  1 "Cyber Dragon" monster + 1+ monsters in the Extra Monster Zone Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. (You do not use "Polymerization".) The original ATK of this card becomes 1200 x the number of Fusion Materials used for its Special Summon.


                  Upgrade by using monsters on the enemy's field + Cyber ​​Dragon



                  One monster was built using Machine monsters; you can use Clockwork Night to turn all enemy monsters into Machines.

                  One monster that gets summoned from monsters in the Extra Monster Zone, specifically targeting Link monsters (because they are forced to summon a Link monster first to the Extra Monster Zone), or occasionally monsters with full field combos that require summoning a Link monster to the Extra Monster Zone, or some other monster (maybe).

                  Chimeratech Rampage Dragon (x2)

                  SR Rarity
                  Chimeratech Rampage Dragon
                  SR Rarity
                  Chimeratech Rampage Dragon
                  Chimeratech Rampage Dragon
                  DARK 5
                  Chimeratech Rampage Dragon
                  • ATK:

                  • 2100

                  • DEF:

                  • 1600


                  2+ "Cyber Dragon" monsters A Fusion Summon of this card can only be done with the above Fusion Materials. When this card is Fusion Summoned: You can target Spells/Traps on the field, up to the number of Fusion Materials used for its Fusion Summon; destroy them. Once per turn: You can send up to 2 LIGHT Machine monsters from your Deck to the GY, and if you do, for each monster sent to the GY, this card gains 1 additional attack during each Battle Phase this turn.


                  Easy to summon, punch 3 times, shoot spell/trap, mill up to 2 Light Machine monsters from deck to graveyard. If you have double ATK or +2100 ATK cards, you're guaranteed to get an OTK or punch the enemy's field.

                  Cyber Eternity Dragon (x1)

                  SR Rarity
                  Cyber Eternity Dragon
                  SR Rarity
                  Cyber Eternity Dragon
                  Cyber Eternity Dragon
                  LIGHT 10
                  Cyber Eternity Dragon
                  • ATK:

                  • 2800

                  • DEF:

                  • 4000


                  1 "Cyber Dragon" monster + 2 Machine monsters If you have a Machine Fusion Monster(s) in your GY, your opponent cannot target this card with card effects, also it cannot be destroyed by your opponent's card effects. If this Fusion Summoned card you control is sent to your GY by an opponent's card: You can Special Summon 1 "Cyber Dragon" from your hand, Deck, or GY. You can banish this card from your GY; this turn, your opponent cannot target Fusion Monsters you control with card effects, also they cannot be destroyed by your opponent's card effects.


                  super sandbag



                  The primary purpose is to use the graveyard effect to protect all Fusion monsters from being targeted by effects and from being destroyed by enemy card effects.

                  Cyber Dragon Sieger (x1)

                  UR Rarity
                  Cyber Dragon Sieger
                  UR Rarity
                  Cyber Dragon Sieger
                  Cyber Dragon Sieger
                  LIGHT
                  Cyber Dragon Sieger
                  • ATK:

                  • 2100

                  • LINK-2

                  Link Arrow:

                  Left

                  Bottom


                  2 Machine monsters, including "Cyber Dragon" This card's name becomes "Cyber Dragon" while on the field or in the GY. During each Battle Phase, if this card has not declared an attack (Quick Effect): You can target 1 Machine monster you control with 2100 or more ATK; for the rest of this turn, that monster gains 2100 ATK/DEF, also neither player takes any battle damage from attacks involving this monster. You can only use this effect of "Cyber Dragon Sieger" once per turn.


                    He sees himself as a "Cyber ​​Dragon" whether on the field or in the grave.


                  It has an effect that buffs another monster with an additional 2100 ATK/DEF to attack the enemy boss, even delivering an OTK. It combines very well with Chimeratech Rampage Dragon , which has 4200 ATK and attacks three times.

                  Cyberdarkness Dragon (x1)

                  SR Rarity
                  Cyberdarkness Dragon
                  SR Rarity
                  Cyberdarkness Dragon
                  Cyberdarkness Dragon
                  DARK 10
                  Cyberdarkness Dragon
                  • ATK:

                  • 2000

                  • DEF:

                  • 2000


                  5 "Cyberdark" Effect Monsters Must first be Fusion Summoned. If this card is Special Summoned: You can equip 1 Dragon or Machine monster from your GY to this card. Gains ATK equal to the original ATK of the monster equipped to it by this effect. When your opponent activates a card or effect (Quick Effect): You can send 1 Equip Card you control to the GY; negate the activation, and if you do, destroy that card.


                  It's a super powerful omni-negate because it's not once per turn, as long as you have Equip Cards.



                  Staple

                   

                  Handtrap

                  UR Rarity
                  Infinite Impermanence
                  UR Rarity
                  Infinite Impermanence
                  Infinite Impermanence
                  Trap Normal
                  Infinite Impermanence

                    Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.


                    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):

                      UR Rarity
                      Mulcharmy Purulia
                      UR Rarity
                      Mulcharmy Purulia
                      Mulcharmy Purulia
                      WATER 4
                      Mulcharmy Purulia
                      • ATK:

                      • 100

                      • DEF:

                      • 600


                      If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Normal or Special Summons a monster(s) from the hand, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                      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
                      Mulcharmy Fuwalos
                      UR Rarity
                      Mulcharmy Fuwalos
                      Mulcharmy Fuwalos
                      WIND 4
                      Mulcharmy Fuwalos
                      • ATK:

                      • 100

                      • DEF:

                      • 600


                      If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


                      UR Rarity
                      Red Reboot
                      UR Rarity
                      Red Reboot
                      Red Reboot
                      Trap Counter
                      Red Reboot

                        When your opponent activates a Trap Card: Negate the activation, and if you do, Set that card face-down, then they can Set 1 other Trap directly from their Deck. For the rest of this turn after this card resolves, your opponent cannot activate Trap Cards. You can activate this card from your hand by paying half your LP.


                        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):

                          Just stuff as much as you want, it'll brick eventually :3

                          Board Breaker

                          UR Rarity
                          Harpie's Feather Duster
                          UR Rarity
                          Harpie's Feather Duster
                          Harpie's Feather Duster
                          Spell Normal
                          Harpie's Feather Duster

                            Destroy all Spell and Trap Cards your opponent controls.




                            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):

                              SR Rarity
                              Cosmic Cyclone
                              SR Rarity
                              Cosmic Cyclone
                              Cosmic Cyclone
                              Spell Quick
                              Cosmic Cyclone

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


                                UR Rarity
                                Raigeki
                                UR Rarity
                                Raigeki
                                Raigeki
                                Spell Normal
                                Raigeki

                                  Destroy all monsters your opponent controls.




                                  Tag(s):

                                  UR Rarity
                                  Gordian Slicer
                                  UR Rarity
                                  Gordian Slicer
                                  Gordian Slicer
                                  Spell Normal
                                  Gordian Slicer

                                    This card's activation and effect cannot be negated. At the start of your Main Phase 1 or 2: Target any number of face-up cards on the field; for each targeted card, banish 1 card from your hand, or 6 cards from your Extra Deck, face-down, then return those targeted cards to the hand.


                                    UR Rarity
                                    Super Polymerization
                                    UR Rarity
                                    Super Polymerization
                                    Super Polymerization
                                    Spell Quick
                                    Super Polymerization

                                      Discard 1 card; Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from either field as Fusion Material. Neither player can activate cards or effects in response to this card's activation.




                                      Tag(s):

                                      UR Rarity
                                      Triple Tactics Talent
                                      UR Rarity
                                      Triple Tactics Talent
                                      Triple Tactics Talent
                                      Spell Normal
                                      Triple Tactics Talent

                                        If your opponent has activated a monster effect during your Main Phase this turn: Activate 1 of these effects; ● Draw 2 cards. ● Take control of 1 monster your opponent controls until the End Phase. ● Look at your opponent's hand, and choose 1 card from it to shuffle into the Deck. You can only activate 1 "Triple Tactics Talent" per turn.




                                        Tag(s):

                                        UR Rarity
                                        Lightning Storm
                                        UR Rarity
                                        Lightning Storm
                                        Lightning Storm
                                        Spell Normal
                                        Lightning Storm

                                          If you control no face-up cards: Activate 1 of these effects; ● Destroy all Attack Position monsters your opponent controls. ● Destroy all Spells and Traps your opponent controls. You can only activate 1 "Lightning Storm" per turn.




                                          Tag(s):

                                          UR Rarity
                                          Dinowrestler Pankratops
                                          UR Rarity
                                          Dinowrestler Pankratops
                                          Dinowrestler Pankratops
                                          EARTH 7
                                          Dinowrestler Pankratops
                                          • ATK:

                                          • 2600

                                          • DEF:

                                          • 0


                                          If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon "Dinowrestler Pankratops" once per turn this way. (Quick Effect): You can Tribute 1 "Dinowrestler" monster, then target 1 card your opponent controls; destroy it. You can only use this effect of "Dinowrestler Pankratops" once per turn.


                                          UR Rarity
                                          Ultimate Slayer
                                          UR Rarity
                                          Ultimate Slayer
                                          Ultimate Slayer
                                          Spell Normal
                                          Ultimate Slayer

                                            Your opponent cannot activate monster effects in response to this card's activation. Send 1 monster from your Extra Deck to the GY, then target 1 monster your opponent controls with the same card type (Fusion, Synchro, Xyz, Pendulum, or Link); shuffle it into the Deck.


                                            UR Rarity
                                            Triple Tactics Thrust
                                            UR Rarity
                                            Triple Tactics Thrust
                                            Triple Tactics Thrust
                                            Spell Normal
                                            Triple Tactics Thrust

                                              If your opponent has activated a monster effect during this turn: Set 1 Normal Spell/Trap directly from your Deck, except "Triple Tactics Thrust", or if your opponent controls a monster, you can add it to your hand instead. That Set card cannot be activated this turn. You can only activate 1 "Triple Tactics Thrust" per turn.


                                              SR Rarity
                                              Book of Eclipse
                                              SR Rarity
                                              Book of Eclipse
                                              Book of Eclipse
                                              Spell Quick
                                              Book of Eclipse

                                                Change all face-up monsters on the field to face-down Defense Position. During the End Phase of this turn, change as many face-down Defense Position monsters your opponent controls as possible to face-up Defense Position, then your opponent draws cards equal to the number of monsters changed face-up by this effect.


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

                                                  Destroy all monsters on the field.


                                                  SR Rarity
                                                  Herald of the Abyss
                                                  SR Rarity
                                                  Herald of the Abyss
                                                  Herald of the Abyss
                                                  Spell Normal
                                                  Herald of the Abyss

                                                    Pay 1500 LP and declare 1 Monster Type and 1 Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster's name. You can only activate 1 "Herald of the Abyss" per turn.


                                                    Only add these pieces if you're building a deck geared towards a turn 2 OTK; using them on turn 1 is like adding bricks to your deck.

                                                    Extender

                                                    R Rarity
                                                    Cyber Eltanin
                                                    R Rarity
                                                    Cyber Eltanin
                                                    Cyber Eltanin
                                                    LIGHT 10
                                                    Cyber Eltanin
                                                    • ATK:

                                                    • -1

                                                    • DEF:

                                                    • -1


                                                    Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing all LIGHT Machine monsters from your field and GY. This card's ATK/DEF become the number of monsters banished for its Special Summon x 500. If this card is Special Summoned: Send all other face-up monsters on the field to the GY.


                                                    SR Rarity
                                                    Union Driver
                                                    SR Rarity
                                                    Union Driver
                                                    Union Driver
                                                    LIGHT 5
                                                    Union Driver
                                                    • ATK:

                                                    • 2100

                                                    • DEF:

                                                    • 1000


                                                    Once per turn, you can either: Target 1 face-up monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. If the equipped monster would be destroyed by battle or card effect, destroy this card instead. While this card is equipped to a monster: You can banish this Equip Card; equip 1 Level 4 or lower appropriate Union monster from your Deck to the monster this card was equipped to. You can only use this effect of "Union Driver" once per turn.


                                                    SR Rarity
                                                    Galaxy Soldier
                                                    SR Rarity
                                                    Galaxy Soldier
                                                    Galaxy Soldier
                                                    LIGHT 5
                                                    Galaxy Soldier
                                                    • ATK:

                                                    • 2000

                                                    • DEF:

                                                    • 0


                                                    You can send 1 other LIGHT monster from your hand to the GY; Special Summon this card from your hand in Defense Position. When this card is Special Summoned: You can add 1 "Galaxy" monster from your Deck to your hand. You can only use this effect of "Galaxy Soldier" once per turn.


                                                    UR Rarity
                                                    Therion "King" Regulus
                                                    UR Rarity
                                                    Therion "King" Regulus
                                                    Therion "King" Regulus
                                                    EARTH 8
                                                    Therion "King" Regulus
                                                    • ATK:

                                                    • 2800

                                                    • DEF:

                                                    • 1600


                                                    You can only use each of the following effects of "Therion "King" Regulus" once per turn. ● You can target 1 "Therion" monster or 1 Machine monster in your GY; Special Summon this card from your hand, and if you do, equip that monster to this card. ● When your opponent activates a card or effect (Quick Effect): You can send 1 "Therion" Monster Card from your hand or face-up field to the GY; negate that effect. A "Therion" monster equipped with this card gains 700 ATK, also it can activate the 2nd effect listed above as if it were "Therion "King" Regulus".


                                                    UR Rarity
                                                    Disablaster the Negation Fortress
                                                    UR Rarity
                                                    Disablaster the Negation Fortress
                                                    Disablaster the Negation Fortress
                                                    LIGHT 55
                                                    Disablaster the Negation Fortress
                                                    • ATK:

                                                    • 500

                                                    • DEF:

                                                    • 2000


                                                    [ Pendulum Effect ] Negate any card effects activated in this card's column. [ Monster Effect ] If there is a column with no cards, you can Special Summon this card (from your hand) to your zone in that column. You can only Special Summon "Disablaster the Negation Fortress" once per turn this way. Negate any card effects activated in this card's column. If this card in the Monster Zone is destroyed: You can place this card in your Pendulum Zone.


                                                    The Self-Jumping Bodies perform Xyz operations; the Regulus, in particular, has an additional negate function to compensate for not being a LIGHT Machine Level 5.


                                                    Eltanin is an interesting case; although bricked, it becomes powerful if included in a deck (because it can be searched for and drawn into hand to be cooked). It has a massive body and excellent field clearing ability.

                                                    Jizukiru the Star Destroying Kaiju (x0-1)

                                                    R Rarity
                                                    Jizukiru, the Star Destroying Kaiju
                                                    R Rarity
                                                    Jizukiru, the Star Destroying Kaiju
                                                    Jizukiru, the Star Destroying Kaiju
                                                    LIGHT 10
                                                    Jizukiru, the Star Destroying Kaiju
                                                    • ATK:

                                                    • 3300

                                                    • DEF:

                                                    • 2600


                                                    You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.


                                                    The LIGHT Machine should be searchable and can be used as a fusion material for Contact Fusion (by using this machine on your opponent's field and your monsters).

                                                    Heosvarog the Mechanical Dawn (x1)

                                                    SR Rarity
                                                    Heosvarog the Mechanical Dawn
                                                    SR Rarity
                                                    Heosvarog the Mechanical Dawn
                                                    Heosvarog the Mechanical Dawn
                                                    LIGHT 7
                                                    Heosvarog the Mechanical Dawn
                                                    • ATK:

                                                    • 0

                                                    • DEF:

                                                    • 2800


                                                    2 LIGHT Machine monsters If this card is Fusion Summoned: You can activate this effect; during the Standby Phase of the next turn, add 1 card from your GY to your hand, with an effect that Fusion Summons a monster(s). When your opponent activates a Spell/Trap Card or effect (Quick Effect): You can banish 1 face-up LIGHT Machine monster you control or 2 LIGHT Machine monsters from your GY; negate the activation. You can only use each effect of "Heosvarog the Mechanical Dawn" once per turn.


                                                    LIGHT Machine is created by merging two LIGHT Machines.


                                                    It has spell/trap negation and also restores the cooldown of several fused magic cards.

                                                    Chronomaly Vimana (x1)

                                                    UR Rarity
                                                    Chronomaly Vimana
                                                    UR Rarity
                                                    Chronomaly Vimana
                                                    Chronomaly Vimana
                                                    LIGHT
                                                    Chronomaly Vimana
                                                    • ATK:

                                                    • 2300

                                                    • DEF:

                                                    • 2600


                                                    2 Level 5 monsters Once per turn (Quick Effect): You can target 1 face-up monster on the field and 1 Xyz Monster or "Chronomaly" monster in your GY; that monster on the field gains half the ATK of that monster in the GY (until the end of this turn), then attach that monster from the GY to this card as material. Once per turn, when your opponent activates a monster effect (Quick Effect): You can detach 2 materials from this card; negate the activation.


                                                    LIGHT Machine Level 5, Xyz requires only 2 monsters and has monster negate.

                                                    Clockwork Night and Clockwork Knight (x1)

                                                    R Rarity
                                                    Clockwork Night
                                                    R Rarity
                                                    Clockwork Night
                                                    Clockwork Night
                                                    Spell Continuous
                                                    Clockwork Night

                                                      All face-up monsters on the field become Machine monsters. Machine monsters you control gain 500 ATK/DEF, also Machine monsters your opponent controls lose 500 ATK/DEF. You can banish this card from your GY, then discard 1 card; add 1 EARTH Machine monster from your Deck to your hand. You can only use this effect of "Clockwork Night" once per turn. You can only activate 1 "Clockwork Night" per turn.


                                                      UR Rarity
                                                      Clockwork Knight
                                                      UR Rarity
                                                      Clockwork Knight
                                                      Clockwork Knight
                                                      EARTH
                                                      Clockwork Knight
                                                      • ATK:

                                                      • 500

                                                      • LINK-1

                                                      Link Arrow:

                                                      Left


                                                      1 non-Link Machine monster with 1000 or less original ATK If this card is Link Summoned: You can send 1 face-up Continuous Spell you control to the GY; add 1 "Clockwork Night" from your Deck to your hand. You can target 1 Machine monster with 1000 or less ATK in your GY; Tribute 1 Machine monster, except this card, and if you do, Special Summon that targeted monster in Defense Position. You can only use each effect of "Clockwork Knight" once per turn.


                                                      Clockwork Night : Thanks to the Cyber ​​Dragons, Stun units using this card are automatically negated or attacked, essentially baiting the enemy with something. This card is a floodgate that transforms both sides' minions into Machines, blocking Cyberse, Warrior, and Spellcaster-requiring units from comboing. Furthermore, it creates a 1000 ATK/DEF difference between the two sides' minions. And because the enemy minions are turned into Machines, you can contact fusion by using up all of the enemy's minions!




                                                      Clockwork Knight : Super easy to build, you can search for Clockwork Night for the cost of 1 permanent spell - something Cyber ​​Dragons have and can search for, and this card can also bring back a Machine with 1000 ATK or lower from the graveyard to the field, making it a base for your combo.

                                                      Constellar Pleiades (x0-1)

                                                      UR Rarity
                                                      Constellar Pleiades
                                                      UR Rarity
                                                      Constellar Pleiades
                                                      Constellar Pleiades
                                                      LIGHT
                                                      Constellar Pleiades
                                                      • ATK:

                                                      • 2500

                                                      • DEF:

                                                      • 1500


                                                      2 Level 5 LIGHT monsters Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 card on the field; return that target to the hand.


                                                      Disrupt easily pushes cards forward, especially effective against bodies that aren't destroyed by effects.

                                                      Relinquished Anima and Salamangreat Almiraj (x0-1)

                                                      UR Rarity
                                                      Relinquished Anima
                                                      UR Rarity
                                                      Relinquished Anima
                                                      Relinquished Anima
                                                      DARK
                                                      Relinquished Anima
                                                      • ATK:

                                                      • 0

                                                      • LINK-1

                                                      Link Arrow:

                                                      Top


                                                      1 Level 1 monster, except a Token You can target 1 face-up monster this card points to; equip that face-up monster to this card (max. 1). You can only use this effect of "Relinquished Anima" once per turn. This card gains ATK equal to that equipped monster's.


                                                      UR Rarity
                                                      Salamangreat Almiraj
                                                      UR Rarity
                                                      Salamangreat Almiraj
                                                      Salamangreat Almiraj
                                                      FIRE
                                                      Salamangreat Almiraj
                                                      • ATK:

                                                      • 0

                                                      • LINK-1

                                                      Link Arrow:

                                                      Bottom-Right


                                                      1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


                                                      Almiraj's main goal is to send the Cyber ​​Dragon cubs to their graves. Cyber ​​Dragon Herz

                                                      Anima : Similar to Almiraj, but harder to build; however, it has pretty good bait negate and board breaker capabilities.

                                                      Divine Arsenal AA-ZEUS - Sky Thunder and Super Starslayer TY-PHON - Sky Crisis (x0-1)

                                                      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):

                                                      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.


                                                      Zeus : Any deck with Xyz monsters will have this guy; his field-clearing effect doesn't happen once per turn, and he has a massive body.


                                                      Ty-Phon : Easier to build than Zeus, has Floodgay and Board Breaker, but is locked from summoning minions for the entire turn after summoning this card using a minion – the way you usually summon this card.

                                                      Predaplant Verte Anaconda and S:P Little Knight (Link 2)

                                                      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.


                                                      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.


                                                      Verte Anaconda : Copies all spells or instant Fusion or Polymerization spells by sending the card it wants to copy to the graveyard. The only drawback is that it can no longer summon monsters after use, so its effect is usually used at the end of a combo. I often use this monster to pull Rampage . It has 4200 ATK, fires 3 spells/traps, mills 2, and punches 3 times. Its OTK is incredibly strong.


                                                      S:P : incredibly annoying, one punch and he's down.




                                                      Companion unit:

                                                      - Yu-Gi-Oh! Guidance Vietnam

                                                      master-duel
                                                      5




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