Azamina, Sinful Spoil, and Diabell's group are all from the same universe and act as mercenaries for almost any deck, capable of building omni-negate early to block handtraps or building them late in the endboard to increase pressure. Additionally, there are many other bosses with various abilities and levels of annoyance (including Floodgay).

Azamina Gameplay Guide
Sections covered in this guide:
Absolute Chad
This is a masterpiece; you can search for or retrieve the super starter Diabellstar (from both deck and graveyard), banish yourself from the graveyard, and retrieve one banned or graveyard Sinful Spoil spell/trap (except this one) to the bottom of your deck and draw one.
Deserves immediate imprisonment.
On the MD side, you release 3 copies, while on TCG and OCG, you only release 1 copy.
CORE
Breedable 1.5 card combo
Note: This card has two effects, but you can only use one of them per turn. Because it's an instant spell, it's good for dodging targets.
This card also performs a similar fusion dance, but not once per turn. As long as you have the materials and a copy of this card, you can dance as many times as you want.
It also pulls Fusion Azamina monsters like the others, but instead of sending resources, it brings Sinful Spoils monsters/spells/traps from the graveyard or banish area back to the deck.
Tribute 1 monster from your hand or field (quite difficult as this deck mostly uses spells/traps), and search 1 Azamina monster/spell/trap from your deck to your hand.
You can flip yourself from the graveyard onto the field if you are controlling an Illusion monster that is Level 5 or higher (but you will be banished when you leave the field).
Diabellstar , but in Fury form, and super powerful.
Search for Diabell with Level 8 or higher. If, by some wibu trick, your opponent has monsters on the field (you go turn 2, your opponent summons Bystials, etc.), you can summon Diabell directly from your deck onto the field.
Drag Floodgay ( Diabellze ) straight onto the field or add it to your hand. You can drag a Level 5 Illusion or higher monster. If you jump onto the field, you cannot use the card's effect in the main phase of this turn. It sounds strange, but if you use it during standby, end phase, or battle phase, it's as if nothing happened.
This removal card doesn't destroy, banish, or return to your hand, but rather places it in the spell & trap zone. Usually, your opponent can almost never reuse a monster card you placed in the spell & trap zone, except for a few special decks. This card can sometimes even lock your opponent's spell & trap zone, making it difficult if your opponent uses pendulum, decks that require many traps, or permanent spells/traps, etc.
materials to defeat the boss
Diabellze the Original Sinkeeper : Floodgay, self-jumping, shoots cards (1 for you and 1 for your opponent)
I was blowing up the entire enemy field and searching for cards at the same time, but sometimes I ended up bricking my hand (lmao).
Hired to play for any deck with Spellcaster Level 7 or higher that explodes the entire field or is a super punching bag.
Big Bad Bosses
Searching for the card is super easy.
Moa Regina : can pull Illusion monsters back from the graveyard to restore inventory, can pull back bosses, and can fire up to 2 cards when the Azamina or Sinful Spoil card/effect is activated.
These were pulled straight up from the Extra Deck.
It's super easy to level up, just Poplar and one level 8 monster and you're done.
Staple
You can set any spell/trap card directly from your deck to the field or send it to your hand (send it to your hand if your opponent has a monster). Cards you set due to this effect cannot be activated this turn.
The God of Fortune jackpot, double your money to death!
Cumbo
If an early cease/containment is necessary:
yêu cầu : Elzette + White Witch hoặc Filia (search White Witch)







































































































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