Guide to playing Kewl Tune

Guide to playing Kewl Tune

Welcome to this detailed guide on Kewl Tune – the deck currently considered the strongest force in the meta.

Steeped in the influence of electronic music culture, each monster in this archetype embodies a DJ playing music in underground nightclubs (Juke Joint), but simultaneously, in the underground world, they are professional assassins. In terms of gameplay, Kewl Tune is a mid-range deck with a truly unique mechanism: the deck revolves entirely around Tuner monsters and allows you to use Tuner monsters directly from your hand as Synchro materials.

Instead of trying to set up an unbreakable first-round board, Kewl Tune's true strength lies in its ability to Quick Synchro Summon cards during your opponent's turn, thereby activating a series of disruptive effects from the Graveyard (such as destroying minions, returning cards to your hand, or stealing Extra Decks). Even more terrifying, this deck possesses absolute information control by "peeking" at your opponent's hand and upcoming top deck cards, completely depriving them of any baiting opportunities or intentions. If you enjoy controlling the pace of play, wearing down resources, and suffocating your opponent with information, then Kewl Tune is the perfect deck for you!




Core in the Main Deck

All monsters of this archetype are Tuners and share an extremely powerful common condition: If you use them on the field to Synchro Summon, you CAN use another Tuner monster directly from your hand as material.

Additionally, their main strength lies in the effects activated when they are sent to the Graveyard (GY) as Synchro material.

Kewl Tune Cue (x3)

 Rarity
Kewl Tune Cue
 Rarity
Kewl Tune Cue
Kewl Tune Cue
LIGHT 3
Kewl Tune Cue
  • ATK:

  • 900

  • DEF:

  • 1900


If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Cue" once per turn. If this card is Normal Summoned: You can Special Summon 1 Tuner from your hand, Deck, or GY, except "Kewl Tune Cue", also for the rest of this turn you cannot Special Summon, except Tuners. If this card is sent to the GY as Synchro Material: You can excavate 2 cards from the top of your opponent's Deck, banish 1 of them, and place the other on the top or bottom of the Deck.


This is considered the best starter of the entire archetype. When Normal Summoned, Cue allows you to Special Summon 1 Tuner immediately from your hand/Deck/or Graveyard, doubling the value of your field resources with just one summon.

The terrifying aspect of Cue lies in its Synchro effect: it allows you to see the top two cards from your opponent's deck, discard one, and place the remaining card on top of or at the bottom of their deck. This allows you to manipulate your opponent's draw while providing a wealth of information for strategic planning.

Kewl Tune Mix (x3)

 Rarity
Kewl Tune Mix
 Rarity
Kewl Tune Mix
Kewl Tune Mix
WIND 2
Kewl Tune Mix
  • ATK:

  • 100

  • DEF:

  • 2000


If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Mix" once per turn. If this card is Normal or Special Summoned: You can add 1 "Kewl Tune" monster from your Deck or GY to your hand, except a Level 2 monster. If this card is sent to the GY as Synchro Material: You can target 1 monster your opponent controls; destroy it.


Another excellent starter plays a crucial role in the deck's resource rotation.

When summoned to the field, Mix allows you to draw 1 Kewl Tune monster from your deck or graveyard to your hand (excluding Tier 2 monsters). When used as Synchro Material and sent to the graveyard, Mix provides a highly practical disruption: target and destroy 1 monster your opponent is controlling. This is your primary monster clearing tool during your opponent's turn.

Kewl Tune Reco (x3)

 Rarity
Kewl Tune Reco
 Rarity
Kewl Tune Reco
Kewl Tune Reco
FIRE 3
Kewl Tune Reco
  • ATK:

  • 1500

  • DEF:

  • 800


If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Reco" once per turn. If this card is Normal or Special Summoned: You can add 1 "Kewl Tune" monster from your Deck or GY to your hand, except a Level 3 monster. If this card is sent to the GY as Synchro Material: You can target 1 Spell/Trap your opponent controls; destroy it.


It functions similarly to Mix but targets a different Level file.

When summoned, Rico allows you to draw 1 Kewl Tune monster from your deck or graveyard to your hand (except for Level 3 monsters). Alternating between Mix and Rico ensures you always have enough materials in your hand.

When used as a Synchro material, Reco allows you to target and destroy one of your opponent's Spell/Trap cards. Having a built-in backrow clearing tool in the engine makes Kewl Tune unafraid of backrow or Floodgate attacks.

Kewl Tune Clip (x2)

 Rarity
Kewl Tune Clip
 Rarity
Kewl Tune Clip
Kewl Tune Clip
DARK 2
Kewl Tune Clip
  • ATK:

  • 800

  • DEF:

  • 1000


If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Clip" once per turn. During your opponent's Main Phase, if this card is in your hand (Quick Effect): You can Special Summon this card, then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. If this card is sent to the GY as Synchro Material: You can banish (face-up) 1 random face-down card from your opponent's Extra Deck.


This is an in-engine "Hand trap" and the playmaker on Turn 0 of the deck.
 
During your opponent's Main Phase, if Clip is in their hand, you can Special Summon it and immediately perform a Synchro Summon. While Clip can be somewhat bricking when going second if you draw bad cards, if used correctly, its Synchro effect in the Graveyard is incredibly annoying: it banishes a random card from your opponent's Extra Deck. Constantly discarding Extra Deck cards with Clip can directly deprive your opponent of their win conditions.

Kewl Tune Rotary (x3)

 Rarity
Kewl Tune Rotary
 Rarity
Kewl Tune Rotary
Kewl Tune Rotary
LIGHT 1
Kewl Tune Rotary
  • ATK:

  • 100

  • DEF:

  • 800


If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Rotary" once per turn. You can reveal this card and 1 other Tuner in your hand; immediately after this effect resolves, Normal Summon 1 Tuner. If this card is sent to the GY as Synchro Material: You can activate 1 of these effects; ● Place 1 card from your opponent's GY on the bottom of the Deck. ● Look at your opponent's hand, then you can add 1 "Kewl Tune" Spell/Trap from your Deck to your hand.


This is the card that led the community to label Kewl Tune as "toxic" because of its ability to manipulate information and distort the entire game.

Rotary allows you to see directly into your opponent's hand, completely eliminating their ability to bluff or bait, helping you know exactly where to use your negate points ( whether a deck is strong or not depends on whether the player knows how to utilize this. A deck with incredible skill ).

Furthermore, Rotary provides you with an additional Normal Summon, acting as a crucial combo extender that helps your deck overcome obstacles posed by your opponent.

JJ "Kewl Tune" (x1)

 Rarity
JJ "Kewl Tune"
 Rarity
JJ "Kewl Tune"
JJ "Kewl Tune"
Spell Field
JJ "Kewl Tune"

    You can Normal Summon 1 Tuner during your Main Phase each turn, in addition to your Normal Summon/Set (you can only gain this effect once per turn). Each "Kewl Tune Loudness War" you control gains 3300 ATK while your opponent has a Tuner in their field or GY. You can Tribute 1 Tuner; add to your hand or Special Summon, 1 "Kewl Tune" monster from your Deck, also you cannot Special Summon for the rest of this turn, except Tuners. You can only use this effect of "JJ "Kewl Tune"" once per turn.


    Looking at the artwork, we can see this is an underground club where DJs gather. This Field spell is an excellent extender, providing you with an additional Normal Summon specifically for Tuner monsters.

    The most valuable effect that makes it a "partial starter" is the ability to Tribute 1 Tuner on the field to directly add to your hand or Special Summon 1 Kewl Tune monster from your deck (with the condition that you are locked into summoning Tuner). Additionally, it has a secondary effect that boosts damage: it adds up to 3300 ATK to your " Loudness War " monster if your opponent has a Tuner on the field or in the Graveyard.

    Kewl Tune Synchro (x3)

     Rarity
    Kewl Tune Synchro
     Rarity
    Kewl Tune Synchro
    Kewl Tune Synchro
    Spell Quick
    Kewl Tune Synchro

      Add 1 "Kewl Tune" card from your Deck to your hand, except "Kewl Tune Synchro", then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. You cannot Special Summon for the rest of this turn after this card resolves, except Tuners. You can activate up to 2 "Kewl Tune Synchro" per turn.


      This is the all-powerful "do-it-all" card and is considered one of the strongest cards in Archetype.

      It allows you to summon ANY Kewl Tune card (not just monsters, but Spell/Trap cards) from your deck to your hand, and INSTANTLY perform a Synchro Summon (locking you into a Synchro Tuner monster for the rest of your turn).

      Being a Quick Spell that can be used up to twice per turn makes this card the perfect tool to dodge your opponent's obstacles (like Effect Veiler, Imperm, or Droll), while also setting up quick Synchro spells to create game-changing plays during your opponent's turn. You should definitely play a maximum of 3 copies of this card.



      Extra Deck

       

      Kewl Tune Track Maker (x2-3)

       Rarity
      Kewl Tune Track Maker
       Rarity
      Kewl Tune Track Maker
      Kewl Tune Track Maker
      LIGHT 4
      Kewl Tune Track Maker
      • ATK:

      • 0

      • DEF:

      • 2500


      1 "Kewl Tune" Tuner + 1+ Tuners If this card on the field would be used as Synchro Material, 1 Tuner in your hand can be used as 1 of the other materials. You can only use each of the following effects of "Kewl Tune Track Maker" once per turn. If this card is Special Summoned: You can add 1 "Kewl Tune" card from your Deck to your hand. If this card is sent to the GY as Synchro Material: You can return 1 card your opponent controls to the hand.


      This is an essential combo piece and the only Synchro monster in the Extra Deck with a special condition: it allows you to use 1 Tuner from your hand as Synchro material (similar to Main Deck monsters).

      When summoned, Trackmaker immediately draws any Kewl Tune card from the deck into your hand (usually a Quick Spell or Field Spell). More importantly, when sent to the Graveyard as Synchro material, it provides a powerful disruption by bouncing one of your opponent's controlled cards back into their hand. (This is Untarget, mind you!)

      Kewl Tune RS (x2)

       Rarity
      Kewl Tune RS
       Rarity
      Kewl Tune RS
      Kewl Tune RS
      DARK 5
      Kewl Tune RS
      • ATK:

      • 1700

      • DEF:

      • 2400


      "Kewl Tune Reco" + 1+ Tuners Gains 300 ATK for each Tuner in the GYs. The Levels of monsters your opponent controls with 1700 or less original ATK are increased by 1. During the Main Phase (Quick Effect): You can banish 1 Tuner from your GY, then target 1 face-up card your opponent controls; negate its effects until the end of this turn. You can only use this effect of "Kewl Tune RS" once per turn.


      Synchro monsters require specific materials: " Kewl Tune Rico " and 1 Tuner. RS possesses continuously increasing attack stats (gaining an additional 300 ATK for each Tuner in both players' graveyards) and applies an annoying Floodgate effect: opponent monsters with attack power of 1700 or less will have their level increased by 1.

      The most valuable aspect of RS is its Quick Effect in the Main Phase, allowing you to banish a Tuner from the Graveyard to target and negate the effect of one face-up card your opponent is controlling until the end of their turn – meaning it can negate both Spell/Trap cards as long as they are on the field.

      Kewl Tune Remix (x2)

       Rarity
      Kewl Tune Remix
       Rarity
      Kewl Tune Remix
      Kewl Tune Remix
      DARK 5
      Kewl Tune Remix
      • ATK:

      • 1500

      • DEF:

      • 2000


      "Kewl Tune Mix" + 1+ Tuners Gains 1500 ATK while your opponent has a Tuner in their field or GY. During your opponent's turn (Quick Effect): You can Tribute this card; choose 2 non-Synchro Tuners in your GY, add 1 of them to your hand, and if you do, Special Summon the other, then immediately after this effect resolves, you can Synchro Summon 1 Tuner Synchro Monster. You can only use this effect of "Kewl Tune Remix" once per turn.


      Requiring " Kewl Tune Mix " as a specific material, Remix acts as a resource recycling and dodge station. It gains 1500 ATK (up to 3000) as long as the opponent has a Tuner on the field or in the Graveyard.
      The real power lies in Quick Effects during your opponent's turn: you can sacrifice Remix (this effect is non-targeting) to select 2 non-Synchro Tuners from the Graveyard, add 1 card to your hand (great for recalling hand traps like Effect Veiler), and Special Summon the remaining card, IMMEDIATELY then Synchro Summon to continue the effect. This also allows you to chain Zalen.

      Kewl Tune Loudness War (x1-2)

       Rarity
      Kewl Tune Loudness War
       Rarity
      Kewl Tune Loudness War
      Kewl Tune Loudness War
      LIGHT 6
      Kewl Tune Loudness War
      • ATK:

      • 0

      • DEF:

      • 3000


      2+ Tuners Other Tuners you control cannot be destroyed by card effects, also your opponent cannot target them with card effects. When your opponent activates a card or effect (Quick Effect): You can banish 1 "Kewl Tune" monster from your GY; apply that banished monster's effect that activates when it is sent to the GY as Synchro Material. You can only use this effect of "Kewl Tune Loudness War" once per turn.


      Extremely powerful in long games (grind games). It gains bonus attack power from Field Spells and provides a protective aura: all your other Tuners cannot be targeted by your opponent or destroyed by card effects.

      The most dangerous feature of Loudness War is that when your opponent activates a card or effect (Quick Effect), you can banish 1 Kewl Tune from the Graveyard to "copy" the exact effect from that monster's Graveyard. This allows you to double your disruptive actions such as pushing cards, destroying monsters, or clearing Spell/Trap cards.

      Kewl Tune Back 2 Back (x1)

       Rarity
      Kewl Tune Back 2 Back
       Rarity
      Kewl Tune Back 2 Back
      Kewl Tune Back 2 Back
      DARK 10
      Kewl Tune Back 2 Back
      • ATK:

      • 3200

      • DEF:

      • 0


      1 Tuner + 1+ Synchro Monsters The Levels of monsters your opponent controls are increased by 2. Your Tuners can make a second attack during each Battle Phase. When your opponent activates a monster effect (Quick Effect): You can target 1 Tuner in your GY or banishment, except a Level 10 monster; either add it to your hand or Special Summon it, then immediately after this effect resolves, you can Synchro Summon 1 Synchro Monster. You can only use this effect of "Kewl Tune Back 2 Back" twice per turn.


      This is a Tier 10 Synchro Monster (requires 1 Tuner + 1 or more Synchro Monsters as materials) that acts as an incredibly formidable attack and resource-sustaining machine.
      With a power of up to 3200 ATK, this card allows all your Tuners to attack twice during the Battle Phase, and also applies a passive Floodgate effect: forcing all monsters your opponent controls to gain 2 Levels.

      The "money-making" aspect of B2B is also its Quick Effect (can be used up to 2 times per turn!): when your opponent activates a monster effect, you can target a Tuner from the Graveyard or a banished card (except for Level 10), retrieve it, OR Special Summon it, and IMMEDIATELY perform a Synchro Summon. The ability to directly interact with the banished card area is a great feature, making it easy to recover used hand traps or Kewl Tune resources.

      Kewl Tune Crackle (x1)

       Rarity
      Kewl Tune Crackle
       Rarity
      Kewl Tune Crackle
      Kewl Tune Crackle
      DARK 5
      Kewl Tune Crackle
      • ATK:

      • 800

      • DEF:

      • 2000


      "Kewl Tune Clip" + 1+ Tuners If this card is Synchro Summoned: You can look at your opponent's Extra Deck, and if you do, banish (face-up) 1 card from it (until the End Phase), then you can make this card gain ATK equal to the banished monster's. If this Synchro Summoned card is sent to the GY: You can Special Summon this card, then you can look at your opponent's Extra Deck, and if you do, banish (face-up) 2 cards from it until the End Phase. You can only use each effect of "Kewl Tune Crackle" once per turn.


      A Synchro monster specifically designed to directly attack the enemy's Core resources.

      Crackle grants the ability to directly pierce cards from your opponent's Extra Deck. While this effect may not significantly impact decks that don't rely heavily on the Extra Deck, it can be a devastating blow, completely destroying the winning conditions of decks that use 1-copy limit cards in their Extra Deck.

      Zalen the Shackled Dragon (x1)

       Rarity
      Zalen the Shackled Dragon
       Rarity
      Zalen the Shackled Dragon
      Zalen the Shackled Dragon
      DARK 7
      Zalen the Shackled Dragon
      • ATK:

      • 2800

      • DEF:

      • 2100


      1 Tuner + 1+ Synchro Monsters If this card you control would be used as Synchro Material, you can treat it as a non-Tuner. When a card or effect is activated in response to another card or effect activation (Quick Effect): You can activate 1 of these effects; ● Negate the first effect, and if you do, destroy that card. ● Negate the second effect, and if you do, destroy that card. You can only use this effect of "Zalen the Shackled Dragon" once per turn.


      Although it doesn't bear the name "Kewl Tune," this Level 7 Synchro Monster is the card that " takes the deck to the next level ."

      In terms of versatility, although Zalen is a Tuner monster, if used as Synchro material on the field, you can consider it a non-Tuner monster. Zalen's true power lies in its ability to manipulate Chain Links: When a card or effect is activated to respond to another effect (i.e., when Chain Link 2 or more appears), Zalen allows you to choose to negate and destroy the first effect (Chain Link 1) OR the second effect (Chain Link 2) .

      This is the ultimate combo protection tool, allowing you to proactively "break" your opponent's hand traps thrown into a chain, or force them to helplessly watch their crucial cards being destroyed.



      Support leaves

       

      Synchro Overtake (x3)

      SR Rarity
      Synchro Overtake
      SR Rarity
      Synchro Overtake
      Synchro Overtake
      Spell Normal
      Synchro Overtake

        Reveal 1 Synchro Monster in your Extra Deck, choose 1 of the Synchro Materials mentioned on it, and add to your hand or Special Summon that monster, from your Deck or GY, also you cannot Special Summon monsters from the Extra Deck the turn you activate this card, except Synchro Monsters. You can only activate 1 "Synchro Overtake" per turn.


        By revealing a Synchro monster in your Extra Deck (such as Kewl Tune RS or Remix ), you can add one of the materials listed on it to your hand or Special Summon it directly. This card is practically a gift to every Synchro deck.

        If your opponent disables or destroys your first Normal Summon, Synchro Overtake will immediately provide an extra body on the field so you can continue your Synchro chain without interruption, or it can even be used as a starter.

        Effect Veiler (x3)

        UR Rarity
        Effect Veiler
        UR Rarity
        Effect Veiler
        Effect Veiler
        LIGHT 1
        Effect Veiler
        • ATK:

        • 0

        • DEF:

        • 0


        During your opponent's Main Phase (Quick Effect): You can send this card from your hand to the GY, then target 1 Effect Monster your opponent controls; negate the effects of that face-up monster your opponent controls, until the end of this turn.


        It's a top priority in the basic hand trap lineup. The reason is extremely simple: it's a 1-star Tuner. You absolutely need a level 1 Tuner to combine with level 3 Kewl Tunes to summon the crucial level 4 Synchro monster, Trackmaker . Effect Veiler excels at disabling monsters during your opponent's turn and also acts as a backup Red Nova to execute combos.

        Ghost Ogre & Snow Rabbit, Ash Blossom & Joyous Spring and Ghost Belle & Haunted Mansion (x3)

        UR Rarity
        Ghost Ogre & Snow Rabbit
        UR Rarity
        Ghost Ogre & Snow Rabbit
        Ghost Ogre & Snow Rabbit
        LIGHT 3
        Ghost Ogre & Snow Rabbit
        • ATK:

        • 0

        • DEF:

        • 1800


        When a monster on the field activates its effect, or when a Spell/Trap that is already face-up on the field activates its effect (Quick Effect): You can send this card from your hand or field to the GY; destroy that card on the field. You can only use this effect of "Ghost Ogre & Snow Rabbit" once 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
        Ghost Belle & Haunted Mansion
        UR Rarity
        Ghost Belle & Haunted Mansion
        Ghost Belle & Haunted Mansion
        EARTH 3
        Ghost Belle & Haunted Mansion
        • 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 activation. ● Add a card(s) from the GY to the hand, Deck, and/or Extra Deck. ● Special Summon a Monster Card(s) from the GY. ● Banish a card(s) from the GY. You can only use this effect of "Ghost Belle & Haunted Mansion" once per turn.


        The common thread among these "Ghost Girls" is that they are all Tier 3 Tuner monsters. This means they can be thrown at opponents to interrupt their combos, but can also be used directly from your hand as Synchro materials.

        Furthermore, the effect of Kewl Tune Remix can retrieve these hand traps from the Graveyard back to your hand, creating an extremely frustrating resource loop. (In particular, Ghost Belle is considered the strongest hand trap to counter Kewl Tune in mirror matches).

        x0-1

        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
        PSY-Framelord Omega
        UR Rarity
        PSY-Framelord Omega
        PSY-Framelord Omega
        LIGHT 8
        PSY-Framelord Omega
        • ATK:

        • 2800

        • DEF:

        • 2200


        1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


        R Rarity
        PSY-Framegear Delta
        R Rarity
        PSY-Framegear Delta
        PSY-Framegear Delta
        LIGHT 2
        PSY-Framegear Delta
        • ATK:

        • 1200

        • DEF:

        • 0


        Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect, and cannot be Special Summoned by other ways. During either player's turn, when your opponent activates a Spell Card while you control no monsters: You can Special Summon both this card from your hand and 1 "PSY-Frame Driver" from your hand, Deck, or Graveyard, and if you do, negate that activation, and if you do that, destroy that Spell Card. During the End Phase, banish the face-up monsters Special Summoned by this effect.


        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".


        PSY-Frames are often quite brick-worthy in many other decks, but they're practically made for Kewl Tune. This deck craves Tier 2 Tuner monsters in hand (especially as materials for Kewl Tune Mix ). Therefore, PSY-Frame Gear Gamma (monster blocker) or Delta (spell blocker) are both devastating hand traps and perfect Synchro source materials for the deck.

        Naturia Rosewhip (x1)

        SR Rarity
        Naturia Rosewhip
        SR Rarity
        Naturia Rosewhip
        Naturia Rosewhip
        EARTH 3
        Naturia Rosewhip
        • ATK:

        • 400

        • DEF:

        • 1700


        Your opponent can only activate 1 Spell/Trap Card per turn.


        A dirty Floodgate can be summoned directly thanks to Cue's effect. If you can protect this gate by any means necessary, you have a 90% chance of winning.

        That's just the theory; in reality, this card is quite easy to overcome in many ways. Sometimes, you can simply switch Battle Phase, defeat this card, and then start dancing in Main Phase 2.

        Duelist Genesis (x0-2)

        SR Rarity
        Duelist Genesis
        SR Rarity
        Duelist Genesis
        Duelist Genesis
        Spell Normal
        Duelist Genesis

          If you have a Tuner on your field or in your GY: Add 1 "Synchro" Spell/Trap from your Deck to your hand. You can only activate 1 "Duelist Genesis" per turn.


          Search Synchro Overtake Kewl Tune Synchro

          Red Nova (x0-1)

          R Rarity
          Red Nova
          R Rarity
          Red Nova
          Red Nova
          FIRE 1
          Red Nova
          • ATK:

          • 0

          • DEF:

          • 0


          If a Level 8 or higher Dragon-Type Synchro Monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Red Nova" once per turn this way. If this card is sent to the Graveyard for a Synchro Summon that uses 2 or more Tuner monsters as Materials: You can Special Summon 1 FIRE Fiend-Type monster from your Deck in Defense Position.


          You can Special Summon this Level 1 card directly from your deck via the effect of Cue . The "killer" feature is that Red Nova has the effect of summoning an additional Fire/Fiend monster from your deck to the field, and Kewl Tune Rico It meets this condition exactly!

          This combination provides a huge amount of resources on the field. Additionally, even if you accidentally draw Red Nova into your hand, it can still be used as Synchro material from your hand thanks to Kewl Tune's properties.

          Visas Amritara (x1)

          UR Rarity
          Visas Amritara
          UR Rarity
          Visas Amritara
          Visas Amritara
          LIGHT 8
          Visas Amritara
          • ATK:

          • 2500

          • DEF:

          • 2100


          1+ Tuners + 1 LIGHT monster This card's name becomes "Visas Starfrost" while on the field. You can only use each of the following effects of "Visas Amritara" once per turn. If this card is Synchro Summoned: You can add 1 Spell/Trap that mentions "Visas Starfrost" from your Deck to your hand. During your Main Phase: You can destroy 1 monster you control, also all Synchro Monsters you control will gain 800 ATK this turn.


          This is a Level 8 Synchro Monster borrowed into the Extra Deck. The card's actual effect was almost unimportant (until the introduction of Harmonia ). Its sole purpose was to provide a Level 8 destination for Synchro Summons, thereby allowing Kewl Tune monsters (such as Cue, Mix, Rico) to be sent to the Graveyard and trigger disruptive effects like disrupting the Extra Deck, top deck stacking, or destroying cards on the field.

          Fill Extra

          SR Rarity
          Shooting Riser Dragon
          SR Rarity
          Shooting Riser Dragon
          Shooting Riser Dragon
          LIGHT 7
          Shooting Riser Dragon
          • ATK:

          • 2100

          • DEF:

          • 1700


          1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can send 1 monster from your Deck to the GY, whose Level is lower than this card's on the field, and if you do, reduce this card's Level by that monster's, but for the rest of this turn, you cannot activate the effects of monsters with the same name the sent monster had in the GY. You can only use this effect of "Shooting Riser Dragon" once per turn. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


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

          • 1600

          • LINK-2

          Link Arrow:

          Left

          Right


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


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

          • 3000

          • DEF:

          • 2400


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


           

          Tech & Staple

          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
            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
              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
                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
                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
                  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
                    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.


                    SR Rarity
                    Droll & Lock Bird
                    SR Rarity
                    Droll & Lock Bird
                    Droll & Lock Bird
                    WIND 1
                    Droll & Lock Bird
                    • ATK:

                    • 0

                    • DEF:

                    • 0


                    If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


                    SR Rarity
                    Pot of Desires
                    SR Rarity
                    Pot of Desires
                    Pot of Desires
                    Spell Normal
                    Pot of Desires

                      Banish 10 cards from the top of your Deck, face-down; draw 2 cards. You can only activate 1 "Pot of Desires" per turn.




                      Tag(s):

                       



                      Gameplay & Combos

                      Gameplay Overview (Playstyle)

                      Kewl Tune is a control- oriented deck, aiming to wear down your opponent's resources and win long games (grind games) rather than trying to set up full Turn 1 Endboards or eliminate your opponent in a single turn (FTK).

                      • The win for Kewl Tune is to perform a quick Synchro Summon during your opponent's turn (via Quick Spell Kewl Tune Synchro or Clip monsters). The most powerful disruptions (destroying monsters, clearing backrows, tearing the Extra Deck) are triggered from the Graveyard when Main Deck monsters are used as Synchro materials.

                      • Game manipulation information: Kewl Tune's greatest strength lies in its ability to control information. By using Rotary to see all the cards in your opponent's hand and Cue to preview the next card to be drawn (top deck), you completely strip your opponent of any initiative.

                      • Avoiding Board Breakers: Because the Turn 1 board looks very modest (usually only 1 monster and face-down cards) and primarily relies on resources from hand, this deck is almost immune to large-scale board-breaking tools like Dark Ruler No More or Nibiru "meteorite".

                      • This deck excels at rebuilding the board after skirmishes. The ability to constantly recycle hand traps (via Remix ) and reuse Graveyard effects (via Loudness War ) quickly depletes the opponent's resources. However, this playstyle is also vulnerable to Graveyard counter cards like Dimensional Shifter .


                      Core Combo Guide:

                      The deck doesn't have overly long combo sequences and is mostly situational play. However, I'll still introduce a few basic combos for playing the deck. Writing combos in text would be quite boring and difficult to visualize, so I'll soon update them with combo simulators on my website!!




                      Companion unit:

                      - Yu-Gi-Oh! Guidance Vietnam

                      master-duel
                      5




                      https://ygovietnam.com/
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