Invoked is an Archtype (Engine) first launched at OCG on November 12, 2016 in the product Booster SP: Fusion Enforcers (SPFE) and first at TCG on February 23, 2017 in the product Booster Box Fusion Enforcers (FUEN).
Considered the Engine that never dies, even though it was released about 5 years ago, the popularity of normal Aleister has never ended because even though it is now 2022, meeting a normal Aleister is still not possible. What is too difficult?

Instructions for Playing Invoked
Sections covered in this guide:
Core
The Deck's core in the main deck includes 1 monster - 3 spells - 1 trap
As the most important element of the archtype, Aleister The Invoker is a card that is always x3 in every Invok strategy with the role of adding to the deck's main fusion card "Invocation" and is the main fusion material to build monsters. Deck's Fusion beast.
Along with his search ability, Aleister also has another use which is to increase the attack of 1 fusion monster by 1000 to create surprise in battles with the opponent. And by being a monster with 1000 attack and also a Lv.4 With just 1 turn of Normal Aleister, Spellcaster can turn it into "Moon Maiden" or "Almiraj" and then from "Almiraj" to get "Secure Gardna" and reach the deck's boss, Mechaba.
As the deck's main Fusion Magic that can be easily placed in your hand with Aleister The Invoker's effect, Invocation is always a card that you can easily have in your hand.
With effects that can be Fusion in hand with normal Fusion Monsters and Fusion by Banishing Monsters on your side of the field or from both players' graves with Invok's Fusion Magic, Invocation is an important factor. of the highest importance in the deck of cards.
Along with that, Invocation also has the ability to recycle 1 Aleister from the Banish Zone back to the hand and return it from the grave to the deck to create a card to continue playing on the next turn.
It is a card that can search for Aleister, protecting Invocation's Fusions (Of course, not all :v) Magical Meltdown is an extremely important environmental Magic in Invok's core.
Along with the protection effect for cards related to effects that include Fusion, Magical Meltdown also has an additional ability: when a Fusion Monster is placed on the field, the opponent will not be able to respond to you, which can cause Fusion Monsters that have effects when placed on the field will definitely not be negated by anything in response.
It is a card that creates a mutation in the deck and is often used in battles to finish off the opponent, but because this card is not used well in all cases and it does not always have the best effect. So usually this card in pure Invoked will only be used x1, and x0 in other mixing strategies.
Because it is a quick play spell, you can set it on your turn and flip it on your opponent's turn to cause a surprise.
It is a card that is not often used because it is quite slow, and the effect is not too easy to use as it requires you to have invok's Fusion Monsters available in the banish zone, and it also takes time to set up monsters. Therefore, this card is not trusted by many players.
If you like, you can insert x1 to experience a new feeling XD
Extra
Includes Deck Cores inside the Extra Deck
It is the Fusion Monster that is raised the most by Invok and is also the Fusion Monster that is considered the easiest to use and strongest in the deck. With the ability to simply discard a card corresponding to the card the opponent activates to neutralize it and banish it, Mechaba has brought a lot of effectiveness to matches.
With an attack and defense of 2500/2100, a number that is not bad, overcoming it is also a difficulty, not to mention the fact that Aleister can increase the attack and defense of a Fusion Monster to 1000, specifically Mechaba, so spending Destroying and overcoming Mechaba is not easy at all.
In addition, currently with just 1 normal summon, you can get to Mechaba extremely easily.
As a card that when landed on the field or specially summoned by the opponent, it can select and destroy an opponent's monster. Augoeides is really not a very strong card but can have a significant impact on the match.
And if you have Magical Meltdown available on the field and activate Invocation to summon Augoeides, you will be able to arbitrarily shoot 1 of Opp's monsters and Opp will not be able to react and attack you.
With attack and defense of 2000/2800 respectively, when placed in defense position Augoeides is really not an easy card to battle and overcome. When you want to attack you can put 1 Fusion Monster below. Grave to buff Augoeides' attack with the Monster's attack you have banned so he can attack Opp.
A rather annoying Floodgate that only allows two sides to Activate 1 Effect Monster in 1 turn and attack once, Caliga is a nightmare for Decks that often use Effect Monsters.
However, this is a very difficult card to use because it not only locks each opponent but also affects the person controlling it, so Caliga does not appear often in matches.
So to be able to use this card most effectively, you must have a lot of experience in matches and should choose the right time and moment to be able to play properly and bring yourself victory.
It is a mobile 1BoM with quite good efficiency and a not bad attack and defense power of 2200/2400.
However, currently Raidjin is not too trusted and is used in most matches because although the effect is quite good, it is still not such a strong ability that it can change the entire outcome of the match.
However, this is still not a bad choice for you to use in your deck, and if possible, you should put x1 in the deck.
A monster often used to end the match, or more simply just to clear opp's field in the battle phase. Purgatrio is a great choice to end the game.
Although the attack is only 2300, with the effect of each card on Opp's field increasing by 200ATK and Aleister's hand buffing by 1000ATK, this will no longer be a problem.
And with the ability to attack through defense, Opp's monsters, whether attacking or defending, will not be too much of a problem to finish off the opponent.
Cards that are not recommended to use because their effectiveness is not too high in most situations and does not fit the current format, but you can still add them to the deck because they are just ineffective in most situations anyway. But there are still some situations where it can be used effectively :v
Staples and Cards provide good support for the Deck
Other side cards besides the main Core can be used well in the deck
The 3 handtrap sisters are strong and unified in the current format
Xuan is undeniably the most versatile and is considered Yugioh's strongest handtrap at the present time. It is recommended to use x3
Belle with the ability to counter decks with effects related to graves is a good handtrap in Yugioh currently. Should use the words "x1-2"
Ghost Ogre is a handtrap that is being reused thanks to its ability to counter Adventurer Token, and in addition to its ability to counter Adventurer Token, Ogre in some other cases also has many uses. Should use the words "x1-2"
With the rich Attribute of Fusion Monsters, Super Poly is an extremely suitable card for Invok as in any case, it can completely take away the Boss Monsters that Opp has worked hard to prepare and in addition, there is no response. When activated, Super Poly becomes a scary and extremely effective card in the Invok deck.
is an extremely powerful handtrap with the ability to create body and negate+destroy. This is truly a highly effective handtrap packet and will almost always be effective if present in hand.
Omega is an option that may or may not be available if using this Packet.
Imperm will not be affected by Called By The Grave because it is a trap card.
Veiler is actually a pretty good handtrap in the deck because not only does it have the ability to negate, but veiler can also act as a material to get to Mechaba.
Archtypes can work well with Invok
Archtypes coordinate and resonate well with Invok





























































































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