WAIT: IF YOU HAVE EVER PLAYED RITUAL BEAST, THIS DECK TAKES A LOT MORE BRAIN, CONSIDER CAREFULLY BEFORE READING AND UNDERSTANDING

Instructions for Playing Vaylantz
CORE
This card has the same effect: when activated , it will place 1 field vaylantz card from your deck on the opp field, except the card has the same name as the activated card.
have the ability to jump on their own, have the ability to move your monsters to another space (because these monsters jump straight up, so you have to move a slot out for another monster to jump on, like the case of the Mekk-Knights).
has the ability to jump on its own, but only when there is Shinra Bansho or a water-type Vaylantz monster on the field. This monster has the ability to jump for your other vaylantz and change places for other Vaylantz to jump. Level 6 should be able to get a few cards like Norito, or Link always let it fight
If you have Konig Wissen or the FIRE Vaylantz monster, this monster can jump on its own, this monster has the ability to search, but remember to offer the chicken because if you excavate 6 cards, you may not have the card you need or even not have any card at all, and there is a possibility that ability to jump other Vaylantz monsters (but you must not roll them 1 and 6).
Only jump when there is a Vaylantz FIRE or Konig Wissen monster, this card has the ability to bait opp's spells/traps well as well as the body-stealing effect of opp's monster. Moreover, that monster is still considered a Vaylantz monster, but that monster cannot attack or activate its effects, Level 8 so you can get numbers like Number 38
Senet Switch x1: has the ability to move monsters to another cell to trigger effects or make room for others to jump, and this is eternal magic
Up is quite easy with 2 Vaylantz monsters. Although you can fusion summon, you can tribute this monster to make it jump up like Thunder Dragon Colo Su so usually no one fuses out, this one allows you to,... push 1 monster. in spell/trap zone opp on hand...
leveled with 3 Vaylantz monsters and has the ability to place monsters with opp's effects in the spell/trap box (quick effect) and this card has the effect of placing itself in the pendulum zone when destroyed (the one above does not have this effect).
Staple
You can bring everything you have, but these are 3 cards that are quite important because Nibiru shuts down and gets hit with a handtrap right away for a choke point or when you brick, you fail the combo, if you play a lot then you brick :D
Norito: grants the ability to negate spells/traps
I:P avoids opp targets and has the ability to protect














































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