Instructions for playing salamangreat

Instructions for playing salamangreat

With the launch of the new support, salamagreat has become stable, easy to play and cheap with only 2 structure decks and a few gems to be able to full core this deck, suitable for newbies starting to step into Master Duel.

Sections covered in this guide:




Main deck

 

Salamangreat Gazelle (x3)

SR Rarity
Salamangreat Gazelle
SR Rarity
Salamangreat Gazelle
Salamangreat Gazelle
FIRE 3
Salamangreat Gazelle
  • ATK:

  • 1500

  • DEF:

  • 1000


If a "Salamangreat" monster is sent to your GY, except "Salamangreat Gazelle" (except during the Damage Step): You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Salamangreat" card from your Deck to the GY, except "Salamangreat Gazelle". You can only use each effect of "Salamangreat Gazelle" once per turn.


It is an important card of the deck, providing access to any salamangreat card by sending it to the GY when this card is summoned to the field. Most salamagreat cards have effects when under GY or will be recycled by Sunlight Wolf, so this effect is very useful, can be a starter for the deck.


In addition, it also has the ability to jump automatically when another salamangreat drops

Salamangreat Spinny (x2-3)

SR Rarity
Salamangreat Spinny
SR Rarity
Salamangreat Spinny
Salamangreat Spinny
FIRE 3
Salamangreat Spinny
  • ATK:

  • 1000

  • DEF:

  • 1500


If you control a "Salamangreat" card: You can discard this card, then target 1 face-up monster on the field; it gains 500 ATK until the end of this turn. If you control a "Salamangreat" monster other than "Salamangreat Spinny" and this card is in your GY: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Salamangreat Spinny" once per turn.


When talking about gazzell, we can't talk about spinny. The pair of gazzell spinny helps the deck combo smoothly because this is the card that Gazzel will mostly send to GY and then jump up again, creating conditions for XYZ to summon rank 3 of the deck.

In addition, the self-discard effect can help Gazzell jump down and prevent this card from becoming an overpowered card in the hand

Salamangreat Jack Jaguar (x1)

R Rarity
Salamangreat Jack Jaguar
R Rarity
Salamangreat Jack Jaguar
Salamangreat Jack Jaguar
FIRE 4
Salamangreat Jack Jaguar
  • ATK:

  • 1800

  • DEF:

  • 1200


If this card attacks a Defense Position monster, inflict piercing battle damage. If you control a "Salamangreat" Link Monster, while this card is in your GY: You can target 1 "Salamangreat" monster in your GY, except "Salamangreat Jack Jaguar"; shuffle that target into the Deck, and if you do, Special Summon this card to your zone your "Salamangreat" Link Monster points to. You can only use this effect of "Salamangreat Jack Jaguar" once per turn.


Is a card capable of pushing salamangreat cards under GY to the Deck (mainly Miragestallio, Babelynx or Raging Phoenix on turn 3 to link add the card one more time)

The attack power of this card is relatively high, it can take out some floodgate monsters

Salamangreat Foxy (x1-2)

N Rarity
Salamangreat Foxy
N Rarity
Salamangreat Foxy
Salamangreat Foxy
FIRE 3
Salamangreat Foxy
  • ATK:

  • 1000

  • DEF:

  • 1200


When this card is Normal Summoned: You can excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Salamangreat" card to your hand, also shuffle the rest into the Deck. If this card is in your GY, and a face-up Spell/Trap is on the field: You can discard 1 "Salamangreat" card; Special Summon this card, then you can destroy 1 face-up Spell/Trap on the field. You can only use 1 "Salamangreat Foxy" effect per turn, and only once that turn.


This is a card that Gazzell also threw to GY with the purpose of dispelling the excess salamagreat (Jack Jaguar) and bombarding opp's annoying floodgates then jumping up and being able to perform XYZ summon rank 3 of the deck.

In addition, this is also an old starter of the deck. When summoned to the field, it will check 3 cards on the top deck and add 1 salamangreat card to the hand.

Salamangreat of Fire (x3)

UR Rarity
Salamangreat of Fire
UR Rarity
Salamangreat of Fire
Salamangreat of Fire
FIRE 2
Salamangreat of Fire
  • ATK:

  • 800

  • DEF:

  • 800


If this card is Normal or Special Summoned: You can add 1 Level 4 or lower "Salamangreat" monster from your Deck to your hand, except "Salamangreat of Fire", also you cannot Special Summon monsters for the rest of this turn, except FIRE monsters. At the start of the Damage Step, if a Cyberse monster you control battles: You can banish this card from your GY; destroy that monster you control. You can only use each effect of "Salamangreat of Fire" once per turn.


The new starter of the deck, when summoned, will add any level 4 or lower Salamangreat monster to the hand, but will be locked into not being able to summon special monsters except fire until the end of the turn.


In addition, the second effect will coordinate well with the new boss of the deck, helping to otk effectively

Salamangreat Weasel (x1)

R Rarity
Salamangreat Weasel
R Rarity
Salamangreat Weasel
Salamangreat Weasel
FIRE 3
Salamangreat Weasel
  • ATK:

  • 700

  • DEF:

  • 1400


If you have 2 or more "Salamangreat" monsters in your GY: You can Special Summon this card from your hand. If a "Salamangreat" Ritual, Fusion, Synchro, Xyz, or Link Monster(s) is Special Summoned to your field, while this card is in your GY (except during the Damage Step): You can target 1 other "Salamangreat" monster in your GY; place this card on the bottom of your Deck, and if you do, Special Summon that monster to your opponent's field, then draw 1 card. You can only use each effect of "Salamangreat Weasel" once per turn.


The deck's new extended, has the ability to automatically jump when there are 2 salamangreat cards on the field


This is also a monster tuner, helping the deck to synchro, mainly Horse Prince will jump any level 3 monster from the deck.

Additionally, the graveyard effect will jump 1 salamangreat onto the opp field, then place this card in the bottom deck and draw 1.
It sounds very harmless, but this effect will combine very well with Promenthean Princess, Princess will shoot the newly gathered leaf and 1 fire on her field to jump up, then raging phoenix will be gathered from the grave to otk
From here, two combos will open up for the deck
1 is to summon raging phoenix and pyro phoenix at the same time, then thanks to the code of soul, pyro phoenix will reincarnate in turn opp and explode all over the field.
2 is to keep the weasel in hand, in case opp throws nibiru

Code of Soul and Lady Debug (x2 (+-1))

UR Rarity
Code of Soul
UR Rarity
Code of Soul
Code of Soul
FIRE 3
Code of Soul
  • ATK:

  • 500

  • DEF:

  • 500


If you control a Link Monster: You can Special Summon this card from your hand. During your Main Phase: You can activate this effect; once this turn, if you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During your opponent's Main Phase (Quick Effect): You can banish this card from your GY; immediately after this effect resolves, Link Summon 1 Link-3 or higher Cyberse Link Monster. You can only use each effect of "Code of Soul" once per turn.


SR Rarity
Lady Debug
SR Rarity
Lady Debug
Lady Debug
LIGHT 4
Lady Debug
  • ATK:

  • 1700

  • DEF:

  • 1400


If this card is Normal or Special Summoned: You can add 1 Level 3 or lower Cyberse monster from your Deck to your hand. You can only use this effect of "Lady Debug" once per turn.


Lady debug will be a new starter for the deck. It can add gazzell to perform combos or code of soul as an extension.

Thanks to the code of soul lady debug you can make your own card combo

Code of Soul is an extension of the deck, capable of jumping automatically when there is a link monster
In addition, it helps the deck have 1 more reincarnation turn when it cannot access the field spell
It can also banish itself to help the deck link summon during turn opp

Salamangreat Circle (x3)

SR Rarity
Salamangreat Circle
SR Rarity
Salamangreat Circle
Salamangreat Circle
Spell Quick
Salamangreat Circle

    Activate 1 of these effects. ● Add 1 "Salamangreat" monster from your Deck to your hand. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; that Link Monster is unaffected by monster effects this turn, except its own. You can only activate 1 "Salamangreat Circle" per turn.


    New Searcher of the deck, helps add 1 salamangreat monster


    The second effect of the deck is rarely used, used to protect link monsters that have been reincarnated

    Salamangreat Sanctuary (x1)

    SR Rarity
    Salamangreat Sanctuary
    SR Rarity
    Salamangreat Sanctuary
    Salamangreat Sanctuary
    Spell Field
    Salamangreat Sanctuary

      If you Link Summon a "Salamangreat" Link Monster, you can use 1 "Salamangreat" Link Monster you control with its same name as the entire material. During damage calculation, if your monster battles: You can pay 1000 LP, then target 1 Link Monster you control; make its ATK 0, and if you do, gain LP equal to its original ATK. You can only use each effect of "Salamangreat Sanctuary" once per turn.


      A card is equally important in the deck, helping the deck have the ability to perform a reincarnation link

      In addition, the second effect, if under the right conditions, will help you avoid important otk phases

      Cynet Mining (x2)

      UR Rarity
      Cynet Mining
      UR Rarity
      Cynet Mining
      Cynet Mining
      Spell Normal
      Cynet Mining

        Send 1 card from your hand to the GY; add 1 Level 4 or lower Cyberse monster from your Deck to your hand. You can only activate 1 "Cynet Mining" per turn.


        Searcher is a must-have for cyberse decks

        Will of the Salamangreat (x1-2)

        R Rarity
        Will of the Salamangreat
        R Rarity
        Will of the Salamangreat
        Will of the Salamangreat
        Spell Continuous
        Will of the Salamangreat

          During your Main Phase: You can Special Summon 1 "Salamangreat" monster from your hand or GY. You can send this face-up card from the field to the GY, then target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; Special Summon "Salamangreat" monster(s) from your hand and/or GY in Defense Position, up to the number of that monster's Link Rating. You can only use 1 "Will of the Salamangreat" effect per turn, and only once that turn.


          Cards help the deck to jump more bodies to combo, can jump up to 4 cards

          Salamangreat Rage and Salamangreat Roar (x1-2)

          R Rarity
          Salamangreat Rage
          R Rarity
          Salamangreat Rage
          Salamangreat Rage
          Trap Normal
          Salamangreat Rage

            Activate 1 of these effects. ● Send 1 "Salamangreat" monster from your hand or face-up field to the GY, then target 1 card on the field; destroy it. ● Target 1 "Salamangreat" Link Monster you control that was Link Summoned using a monster with its same name as material; destroy cards your opponent controls, up to that monster's Link Rating. You can only activate 1 "Salamangreat Rage" per turn.


            SR Rarity
            Salamangreat Roar
            SR Rarity
            Salamangreat Roar
            Salamangreat Roar
            Trap Counter
            Salamangreat Roar

              When a Spell/Trap Card, or monster effect, is activated while you control a "Salamangreat" Link Monster: Negate the activation, and if you do, destroy that card. While this card is in the GY, if a "Salamangreat" Link Monster is Link Summoned to your field using a monster with its same name as material: You can Set this card, but banish it when it leaves the field. You can only use 1 "Salamangreat Roar" effect per turn, and only once that turn.


              Traps help deck control



              Extra

               

              Salamangreat Balelynx (x3)

              SR Rarity
              Salamangreat Balelynx
              SR Rarity
              Salamangreat Balelynx
              Salamangreat Balelynx
              FIRE
              Salamangreat Balelynx
              • ATK:

              • 500

              • LINK-1

              Link Arrow:

              Bottom


              1 Level 4 or lower Cyberse monster If this card is Link Summoned: You can add 1 "Salamangreat Sanctuary" from your Deck to your hand. If a "Salamangreat" card(s) you control would be destroyed by battle or card effect, you can banish this card from your GY instead. You can only use each effect of "Salamangreat Balelynx" once per turn.


              Helps search the deck's fields and has the ability to protect salamangreat cards

              Salamangreat Sunlight Wolf (x1-2)

              UR Rarity
              Salamangreat Sunlight Wolf
              UR Rarity
              Salamangreat Sunlight Wolf
              Salamangreat Sunlight Wolf
              FIRE
              Salamangreat Sunlight Wolf
              • ATK:

              • 1800

              • LINK-2

              Link Arrow:

              Top

              Bottom


              2 FIRE Effect Monsters If a monster(s) is Normal or Special Summoned to the zone(s) this card points to (except during the Damage Step): You can add 1 FIRE monster from your GY to your hand, but for the rest of this turn, you cannot Normal Summon/Set or Special Summon monsters with the added monster's name. During your Main Phase, if you control this card that was Link Summoned using "Salamangreat Sunlight Wolf" as material: You can add 1 "Salamangreat" Spell/Trap from your GY to your hand. You can only use each effect of "Salamangreat Sunlight Wolf" once per turn.


              Helps recycle salamagreats from monsters to spells/traps (when reincarnated)

              Salamangreat Heatleo (x0-1)

              UR Rarity
              Salamangreat Heatleo
              UR Rarity
              Salamangreat Heatleo
              Salamangreat Heatleo
              FIRE
              Salamangreat Heatleo
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Bottom-Left

              Bottom-Right


              2+ FIRE Effect Monsters If this card is Link Summoned: You can target 1 card in your opponent's Spell & Trap Zone; shuffle it into the Deck. Once per turn, during your Main Phase, if this card was Link Summoned using "Salamangreat Heatleo" as material: You can target 1 face-up monster on the field and 1 monster in your GY; the ATK of the first target becomes equal to the other target's, until the end of this turn.


              Helps the deck overcome floodgates, or spell traps that are protected against destruction

              Promethean Princess Bestower of Flames (x1-2)

              UR Rarity
              Promethean Princess, Bestower of Flames
              UR Rarity
              Promethean Princess, Bestower of Flames
              Promethean Princess, Bestower of Flames
              FIRE
              Promethean Princess, Bestower of Flames
              • ATK:

              • 2700

              • LINK-3

              Link Arrow:

              Left

              Bottom

              Right


              2+ Effect Monsters You cannot Special Summon monsters, except FIRE monsters. You can only use each of the following effects of "Promethean Princess, Bestower of Flames" once per turn. During your Main Phase: You can Special Summon 1 FIRE monster from your GY. If a monster(s) is Special Summoned to your opponent's field, while this card is in your GY (except during the Damage Step): You can target 1 FIRE monster you control and 1 monster your opponent controls; destroy them, and if you do, Special Summon this card.


              Friend of the fire deck, has the ability to pull up 1 fire monster from the GY

              It's a card to harass during the opp turn
              Also coordinates well with the deck's Weasel

              Salamangreat Raging Phoenix (x2-3)

              UR Rarity
              Salamangreat Raging Phoenix
              UR Rarity
              Salamangreat Raging Phoenix
              Salamangreat Raging Phoenix
              FIRE
              Salamangreat Raging Phoenix
              • ATK:

              • 2800

              • LINK-4

              Link Arrow:

              Top

              Bottom-Left

              Bottom

              Bottom-Right


              2+ FIRE Effect Monsters If this card is Link Summoned using "Salamangreat Raging Phoenix" as material: You can add 1 "Salamangreat" card from your Deck to your hand. If a face-up FIRE monster(s) you control is destroyed by battle or card effect while this card is in your GY: You can target 1 of those monsters; Special Summon this card, and if you do, this card gains ATK equal to that monster's ATK. You can only use each effect of "Salamangreat Raging Phoenix" once per turn.


              New link 4 of the deck, helps search all salamangreat cards from deck to hand


              In addition, if a fire monster is destroyed, you can jump this card from under the GY and increase the attack = the attack of the destroyed monster, helping the deck to be strong.

              Salamangreat Pyro Phoenix ()

              UR Rarity
              Salamangreat Pyro Phoenix
              UR Rarity
              Salamangreat Pyro Phoenix
              Salamangreat Pyro Phoenix
              FIRE
              Salamangreat Pyro Phoenix
              • ATK:

              • 2800

              • LINK-4

              Link Arrow:

              Top

              Left

              Bottom

              Right


              2+ FIRE Effect Monsters If this card is Link Summoned using "Salamangreat Pyro Phoenix" as material: You can destroy all cards your opponent controls. You can only use each of the following effects of "Salamangreat Pyro Phoenix" once per turn. ● You can target 1 Link Monster in your opponent's GY; Special Summon it to your opponent's field. ● If a Link Monster(s) is Special Summoned to your opponent's field (except during the Damage Step): You can target 1 of those monsters; inflict damage to your opponent equal to that monster's original ATK.


              Old link 4 of the deck, helps nuke field

              Hiita the Fire Charmer, Ablaze and S:P Little Knight (x1)

              SR Rarity
              Hiita the Fire Charmer, Ablaze
              SR Rarity
              Hiita the Fire Charmer, Ablaze
              Hiita the Fire Charmer, Ablaze
              FIRE
              Hiita the Fire Charmer, Ablaze
              • ATK:

              • 1850

              • LINK-2

              Link Arrow:

              Bottom-Left

              Bottom-Right


              2 monsters, including a FIRE monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 FIRE monster in your opponent's GY; Special Summon it to your zone this card points to. If this Link Summoned card is destroyed by battle, or is destroyed by an opponent's card effect while in its owner's Monster Zone: You can add 1 FIRE monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Hiita the Fire Charmer, Ablaze" 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.


              Helps the deck get promethean when bricking or eating a lot of handtraps, in addition to being able to commit suicide to add 1 fire monster to the hand

              In addition, charmer can go to S:P to bombard opp cards

              Salamangreat Miragestallio (x1)

              SR Rarity
              Salamangreat Miragestallio
              SR Rarity
              Salamangreat Miragestallio
              Salamangreat Miragestallio
              FIRE
              Salamangreat Miragestallio
              • ATK:

              • 2000

              • DEF:

              • 900


              2 Level 3 monsters You can detach 1 material from this card; Special Summon 1 "Salamangreat" monster from your Deck in Defense Position, also you cannot activate monster effects for the rest of this turn, except FIRE monsters. If this Xyz Summoned card is sent to the GY as material for the Link Summon of a "Salamangreat" monster: You can target 1 monster on the field; return it to the hand. You can only use each effect of "Salamangreat Miragestallio" once per turn.


              Rank 3 of the deck is easy to reach because most decks have level 3 monsters

              Able to pull 1 salamangreat monster onto the field
              In addition, when making material for a summon link, push 1 monster on the field to the hand

              Brotherhood of the Fire Fist - Horse Prince (x1)

              SR Rarity
              Brotherhood of the Fire Fist - Horse Prince
              SR Rarity
              Brotherhood of the Fire Fist - Horse Prince
              Brotherhood of the Fire Fist - Horse Prince
              FIRE 6
              Brotherhood of the Fire Fist - Horse Prince
              • ATK:

              • 2200

              • DEF:

              • 2200


              1 FIRE Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can Special Summon 1 Level 3 FIRE monster from your Deck. After you Synchro Summon this card, you cannot Special Summon Level 5 or higher monsters for the rest of the turn.


              Synchro 6 of the deck, helps build code of soul or access to ash blossom

              Cyberse Wicckid (x1)

              R Rarity
              Cyberse Wicckid
              R Rarity
              Cyberse Wicckid
              Cyberse Wicckid
              DARK
              Cyberse Wicckid
              • ATK:

              • 800

              • LINK-2

              Link Arrow:

              Bottom

              Bottom-Right


              2 Cyberse monsters This Link Summoned card cannot be destroyed by battle or card effects. Cyberse monsters this card points to cannot be destroyed by card effects. If a monster(s) is Special Summoned to a zone(s) this card points to while you control this monster (except during the Damage Step): You can banish 1 Cyberse monster from your GY; add 1 Cyberse Tuner from your Deck to your hand. You can only use this effect of "Cyberse Wicckid" once per turn.


              Help deck search to weasel



              Card included

               

              Awakening of the Possessed - Greater Inari Fire and Spiritual Fire Art - Kurenai (FTK)

              R Rarity
              Awakening of the Possessed - Greater Inari Fire
              R Rarity
              Awakening of the Possessed - Greater Inari Fire
              Awakening of the Possessed - Greater Inari Fire
              FIRE 5
              Awakening of the Possessed - Greater Inari Fire
              • ATK:

              • 2000

              • DEF:

              • 200


              You can Special Summon this card (from your hand or Deck) by sending 1 face-up Spellcaster monster and 1 face-up Level 4 or lower FIRE monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Greater Inari Fire" once per turn. ● When this card is Special Summoned by its effect: You can inflict damage to your opponent equal to the original ATK of 1 monster they control (your choice). ● If this card is sent from the field to the GY: You can add 1 "Spiritual Fire Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.


              R Rarity
              Spiritual Fire Art - Kurenai
              R Rarity
              Spiritual Fire Art - Kurenai
              Spiritual Fire Art - Kurenai
              Trap Normal
              Spiritual Fire Art - Kurenai

                Tribute 1 FIRE monster; inflict damage to your opponent equal to that monster's original ATK.


                combo comes with hiita

                Floodgate

                SR Rarity
                Summon Limit
                SR Rarity
                Summon Limit
                Summon Limit
                Trap Continuous
                Summon Limit

                  Neither player can Summon more than two times per turn. (Negated Summons count toward this limit. Negated cards/effects that would Summon do not count.)


                  SR Rarity
                  Kaiser Colosseum
                  SR Rarity
                  Kaiser Colosseum
                  Kaiser Colosseum
                  Spell Continuous
                  Kaiser Colosseum

                    If there is 1 or more monster(s) on the field of the controller of this card, his/her opponent cannot place a monster on the field if his/her number of monsters would exceed the number of monsters that are on the field of this card's controller. The cards that are already on the field before this card's activation are unaffected by this effect.


                    SR Rarity
                    Rivalry of Warlords
                    SR Rarity
                    Rivalry of Warlords
                    Rivalry of Warlords
                    Trap Continuous
                    Rivalry of Warlords

                      Each player can only control 1 Type of monster. Send all other face-up monsters they control to the GY.


                      SR Rarity
                      Gozen Match
                      SR Rarity
                      Gozen Match
                      Gozen Match
                      Trap Continuous
                      Gozen Match

                        Each player can only control 1 Attribute of monster. Send all other face-up monsters they control to the GY.


                         

                        Abyss Dweller, Number 41: Bagooska the Terribly Tired Tapir and Number 60: Dugares the Timeless (Rank 4)

                        UR Rarity
                        Abyss Dweller
                        UR Rarity
                        Abyss Dweller
                        Abyss Dweller
                        WATER
                        Abyss Dweller
                        • ATK:

                        • 1700

                        • DEF:

                        • 1400


                        2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.


                        SR Rarity
                        Number 41: Bagooska the Terribly Tired Tapir
                        SR Rarity
                        Number 41: Bagooska the Terribly Tired Tapir
                        Number 41: Bagooska the Terribly Tired Tapir
                        EARTH
                        Number 41: Bagooska the Terribly Tired Tapir
                        • ATK:

                        • 2100

                        • DEF:

                        • 2000


                        2 Level 4 monsters Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated.


                        SR Rarity
                        Number 60: Dugares the Timeless
                        SR Rarity
                        Number 60: Dugares the Timeless
                        Number 60: Dugares the Timeless
                        FIRE
                        Number 60: Dugares the Timeless
                        • ATK:

                        • 1200

                        • DEF:

                        • 1200


                        2 Level 4 monsters You can detach 2 materials from this card, then activate 1 of the following effects; ● Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ● Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ● Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn.


                         

                        Dogoran, the Mad Flame Kaiju and Kurikara Divincarnate (Out boss die hard)

                        UR Rarity
                        Dogoran, the Mad Flame Kaiju
                        UR Rarity
                        Dogoran, the Mad Flame Kaiju
                        Dogoran, the Mad Flame Kaiju
                        FIRE 8
                        Dogoran, the Mad Flame Kaiju
                        • ATK:

                        • 3000

                        • DEF:

                        • 1200


                        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. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn this effect is activated.


                        UR Rarity
                        Kurikara Divincarnate
                        UR Rarity
                        Kurikara Divincarnate
                        Kurikara Divincarnate
                        FIRE 1
                        Kurikara Divincarnate
                        • ATK:

                        • 1500

                        • DEF:

                        • 1500


                        Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by Tributing all face-up monsters on the field that activated their effects this turn in your opponent's Monster Zone. Gains 1500 ATK for each monster Tributed to Special Summon this card. During your End Phase: You can target 1 monster in your opponent's GY; Special Summon it to your field. You can only use this effect of "Kurikara Divincarnate" once per turn.


                         

                        Burning Draw (Side cards come later)

                        N Rarity
                        Burning Draw
                        N Rarity
                        Burning Draw
                        Burning Draw
                        Spell Normal
                        Burning Draw

                          (This card is always treated as a "Salamangreat" card.) If your opponent controls more cards than you do: Target 1 Link Monster your opponent controls; draw cards equal to its Link Rating. You can only activate 1 "Burning Draw" per turn. You cannot Normal or Special Summon monsters the turn you activate this card, except FIRE monsters.


                          Play with other linked bets like Snake-eyes, Fire King....



                          Decklist

                          https://ygovietnam.com/deck/details/269285




                          Companion unit:

                          - Yu-Gi-Oh! Guidance Vietnam





                          https://ygovietnam.com/
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