Guide To Being Played By Lightsworn Runick

Guide To Being Played By Lightsworn Runick

Lightsworn: gives you a bunch of bodies (or bricks) that jump Xyz, Synchro continuously, even Link, targets negate monsters, has protection or provides additional card draw effects, restores goods (or eats Maxx "C" to Number 41 pass)

Runick: animal

Sections covered in this guide:




CORE

After using instant magic, you will skip the next Battle Phase, the way to win with this deck is to banish all the cards on top of the enemy's deck.


top deck : the cards on top of the deck

Instantaneous spell cards will have the following common effect: Special summon 1 Runick monster from the Extra Deck to the Extra Monster Zone

Runick Fountain (x3 if possible)

UR Rarity
Runick Fountain
UR Rarity
Runick Fountain
Runick Fountain
Spell Field
Runick Fountain

    You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.


    Infinite Space


    brain dead opponent by throwing too many text cards (from hand) at opp monster


    The soul of the deck, allowing you to use Runick instant spells from your opponent's hand during your turn, as well as pick up to 3 Runick instant spells from the graveyard to your deck and draw cards equal to the number of cards picked from the graveyard to your deck.

    Runick Destruction (x1 (because of limit))

    SR Rarity
    Runick Destruction
    SR Rarity
    Runick Destruction
    Runick Destruction
    Spell Quick
    Runick Destruction

      Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Spell/Trap your opponent controls; destroy it, then banish the top 4 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Destruction" per turn.


      Possessing the ability to destroy enemy spells/traps and banish 4 top deck cards, you can completely destroy the enemy's gameplay when destroying fields or continuous spells/traps. Sometimes, you will use this card to explore the enemy's backrow to see if there are any cards like Imperm so you can play more easily.

      Runick Flashing Fire (x3)

      SR Rarity
      Runick Flashing Fire
      SR Rarity
      Runick Flashing Fire
      Runick Flashing Fire
      Spell Quick
      Runick Flashing Fire

        Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.


        Shoot down the enemy's special summons then banish the top 2 decks, you can completely block the enemy's combo by shooting cards necessary for the enemy's combo, for example Tuner or 1 of 2 monsters of the same level, Link monster (restricting the enemy from climbing to higher links),...

        Runick Freezing Curses (x2 (because of limit))

        SR Rarity
        Runick Freezing Curses
        SR Rarity
        Runick Freezing Curses
        Runick Freezing Curses
        Spell Quick
        Runick Freezing Curses

          Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Effect Monster your opponent controls; negate its effects (until the end of this turn), then banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Freezing Curses" per turn.


          Choose a monster with an enemy effect and block the effect of that card until the end of the turn and banish 3 of opp's top decks. This card is very strong and can completely block an enemy's one card combo or simply when shooting an enemy card, the enemy monster negates it. You can insert this card to block as well as protect the field from monsters that can banish the field.

          Runick Slumber (x2)

          R Rarity
          Runick Slumber
          R Rarity
          Runick Slumber
          Runick Slumber
          Spell Quick
          Runick Slumber

            Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 face-up monster on the field; the next time that monster would be destroyed by battle or card effect this turn, it is not destroyed, also it cannot attack this turn, then (after applying this effect) banish the top 3 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Slumber" per turn.


            opp can't do anything, opp punches, this card protects monsters on the field from being destroyed by battle or damage 1 time, opp gets bored, opp stops playing (after that opp gets banned from 3 top decks)


            thatlasuvat

            Runick Tip (x2 (due to semi-limit, x3 if possible))

            UR Rarity
            Runick Tip
            UR Rarity
            Runick Tip
            Runick Tip
            Spell Quick
            Runick Tip

              Activate 1 of these effects, but skip your next Battle Phase after activation; ● Add 1 "Runick" card from your Deck to your hand, except "Runick Tip", then banish the top card of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Tip" per turn.


              Deck searcher, the more you bring the more stable the deck will be

              Runick Dispelling (x0-3)

              R Rarity
              Runick Dispelling
              R Rarity
              Runick Dispelling
              Runick Dispelling
              Spell Quick
              Runick Dispelling

                Activate 1 of these effects, but skip your next Battle Phase after activation; ● If your opponent adds a card(s) from their Deck to their hand, except during the Draw Phase, discard 1 random card from their hand, then banish the top 2 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Dispelling" per turn.


                Dark Law At Home



                banish cards, and snatch hands when opp adds cards from deck to hand, creating discomfort. If lucky, snatch the card opp just searched for (random snatch), or snatch some cards that cause trouble for you. If unlucky, snatch them to the grave to activate effects or have effects in the grave.

                Runick Smiting Storm (x0-3)

                R Rarity
                Runick Smiting Storm
                R Rarity
                Runick Smiting Storm
                Runick Smiting Storm
                Spell Quick
                Runick Smiting Storm

                  Activate 1 of these effects, but skip your next Battle Phase after activation; ● Banish cards from the top of your opponent's Deck, up to the number of cards they control. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Smiting Storm" per turn.


                  banish top deck based on the monster/spell/trap opp is controlling (maximum blow up 13 cards), this card will sometimes be weak (if opp summons a monster that you negate, then they don't combo anymore, at this point only banish 1 card)

                  Runick Golden Droplet (x0-3)

                  SR Rarity
                  Runick Golden Droplet
                  SR Rarity
                  Runick Golden Droplet
                  Runick Golden Droplet
                  Spell Quick
                  Runick Golden Droplet

                    Activate 1 of these effects, but skip your next Battle Phase after activation; ● Your opponent draws 1 card, then you banish the top 4 cards of their Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Golden Droplet" per turn.


                    banish 5 top deck disguised version, this card lets the enemy draw 1 (sounds a bit tight) and banishes 4 of their top deck, but if played in the long run, the opp will draw all the useless cards (because of one card combo, starter is all banished or the middle cards of the combo are banished leading to the combo being stuck or not full combo)

                    Runick Allure (x0-2)

                    N Rarity
                    Runick Allure
                    N Rarity
                    Runick Allure
                    Runick Allure
                    Spell Continuous
                    Runick Allure

                      Each time a Quick-Play Spell Card activates: Banish the top card of your opponent's Deck. You can only control 1 "Runick Allure".


                      Runick herds chickens


                      This card cannot jump on Runick monsters, it has the right effect every time Runick instant magic is activated, it will banish 1 of opp's top decks. This card used to be used a lot, but now Runick gets hit a lot, plus it's mixed with other decks so there's no slot for this card.

                      Hugin the Runick Wings (x2-3)

                      UR Rarity
                      Hugin the Runick Wings
                      UR Rarity
                      Hugin the Runick Wings
                      Hugin the Runick Wings
                      LIGHT 2
                      Hugin the Runick Wings
                      • ATK:

                      • 0

                      • DEF:

                      • 0


                      2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Field Spell from your Deck to your hand. If another card(s) you control would be destroyed by card effect, you can banish this card you control instead. If this card on the field is destroyed by battle or card effect: Return this card to the Extra Deck.


                      everything about this card is strong (ATK DEF = 0 is sometimes good because Yubel can't punch even if he wants to 🐧 )


                      First: Level 2, very suitable for Tri-Edge Master to draw 1 more card as well as easily synchronize Level 6 8 or 10 ( Baronne Go Brrrrrrr)

                      Monday: is the first day of the week

                      Third: search field, the deck's extremely strong card is limited to 1 but sometimes we still see these guys reach the top in tournaments or Master I

                      Fourth: can protect all other cards from being destroyed by effects by banishing this card (including your Stun or Floodgay cards)

                      Fifth: If this card is accidentally destroyed, it will go to the Extra Deck instead of the Graveyard, starting from the self-row.

                      Friday: it's very difficult to get through this card because if you break the protected card, and if you punch, you'll get Runick from your hand. The easiest way to get through this card is to have many attack cards to get through the combo of this card + field.

                      Geri the Runick Fangs (x2-3)

                      SR Rarity
                      Geri the Runick Fangs
                      SR Rarity
                      Geri the Runick Fangs
                      Geri the Runick Fangs
                      DARK 4
                      Geri the Runick Fangs
                      • ATK:

                      • 0

                      • DEF:

                      • 1000


                      2 "Runick" monsters Cannot be destroyed by card effects. If this card is Special Summoned from the Extra Deck: You can target 1 non-Quick-Play "Runick" Spell in your GY; add it to your hand. When this card is destroyed by battle: You can target 1 card on the field; destroy it.


                      What if the field gets shot, summon this card to pick it up again


                      This card picks up 1 Runick Spell card from the graveyard (except instant spells), this card is also a good body for rank 4 Xyz or rank 8 Synchro (sometimes 10).

                      This card is a very high quality punching bag, not only can it not be destroyed by effects, it also shoots cards when destroyed by combat :>

                      Freki the Runick Fangs, Sleipnir the Runick Mane and Munin the Runick Wings (use it if you like)

                      SR Rarity
                      Freki the Runick Fangs
                      SR Rarity
                      Freki the Runick Fangs
                      Freki the Runick Fangs
                      DARK 5
                      Freki the Runick Fangs
                      • ATK:

                      • 2000

                      • DEF:

                      • 0


                      2 "Runick" monsters When an attack is declared involving this card in the Extra Monster Zone: You can banish the top 2 cards of your opponent's Deck. Neither player takes any battle damage from attacks involving this card. If this card on the field is destroyed by battle or card effect: You can target 1 "Runick" Quick-Play Spell in your GY; add it to your hand. You can only use this effect of "Freki the Runick Fangs" once per turn.


                      SR Rarity
                      Sleipnir the Runick Mane
                      SR Rarity
                      Sleipnir the Runick Mane
                      Sleipnir the Runick Mane
                      LIGHT 9
                      Sleipnir the Runick Mane
                      • ATK:

                      • 1500

                      • DEF:

                      • 1500


                      2 "Runick" monsters During your Main Phase or your opponent's Battle Phase (Quick Effect): You can target 1 face-up monster your opponent controls; banish both that monster and this card until the End Phase. If a card(s) is added from the Main Deck to your opponent's hand (except during the Damage Step): You can Special Summon 1 "Runick Token" (Fairy/LIGHT/Level 4/ATK 1500/DEF 1500) in Attack Position. You can only use each effect of "Sleipnir the Runick Mane" once per turn.


                      UR Rarity
                      Munin the Runick Wings
                      UR Rarity
                      Munin the Runick Wings
                      Munin the Runick Wings
                      LIGHT 3
                      Munin the Runick Wings
                      • ATK:

                      • 0

                      • DEF:

                      • 2000


                      2 "Runick" monsters If this card is Special Summoned from the Extra Deck: You can discard 1 card; add 1 "Runick" Continuous Spell from your Deck to your hand. When your opponent activates a card or effect that targets a "Runick" card(s) you control or a Set card(s) you control (Quick Effect): You can banish this card you control; negate the activation, and if you do, destroy that card. Once per turn, during the End Phase: Gain 1000 LP.


                      Because of mixing with Lightsworn, your Extra Deck is very crowded, use it if you like, or don't.

                      Wulf, Lightsworn Beast, Felis and Lightsworn Archer (What is once per turn?)

                      R Rarity
                      Wulf, Lightsworn Beast
                      R Rarity
                      Wulf, Lightsworn Beast
                      Wulf, Lightsworn Beast
                      LIGHT 4
                      Wulf, Lightsworn Beast
                      • ATK:

                      • 2100

                      • DEF:

                      • 300


                      Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is sent from your Deck to the GY: Special Summon it.


                      N Rarity
                      Felis, Lightsworn Archer
                      N Rarity
                      Felis, Lightsworn Archer
                      Felis, Lightsworn Archer
                      LIGHT 4
                      Felis, Lightsworn Archer
                      • ATK:

                      • 1100

                      • DEF:

                      • 2000


                      Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. If this card is sent from your Deck to the GY by a monster effect: Special Summon it. You can Tribute this card, then target 1 monster your opponent controls; destroy that target, then send the top 3 cards of your Deck to the GY.


                      Both jump once per turn when certain conditions are met (sent from deck to graveyard, except Felis must be sent by monster to count)


                      and because both of them can't be normally summoned/set, they also brick when held in hand.

                      Lightsworn Dragonling (x3)

                      UR Rarity
                      Lightsworn Dragonling
                      UR Rarity
                      Lightsworn Dragonling
                      Lightsworn Dragonling
                      LIGHT 4
                      Lightsworn Dragonling
                      • ATK:

                      • 1500

                      • DEF:

                      • 1300


                      If you have a "Lightsworn" monster in your GY: You can Special Summon this card from your hand. If this card is Special Summoned: You can send 1 "Lightsworn" card from your Deck to the GY, except "Lightsworn Dragonling". If this card is sent to the GY: You can add 1 Dragon monster with 3000 ATK/2600 DEF from your Deck to your hand. You can only use each effect of "Lightsworn Dragonling" once per turn.


                      Jumps when there is a Lightsworn monster in the graveyard and can send any Lightsworn monster/spell/trap to the graveyard, except this card when Summoned to the field


                      Usually the Dragon search effect will be rarely used in Runick Lightsworn because draw 3 is easy to get a brick draw, and this is a search from Deck to hand, if it is milled to the grave, there is no way to save it.

                      Raiden Hand of the Lightsworn (Raiden Shogun)

                      SR Rarity
                      Raiden, Hand of the Lightsworn
                      SR Rarity
                      Raiden, Hand of the Lightsworn
                      Raiden, Hand of the Lightsworn
                      LIGHT 4
                      Raiden, Hand of the Lightsworn
                      • ATK:

                      • 1700

                      • DEF:

                      • 1000


                      During your Main Phase: You can send the top 2 cards of your Deck to the GY, then if any "Lightsworn" monsters were sent to the GY by this effect, this card gains 200 ATK until the end of your opponent's turn. You can only use this effect of "Raiden, Hand of the Lightsworn" once per turn. Once per turn, during your End Phase: Send the top 2 cards of your Deck to the GY.


                      bring it or not is fine, mainly take the mill 2 top deck, end turn is true mill 2 more but body level 4 Tuner is too good, usually use to combo but no longer on the field to mill

                      Punishment Dragon (x0-1)

                      UR Rarity
                      Punishment Dragon
                      UR Rarity
                      Punishment Dragon
                      Punishment Dragon
                      DARK 8
                      Punishment Dragon
                      • ATK:

                      • 3000

                      • DEF:

                      • 2600


                      Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by possessing 4 or more banished "Lightsworn" monsters with different names. Once per turn (Quick Effect): You can pay 1000 LP; shuffle into the Decks, all cards in the GYs and all face-up banished cards, except "Lightsworn" monsters. Once per turn, if your "Lightsworn" monster's effect is activated: Send the top 4 cards of your Deck to the GY.


                      Recover cards from the grave and banish (face up) but exclude Lightsworn monsters, use if you want, or don't.


                      recommended: x0

                      Weiss Lightsworn Archfiend (x3)

                      SR Rarity
                      Weiss, Lightsworn Archfiend
                      SR Rarity
                      Weiss, Lightsworn Archfiend
                      Weiss, Lightsworn Archfiend
                      LIGHT 4
                      Weiss, Lightsworn Archfiend
                      • ATK:

                      • 0

                      • DEF:

                      • 1700


                      You can place 1 other "Lightsworn" card from your hand on top of the Deck; Special Summon this card from your hand, then send the top 2 cards of your Deck to the GY. If this card is sent from the Deck to the GY: You can target 1 "Lightsworn" monster in your GY, except "Weiss, Lightsworn Archfiend"; Special Summon it. You can only use each effect of "Weiss, Lightsworn Archfiend" once per turn.


                      chad, just help deal with holding Lightsworn in hand by putting Lightsworn from hand to top deck. jump this card then mill 2 cards


                      Not only that, when sent to the grave, it will jump another Lightsworn, except this card.

                      Because it's so strong, each effect is only once per turn and not mindlessly spammed like the wolf or archer.

                      Charge of the Light Brigade (x3)

                      UR Rarity
                      Charge of the Light Brigade
                      UR Rarity
                      Charge of the Light Brigade
                      Charge of the Light Brigade
                      Spell Normal
                      Charge of the Light Brigade

                        Send the top 3 cards of your Deck to the Graveyard; add 1 Level 4 or lower "Lightsworn" monster from your Deck to your hand.


                        +4 resources, this card both mills 3 and searches for Lightsworn Level 4 or lower (but note that you have to mill first before searching) from Deck to hand, if it hits Lightsworn it will automatically jump, if it hits Runick it will field again and draw 3

                        Minerva the Exalted Lightsworn (x1)

                        SR Rarity
                        Minerva, the Exalted Lightsworn
                        SR Rarity
                        Minerva, the Exalted Lightsworn
                        Minerva, the Exalted Lightsworn
                        LIGHT
                        Minerva, the Exalted Lightsworn
                        • ATK:

                        • 2000

                        • DEF:

                        • 800


                        2 Level 4 monsters You can detach 1 material from this card; send the top 3 cards of your Deck to the GY, then draw cards equal to the number of "Lightsworn" cards sent to the GY by this effect. If this card is destroyed by battle, or if this card in its owner's possession is destroyed by an opponent's card effect: You can send the top 3 cards of your Deck to the GY, then you can destroy cards on the field up to the number of "Lightsworn" cards sent to the GY by this effect. You can only use each effect of "Minerva, the Exalted Lightsworn" once per turn.


                        super strong, just 2 Level 4 monsters are fine (including Runick) you will have 1 mill 3 top deck card, mill as many Lightsworn as you will draw that many cards !!!, if you are lucky you will draw 3 then 3 monsters from the grave will jump up and be awesome


                        The next effect is... okay, but now there are many negate, banish, and push cards, so this card is often used as a body link to S:P banish 2 cards.

                        Minerva the Athenian Lightsworn (x1)

                        SR Rarity
                        Minerva, the Athenian Lightsworn
                        SR Rarity
                        Minerva, the Athenian Lightsworn
                        Minerva, the Athenian Lightsworn
                        LIGHT 8
                        Minerva, the Athenian Lightsworn
                        • ATK:

                        • 2800

                        • DEF:

                        • 1800


                        1 Tuner + 1+ non-Tuner monsters "Lightsworn" monsters you control cannot be banished by card effects. You can only use each of the following effects of "Minerva, the Athenian Lightsworn" once per turn. If this card is Synchro Summoned: You can send "Lightsworn" monsters with different Types from your Deck to the GY, up to the number of "Lightsworn" monsters used as this card's material. You can banish up to 4 "Lightsworn" monsters from your GY; send that many cards from the top of your Deck to the GY.


                        super card


                        easy to level up, any monster will do, even using Runick as material

                        Can mill up to 2 Lightsworn monsters of different types from the deck to the grave (how many Lightsworn you use on this card will mill how many cards)

                        Additionally, you banish up to 4 Lightsworn from the grave to send 4 more cards from the deck to the grave (banish from 1 to 4, banish as many, mill as many)

                        Curious the Lightsworn Dominion (x1)

                        UR Rarity
                        Curious, the Lightsworn Dominion
                        UR Rarity
                        Curious, the Lightsworn Dominion
                        Curious, the Lightsworn Dominion
                        LIGHT
                        Curious, the Lightsworn Dominion
                        • ATK:

                        • 2400

                        • LINK-3

                        Link Arrow:

                        Top

                        Bottom-Left

                        Bottom-Right


                        3 monsters with the same Attribute but different Types If this face-up card is destroyed by battle, or leaves the field because of an opponent's card effect while its owner controls it: You can target 1 card in your GY; add it to your hand. You can only use each of the following effects of "Curious, the Lightsworn Dominion" once per turn. ● If this card is Link Summoned: You can send 1 card from your Deck to the GY. ● If a card(s) is sent from your Deck to the GY by an effect: Send the top 3 cards of your Deck to the GY.


                        Send 1 card from deck to graveyard, send whatever you like, then this card will send 3 more cards from deck to graveyard (send 3 cards effect will activate when a card is sent from deck to graveyard by effect)


                        After this card is up, you will usually add Apollousa to optimize the body link 3 of this card (or you hope that opp can get through a bunch of Runick and your disrupt cards to destroy this card so you can pick up a card from the deck to your hand because of the effect of this card, but it's too bad)



                        Staple

                         

                        Reasoning (x3)

                        SR Rarity
                        Reasoning
                        SR Rarity
                        Reasoning
                        Reasoning
                        Spell Normal
                        Reasoning

                          Your opponent declares a monster Level from 1 to 12. Excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set, then, if that monster is the same Level as the one declared by your opponent, send all excavated cards to the GY. If not, Special Summon the excavated monster, also send the remaining cards to the GY.


                          In pure Runick you can mill most of the deck to the grave, but in Runick Lightsworn, you excavate a few cards, sometimes the first card excavated is a monster, that's the trouble, but whatever, adding resources is adding resources, don't be picky

                          Monster Gate (x2)

                          SR Rarity
                          Monster Gate
                          SR Rarity
                          Monster Gate
                          Monster Gate
                          Spell Normal
                          Monster Gate

                            Tribute 1 monster; excavate cards from the top of your Deck until you excavate a monster that can be Normal Summoned/Set. Special Summon it, also send the other excavated cards to the GY.


                            there's not always a monster to sacrifice (because sometimes you brick can't raise its head), however this card will excavate until you encounter a monster that can be normal summoned/set ( wolf and archer can't be normal summoned/set, spell/trap runick can't either) jump that monster and the other cards are sent to the grave

                            The Black Goat Laughs (x0-3)

                            UR Rarity
                            The Black Goat Laughs
                            UR Rarity
                            The Black Goat Laughs
                            The Black Goat Laughs
                            Trap Normal
                            The Black Goat Laughs

                              Declare 1 Monster Card name; this turn, neither player can Special Summon monsters with that original name, except from the GY. You can banish this card from the GY, then declare 1 Monster Card name; this turn, neither player can activate the effects of monsters on the field with that original name. You can only use 1 "The Black Goat Laughs" effect per turn, and only once that turn.


                              There are 2 possibilities


                              i> give the monster name, no one will special summon that monster, unless summon from grave. This will lock opp's combo very annoying

                              ii> banish from the grave and send 1 monster name, no one can activate the effect of that monster on the field whose original name is the name of the monster you sent

                              Tri-Edge Master and Coral Dragon (doro, monsta caida)

                              UR Rarity
                              Tri-Edge Master
                              UR Rarity
                              Tri-Edge Master
                              Tri-Edge Master
                              LIGHT 6
                              Tri-Edge Master
                              • ATK:

                              • 2100

                              • DEF:

                              • 1800


                              1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can apply the appropriate effect, based on the Levels used for its Synchro Summon, or if you used 3 or more monsters as materials, apply all these effects, in sequence. ● 1 & 5: Destroy 1 other card on the field. ● 2 & 4: Draw 1 card. ● 3 & 3: Treat this card as a Tuner. You can only use this effect of "Tri-Edge Master" once per turn.


                              SR Rarity
                              Coral Dragon
                              SR Rarity
                              Coral Dragon
                              Coral Dragon
                              WATER 6
                              Coral Dragon
                              • ATK:

                              • 2400

                              • DEF:

                              • 500


                              1 Tuner + 1+ non-Tuner monsters Once per turn: You can discard 1 card, then target 1 card your opponent controls; destroy it. If this Synchro Summoned card is sent from the field to the GY: You can draw 1 card. You can only use this effect of "Coral Dragon" once per turn.


                              Both are Level 6 Synchro monsters with the ability to draw 1 plus resources for you


                              Coral Dragon will come up when you need another body Tuner combo synchro (this card is Synchro Tuner Monster)

                              Tri-Edge Master will be up when you already have a Tuner body, this card is a Non-Tuner to continue synchronizing.

                              Chaos Angel, Baronne de Fleur and Swordsoul Supreme Sovereign - Chengying (Level 10)

                              UR Rarity
                              Chaos Angel
                              UR Rarity
                              Chaos Angel
                              Chaos Angel
                              DARK 10
                              Chaos Angel
                              • ATK:

                              • 3500

                              • DEF:

                              • 2800


                              1 Tuner + 1+ non-Tuner LIGHT or DARK monsters For this card's Synchro Summon, you can treat 1 LIGHT or DARK monster you control as a Tuner. If this card is Special Summoned: You can target 1 card on the field; banish it. This card gains these effects based on the original Attributes of materials used for its Synchro Summon. ● LIGHT: Synchro Monsters you control are unaffected by monster effects activated by your opponent. ● DARK: Monsters you control cannot be destroyed by battle.


                              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.


                              UR Rarity
                              Swordsoul Supreme Sovereign - Chengying
                              UR Rarity
                              Swordsoul Supreme Sovereign - Chengying
                              Swordsoul Supreme Sovereign - Chengying
                              WATER 10
                              Swordsoul Supreme Sovereign - Chengying
                              • ATK:

                              • 3000

                              • DEF:

                              • 3000


                              1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.


                              usually from the 2 draw cards above plus 1 Level 4 (sometimes 4 + 4 + 2)


                              Chaos Angel : has protection, usually used in case you run out of Tuner (because this card automatically sees LIGHT or DARK monsters as Tuner to summon it) or in case you need this card

                              Baronne : negate, shoot card, restore goods, big body, easy to level up

                              Chengying : punching bag that knows how to banish, extremely big body, body reduction opp

                              Rank 4

                              UR Rarity
                              Evilswarm Exciton Knight
                              UR Rarity
                              Evilswarm Exciton Knight
                              Evilswarm Exciton Knight
                              LIGHT
                              Evilswarm Exciton Knight
                              • ATK:

                              • 1900

                              • DEF:

                              • 0


                              2 Level 4 monsters Once per chain, during your Main Phase or your opponent's Battle Phase, if your opponent has more total cards in their hand and field than you do (Quick Effect): You can detach 1 material from this card; destroy all other cards on the field, also your opponent takes no further damage this turn.


                              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.


                              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.


                              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.


                              Abyss Dweller : opp can't activate the effect from the grave, extremely annoying


                              Exciton Knight : pay go brrrrrrr

                              Number 60 : pull the line, draw cards, and punch painfully, just thinking about it makes me crave it

                              Number 41 : You don't let me play games, I lie down and throw a tantrum

                              S:P Little Knight (x1)

                              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.


                              It's also good to go on turn 1 or 2. This card can't hit the base point after using its effect, but playing Runick, there's no battle phase to punch.



                              Video test hand

                               

                              Runick Fountain (combo)

                              UR Rarity
                              Runick Fountain
                              UR Rarity
                              Runick Fountain
                              Runick Fountain
                              Spell Field
                              Runick Fountain

                                You can activate "Runick" Quick-Play Spell Cards from your hand during your opponent's turn. Once per turn, if you activate a "Runick" Quick-Play Spell Card: You can target up to 3 "Runick" Quick-Play Spells in your GY; place them on the bottom of your Deck in any order, then draw the same number of cards.


                                >>> Click Here <<<




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