Familiar-Possessed Deck Breakdown

Main Deck

Awakening of the Possessed
Awakening of the Possessed
Awakening of the Possessed
Spell Continuous
Awakening of the Possessed

    Monsters you control gain 300 ATK for each different Attribute you control. "Charmer" and "Familiar-Possessed" monsters you control cannot be destroyed by card effects. If a Spellcaster monster(s) with 1850 original ATK is Normal or Special Summoned to your field: Draw 1 card. You can only use this effect of "Awakening of the Possessed" once per turn.

    Spirit Charmers
    Spirit Charmers
    Spirit Charmers
    Spell Quick
    Spirit Charmers

      Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.

      Main: 48 Extra: 6

      3 cardAwakening of the Possessed - Rasenryu 3 cardAwakening of the Possessed - Rasenryu
      Awakening of the Possessed - Rasenryu
      WIND 5
      Awakening of the Possessed - Rasenryu
      • 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 WIND monster you control to the GY. You can only use each of the following effects of "Awakening of the Possessed - Rasenryu" once per turn. ● When this card is Special Summoned by its effect: You can return 1 card your opponent controls to the hand. ● If this card is sent from the field to the GY: You can add 1 "Spiritual Wind Art" card or 1 "Possessed" Spell/Trap from your Deck to your hand.


      3 cardBarrier Statue of the Stormwinds
      3 cardBarrier Statue of the Stormwinds
      Barrier Statue of the Stormwinds
      WIND 4
      Barrier Statue of the Stormwinds
      • ATK:

      • 1000

      • DEF:

      • 1000


      No monsters can be Special Summoned, except for WIND monsters.




      Tag(s):

      2 cardCataclysmic Cryonic Coldo 2 cardCataclysmic Cryonic Coldo
      Cataclysmic Cryonic Coldo
      WIND 8
      Cataclysmic Cryonic Coldo
      • ATK:

      • 2600

      • DEF:

      • 200


      If a face-up WIND monster(s) you control is destroyed by battle or an opponent's card effect: You can Special Summon this card from your hand, then, you can place 1 Spell/Trap from the field on top of the Deck. You can only use this effect of "Cataclysmic Cryonic Coldo" once per turn.


      3 cardFamiliar-Possessed - Wynn 3 cardFamiliar-Possessed - Wynn
      Familiar-Possessed - Wynn
      WIND 4
      Familiar-Possessed - Wynn
      • ATK:

      • 1850

      • DEF:

      • 1500


      You can Special Summon this card (from your hand or Deck) by sending 1 face-up "Wynn the Wind Charmer" and 1 face-up WIND monster you control to the GY. If this card Special Summoned by its own effect attacks a Defense Position monster, inflict piercing battle damage.


      2 cardGaruda the Wind Spirit 2 cardGaruda the Wind Spirit
      Garuda the Wind Spirit
      WIND 4
      Garuda the Wind Spirit
      • ATK:

      • 1600

      • DEF:

      • 1200


      This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 WIND monster in your Graveyard. During your opponent's End Phase, you can select 1 face-up monster your opponent controls, and change its battle position.


      2 cardRaiza the Storm Monarch 2 cardRaiza the Storm Monarch
      Raiza the Storm Monarch
      WIND 6
      Raiza the Storm Monarch
      • ATK:

      • 2400

      • DEF:

      • 1000


      If this card is Tribute Summoned: Target 1 card on the field; place that target on the top of the Deck.


      3 cardStorming Wynn 3 cardStorming Wynn
      Storming Wynn
      WIND 4
      Storming Wynn
      • ATK:

      • 800

      • DEF:

      • 1500


      Once per turn, you can Tribute 1 WIND monster (except this card) to Special Summon 1 WIND monster from your hand. The monster Special Summoned by this effect is destroyed if "Storming Wynn" is removed from your side of the field.


      3 cardWynn the Wind Channeler 3 cardWynn the Wind Channeler
      Wynn the Wind Channeler
      WIND 5
      Wynn the Wind Channeler
      • ATK:

      • 1850

      • DEF:

      • 1500


      (This card is always treated as a "Charmer" card.) You can discard this card and 1 other WIND monster; add 1 WIND monster with 1500 or less DEF from your Deck to your hand, except "Wynn the Wind Channeler", also you cannot activate monster effects for the rest of this turn, except WIND monsters. When a WIND monster you control is destroyed by battle while this card is in your hand: You can Special Summon this card. You can only use each effect of "Wynn the Wind Channeler" once per turn.


      3 cardWynn the Wind Charmer 3 cardWynn the Wind Charmer
      Wynn the Wind Charmer
      WIND 3
      Wynn the Wind Charmer
      • ATK:

      • 500

      • DEF:

      • 1500


      FLIP: While this card is face-up on the field, take control of 1 WIND monster your opponent controls.


      3 cardElemental HERO Avian 3 cardElemental HERO Avian
      Elemental HERO Avian
      WIND 3
      Elemental HERO Avian
      • ATK:

      • 1000

      • DEF:

      • 1000


      A winged Elemental HERO who wheels through the sky and manipulates the wind. His signature move, Featherbreak, gives villainy a blow from sky-high.


      3 cardAwakening of the Possessed 3 cardAwakening of the Possessed
      Awakening of the Possessed
      Spell Continuous
      Awakening of the Possessed

        Monsters you control gain 300 ATK for each different Attribute you control. "Charmer" and "Familiar-Possessed" monsters you control cannot be destroyed by card effects. If a Spellcaster monster(s) with 1850 original ATK is Normal or Special Summoned to your field: Draw 1 card. You can only use this effect of "Awakening of the Possessed" once per turn.


        2 cardDifferent Dimension Capsule 2 cardDifferent Dimension Capsule
        Different Dimension Capsule
        Spell Normal
        Different Dimension Capsule

          Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand.


          3 cardE - Emergency Call 3 cardE - Emergency Call
          E - Emergency Call
          Spell Normal
          E - Emergency Call

            Add 1 "Elemental HERO" monster from your Deck to your hand.


            1 cardGold Sarcophagus
            1 cardGold Sarcophagus
            Gold Sarcophagus
            Spell Normal
            Gold Sarcophagus

              Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to the hand.


              3 cardPolymerization 3 cardPolymerization
              Polymerization
              Spell Normal
              Polymerization

                Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Material.


                2 cardRising Air Current 2 cardRising Air Current
                Rising Air Current
                Spell Field
                Rising Air Current

                  All WIND monsters gain 500 ATK and lose 400 DEF.


                  3 cardSpirit Charmers 3 cardSpirit Charmers
                  Spirit Charmers
                  Spell Quick
                  Spirit Charmers

                    Discard 1 card; take 2 cards from your Deck with different names from each other, that are "Charmer" monsters, "Familiar-Possessed" monsters, and/or "Possessed" Spells/Traps, add 1 of them to your hand, and Set the other. You can only activate 1 "Spirit Charmers" per turn.


                    1 cardTerraforming
                    1 cardTerraforming
                    Terraforming
                    Spell Normal
                    Terraforming

                      Add 1 Field Spell from your Deck to your hand.




                      Tag(s):

                      3 cardSpiritual Wind Art - Miyabi 3 cardSpiritual Wind Art - Miyabi
                      Spiritual Wind Art - Miyabi
                      Trap Normal
                      Spiritual Wind Art - Miyabi

                        Tribute 1 WIND monster, then target 1 card your opponent controls; place that card on the bottom of the Deck.


                        3 cardElemental HERO Great Tornado 3 cardElemental HERO Great Tornado
                        Elemental HERO Great Tornado
                        WIND 8
                        Elemental HERO Great Tornado
                        • ATK:

                        • 2800

                        • DEF:

                        • 2200


                        1 "Elemental HERO" monster + 1 WIND monster Must be Fusion Summoned and cannot be Special Summoned by other ways. If this card is Fusion Summoned: Halve the ATK and DEF of all face-up monsters your opponent currently controls.


                        3 cardWynn the Wind Charmer, Verdant 3 cardWynn the Wind Charmer, Verdant
                        Wynn the Wind Charmer, Verdant
                        WIND
                        Wynn the Wind Charmer, Verdant
                        • ATK:

                        • 1850

                        • LINK-2

                        Link Arrow:

                        Bottom-Left

                        Bottom-Right


                        2 monsters, including a WIND monster (This card is always treated as a "Familiar-Possessed" card.) You can target 1 WIND 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 WIND monster with 1500 or less DEF from your Deck to your hand. You can only use each effect of "Wynn the Wind Charmer, Verdant" once per turn.



                        FAMILIAR-POSSESSED Decks in OCG








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