
Sky Striker gameplay guide
Sections covered in this guide:
Introduce

The deck's core strengths:
Drawing cards to find the solution: This deck is best at continuously filtering and drawing cards until a "winning hand" (like NIBIRU , DROLL , etc.) is found to hard counter the opponent.
Field disruption: When going second, this deck is almost unstoppable thanks to a series of spells that remove and control opponents.
Main mechanism: The deck revolves around Spell cards. They have basic effects, but if you have 3 or more Spell cards in your Graveyard , they will activate powerful bonus effects.
Restriction: You cannot activate Sky Striker spells if there are monsters in the Main Monster Zone . You are only allowed to control monsters in the Extra Monster Zone .
Skill
Sky Striker Ace Defying Fate (Skill Card) (100%)




Sky Striker Ace Defying Fate (Skill Card)
ATK:
0
DEF:
0
You can use each of this Skill's first and second effects once per Duel if your Deck contains 1 or more "Sky Striker Ace - Roze" and 9 or more "Sky Striker" Spell Cards. 1: At the beginning of your first turn, add 4 "Sky Striker Ace" Link Monsters with different names to your Extra Deck (except monsters that your Extra Deck already contains 3 copies of), and place 1 "Sky Striker Airspace - Area Zero" from outside of your Deck face-up in your Field Zone. 2: Send up to 2 "Sky Striker" cards from your hand and/or field (either face-up or face-down) to the Graveyard, then draw 1 card.
This skill is the "missing piece" that makes Sky Striker in Duel Links much stronger than just playing regular cards. It has three main effects:
1. Automatically place Field leaves
Effect: At the start of your turn, the Skill will automatically play the Environment card SKY STRIKER AIRSPACE - AREA ZERO from outside the deck onto the field.
Why is this important?: You don't need to draw or search for AREA ZERO . You have a tool to "dig" your deck for ENGAGE! or send excess spell cards to the Graveyard right from the first turn.
2. Draw Engine
Effect: You can send 2 Sky Striker cards from your hand or field to the Graveyard to Draw 1 card .
Why is it important?
This helps you quickly reach the milestone of 3 spells in the Graveyard to activate the "bonus" effects of the cards.
Helps in dealing with excess cards (e.g., AREA ZERO after use, or monster cards stuck in your hand).
This will help you "dig" deeper into the deck to find the most important card: SKY STRIKER MOBILIZE - ENGAGE!
3. Extra Deck Boost
Effect: This skill automatically adds copies of KAGARI , SHIZUKU , HAYATE , and KAINA to your Extra Deck.
Why is it important?
Most importantly, it gives you a second Kagari . Normally, you can only play one Kagari (due to limitations or the number of units you can own), but this skill allows you to have a second one to restore resources (recover magic from the Graveyard) during the mid and late game (follow-up play).
This helps you have enough Link Monster resources to maintain your survivability and continuously recycle resources.
In summary: This skill transforms Sky Striker into a stable machine, ensuring you always have a field to play and enough resources in your Extra Deck for extended battles.
Main deck
Sky Striker Ace - Raye (x1-2)




DARK
4Sky Striker Ace - Raye
ATK:
1500
DEF:
1500
(Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.
The heart and soul of the deck.
Effect: Can sacrifice itself (Quick Effect) to transform into a Link Monster. If your Link Monster leaves the field, Raye revives from the Graveyard. This makes you extremely "sticky" and difficult to completely destroy.
Sky Striker Ace - Roze (x1)




LIGHT
4Sky Striker Ace - Roze
ATK:
1500
DEF:
1500
If a "Sky Striker Ace" monster(s) is Normal or Special Summoned, except "Sky Striker Ace - Roze" (except during the Damage Step): You can Special Summon this card from your hand. If an opponent's monster in the Extra Monster Zone is destroyed by battle, or leaves the field because of your card effect, while this card is in your GY: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use each effect of "Sky Striker Ace - Roze" once per turn.
Extender.
Effect: Automatically summons from your hand if you summon another Sky Striker. If a monster in your opponent's Extra Monster Zone is destroyed, Roze can revive from the Graveyard and negate 1 opponent monster.
Surgical Striker - H.A.M.P. (x1)




DARK
8Surgical Striker - H.A.M.P.
ATK:
2500
DEF:
2500
(This card is always treated as a "Sky Striker" card.) If you control a "Sky Striker Ace" monster, you can Special Summon this card (from your hand) to either field by Tributing 1 monster from that field. You can only Special Summon "Surgical Striker - H.A.M.P." once per turn this way. When this card is destroyed by battle: You can target 1 card your opponent controls; destroy it.
Sky Striker Mobilize - Engage! (x3)
This card searches for Sky Striker monsters/spells/traps, which sounds similar to Gazell until you have 3 or more Spell cards in your graveyard and draw 1. Yep, it's no different from Pot of Greed, but you search 1 and draw 1.
Sky Striker Airspace - Area Zero (x0)




Spell
FieldSky Striker Airspace - Area Zero
You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.
There's no need to play this card because the Skill already provides this item.
Sky Striker Mecha Modules - Multirole (x1)




Spell
ContinuousSky Striker Mecha Modules - Multirole
Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even if this card leaves the field). (You can only gain the previous effect once per turn.) Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but banish them when they leave the field.
Sky Striker Maneuver - Afterburners! and Sky Striker Maneuver - Jamming Waves! (x1-2)
Sky Striker Mecha - Widow Anchor (x2)




Spell
QuickSky Striker Mecha - Widow Anchor
If you control no monsters in your Main Monster Zone: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.
Sky Striker Mecha - Shark Cannon (x1)
Sky Striker Mecha - Eagle Booster (x1)
Sky Striker Mobilize - Linkage! (x1-2)




Spell
QuickSky Striker Mobilize - Linkage!
If you control no monsters in your Main Monster Zone: You cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except "Sky Striker Ace" monsters, also send 1 other card you control to the GY, and if you do, Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone, and if you have at least 1 LIGHT and 1 DARK "Sky Striker Ace" monsters on your field and/or in your GY, the Summoned monster gains 1000 ATK.
The primary OTK tool.
Send 1 card to the Graveyard to Special Summon 1 Sky Striker Ace from the Extra Deck. This also increases ATK by 1000 if you have both Light (Roze) and Dark (Raye) monsters in your Graveyard.
Sky Striker Mecharmory - Hercules Base (x0-1)




Spell
EquipSky Striker Mecharmory - Hercules Base
Activate this card only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly. It can make a second attack on monsters during each Battle Phase. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 "Sky Striker" cards in your GY, except "Sky Striker Mecharmory - Hercules Base"; shuffle them into the Deck.
EXTRA DECK (ARMOR SETS)
Sky Striker Ace - Kagari (x1)




FIRESky Striker Ace - Kagari
ATK:
1500
LINK-1
Link Arrow:
Top-Left
1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.
Sky Striker Ace - Shizuku (x2)




WATERSky Striker Ace - Shizuku
ATK:
1500
LINK-1
Link Arrow:
Top-Right
1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.
Sky Striker Ace - Hayate (x1)




WINDSky Striker Ace - Hayate
ATK:
1500
LINK-1
Link Arrow:
Bottom-Left
1 non-WIND "Sky Striker Ace" monster You can only Special Summon "Sky Striker Ace - Hayate(s)" once per turn. This card can attack directly. After damage calculation, if this card battled: You can send 1 "Sky Striker" card from your Deck to the GY.
Sky Striker Ace - Kaina (x1)




EARTHSky Striker Ace - Kaina
ATK:
1500
LINK-1
Link Arrow:
Bottom-Right
1 non-EARTH "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot attack until the end of your opponent's turn. Each time you activate a "Sky Striker" Spell Card, or its effect, gain 100 LP immediately after the card or effect resolves. You can only Special Summon "Sky Striker Ace - Kaina(s)" once per turn.
Sky Striker Ace - Zeke (x1)




DARKSky Striker Ace - Zeke
ATK:
1500
LINK-2
Link Arrow:
Top
Bottom
2 monsters, including a "Sky Striker Ace" monster Must be Link Summoned. You can only Special Summon "Sky Striker Ace - Zeke(s)" once per turn. If this card is Link Summoned: You can target 1 face-up monster on the field; banish it until your opponent's next End Phase. Once per turn: You can target 1 other card you control; this card gains 1000 ATK, then, send the targeted card to the GY.
Effect: Temporarily banish 1 opponent monster. Increase ATK by sending 1 card to the graveyard.
Combo: Use WIDOW ANCHOR to steal the opponent's monster, then Link to ZEKE to permanently remove it.
Crusadia Equimax, Underclock Taker and Knightmare Phoenix (x1)




LIGHTCrusadia Equimax
ATK:
2000
LINK-3
Link Arrow:
Top
Bottom-Left
Bottom-Right
2+ Effect Monsters, including a Link Monster Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. Once per turn (Quick Effect): You can Tribute 1 "Crusadia" or "World Legacy" monster this card points to, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.




DARKUnderclock Taker
ATK:
1000
LINK-2
Link Arrow:
Left
Bottom
2 Effect Monsters Once per turn: You can target 1 face-up monster this card points to and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.




FIREKnightmare Phoenix
ATK:
1900
LINK-2
Link Arrow:
Top
Right
2 monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 Spell/Trap your opponent controls; destroy it, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Phoenix" once per turn. Co-linked monsters you control cannot be destroyed by battle.
Abyss Dweller, Gallant Granite and Tornado Dragon (XYZ rank 4 can use)




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.




EARTH
Gallant Granite
ATK:
2300
DEF:
1800
2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.
COMBO & HOW TO PLAY
1. The Fastest Way to Accumulate 3 Spells in the Graveyard
Before doing anything else, prioritize sending 3 Spells to the Graveyard.
TOON TABLE OF CONTENTS: Activate card 1 to find card 2, card 2 to find card 3. Set card 3 face down and use AREA ZERO to send it away. -> You instantly have 3 Spells in your graveyard + filter your deck.
Skill (SKY STRIKER ACE - DEFYING FATE): Automatically play AREA ZERO . Use the skill to send 2 Sky Striker cards to the graveyard to draw 1 card.
2. Going First: A Survival Strategy
The goal is to survive the opponent's turn in order to counterattack (Follow-up) on turn 3.
Basic Gameplay:
Summon RAYE -> Link to SHIZUKU .
Turn face down the interrupted cards ( WIDOW ANCHOR , SHARK CANNON ).
End Phase: Shizuku searches for more resources. If Shizuku is destroyed, Raye will revive to protect him.
Abyss Dweller Playstyle:
If you can summon two Level 4 monsters (Raye + Roze), Xyz Summon ABYSS DWELLER in defense position.
Upgrade to EAGLE BOOSTER .
Opponent's turn: Activate ABYSS DWELLER (grave lock) and chain EAGLE BOOSTER . Dweller will become immortal (immune to crowd control effects + indestructible by combat).
Backline Defense (Lord of the Heavenly Prison) gameplay:
Xyz Summon GALLANT GRANITE -> Search LORD OF THE HEAVENLY PRISON .
Activate Lord in your hand to protect Face-down cards from destruction (such as MST).
3. Going Second & OTK: Destroying the Defense & Finishing the Game
This is where your deck shines. Use Spells to clear your opponent's field before attacking.
Basic OTK with LINKAGE!:
Use Link Monsters (1500 ATK) to attack and wear down your opponent.
Activate LINKAGE! during Battle Phase: Send your current Link Monster to the graveyard to summon KAGARI or another Link Monster.
If the graveyard has enough Raye (Darkness) and Roze (Light), the newly spawned monster will gain 1000 ATK, increasing its total damage to 4000+.
When summoned, KAGARI can retrieve LINKAGE! to continue attacking again.
Hayate Combo:
Attack directly with HAYATE (1500 damage).
Send ROZE to her grave.
Use LINKAGE! to transform Hayate into KAGARI (who receives a massive ATK buff from Graveyard Spells + 1000 ATK from Linkage). Finish him off with a finishing attack.
Combo HAMP + Equimax (Advanced):
Summon HAMP to your opponent's field (sacrificing their monster) to the square your Link Monster will point to.
Summon CRUSADIA EQUIMAX (or a Link monster with a similar attack-boosting effect).
Equimax will gain additional ATK from HAMP, creating a massive monster for OTK.
NOTES & TECH CARDS
Utilize Multi-Role & Shizuku
Set the game to "Self Chain / Manual Order" mode. Go to End Phase:
Activate MULTIROLE first: Bring ENGAGE! back from the grave.
Then activate SHIZUKU : Search for another ENGAGE! from the deck (since there are no Engage cards left in the graveyard due to Multirole taking one, Shizuku is allowed to search). -> You will have 2 Engage cards for the next turn.
Hand Ratio
Always play 3 ENGAGE! (Required).
Keep your deck at 20 cards to optimize your chances of finding Engage.
1-2 links are enough (because they are recyclable).
3 TOON TABLE OF CONTENTS (if you're going to play, you should play 3 to filter the best deck).
Wightprincess (x1)




LIGHT
3Wightprincess
ATK:
1600
DEF:
0
This card's name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.
Droll & Lock Bird, Nibiru, the Primal Being and Artifact Lancea (Options)




LIGHT
11Nibiru, the Primal Being
ATK:
3000
DEF:
600
During the Main Phase, if your opponent Normal or Special Summoned 5 or more monsters this turn (Quick Effect): You can Tribute as many face-up monsters on the field as possible, and if you do, Special Summon this card from your hand, then Special Summon 1 "Primal Being Token" (Rock/LIGHT/Level 11/ATK ?/DEF ?) to your opponent's field. (This Token's ATK/DEF become the combined original ATK/DEF of the Tributed monsters.) You can only use this effect of "Nibiru, the Primal Being" once per turn.




LIGHT
5Artifact Lancea
ATK:
1700
DEF:
2300
You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.
Thunder Dragon Colossus (Hard counter)




DARK
8Thunder Dragon Colossus
ATK:
2600
DEF:
2400
"Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.


















