Elfnote Superheavy Samurai Gameplay Guide

Elfnote Superheavy Samurai Gameplay Guide

Because Superheavy Samurai decks can't use spells/traps in the graveyard, they're quite difficult to mix with other decks. However, Elfnote decks can place permanent spells/traps on the field, so that's fine. Their Theorealize spell can also banish from the graveyard.




Superheavy Samurai

 

Superheavy Samurai Soulpiercer (Triple (if possible))

R Rarity
Superheavy Samurai Soulpiercer
R Rarity
Superheavy Samurai Soulpiercer
Superheavy Samurai Soulpiercer
EARTH 4
Superheavy Samurai Soulpiercer
  • ATK:

  • 1200

  • DEF:

  • 0


You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. If it attacks a Defense Position monster, inflict piercing battle damage to your opponent. If this card is sent from the field to the Graveyard: You can add 1 "Superheavy Samurai" monster from your Deck to your hand, except "Superheavy Samurai Soulpiercer".


Peak is insane, hitting the graveyard from the search field not once per turn.



You can equip this card from your hand or field to a monster on the field (to make it easier to send to the graveyard, since this card is sent to the graveyard when the equipped monster leaves the field).


And on top of that, it's level 4, capable of cooking all sorts of other evil things.


As for the piercing attack... well, it's a matter of luck.

Superheavy Samurai Prodigy Wakaushi and Superheavy Samurai Monk Big Benkei (Pendulum)

UR Rarity
Superheavy Samurai Prodigy Wakaushi
UR Rarity
Superheavy Samurai Prodigy Wakaushi
Superheavy Samurai Prodigy Wakaushi
DARK 48
Superheavy Samurai Prodigy Wakaushi
  • ATK:

  • 1000

  • DEF:

  • 1500


[ Pendulum Effect ] If you have no Spells/Traps in your GY: You can place 1 "Superheavy Samurai" Pendulum Monster from your Deck, except "Superheavy Samurai Prodigy Wakaushi", in your other Pendulum Zone, then Special Summon this card. You can only use this effect of "Superheavy Samurai Prodigy Wakaushi" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can discard 1 monster; Special Summon 1 "Superheavy Samurai" monster from your hand or Deck in Defense Position, also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Prodigy Wakaushi" once per turn.


UR Rarity
Superheavy Samurai Monk Big Benkei
UR Rarity
Superheavy Samurai Monk Big Benkei
Superheavy Samurai Monk Big Benkei
EARTH 81
Superheavy Samurai Monk Big Benkei
  • ATK:

  • 1000

  • DEF:

  • 3500


[ Pendulum Effect ] If you control a "Superheavy Samurai" monster: You can add 1 "Superheavy Samurai Soul" monster from your Deck to your hand. You can only use this effect of "Superheavy Samurai Monk Big Benkei" once per turn. [ Monster Effect ] If you have no Spells/Traps in your GY: You can send 1 "Superheavy Samurai Big Benkei" from your hand or Deck to the GY, and if you do, Special Summon this card from your hand. If this card is used as Synchro Material and added to your Extra Deck face-up: You can place this card in your Pendulum Zone. You can only use each effect of "Superheavy Samurai Monk Big Benkei" once per turn.


Wak aushi x3 :


While in the pendulum zone, you can place another Superheavy Samurai card from your deck into the pendulum zone and have it automatically jump onto the field.

On the field, if it leaves the field to be used as Synchro material and placed in the Extra Deck, it can automatically be placed back on the field to perform a pendulum summon.

As for the monster-pulling effect, I advise against using it, as it severely locks down Superheavy Samurai.


Big B Enkei x1: In the pendulum zone, you can search for the Soul Piercer crossbow.

Superheavy Samurai Scales (x1)

R Rarity
Superheavy Samurai Scales
R Rarity
Superheavy Samurai Scales
Superheavy Samurai Scales
EARTH 4
Superheavy Samurai Scales
  • ATK:

  • 800

  • DEF:

  • 1800


If your opponent controls 2 or more monsters and you control no monsters, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target 1 Level 4 or lower "Superheavy Samurai" monster in your Graveyard, except "Superheavy Samurai Scales"; Special Summon it in Defense Position. You can only use this effect of "Superheavy Samurai Scales" once per turn.


When summoned to the field, pull one Superheavy Samurai Level 4 or lower body from the graveyard onto the field.


Additionally, it has the ability to automatically jump if the enemy has 2 or more monsters while you don't. Its main purpose is to bait and disrupt the enemy, because if you activate your combo and the opponent doesn't do anything, their board will be pretty useless.

Superheavy Samurai Scarecrow (x1)

SR Rarity
Superheavy Samurai Scarecrow
SR Rarity
Superheavy Samurai Scarecrow
Superheavy Samurai Scarecrow
EARTH
Superheavy Samurai Scarecrow
  • ATK:

  • 0

  • LINK-1

Link Arrow:

Bottom-Left


1 "Superheavy Samurai" monster Cannot be used as Link Material. While you have no Spells/Traps in your GY, you take no battle damage from attacks involving this card. If you have no Spells/Traps in your GY: You can discard 1 monster, then target 1 "Superheavy Samurai" monster in your GY; Special Summon it to your zone this card points to, in Defense Position. You can only use this effect of "Superheavy Samurai Scarecrow" once per turn.


That's incredibly overpowered, to the point of being banned in TCG.



Simply discard one monster and jump a Superheavy Samurai from the graveyard (any one will do), just point it into this leaf space.


Everything was normal until those non-once-per-turn cards like Soul Piercer appeared.

Superheavy Samurai Swordmaster Musashi (x1)

UR Rarity
Superheavy Samurai Swordmaster Musashi
UR Rarity
Superheavy Samurai Swordmaster Musashi
Superheavy Samurai Swordmaster Musashi
EARTH 5
Superheavy Samurai Swordmaster Musashi
  • ATK:

  • 300

  • DEF:

  • 2300


1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 Machine monster in your GY; add it to your hand, also if you have a Spell/Trap in your GY, you cannot Normal or Special Summon it, or a monster with its name, for the rest of this turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.


The Elfnotes will throw one Superheavy Samurai combo card into the graveyard, and this card will be picked up to create a combo.



Elfnote

 

Elfnote Power Patron (x1)

 Rarity
Elfnote Power Patron
 Rarity
Elfnote Power Patron
Elfnote Power Patron
FIRE 1
Elfnote Power Patron
  • ATK:

  • 300

  • DEF:

  • 200


You cannot Special Summon from the Extra Deck, except Synchro Monsters. You can only use each of the following effects of "Elfnote Power Patron" once per turn. During the Main Phase (Quick Effect): You can target 1 monster in your center Main Monster Zone; increase its Level by 3 (until the end of this turn), then immediately after this effect resolves, you can Synchro Summon 1 "Elfnote" Synchro Monster or 1 "Junora the Power Patron of Tuning". If this card is sent to the GY as Synchro Material: You can add 1 "Elfnote" card from your Deck to your hand.


It's super fast, but since it can be searched using 36 methods, x1 is enough.


This character will lock Synchro on the field.


Just touch the graveyard to use the Synchro crafting material to search for Elfnote monsters/spells/traps.

You can level up a monster in the middle of the Main Monster Zone by 3 levels, and immediately, you can Synchro Summon an Elfnote Synchro or Junora the Power Patron of Tuning . This leveling up can help this deck flex extra deck monsters.


Elfnote Lucina (x3)

 Rarity
Elfnote Lucina
 Rarity
Elfnote Lucina
Elfnote Lucina
FIRE 6
Elfnote Lucina
  • ATK:

  • 2500

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Lucina" once per turn this way. You can only use each of the following effects of "Elfnote Lucina" once per turn. During your Main Phase: You can add 1 "Elfnote" monster from your Deck to your hand, except "Elfnote Lucina". During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 Level 6 or lower monster your opponent controls to the hand.


Excellent searcher and starter.

It has the ability to automatically jump into the middle slot of the Main Monster Zone.


I found an Elfnote monster from my deck and added it to my hand.

It disrupts by swapping positions with a monster in the middle of the Main Monster Zone and pushing an enemy Level 6 or lower monster into its hand.

Elfnote Regina (x2-3)

 Rarity
Elfnote Regina
 Rarity
Elfnote Regina
Elfnote Regina
WIND 6
Elfnote Regina
  • ATK:

  • 2000

  • DEF:

  • 1800


If this card is in your hand (Quick Effect): You can send 1 other "Elfnote" card from your hand or face-up field to the GY; Special Summon this card. If this card is Normal or Special Summoned to the center Main Monster Zone: You can Special Summon 1 "Elfnote" monster from your Deck, except "Elfnote Regina". If this card is sent to the GY as Synchro Material: You can add this card to your hand. You can only use each effect of "Elfnote Regina" once per turn.


Quick effect (because it's a quick effect, it can dodge the target, which is quite annoying when the opponent throws a handtrap with a target at another Elfnote card and this card sends it down to dodge the target).


This card's quick effect allows you to send 1 Elfnote monster/spell/trap card from your hand or field to the graveyard and jump this card up.

If this card lands in the middle of the Main Monster Zone, it can summon another Elfnote from the deck onto the field.


And even more surprisingly, this monster hits the graveyard when used as Synchro material, allowing you to pick it up yourself (WTF, it automatically recovers inventory). Furthermore, this effect can be placed at the end of the chain link to block untargeted enemy handtraps/negates.

Elfnote Tinia (x3)

 Rarity
Elfnote Tinia
 Rarity
Elfnote Tinia
Elfnote Tinia
WATER 6
Elfnote Tinia
  • ATK:

  • 2400

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Tinia" once per turn this way. You can only use each of the following effects of "Elfnote Tinia" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Spell from your Deck face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can banish (face-up) 1 random card from your opponent's hand, until the End Phase.


snatch hand go brrrrrrrrrrrrrr



It also has the effect of automatically jumping from your hand into the middle slot of the Main Monster Zone.

You can place the Eternal Elfnote spell directly from your deck onto the field (without fear of Droll ).

You have the ability to swap positions with another monster in the Main Monster Zone and steal a hand (banish a random card face up from your opponent's hand) until the end of your turn.

Elfnote Fortuna (x1)

 Rarity
Elfnote Fortuna
 Rarity
Elfnote Fortuna
Elfnote Fortuna
LIGHT 6
Elfnote Fortuna
  • ATK:

  • 2200

  • DEF:

  • 1800


You can Special Summon this card (from your hand) to your center Main Monster Zone. You can only Special Summon "Elfnote Fortuna" once per turn this way. You can only use each of the following effects of "Elfnote Fortuna" once per turn. During your Main Phase: You can place 1 "Elfnote" Continuous Trap from your hand or Deck, face-up on your field. During your opponent's turn (Quick Effect): You can switch the locations of this card in your Main Monster Zone and the monster in your center Main Monster Zone, then you can return 1 face-up Spell/Trap on the field to the hand.


Jump from your hand into the middle of the Main Monster Zone.


It is possible to place one Elfnote permanent trap card from your hand or deck directly onto the field (without fear of Droll ).


You can potentially move a face-up spell/trap onto your hand by swapping positions with a monster in the middle of the Main Monster Zone.

Elfnotes: Welcome Home and Elfnotes: Rhapsodia of Madness (x1)

 Rarity
Elfnotes: Welcome Home
 Rarity
Elfnotes: Welcome Home
Elfnotes: Welcome Home
Spell Continuous
Elfnotes: Welcome Home

    The monster in your center Main Monster Zone cannot be destroyed by card effects. You can send 1 monster from your hand or field to the GY; Special Summon 1 "Elfnote" monster with a different original Attribute from your Deck in Defense Position, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Elfnotes: Welcome Home" once per turn.


     Rarity
    Elfnotes: Rhapsodia of Madness
     Rarity
    Elfnotes: Rhapsodia of Madness
    Elfnotes: Rhapsodia of Madness
    Trap Continuous
    Elfnotes: Rhapsodia of Madness

      While you control a monster in your center Main Monster Zone, your opponent's monsters cannot attack, except to attack that monster. You can send 1 monster from your hand or field to the GY, then target 1 "Elfnote" monster in your GY with a different original Attribute; Special Summon it, then if you control a Synchro Monster, you can negate the effects of 1 face-up card your opponent controls until the end of this turn. You can only use this effect of "Elfnotes: Rhapsodia of Madness" once per turn.


      Tinia and Fortuna placed them straight onto the field.



      Welcome Home x1: Sends 1 monster to summon another Elfnote from the Deck with a different attribute to expand the combo, then Synchro Locks it.


      Rhapsodia x1: Similar to a spell card, but it jumps monsters from the graveyard instead of the deck and can be used to dodge targets. It also includes a negate of face-up monsters/spells/traps on the field if you are controlling a Synchro monster!

      Elfnote Seraphim Strelitzia (x1)

       Rarity
      Elfnote Seraphim Strelitzia
       Rarity
      Elfnote Seraphim Strelitzia
      Elfnote Seraphim Strelitzia
      FIRE 7
      Elfnote Seraphim Strelitzia
      • ATK:

      • -1

      • DEF:

      • 3000


      1 Tuner + 1+ non-Tuners This card's original ATK becomes 3000, while in the center Main Monster Zone. During the Main Phase (Quick Effect): You can Special Summon 1 Level 6 or lower "Elfnote" monster from your hand or GY, then you can reduce the Levels of all Level 4 or higher monsters on the field by 3 until the end of this turn, also you cannot Special Summon from the Extra Deck for the rest of this turn, except Synchro Monsters. You can only use this effect of "Elfnote Seraphim Strelitzia" once per turn.


      It's super easy to level up Elfnotes, because they already have Level 6 + 1 in the deck.



      3000 damage if in the middle slot of the Main Monster Zone (nobody cares).


      This has a main phase effect (quick effect) that pulls a Level 6 or lower Elfnote from your hand or graveyard onto the field. Afterward, you can reduce the Level of all Level 4 or higher minions on the field by 3 levels until the end of the turn.

      -> This skill simultaneously restores inventory, reduces the level of all Level 4 or higher monsters by 3, disrupts enemies, and flexes levels to advance to Superheavy Samurai!

      Then Synchro got locked :)

      Medius the Pure and Theorealize (Main and His Bird)

      UR Rarity
      Medius the Pure
      UR Rarity
      Medius the Pure
      Medius the Pure
      DARK 4
      Medius the Pure
      • ATK:

      • 1800

      • DEF:

      • 1800


      If this card is Normal or Special Summoned: You can add to your hand, or Special Summon, 1 "Power Patron" monster from your Deck. If this card is in your GY: You can shuffle 1 monster from your hand or face-up field into the Deck, and if you do, Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Medius the Pure" once per turn.


      SR Rarity
      Theorealize
      SR Rarity
      Theorealize
      Theorealize
      Spell Normal
      Theorealize

        Send 1 "Medius the Pure" from your Deck to the GY; look at the top card of your opponent's Deck, and place it on the top or bottom of the Deck. You can banish this card from your GY, then target 1 face-up monster you control and declare 1 Monster Type and 1 Attribute; that monster becomes that Type and Attribute, until the end of your opponent's turn. You can only use each effect of "Theorealize" once per turn.


        Medius the Pure x1-2: This card, when in the graveyard, can push one card from your hand or field back into the deck to jump from the graveyard (but it is banished if it leaves the field).


        If this card is summoned, it can be added to your hand, or it can be played directly from your Power Patron monster set onto the field.

        Sometimes, drawing this card from your hand requires a normal summon, but if you have good luck, you can discard it and play it on the field without a normal summon.

        Theorealize x3: Throw that damn Medius the Pure from the deck to the graveyard (I should be the one with the harem, not him), and while you're at it, check your opponent's top deck. If it's a one-card combo or something, put it at the bottom of the deck. Leave the brick-causing cards at the top of the deck.


        You can banish a monster to turn it into a Light Fiend (ohmmm, banishing is mandatory so that it's in the graveyard without spells/traps for the Superheavy Samurai to wreak havoc).



        Staple

         

        Shooting Riser Dragon (x1)

        SR Rarity
        Shooting Riser Dragon
        SR Rarity
        Shooting Riser Dragon
        Shooting Riser Dragon
        LIGHT 7
        Shooting Riser Dragon
        • ATK:

        • 2100

        • DEF:

        • 1700


        1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can send 1 monster from your Deck to the GY, whose Level is lower than this card's on the field, and if you do, reduce this card's Level by that monster's, but for the rest of this turn, you cannot activate the effects of monsters with the same name the sent monster had in the GY. You can only use this effect of "Shooting Riser Dragon" once per turn. Once per Chain, during your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.


        It's incredibly easy to level up; the Elfnote guys already have 6 + 1 = 7.


        This guy throws Wakaushi into the grave, and Musashi picks him up from the grave to create a one-card combo: Superheavy Samurai.

        And throwing this card down will also reduce its own level (that's what the effect says), but in this deck, reducing the level can be flexed very easily.


        Additionally, there's the Accel Synchro effect, etc. (which you can use if the enemy has already been disarmed, taken three negates, and is still able to fight back).

        PSY-Framelord Omega and Crystal Wing Synchro Dragon (target : Level 8)

        UR Rarity
        PSY-Framelord Omega
        UR Rarity
        PSY-Framelord Omega
        PSY-Framelord Omega
        LIGHT 8
        PSY-Framelord Omega
        • ATK:

        • 2800

        • DEF:

        • 2200


        1 Tuner + 1+ non-Tuner monsters Once per turn, during the Main Phase (Quick Effect): You can banish both this face-up card from the field and 1 random card from your opponent's hand, face-up, until your next Standby Phase. Once per turn, during your opponent's Standby Phase: You can target 1 banished card; return it to the GY. If this card is in your GY: You can target 1 other card in the GY; shuffle both that card and this card from the GY into the Deck.


        UR Rarity
        Crystal Wing Synchro Dragon
        UR Rarity
        Crystal Wing Synchro Dragon
        Crystal Wing Synchro Dragon
        WIND 8
        Crystal Wing Synchro Dragon
        • ATK:

        • 3000

        • DEF:

        • 2500


        1 Tuner + 1+ non-Tuner Synchro Monsters Once per turn, when another monster's effect is activated (Quick Effect): You can negate the activation, and if you do, destroy that monster, and if you do that, this card gains ATK equal to the destroyed monster's original ATK until the end of this turn. If this card battles an opponent's Level 5 or higher monster, during damage calculation: This card gains ATK equal to the current ATK of the opponent's monster it is battling during that damage calculation only.


        You can easily get Crystal Wing Synchro Dragon with this deck, because the level reduction/up/down effects make it very easy to get negates with flex.


        Otherwise, Omega will just pull the hand once per turn and move straight ahead.

        Stardust Dragon and Accel Synchro Stardust Dragon (x1)

        UR Rarity
        Stardust Dragon
        UR Rarity
        Stardust Dragon
        Stardust Dragon
        WIND 8
        Stardust Dragon
        • ATK:

        • 2500

        • DEF:

        • 2000


        1 Tuner + 1+ non-Tuner monsters When a card or effect is activated that would destroy a card(s) on the field (Quick Effect): You can Tribute this card; negate the activation, and if you do, destroy it. During the End Phase, if this effect was activated this turn (and was not negated): You can Special Summon this card from your GY.


        UR Rarity
        Accel Synchro Stardust Dragon
        UR Rarity
        Accel Synchro Stardust Dragon
        Accel Synchro Stardust Dragon
        WIND 8
        Accel Synchro Stardust Dragon
        • ATK:

        • 2500

        • DEF:

        • 2000


        1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can Special Summon 1 Level 2 or lower Tuner from your GY. During the Main Phase (Quick Effect): You can Tribute this card; Special Summon 1 "Stardust Dragon" from your Extra Deck (this is treated as a Synchro Summon), then, immediately after this effect resolves, Synchro Summon 1 Synchro Monster using monsters you control as material. This turn, the monsters Synchro Summoned by this effect are unaffected by your opponent's activated effects. You can only use each effect of "Accel Synchro Stardust Dragon" once per turn.


        Accel Synchro : Allows you to easily Synchro Level 9 or 10 monsters by pulling a Level 2 or lower Tuner monster from the graveyard (Superheavy Samurai has a Level 2 Tuner, Elfnote has a Level 1 Tuner).


        Additionally, this deck's Seraphim reduces the level of all monsters on the field, including yourself. This both helps with flexing and restricts monster levels in some situations, but Accel Synchro can tribute itself and raise Stardust Dragon (the raised Stardust remains at Level 8, the same level as before the reduction, allowing you to flex your monsters).

        Bystial Dis Pater and Baronne de Fleur (Target : Level 10)

        UR Rarity
        Bystial Dis Pater
        UR Rarity
        Bystial Dis Pater
        Bystial Dis Pater
        DARK 10
        Bystial Dis Pater
        • ATK:

        • 3500

        • DEF:

        • 3500


        1 Tuner + 1+ non-Tuner Dragon monsters You can target 1 banished LIGHT or DARK monster; Special Summon it to your field. When your opponent activates a monster effect (Quick Effect): You can target 1 banished card; shuffle it into the Deck, then if you shuffled it into your Deck, destroy that monster, or if you shuffled it into your opponent's Deck, negate that activated effect. You can only use each effect of "Bystial Dis Pater" once per turn.


        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.


        If you get Crystal Wing and Negate, go straight to Baronne . If you want to steal a hand, pull Bystial Dis Pater, pull Omega back, and steal another hand, making it two hands in total.



        If you have good luck, you can get both: 2 negates + 3 hand pulls and 1 negate from a trap!

        Ravenous Crocodragon Archethys, F.A. Dawn Dragster, Juraishin and the Cursed Thunder God (Odd number)

        SR Rarity
        Ravenous Crocodragon Archethys
        SR Rarity
        Ravenous Crocodragon Archethys
        Ravenous Crocodragon Archethys
        WATER 9
        Ravenous Crocodragon Archethys
        • ATK:

        • 1000

        • DEF:

        • 1000


        1 Tuner + 1+ non-Tuner monsters Gains 500 ATK/DEF for each card in your hand. You can only use each of the following effects of "Ravenous Crocodragon Archethys" once per turn. ● If this card is Synchro Summoned: You can draw cards equal to the number of non-Tuners used for its Synchro Summon. ● (Quick Effect): You can discard 2 cards, then target 1 card on the field; destroy it.


        UR Rarity
        F.A. Dawn Dragster
        UR Rarity
        F.A. Dawn Dragster
        F.A. Dawn Dragster
        LIGHT 7
        F.A. Dawn Dragster
        • ATK:

        • 0

        • DEF:

        • 2000


        1 Tuner + 1+ non-Tuner monsters Gains ATK equal to its Level x 300. If this card attacks a Defense Position monster, inflict piercing battle damage. Each time a "F.A." Spell/Trap Card or effect is activated: You can increase this card's Level by 1. Once per turn, when your opponent activates a Spell/Trap Card or effect (Quick Effect): You can reduce this card's Level by 2, and if you do, negate the activation, and if you do that, destroy that card.


        SR Rarity
        Juraishin, the Cursed Thunder God
        SR Rarity
        Juraishin, the Cursed Thunder God
        Juraishin, the Cursed Thunder God
        EARTH 11
        Juraishin, the Cursed Thunder God
        • ATK:

        • 3100

        • DEF:

        • 3100


        1 Tuner + 1+ non-Tuner monsters Each time your opponent activates a card or effect, gain 300 LP when it resolves. During your opponent's turn (Quick Effect): You can pay 1500 LP and Tribute this card, then activate 1 of these effects; ● Destroy all face-up monsters your opponent controls. ● Destroy all face-up Spells and Traps your opponent controls. You can only use this effect of "Juraishin, the Cursed Thunder God" once per turn.


        Well... if Flex gets hit with a handtrap after leveling up, he still needs to build something to survive, right?

        Saryuja Skull Dread and Beyond the Pendulum (Unlimited Gacha)

        UR Rarity
        Saryuja Skull Dread
        UR Rarity
        Saryuja Skull Dread
        Saryuja Skull Dread
        EARTH
        Saryuja Skull Dread
        • ATK:

        • 2800

        • LINK-4

        Link Arrow:

        Top

        Bottom-Left

        Bottom

        Bottom-Right


        2+ monsters with different names This card gains effects based on the number of materials used for its Link Summon. ● 2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF. ● 3+: Once per turn, during your Main Phase: You can Special Summon 1 monster from your hand. ● 4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of your Deck in any order.


        UR Rarity
        Beyond the Pendulum
        UR Rarity
        Beyond the Pendulum
        Beyond the Pendulum
        DARK
        Beyond the Pendulum
        • ATK:

        • 1200

        • LINK-2

        Link Arrow:

        Bottom-Left

        Bottom-Right


        2 Effect Monsters, including a Pendulum Monster If this card is Link Summoned in the Extra Monster Zone: You can pay 1200 LP; add 1 Pendulum Monster from your Deck to your hand, but for the rest of this turn, unless you Pendulum Summon after this effect resolves, you cannot activate monster effects, and the effects of any cards in your Pendulum Zones are negated. If 2 monsters with different original Levels are Pendulum Summoned at the same time to the zones this card points to: You can target 2 cards on the field; destroy them. You can only use this effect of "Beyond the Pendulum" once per turn.


        The main goal is to reach Saryuja in order to try and draw Elfnote.


        Elfnote can search for Superheavy Samurai, but the reverse is not possible.

        handtrap & staple

        SR Rarity
        Droll & Lock Bird
        SR Rarity
        Droll & Lock Bird
        Droll & Lock Bird
        WIND 1
        Droll & Lock Bird
        • ATK:

        • 0

        • DEF:

        • 0


        If a card(s) is added from the Main Deck to your opponent's hand, except during the Draw Phase (Quick Effect): You can send this card from your hand to the GY; for the rest of this turn, cards cannot be added from either player's Main Deck to the hand.


        UR Rarity
        Ash Blossom & Joyous Spring
        UR Rarity
        Ash Blossom & Joyous Spring
        Ash Blossom & Joyous Spring
        FIRE 3
        Ash Blossom & Joyous Spring
        • ATK:

        • 0

        • DEF:

        • 1800


        When a card or effect is activated that includes any of these effects (Quick Effect): You can discard this card; negate that effect. ● Add a card from the Deck to the hand. ● Special Summon from the Deck. ● Send a card from the Deck to the GY. You can only use this effect of "Ash Blossom & Joyous Spring" once per turn.


        UR Rarity
        Maxx "C"
        UR Rarity
        Maxx "C"
        Maxx "C"
        EARTH 2
        Maxx "C"
        • ATK:

        • 500

        • DEF:

        • 200


        During either player's turn: You can send this card from your hand to the Graveyard; this turn, each time your opponent Special Summons a monster(s), immediately draw 1 card. You can only use 1 "Maxx "C"" per turn.


        UR Rarity
        Mulcharmy Fuwalos
        UR Rarity
        Mulcharmy Fuwalos
        Mulcharmy Fuwalos
        WIND 4
        Mulcharmy Fuwalos
        • ATK:

        • 100

        • DEF:

        • 600


        If you control no cards (Quick Effect): You can discard this card; apply these effects this turn. ● Each time your opponent Special Summons a monster(s) from the Deck and/or Extra Deck, immediately draw 1 card. ● Once, during this End Phase, if the number of cards in your hand is more than the number of cards your opponent controls +6, you must randomly shuffle cards from your hand into the Deck so the number in your hand equals the number your opponent controls +6. You can only activate 1 other "Mulcharmy" monster effect, the turn you activate this effect.


        Don't mix handtraps and staples with spells/traps unless you can handle it.



        Video & Cumbo

         

        Aleister the Invoker (Video)

        SR Rarity
        Aleister the Invoker
        SR Rarity
        Aleister the Invoker
        Aleister the Invoker
        DARK 4
        Aleister the Invoker
        • ATK:

        • 1000

        • DEF:

        • 1800


        (Quick Effect): You can send this card from your hand to the GY, then target 1 Fusion Monster you control; it gains 1000 ATK/DEF until the end of this turn. If this card is Normal Summoned or flipped face-up: You can add 1 "Invocation" from your Deck to your hand.





        Companion unit:

        - Yu-Gi-Oh! Guidance Vietnam

        master-duel
        5




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