Instructions for building and playing Code Talker (pure) - Part 1

Instructions for building and playing Code Talker (pure) - Part 1

Part 1: Strategy and deck building




Into the VRAINS! – Overview of the deck

Code Talker: Not only did they introduce us to the VRAINS era and its Link mechanics with Decode Talker , they also ended it with one of the strongest Link monsters currently in the game - Accesscode Talker . As the main anime protagonist archetype of this era, there are over 3 years of support behind this deck, but what exactly does it do? Let's join YGO Vietnam to learn about the activities and construction of this deck!



Tactic

Tactic


Code Talkers are the definition of Link summoning: rapid Link escalation, and Co-Link is the core strategy of this archetype. By pointing at other monsters, you will gain attack and defense power to overpower your opponents or put a hard-to-pass wall in their way. They are supported with their own set of Main Deck monsters, all of which have the unique effect of being able to use them from your hand as Link materials for Link Summoning Code Talker monsters. Additionally, they have a ton of Spells & Traps, such as allowing you to Normal Summon every turn, negate all of your opponent's cards, or even to search for monsters from your deck multiple times in one turn. The goal here is the epitome of Link Summoning : Extra Link.

Yes, sure, but wait, Extra Link? Is there any use? It only stops decks that focus on Link monsters, and all other Summoning methods don't necessarily require the Extra Monster Zone.

Yes, that's true, BUT: Code Talker still has a way to use this strategy effectively for almost any deck, let's go through the deck building section to understand more about the components that make up the strategy. This strategy!



Build a deck of cards

Code Talker Archetype

Code Talker (1-2x)

R Rarity
Code Talker
R Rarity
Code Talker
Code Talker
DARK
Code Talker
  • ATK:

  • 1300

  • LINK-2

Link Arrow:

Top

Bottom


2 Effect Monsters Gains 500 ATK for each monster this card points to. Cannot be destroyed by battle or your opponent's card effects, while this card points to a monster.


It has no strategy support effects, but as DARK Link-2, it is the easiest Code Talker to summon while also having the best Attributes. Summoning it will usually start all of your combos.

Code Talker Inverted (1x)

SR Rarity
Code Talker Inverted
SR Rarity
Code Talker Inverted
Code Talker Inverted
LIGHT
Code Talker Inverted
  • ATK:

  • 1300

  • LINK-2

Link Arrow:

Left

Right


2 Cyberse monsters If this card is Link Summoned: You can Special Summon 1 Cyberse monster from your hand to your zone this card points to. You can only use this effect of "Code Talker Inverted" once per turn.


The other Link-2, is a LIGHT monster, it has the second best Attribute in the Deck and also has a useful effect to Special Summon another Cyberse monster from your hand when Link Summoned.

Transcode Talker (1-2x)

SR Rarity
Transcode Talker
SR Rarity
Transcode Talker
Transcode Talker
EARTH
Transcode Talker
  • ATK:

  • 2300

  • LINK-3

Link Arrow:

Top

Right

Bottom


2+ Effect Monsters While this card is co-linked, it and its co-linked monsters gain 500 ATK, also your opponent cannot target any of them with card effects. You can target 1 Link-3 or lower Cyberse Link Monster in your GY, except "Transcode Talker"; Special Summon it to your zone this card points to. You cannot Special Summon monsters the turn you activate this effect, except Cyberse monsters. You can only use this effect of "Transcode Talker" once per turn.


EARTH and Link 3 attributes first with some of the strongest effects in the Deck. Not only can you revive Link monsters for free every turn without losing their effects, it also gives yourself and each Link monster co-linked to it a 500 ATK boost as well as effects Targeting protection.

Excode Talker (1x)

SR Rarity
Excode Talker
SR Rarity
Excode Talker
Excode Talker
WIND
Excode Talker
  • ATK:

  • 2300

  • LINK-3

Link Arrow:

Left

Top

Right


2+ Cyberse monsters When this card is Link Summoned: You can choose unused Main Monster Zones equal to the number of monsters currently in the Extra Monster Zones; those zones cannot be used while this monster is face-up on the field. You can only use this effect of "Excode Talker" once per turn. Monsters this card points to gain 500 ATK, also they cannot be destroyed by card effects.


Second WIND and Link-3 properties. All monsters it points to receive a 500 ATK boost as well as a kill protection effect. When Link Summoned, it can also block the Main Monster Zone . Remember that it will also protect your opponent's monsters if it points at them.

Accesscode Talker (1-2x)

UR Rarity
Accesscode Talker
UR Rarity
Accesscode Talker
Accesscode Talker
DARK
Accesscode Talker
  • ATK:

  • 2300

  • LINK-4

Link Arrow:

Top

Left

Bottom

Right


2+ Effect Monsters Your opponent cannot activate cards or effects in response to this card's effect activations. If this card is Link Summoned: You can target 1 Link Monster that was used as material for its Link Summon; this card gains ATK equal to that monster's Link Rating x 1000. You can banish 1 Link Monster from your field or GY; destroy 1 card your opponent controls, also for the rest of this turn, you cannot banish monsters with that same Attribute to activate this effect of "Accesscode Talker".




Tag(s):

If you're familiar with the game, you'll know this card is pure power. Like DARK Link-4, it not only has the highest Link ratin among all the Code Talkers and the best Attributes, it also has the strongest destructive ability. It is a Victory Condition in many other decks and in this deck it is at its best.

Talkback Lancer (1x)

N Rarity
Talkback Lancer
N Rarity
Talkback Lancer
Talkback Lancer
DARK
Talkback Lancer
  • ATK:

  • 1200

  • LINK-1

Link Arrow:

Bottom


1 Level 2 or lower Cyberse monster You can Tribute 1 other Cyberse monster, then target 1 "Code Talker" monster in your GY with a different original name from that monster; Special Summon it to your zone this card points to. You can only use this effect of "Talkback Lancer" once per turn.


Link-1 is rated quite low. As the name suggests, it does not belong to the Archetype, but it has the useful effect of being able to revive any “Code Talker” monster from your GY without losing its effects. Pair it with Transcode Talker and you'll quickly get the chain revived for a super ping comeback.

Micro Coder (3x)

SR Rarity
Micro Coder
SR Rarity
Micro Coder
Micro Coder
DARK 1
Micro Coder
  • ATK:

  • 300

  • DEF:

  • 0


If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can either add 1 "Cynet" Spell/Trap from your Deck to your hand, or, if this card on the field was used as material, you can add 1 Level 4 Cyberse monster instead. You can only use each effect of "Micro Coder" once per turn.


The smallest monster with the biggest job: As a DARK monster, the Micro Coder has the effect of using itself as a Link Material to Summon a “Code Talker” monster from your hand. Depending on where it is used as a Material, it will search your Deck for Cyberse or Spell/Trap “Cynet” monsters, one of which is the heart of this deck, the Cynet Codec .

Code Generator (3x)

R Rarity
Code Generator
R Rarity
Code Generator
Code Generator
EARTH 3
Code Generator
  • ATK:

  • 1300

  • DEF:

  • 500


If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can send 1 Cyberse monster with 1200 or less ATK from your Deck to the GY, or, if this card on the field was used as material, you can add that card to your hand instead. You can only use each effect of "Code Generator" once per turn.


The EARTH attribute has the same effect as Micro Coder , but in this case it sends a Cyberse monster from your Deck to the GY or adds it to your hand. Very important for Combos.

Code Radiator and Code Exporter (0-1x)

R Rarity
Code Radiator
R Rarity
Code Radiator
Code Radiator
WATER 4
Code Radiator
  • ATK:

  • 1600

  • DEF:

  • 800


If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of "Code Radiator" once per turn.


R Rarity
Code Exporter
R Rarity
Code Exporter
Code Exporter
WIND 5
Code Exporter
  • ATK:

  • 500

  • DEF:

  • 2300


If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target 1 Level 4 or lower Cyberse monster in your GY; add it to your hand, or, if this card on the field was used as material, you can Special Summon it instead, but negate its effects. You can only use each effect of "Code Exporter" once per turn.


Both of these monsters can be used depending on the situation in the game that you encounter the most, but Exporter is the most used for common combos of the deck.
  • Exporter has the WIND attribute and is also a monster that can be used as a Link Material from your hand. Monsters can be added back to the hand from the GY or Special Summoned them, but the effects are negated.
  • Radiator has the WATER attribute, the effect of making a Link material from your hand is not mentioned, but you can use it to quickly OTK a monster with too high ATK on the field. However, this is not worth using because when you summon Accesscode, the opponent's field will be cleared very quickly, so it depends on your preference and you should use it!

Cynet Codec (3x)

SR Rarity
Cynet Codec
SR Rarity
Cynet Codec
Cynet Codec
Spell Continuous
Cynet Codec

    If a "Code Talker" monster(s) is Special Summoned from the Extra Deck to your field (except during the Damage Step): You can target 1 of those monsters; add 1 Cyberse monster with the same Attribute from your Deck to your hand, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You cannot add other monsters with that same Attribute to your hand by the effect of "Cynet Codec" this turn, and you can only activate the effect of "Cynet Codec" once per Chain.


    The Heart of the Deck. As you may have noticed, Attributes have been named for all monsters so far and there is a reason for this: As a Continuous Spell, Cynet Codec adds a Cyberse monster from your Deck to your hand with the same Attributes as a "Code Talker Monster” when Link Summoned successfully. And that's not all; Cynet Codec is not a typical "once per turn" effect like cards Instead, it can search each Attribute once, meaning in the best case, 6 monsters can be added in one turn.

    Cynet Optimization (1x)

    R Rarity
    Cynet Optimization
    R Rarity
    Cynet Optimization
    Cynet Optimization
    Spell Continuous
    Cynet Optimization

      If your "Code Talker" monster battles, your opponent cannot activate cards or effects until the end of the Damage Step. During your Main Phase, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters (even if this card leaves the field). You can only use this effect of "Cynet Optimization" once per turn.


      Underdog of the backrow in the deck. Cynet Optimization is a Continuous Spell with the effect of Normal Summoning an additional Cyberse monster per turn. This helps a lot in building your on-field presence, but that's not all: It has a second effect. If a “Code Talker” monster fights, your opponent cannot activate cards or effects until the end of the Damage Step, this prevents float effects and other forms of “Battle Trap” and ensures ensure Battle Phase is safe.

      Cynet Conflict (1x)

      R Rarity
      Cynet Conflict
      R Rarity
      Cynet Conflict
      Cynet Conflict
      Trap Counter
      Cynet Conflict

        When a Spell/Trap Card, or monster effect, is activated while you control a "Code Talker" monster: Negate the activation, and if you do, banish that card, and if you do, your opponent cannot activate cards, or effects of cards, with the same original name as that card that was banished, until the end of the next turn. You can only activate 1 "Cynet Conflict" per turn.


        Probably one of the best Counter Trap archetypes in the game. As long as you control a “Code Talker” monster, Cynet Conflict can negate any card or activate its effect, and banish the negated card. At the same time, it also prevents the opponent from activating cards with the same name as the banished card until the end of the next turn.



        Archetype supports are not/have not been used

         

        Other cards

        UR Rarity
        Decode Talker
        UR Rarity
        Decode Talker
        Decode Talker
        DARK
        Decode Talker
        • ATK:

        • 2300

        • LINK-3

        Link Arrow:

        Top

        Bottom-Left

        Bottom-Right


        2+ Effect Monsters Gains 500 ATK for each monster it points to. When your opponent activates a card or effect that targets a card(s) you control (Quick Effect): You can Tribute 1 monster this card points to; negate the activation, and if you do, destroy that card.


        R Rarity
        Recoded Alive
        R Rarity
        Recoded Alive
        Recoded Alive
        Trap Normal
        Recoded Alive

          Target 1 Link-3 Cyberse Link Monster you control or is in your GY; banish it, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck. If you control no monsters in the Extra Monster Zone: You can banish this card from your GY, then target 1 of your banished "Code Talker" monsters; Special Summon it.


          SR Rarity
          Decode Talker Extended
          SR Rarity
          Decode Talker Extended
          Decode Talker Extended
          DARK
          Decode Talker Extended
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Bottom-Left

          Bottom-Right

          Top


          2+ Effect Monsters This card's name becomes "Decode Talker" while on the field. Gains 500 ATK for each monster it points to. During your Battle Phase, if a monster this card points to is destroyed by battle or sent to the GY: This card can make a second attack during each Battle Phase this turn.


          N Rarity
          Powercode Talker
          N Rarity
          Powercode Talker
          Powercode Talker
          FIRE
          Powercode Talker
          • ATK:

          • 2300

          • LINK-3

          Link Arrow:

          Left

          Bottom-Left

          Right


          3 monsters Once per turn: You can target 1 face-up monster on the field; negate that target's effects until the end of this turn. Once per turn, if this card battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute 1 monster this card points to; this card's ATK becomes double its original ATK during that damage calculation only.


          N Rarity
          Decode Destruction
          N Rarity
          Decode Destruction
          Decode Destruction
          Spell Normal
          Decode Destruction

            Target 1 "Decode Talker" you control; apply the following effects this turn, depending on the number of monsters it currently points to. ● 1+: That monster gains 500 ATK for each monster it currently points to. ● 2+: Monsters destroyed by battle with that monster are banished after damage calculation. ● 3: After damage calculation, if that monster destroys your opponent's monster by battle: Destroy all cards your opponent controls. You can only activate 1 "Decode Destruction" per turn.


            N Rarity
            Encode Talker
            N Rarity
            Encode Talker
            Encode Talker
            LIGHT
            Encode Talker
            • ATK:

            • 2300

            • LINK-3

            Link Arrow:

            Top

            Bottom

            Bottom-Right


            2+ Cyberse monsters Once per turn, before damage calculation, if your monster this card points to battles an opponent's monster with higher ATK than it: You can make that monster unable to be destroyed by that battle, also you take no battle damage from that battle. After that damage calculation, have this card or 1 monster it points to gain ATK equal to the ATK of that battled opponent's monster, until the end of this turn.


            N Rarity
            Limit Code
            N Rarity
            Limit Code
            Limit Code
            Trap Normal
            Limit Code

              If you have any Cyberse Link Monsters in your GY: Place 1 counter on this card for each of those monsters, and if you do, Special Summon 1 "Code Talker" monster from your Extra Deck, and equip it with this card. When this card leaves the field, destroy the equipped monster. Once per turn, during your End Phase: Remove 1 counter from this card. If you cannot, destroy it. You can only activate "Limit Code" once per Duel.


              All of these cards have the same problem: Despite their good attributes, they are all inferior to Accesscode Talker and do not help our strategy at all. Spells / Traps are not searchable, slow and do not help the strategy.

              Decode Talker Heatsoul (Haven't entered the game yet)

              UR Rarity
              Decode Talker Heatsoul
              UR Rarity
              Decode Talker Heatsoul
              Decode Talker Heatsoul
              FIRE
              Decode Talker Heatsoul
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

              Top

              Bottom-Left

              Bottom-Right


              2+ Cyberse monsters with different Attributes Gains 500 ATK for each monster it points to. (Quick Effect): You can pay 1000 LP; draw 1 card, then if your LP are 2000 or less, you can banish this card from the field, and if you do, Special Summon 1 Link-3 or lower Cyberse monster from your Extra Deck, except "Decode Talker Heatsoul". You can only use this effect of "Decode Talker Heatsoul" once per turn.


              A card is waiting. Decode Talker Heatsoul gives Code Talker and many other Cyberse Decks a completely unique color and strategy. In the Extra Link strategy, this card is a good support as a FIRE Attribute with “Salamangreat” and “Mathmech” monsters, and provides additional resources with its card draw effect.



              Cyberse Supports

              As a Cyberse Deck, Code Talker is deeply connected and interacts closely with the Cyberses. In general, Code Talker is an archetype that only has the limitation of not allowing you to Summon any other monsters except Cyberse monsters. Many of the good monsters in the game are Cyberse monsters even though they have nothing to do with the actual "Cyberse Deck" as an idea. Below is a list of the most notable Cyberse non-Code Talker supports.

              Firewall Dragon (1x)

              UR Rarity
              Firewall Dragon
              UR Rarity
              Firewall Dragon
              Firewall Dragon
              LIGHT
              Firewall Dragon
              • ATK:

              • 2500

              • LINK-4

              Link Arrow:

              Left

              Top

              Right

              Bottom


              2+ monsters Once while face-up on the field (Quick Effect): You can target monsters on the field and/or GY up to the number of monsters co-linked to this card; return them to the hand. If a monster this card points to is destroyed by battle or sent to the GY: You can Special Summon 1 Cyberse monster from your hand. You can only use each effect of "Firewall Dragon" once per turn.


              With its Erratum in Ghosts From the Past, Firewall Dragon became unusable for many Decks that used to (over)use it. But not Code Talker! Firewall Dragon is a solid integral in attack as well as defense, and helps build a strong on-field presence.

              Mekk-Knight Crusadia Avramax (0-1x)

              UR Rarity
              Mekk-Knight Crusadia Avramax
              UR Rarity
              Mekk-Knight Crusadia Avramax
              Mekk-Knight Crusadia Avramax
              LIGHT
              Mekk-Knight Crusadia Avramax
              • ATK:

              • 3000

              • LINK-4

              Link Arrow:

              Left

              Bottom-Left

              Bottom-Right

              Right


              2+ monsters Special Summoned from the Extra Deck While this Link Summoned card is on the field, your opponent cannot target this card with card effects, also their monsters cannot target monsters for attacks, except this one. Once per battle, during damage calculation, if this card battles a Special Summoned monster (Quick Effect): You can make this card gain ATK equal to that opponent's monster's ATK during that damage calculation only. If this Link Summoned card you control is sent to your GY by an opponent's card: You can shuffle 1 card on the field into the Deck.


              The Giant Wall can be its own Victory Condition for certain decks. The opponent often has difficulty removing it from the field, and especially in Extra Link, it is nearly invulnerable, forcing your opponent to only attack it.

              Splash Mage (1-2x)

              SR Rarity
              Splash Mage
              SR Rarity
              Splash Mage
              Splash Mage
              WATER
              Splash Mage
              • ATK:

              • 1100

              • LINK-2

              Link Arrow:

              Top-Right

              Bottom-Right


              2 Cyberse monsters You can target 1 Cyberse monster in your GY; Special Summon it in Defense Position, but negate its effects, also you cannot Special Summon monsters for the rest of this turn, except Cyberse monsters. You can only use this effect of "Splash Mage" once per turn.


              Link-2 is not only super easy to Summon Link, but also Special Summon a Cyberse monster from your GY by negating its effects and since most important monster effects trigger there so you don't really care.

              Cyberse Wicckid (0-1x)

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

              • 800

              • LINK-2

              Link Arrow:

              Bottom

              Bottom-Right


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


              Not necessarily a good staple, but it's pretty useful any time. Provides good protection and helps build your field presence safely when going second.

              Update Jammer (0-1x)

              N Rarity
              Update Jammer
              N Rarity
              Update Jammer
              Update Jammer
              WIND
              Update Jammer
              • ATK:

              • 2000

              • LINK-2

              Link Arrow:

              Top

              Left


              2 Level 2 or higher Cyberse monsters Once per battle, during damage calculation, if your Cyberse monster battles (Quick Effect): You can activate this effect; negate all other card effects on the field until the end of the Damage Step, damage calculation for this battle uses each monster's original ATK/DEF, also if an opponent's monster is destroyed by this battle and sent to the GY, inflict 1000 damage to your opponent. If this card is sent to the GY as Link Material: That Link Monster can make a second attack during each Battle Phase this turn.


              Often used as material for Accesscode Talker so it attacks twice and clears the field. It is an effect on the field to mass negate ensuring safe attack.

              Linguriboh (0-1x)

              SR Rarity
              Linguriboh
              SR Rarity
              Linguriboh
              Linguriboh
              DARK
              Linguriboh
              • ATK:

              • 300

              • LINK-1

              Link Arrow:

              Bottom-Left


              1 Level 4 or lower Cyberse monster When your opponent activates a Trap Card (Quick Effect): You can Tribute this card; negate that card's effect, and if you do, banish it. If this card is in your GY (Quick Effect): You can Tribute 1 "@Ignister" monster that was Summoned from the Extra Deck; Special Summon this card. You can only use each effect of "Linguriboh" once per turn.


              Allows us to disable Trap activation, to avoid floodgates or other nasty Traps.

              Link Disciple (0-1x)

              SR Rarity
              Link Disciple
              SR Rarity
              Link Disciple
              Link Disciple
              LIGHT
              Link Disciple
              • ATK:

              • 500

              • LINK-1

              Link Arrow:

              Bottom


              1 Level 4 or lower Cyberse monster You can Tribute 1 monster this card points to; draw 1 card, then place 1 card from your hand on the bottom of the Deck. You can only use this effect of "Link Disciple" once per turn.


              Link-1 helps build Extra Link, as well as bring monsters into the GY to activate their effects there. Card draw effects can be quite useful.

              Link Devotee (1x)

              N Rarity
              Link Devotee
              N Rarity
              Link Devotee
              Link Devotee
              EARTH
              Link Devotee
              • ATK:

              • 500

              • LINK-1

              Link Arrow:

              Top


              1 Level 4 or lower Cyberse monster If this card is Special Summoned: For the rest of this turn, you cannot Link Summon Link-3 or higher Link Monsters. If this co-linked card is Tributed: You can Special Summon 2 "Link Tokens" (Cyberse/LIGHT/Level 1/ATK 0/DEF 0). You can only use this effect of "Link Devotee" once per turn.


              Link-1 is, in most cases, the second to last Link monster Summoned in all combos. When Tributed while co-linked, it Special Summons 2 Tokens. They act as Link Material to complete the Extra Link area.

              Salamangreat Almiraj (1x)

              UR Rarity
              Salamangreat Almiraj
              UR Rarity
              Salamangreat Almiraj
              Salamangreat Almiraj
              FIRE
              Salamangreat Almiraj
              • ATK:

              • 0

              • LINK-1

              Link Arrow:

              Bottom-Right


              1 Normal Summoned monster with 1000 or less ATK (Quick Effect): You can Tribute this card, then target 1 monster you control; it cannot be destroyed by your opponent's card effects this turn. When a Normal Summoned monster you control is destroyed by battle, while this card is in your GY: You can Special Summon this card. You can only use this effect of "Salamangreat Almiraj" once per turn.


              Link-1 can turn handtraps from Normal Summon into Cyberse monsters to interact with the rest of your deck. Only needed in decklists with multiple handtraps.

              Set the WATER property

              N Rarity
              Scrypton
              N Rarity
              Scrypton
              Scrypton
              WATER 5
              Scrypton
              • ATK:

              • 1500

              • DEF:

              • 1500


              You can banish 1 Cyberse monster from your GY, except "Scrypton"; Special Summon this card from your hand. If this card is sent to the GY as material for the Link Summon of a Cyberse monster: You can target 1 banished monster; shuffle it into the Deck. You can only use each effect of "Scrypton" once per turn.


              SR Rarity
              Sea Archiver
              SR Rarity
              Sea Archiver
              Sea Archiver
              WATER 3
              Sea Archiver
              • ATK:

              • 300

              • DEF:

              • 2100


              If a monster is Normal or Special Summoned to a zone a Link Monster points to (except during the Damage Step): You can Special Summon this card from your GY (if it was there when the Summon resolved) or hand (even if not), but banish it when it leaves the field. You can only use this effect of "Sea Archiver" once per turn.


              R Rarity
              Code Radiator
              R Rarity
              Code Radiator
              Code Radiator
              WATER 4
              Code Radiator
              • ATK:

              • 1600

              • DEF:

              • 800


              If a Cyberse monster you control would be used as Link Material for a "Code Talker" monster, this card in your hand can also be used as material. If this card is sent from the hand or field to the GY as material for the Link Summon of a "Code Talker" monster: You can target 1 face-up monster your opponent controls; change its ATK 0, also negate its effects. If this card on the field was used as material, you can target 2 monsters, instead. You can only use each effect of "Code Radiator" once per turn.


              R Rarity
              Secure Gardna
              R Rarity
              Secure Gardna
              Secure Gardna
              LIGHT
              Secure Gardna
              • ATK:

              • 1000

              • LINK-1

              Link Arrow:

              Right


              1 Cyberse Link Monster After this card is Special Summoned, you take no effect damage for the rest of this turn. Once per turn, if you would take battle or effect damage, you take no damage. Cannot be used as Link Material. You can only control 1 "Secure Gardna".


              SR Rarity
              Tri-Gate Wizard
              SR Rarity
              Tri-Gate Wizard
              Tri-Gate Wizard
              EARTH
              Tri-Gate Wizard
              • ATK:

              • 2200

              • LINK-3

              Link Arrow:

              Left

              Top

              Right


              2+ monsters, except Tokens This card gains these effects based on the number of monsters co-linked to this card. ● 1+: If a monster co-linked to this card battles your opponent's monster, any battle damage it inflicts to your opponent is doubled. ● 2+: Once per turn: You can target 1 card on the field; banish it. ● 3: Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation, and if you do, banish that card.


              N Rarity
              Shootingcode Talker
              N Rarity
              Shootingcode Talker
              Shootingcode Talker
              WATER
              Shootingcode Talker
              • ATK:

              • 2300

              • LINK-3

              Link Arrow:

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              Left

              Bottom


              2+ Cyberse monsters At the start of your Battle Phase: You can activate this effect; this Battle Phase, this card can make attacks on your opponent's monsters, up to the number of monsters this card currently points to +1, but this turn, when it attacks your opponent's only monster, this card loses 400 ATK during that damage calculation only. At the end of each Battle Phase: You can draw cards equal to the number of monsters this card destroyed by battle this turn.


              Tri-Gate Wizard , Secure Gardna , and Shootingcode Talker are often played together as a negative engine (with WATER targets for Shootingcode Talker).

              Some people think that these cards are staples (i.e. just support, not in any format), but in my opinion, they have a more specific format. Using this engine means you will have a rather more impressive field if you go first but remove the options to continue Duel when going second and inevitably slow turns in addition to the link effects regarding Battle Phase. Tri-Gate Wizard helps in formats where many decks don't care about Special Summon limits, like decks that focus on Tribute Summoning or backrows. For example here, the Tri-Gate Wizard can neutralize the floodgate that can occur on Turn 3.

              Cyberse Gadget, Formud Skipper and Lady Debug (Best Extender + Searcher)

              UR Rarity
              Cyberse Gadget
              UR Rarity
              Cyberse Gadget
              Cyberse Gadget
              LIGHT 4
              Cyberse Gadget
              • ATK:

              • 1400

              • DEF:

              • 300


              When this card is Normal Summoned: You can target 1 Level 2 or lower monster in your GY; Special Summon it in Defense Position, but its effects are negated. If this card is sent from the field to the GY: You can Special Summon 1 "Gadget Token" (Cyberse/LIGHT/Level 2/ATK 0/DEF 0). You can only use this effect of "Cyberse Gadget" once per turn.


              SR Rarity
              Formud Skipper
              SR Rarity
              Formud Skipper
              Formud Skipper
              LIGHT 1
              Formud Skipper
              • ATK:

              • 0

              • DEF:

              • 0


              During your Main Phase: You can reveal 1 Link Monster in your Extra Deck, and if you do, when you Link Summon this turn, you can treat this card as Link Material with the same name, Type, and Attribute as the revealed monster. If this card is sent to the GY as Link Material: You can add 1 Level 5 or higher Cyberse monster from your Deck to your hand. You can only use each effect of "Formud Skipper" once per turn.


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

              • 1700

              • DEF:

              • 1400


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


              Worst case it's 1 Link Material, usually 2, best case 3, Cyberse Gadget and Lady Debug are an excellent Normal Summon, Cyberse Gadget revives monsters, Lady Debug is a typical searcher and Formud Skipper is a bit of a strange searcher. All of them are also LIGHT properties.

              Rate:
              • Cyberse Gadget (x0-3)
              • Lady Debug (x3)
              • Formud Skipper (x1)

              Extender

              SR Rarity
              Grid Sweeper
              SR Rarity
              Grid Sweeper
              Grid Sweeper
              LIGHT 4
              Grid Sweeper
              • ATK:

              • 100

              • DEF:

              • 2000


              If a face-up Field Spell is in any Field Zone: You can Special Summon this card from your hand. You can banish this card in your GY and 1 Link Monster you control; destroy 1 card your opponent controls. You can only use each effect of "Grid Sweeper" once per turn.


              SR Rarity
              Linkslayer
              SR Rarity
              Linkslayer
              Linkslayer
              EARTH 5
              Linkslayer
              • ATK:

              • 2000

              • DEF:

              • 600


              If you control no monsters, you can Special Summon this card (from your hand). Once per turn: You can discard up to 2 cards, then target that many Spells/Traps on the field; destroy them.


              R Rarity
              Cross Debug
              R Rarity
              Cross Debug
              Cross Debug
              DARK 2
              Cross Debug
              • ATK:

              • 900

              • DEF:

              • 600


              If you control 2 or more Link Monsters: You can Special Summon this card from your hand. During damage calculation, if your Link Monster battles an opponent's Link Monster (Quick Effect): You can banish this card from your GY, then target 1 Link Monster in your GY; your battling monster cannot be destroyed by that battle, also, until the end of this turn, it gains ATK equal to the target's ATK. You can only use each effect of "Cross Debug" once per turn.


              N Rarity
              Parallel eXceed
              N Rarity
              Parallel eXceed
              Parallel eXceed
              WIND 8
              Parallel eXceed
              • ATK:

              • 2000

              • DEF:

              • 2000


              If this card is Special Summoned by the effect of "Parallel eXceed", its Level becomes 4 and its original ATK/DEF become halved. You can only use each of the following effects of "Parallel eXceed" once per turn. ● If you Link Summon: You can Special Summon this card from your hand to your zone that Link Monster points to. ● If this card is Normal or Special Summoned: You can Special Summon 1 "Parallel eXceed" from your Deck.


              R Rarity
              Link Infra-Flier
              R Rarity
              Link Infra-Flier
              Link Infra-Flier
              WIND 2
              Link Infra-Flier
              • ATK:

              • 0

              • DEF:

              • 1800


              You can Special Summon this card (from your hand) to your zone a Link Monster points to. You can only Special Summon "Link Infra-Flier" once per turn this way.


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

              • 1000

              • DEF:

              • 1500


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


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

              • 1500

              • DEF:

              • 1000


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


              SR Rarity
              Cyberse Converter
              SR Rarity
              Cyberse Converter
              Cyberse Converter
              LIGHT 2
              Cyberse Converter
              • ATK:

              • 1000

              • DEF:

              • 1000


              If all monsters you control are Cyberse monsters (min. 1), you can Special Summon this card (from your hand). You can only Special Summon "Cyberse Converter" once per turn this way. When this card is Normal Summoned: You can target 1 face-up monster you control; it becomes a Cyberse monster until the end of this turn.


              R Rarity
              Gatchiri @Ignister
              R Rarity
              Gatchiri @Ignister
              Gatchiri @Ignister
              EARTH 8
              Gatchiri @Ignister
              • ATK:

              • 0

              • DEF:

              • 3000


              The first time each Cyberse monster you control would be destroyed by a card effect each turn, it is not destroyed. You can only use each of the following effects of "Gatchiri @Ignister" once per turn. ● You can target 1 Cyberse Effect Monster you control; negate its effects, and if you do, Special Summon this card from your hand. ● If this card is sent from the field to your GY: You can target 1 face-up monster you control; that target is unaffected by your opponent's card effects until the end of your opponent's turn.


              "Simple" Special Summons from your hand, played for their level and accessibility.

              Rate:

              Salamangreat Foxy, Mathmech Sigma and Dotscaper (Good Grave effect)

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

              • 1000

              • DEF:

              • 1200


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


              SR Rarity
              Mathmech Sigma
              SR Rarity
              Mathmech Sigma
              Mathmech Sigma
              LIGHT 4
              Mathmech Sigma
              • ATK:

              • 1000

              • DEF:

              • 1500


              If you control no monsters in the Extra Monster Zone, while this card is in your hand or GY: You can Special Summon this card, but banish it when it leaves the field, also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Cyberse monsters. You can only use this effect of "Mathmech Sigma" once per turn. If this card you control is used as Synchro Material for a "Mathmech" monster, you can treat it as a non-Tuner.


              SR Rarity
              Dotscaper
              SR Rarity
              Dotscaper
              Dotscaper
              EARTH 1
              Dotscaper
              • ATK:

              • 0

              • DEF:

              • 2100


              If this card is sent to the GY: You can Special Summon this card. If this card is banished: You can Special Summon this card. You can only use 1 "Dotscaper" effect per turn, and only once that turn. You can only use each effect of "Dotscaper" once per Duel.


              Not exactly the first choice to search with Cynet Codec , nor the second choice, but a good Normal Summon if you have to. Due to their simple Special Summon effects but their effects from the GY, these monsters are often sent there via Code Generator or as costs to other cards. Salamangreat Foxy can also help escape Floodgate.

              Rate:

              Cynet Mining (3x)

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

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


                Typical Search Spell. Cynet Mining sends a card from your hand to GY to search for almost any Cyberse monster. An extremely clear staple.

                Salamangreat Sanctuary, Knightmare Corruptor Iblee and Salamangreat Balelynx (Important cards in strategy)

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

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


                  SR Rarity
                  Knightmare Corruptor Iblee
                  SR Rarity
                  Knightmare Corruptor Iblee
                  Knightmare Corruptor Iblee
                  DARK 2
                  Knightmare Corruptor Iblee
                  • ATK:

                  • 0

                  • DEF:

                  • 0


                  When this card is Normal Summoned: You can target 1 Link Monster in your GY; Special Summon it to your field so it points to this card, but change its ATK to 0, also negate its effects. You cannot Special Summon monsters, except Link Monsters. If this card in its owner's control is sent to the GY: You can Special Summon this card to your opponent's field in Defense Position. You can only use this effect of "Knightmare Corruptor Iblee" once per turn.


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

                  • 500

                  • LINK-1

                  Link Arrow:

                  Bottom


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


                  Salamangreat Sanctuary is an integral part of the Extra Link and can be searched through Balelynx. Salamangreat Sanctuary has the effect of reducing your own Link monster's ATK to 0 when 2 monsters fight . Why this is important will be explained later.

                  Knightmare Corruptor Iblee - the most important part of the Extra Link. Can be summoned very easily using Code Generator and Splash Mage , or using Cynet Codec and Firewall Dragon / Cynet Optimization . When Iblee leaves the field, she Self-Summons to her opponent's side of the field, forcing her owner to no longer Special Summon monsters, except Link monsters. Because Extra Link prevents the opponent from Summoning Link, Iblee forces a complete field lock, preventing any Special Summoning. The opponent will try to free themselves from this by spearing the Iblee into one of your Link monsters. This takes away the Main Phase 1 and Battle Phase of their turn, as well as some LP, but this is something you're willing to do for the freedom to play over and over again. This is where Salamangreat Sanctuary appears. As mentioned, Sanctuary sets the ATK of Link monsters you control to 0 during battle. This effect will be used on Iblee's attack target, so both will then have 0 ATK. This is important because 2 monsters with 0 ATK cannot destroy each other in combat. The Iblee will not be destroyed and the lock will remain in place.

                  Rate:



                  Final words

                  With what I wrote above, I hope you can build your own Code Talker deck. As for combos and how to play the deck, please look forward to part 2 of this guide!




                  Companion unit:

                  - Yu-Gi-Oh! Guidance Vietnam





                  https://ygovietnam.com/
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