Gate Guardian has received a lot of support from Konami to improve the deck's gameplay in Maze of Memories (MAZE) in TCG. Konami still remembers the archetypes released since Duel Monsters…

Instructions for playing Gate Guardian
Sections covered in this guide:
Is a deck from the Duel Monster era supported?
Gate Guardian is the main monster of the Paradox brother duo in the anime. This monster in ocg/tcg can only be summoned from the hand by sacrificing 3 monsters Sanga of the Thunder , Kazejin , and Suijin . This monster cannot be normally summoned. And that's all the Gate Guardian can do.
Yes! That's all Gate Guardian is, a DARK Warrior 3750ATK 3400DEF effect monster without any effects (the text card lines are the summoning conditions for this monster).
As for Gate Guardian 's 3 material monsters... it's not much better. All three of these monsters have the same effect on the field. During your opponent's turn, when they are attacked, this quick effect can activate at the damage calculation and cause that monster's (targeted) ATK to be 0 during that damage calculation only. And this effect can only be used once when they are face-up on the field.
With a level of 7 (requires 2 sacrifices to summon normally), all three monsters Sanga of the Thunder , Kazejin , and Suijin are not much better than their fusion monsters.
An archetype is created with monsters that have many disadvantages such as difficulty in normal summoning, difficulty in searching, difficulty in calling bosses, and useless bosses. This causes Gate Guardian and his three followers to gradually become forgotten when not used in any strategy, including rouge decks and meme decks.
New main monsters of the deck

Previously, the archetype only had 4 monsters. Summoning Gate Guardian is almost impossible, and you cannot use the remaining monsters because their effects are too slow compared to the current game pace.
Supporting the deck with additional monsters from the extra deck is the best option because your goal is to just play around the remaining 3 monsters, Sanga of the Thunder , Kazejin , and Suijin , without having to find a way to search for bosses. from deck.
There are a total of 4 Gate Guardian monsters that are fusion monsters printed in MAZE including 3 Gate Guardians that are fusion forms of 2 monsters and 1 Gate Guardian that is a fusion form of all 3 material monsters. These monsters do not require you to use other effects to fuse them, but instead you can special summon them to the field by removing materials from the required locations.
To summon Thunder and Wind , Wind and Water , or Water and Thunder from the extra deck, you must discard cards of the same name on the field and you do not need to use any cards with fusion effects. other. These monsters can also use face-down cards on your field and even cards in the spell/trap zone.
In addition, all 3 of these monsters, when face-up on your own monster zone, also have a common effect that can be activated if their opponent uses cards to make them leave the field, you can You can re-summon a discarded monster with the same name as the material that summoned these monsters. Furthermore, this effect also has no limit on the number of uses per turn.
Water and Thunder is an upgraded version of the three monsters Sanga of the Thunder , Kazejin , Suijin . This monster can turn the ATK of 1 monster on your opponent's field to 0 until the end of this turn (target). Water and Thunder 's ATK transfer ability is more flexible than material monsters when it can be activated at any time instead of just during damage calculation. This effect is also limited to 2 times/turn on monsters of the same name and can only be activated once/chain.
The final fusion monster of the Gate Guardian archetype introduced in this set is Gate Guardians Combined . This monster is a remake of Gate Guardian but with 1 level difference.
First, Gate Guardians Combined is a fusion monster in the extra deck, which means you can summon bosses faster without having to search them out from the main deck like the original Gate Guardian monster.
Next, this is a monster that is specially summoned by its own summoning conditions without going through any fusion or special summoning effects from other cards. Summoning key monsters becomes easier when you now only need to find a way to get 3 material monsters: Sanga of the Thunder , Kazejin , and Suijin .
Unlike the above 3 fusion monsters, Gate Guardians Combined is a monster that requires 3 fusion materials and materials can be removed from the hand, field, and grave instead of just on the field.
Regarding the effect of Gate Guardians Combined , when your opponent performs an action that targets a card on your field when activating a card or an effect, you can negate that effect and destroy them. This effect of Gate Guardians Combined as well as monsters of the same name can be activated up to 3 times/turn.
When this card is special summoned and its face-up on the field is removed from the field by your opponent's cards, you can special summon 1 Level 11 or lower Gate Guardian monster from your deck or extra deck and Ignore the summoning conditions of these monsters. Up to now, Gate Guardians Combined can summon 4 monsters including the original Gate Guardian monster, Thunder and Wind , Wind and Water , Water and Thunder .
Support for decks that can combo more easily

Effects that move cards from the deck to other areas for easier interaction such as the hand, field, and grave are always the best way to help the deck's gameplay become stable. Gate Guardian does not have any cards with this ability.
In the latest product from MAZE at TCG, the deck is supported with up to 3 cards to help you pull 3 monsters Sanga of the Thunder , Kazejin , and Suijin out of the deck.
Prey of the Jirai Gumo has 2 effects and you can only use each effect of cards with the same name as this card once/turn.
You can discard this card from the Graveyard (cost) to add 1 of the 3 monsters Sanga of the Thunder , Kazejin , Suijin from the deck or being discarded to your hand.
This is an eternal trap card. When placed face down on the field, you can activate to special summon this card to the Main Monster Zone box in the same column as this card, then you can destroy 1 more band. The opponent's beast is on the same column as Prey of the Jirai Gumo .
So the deck has search support to help get pieces from the deck into the hand, and can also restore discarded fusion materials. However, this is an eternal trap card, the use of which is Prey of the Jirai Gumo 's search effect will be relatively difficult after activating this card because this card will remain on the field after resolve.
Double Attack! Wind and Thunder!! It is also a bombshell of the deck and is much more mobile than Prey of the Jirai Gumo . This is a quick-play spell card that can only be activated when you have a Gate Guardian monster on the field. You can target and destroy 1 card on the field.
Riryoko Guardian can be activated when your LP is lower than your opponent's, target 1 of your monsters with "Gate Guardian" in their original name, halve your opponent's LP, then the target monster will gain increased ATK corresponding. In my opinion, this card will be difficult to use and passive because of the LP difference requirement of this card. The requirement that you target a monster with “Gate Guardian” in its original name instead of a Gate Guardian monster is understandable because the support for fusion monsters has quite a few cards with the ability to copy names. and Riryoko Guardian will be easily abused in these cases.
Also has a search effect like Prey of the Jirai Gumo , 2 Double Attack! Wind and Thunder!! and Riryoko Guardian can be removed from the grave (cost) in your main phase to get Sanga of the Thunder , Kazejin , or Suijin from the deck or being discarded to your hand.
Riryoko Guardian and Prey of the Jirai Gumo have 2 effects and each effect is limited to hard once per turn (activating once per turn, applying to cards of the same name). As for Double Attack! Wind and Thunder!! , only the search effect is hard once per turn, you can activate and use this card's card shooting effect indefinitely per turn.
Even though the effect of taking material monsters from the deck to the hand is supported with Prey of the Jirai Gumo , Attack! Wind and Thunder!! and Riryoko Guardian , however this is not exactly the support effect that Gate Guardian has. The reason is because the deck's main monsters, in addition to Gate Guardians Combined , all three monsters Thunder and Wind , Wind and Water , and Water and Thunder require players to use fusion materials from the field.
It's a pity that in the MAZE set, Gate Guardian doesn't have any support to help you summon the three monsters Sanga of the Thunder , Kazejin , and Suijin from the deck. In return, the deck has another ability, which is to place them directly from the deck into the magic/trap area below!
Labyrinth Wall Shadow is an environment spell card. Once per turn, you can place 1 of the 3 discarded monsters Sanga of the Thunder , Kazejin , and Suijin , from your hand or deck, into the spell/trap area (face- up) and turn them into permanent spell cards.
This is a soft once per turn effect, meaning that for each different copy of Labyrinth Wall Shadow , you can get 1 more fusion material. Or more simply, on the field you have 1 Labyrinth Wall Shadow that has used the effect and placed Sanga of the Thunder on the field, you can activate another Labyrinth Wall Shadow from your hand and place more Kazejin or Suijin .
When your opponent begins the battle phase, Labyrinth Wall Shadow can activate an effect to destroy 1 monster on your opponent's field with ATK lower than 1600ATK (target). This effect can be combined with Water and Thunder to help you destroy almost any monster you want because their ATK has now been turned to 0 by the effect of Water and Thunder .
In addition, Labyrinth Wall Shadow is also a floodgate that makes monsters unable to attack during the turn they are summoned if they are not monsters with a base level of 5 or higher.
Labyrinth Wall Shadow can be taken from the deck to hand with Shadow Ghoul of the Labyrinth . By discarding this monster from your hand (cost), you can add 1 Labyrinth Wall card from your Deck to your hand. Currently in the game there are only 2 Labyrinth Wall cards including Labyrinth Wall which is a normal level 5 monster with 3000DEF and the environmental spell card Labyrinth Wall Shadow .
If your opponent's monster battles and you have Labyrinth cards on the field, at the start of the Damage Step, you can remove Shadow Ghoul of the Labyrinth from the Graveyard (cost). ) and destroy that attacking or attacked monster by your opponent.
Shadow Ghoul of the Labyrinth has 2 effects, along with monsters of the same name, each effect of Shadow Ghoul of the Labyrinth can only be used once/turn.
Labyrinth Heavy Tank is a level 7 monster that can be Normal Summoned without Tributing, but this monster cannot attack during the same turn it is Normal Summoned.
This monster also has the same effect as Labyrinth Wall Shadow , once per turn, you can place 1 Gate Guardian material monster that is being removed either from your hand or from your deck onto the face-status spell/trap area. up and treat them as permanent spell cards, then if you have Labyrinth Wall cards on the field, you can destroy 1 opponent's monster (no target).
Labyrinth Heavy Tank 's material pulling effect is a hard once per turn effect different from Labyrinth Wall Shadow , this effect can only be used once per turn and applies to other monsters of the same name.
Fusion monsters can be summoned using different material monsters than the summoning mechanics from other extra decks (synchro, xyz, link). These monsters can be fusion summoned using fusion materials, which are face-down monsters on your field.
This is also true for fusion monsters, but there are other special summons from the extra deck that do not go through fusion summoning (often called contact fusion). The summoning mechanism of these monsters is recorded in their text.
This is even an advantage over regular fusion summons because the fusion materials they require are “on the field”, meaning you can take advantage of spell/trap cards with the same name as them. The fusion materials that monster requires are both face-up and face-down!
This is also the reason that Gate Guardian is supported with effects that place material monsters on spell/trap areas. Gate Guardian fusion monsters can be special summoned from the extra deck using Sanga of the Thunder , Kazejin , and Suijin in the spell/trap zone.
Cards outside the clan
Made up mostly of level 7 monsters, Sacred Sword of Seven Stars is a card drawing support for level 7 monsters only. By removing 1 level 7 monster from your hand or on the field (cost), you will draw Get 2 cards from the deck. Only 1 Sacred Sword of Seven Stars can be activated per turn.
Sacred Sword of Seven Stars can remove Labyrinth Heavy Tank from the field after this monster completes its mission.
Furthermore, if the discarded monsters are Sanga of the Thunder , Kazejin , or Suijin , you can get them back with this deck's support spells/traps.
Since you don't need to use the extra deck too much, Pot of Prosperity can be a suitable card mining choice for this deck. Note that you cannot draw cards with effects on the same turn you used this card ( Sacred Sword of Seven Stars ).
Fusion Deployment will help you special summon 1 material monster from the deck. You will only be able to special summon fusion monsters from the extra deck for the entire turn you activate this card, which is absolutely no problem for Gate Guardian.
Keeper of Dragon Magic can summon monsters named in the ingredients of a fusion monster. In addition, this monster also helps you get Fusion Deployment from your deck to your hand.
Elemental HERO Prisma can provide you with fusion materials in the field and grave, this is a common summoning priority of the deck besides Labyrinth Heavy Tank . After activating the effect, you can discard this monster to use as fusion material for Gate Guardian monsters. A tip when playing Prisma in this deck is that you should prioritize using this monster on the field for monsters that need 2 fusion materials because they require you to banish materials from the field.
Reinforcement of the Army and A Hero Lives are two cards that can help you get Prisma out of your deck. With the cost of the A Hero Lives card, you will also be able to meet the activation condition of the Riryoku Guardian card.
There Can Be Only One ( TCBOO ), an extremely annoying floodgate with some combo decks, can be used in the Gate Guardian strategy. All 4 Gate Guardian fusion monsters have different types, which is an advantage for you when having TCBOO on the field. When summoning monsters like Thunder and Wind , Wind and Water , or Water and Thunder , you just need to place a monster of the same type as the fusion monster you want to summon into the trap magic area to avoid being caught by your own TCBOO. squeeze. As for Gate Guardians Combined , you will be more comfortable because this monster does not require you to only use materials on the field but also on your hand and grave. Additionally, Gate Guardians Combined is a Warrior monster, not the same type as the monsters of the Gate Guardian archetype used in this strategy.
For some supports like Labyrinth Heavy Tank , Elemental HERO Prisma , Keeper of Dragon Magic are also rarely squeezed by your own TCBOO . Labyrinth Heavy Tank is a Machine monster, Keeper of Dragon Magic is a Dragon monster, both of these monsters do not have the same type as any other monster of the same archetype. E HERO Prisma has the same type as Gate Guardians Combined , but most of the times you use this monster mainly as a material for the three monsters Thunder and Wind , Wind and Water , and Water and Thunder .
Skill Drain can also be an option for Gate Guardian. Although the effects from Gate Guardian monsters are good and can be used up to 2 or 3 times in 1 turn, they are really not very useful and are too situational.
Thunder and Wind will definitely be able to successfully activate the effect during your turn before Skill Drain is flipped.
Wind and Water is really good in back row bets because it can negate card activations or spell/trap effects up to 2 times (but only once in the chain), but compared to the current game, Monster effects make up the majority as well as break boards like Dark Ruler No More or Forbidden Droplet , so no matter how many times Wind and Water can disable spells/traps in a turn, they cannot withstand these boards. This breaker.
As for Water and Thunder , I don't think you really need the effect of turning ATK to 0 of this monster.
Gate Guardians Combined is 3 omni-negate but it "targets a card(s) you control", at most this defeat card can counter staples like Infinite Impermanence , Mind Control , Twin Twister , Cosmic Cyclone but also helpless against cards like Lightning Storm , Forbidden Droplet , Nibiru , Triple Tactics Talent ,...
You can also "unlock" your own Skill Drain with Magicians' Souls and exchange it for another card.
Gate Guardian also has quite a few spell/trap cards that disrupt the opponent, along with huge ATK/DEF, cards that create mostly spell/trap combos, and the ability to "counter" (cannot be neutralized). neutralized by Skill Drain ) if your opponent touches them, Skill Drain is really not a bad choice for the deck, right?
With the Magicians' Souls engine, you can use extra trap spell cards to draw additional cards from the deck.
You can take Labyrinth Wall Shadow on the field as a cost after this card has completed its material retrieval effect, having to wait for the battle phase is really not feasible for the current game.
Cards like Double Attack! Wind and Thunder! , Riryoku Guardian , or Prey of the Jirai Gumo, if not left over, can also be used as a cost for Magicians' Souls. Moreover, these cards in the grave can help you find more monsters from the deck to hand.
Furthermore, the 3 monsters are placed in the magic/trap area on the field thanks to Labyrinth Wall Shadow , Labyrinth Heavy Tank can also be used for this exchange.
Illusion of Chaos is both a searcher and a card that can be used as a cost from the deck to add from the deck to the hand and summon Magicians' Souls monsters. One of the three Gate Guardian monsters, Kazejin , also happens to be a level 7 WIND Spellcaster monster that satisfies the Magicians' Souls cost to summon this monster from the hand.
For the rest of the extra deck, you can use common link monsters or rank 7 xyz monsters that can be summoned depending on the situation or used as a cost for Pot of Prosperity .
Combo instructions

A simple combo can be performed with 2 cards of this clan.
B1: Activate the environmental spell Labyrinth Wall Shadow from your hand and use this card's effect, placing Sanga of the Thunder from your deck into the spell/trap area on your field.
B2: Normal summon Labyrinth Heavy Tank (this monster can be normally summoned without sacrificing). Activate the effect of Labyrinth Heavy Tank , place Kazejin from the deck on the spell/trap area.
B3: Remove Sanga of the Thunder and Kazejin from the field, special summon Gate Guardian of Thunder and Wind from the extra deck. Continue activating Thunder and Wind 's effects, getting 1 Double Attack! Wind and Thunder!! from deck to hand.
This is a basic combo of Gate Guardian, this combo will help you summon a Gate Guardian monster with 2 fusion materials: Thunder and Wind , Wind and Water , or Water and Thunder .
In the combo of Labyrinth Wall Shadow and Labyrinth Heavy Tank above, you can replace the Labyrinth Heavy Tank card with other options such as Terraforming , Shadow Ghoul of the Labyrinth , or maybe a second Labyrinth Wall Shadow (intact pull effect). This card's up-field data is soft once per turn). This, in addition to giving the deck more combo possibilities, also helps your deck save normal summons that turn.
Another combo can be made with the following 2 card combination:
Labyrinth Wall Shadow + Terraforming
Labyrinth Wall Shadow + Shadow Ghoul of the Labyrinth
Labyrinth Wall Shadow + Labyrinth Wall Shadow
In this combo, the main purpose is to take full advantage of the soft once per turn ability of the card Labyrinth Wall Shadow . The remaining card will help you search for the second Labyrinth Wall Shadow .
Each Labyrinth Wall Shadow will give you 1 fusion material from the deck onto the field, as a result you will get 2 materials to summon 1 of 3 monsters Thunder and Wind , Wind and Water , Water and Thunder that you want. .
In addition to Labyrinth Wall Shadow , Fusion Deployment is also an option to help you special summon material monsters to the field.
B1: Normal summon E HERO Prisma .
Step 2: Activate the effect of E HERO Prisma , show the player Gate Guardians Combined from the extra deck and send 1 material you want from the deck to the grave, E HERO Prisma will turn into the name of the monster sent to the grave.
Step 3: Activate Labyrinth Wall Shadow from your hand, place the missing ingredient from the deck on the field.
B4: Special Summon 1 appropriate Gate Guardian monster from the extra deck to the field.
This is another combo that helps you summon a Gate Guardian monster with 2 ingredients. This combo also produces similar results to the combo of Labyrinth Wall Shadow and Labyrinth Heavy Tank . Because E HERO Prisma 's act of sending a monster from your deck to the grave is a cost, you will gain 1 extra material from the grave for Gate Guardians Combined and your opponent cannot negate the fact that you will send a monster. from deck to grave.
Labyrinth Wall Shadow can be searched with Terraforming , Shadow Ghoul of the Labyrinth .
E HERO Prisma can be searched for in hand thanks to Reinforcement of the Army , E – Emergency Call . Gate Guardians Combined is a monster that can be suitable to reveal when paying the cost for E HERO Prisma or Keeper of Dragon Magic .
Because this is a combo with Elemental HERO, it is impossible not to mention an extremely important card in the combos of the HERO deck, A Hero Lives . In this Gate Guardian combo, you can use A Hero Lives to special summon E HERO Prisma directly from the deck. Not only that, if you use this card, you can also save your normal summon, as well as you can search Riryoku Guardian with Thunder and Wind and split your opponent's LP in half ( A Hero Lives requires you to pay half of your LP as cost).
Keeper of Dragon Magic + any 1 piece ( Sanga of the Thunder , Kazejin , or Suijin )
B1: Normal summon Keeper of Dragon Magic . Activate this monster's effect, discard remaining card (cost) to add Fusion Deployment from deck to hand.
Step 2: Activate the remaining effect of Keeper of Dragon Magic , summon the monster that was just discarded to the field (down defense position) by revealing Gate Guardians Combined (cost).
Step 3: Activate Fusion Deployment , reveal the Gate Guardians Combined monster (effect) and special summon 1 material monster you want from your deck.
Step 4: You have 2 ingredients on the field and can special summon 1 Gate Guardian monster with the 2 ingredients you want from the extra deck.
One thing you need to pay attention to in this combo is that both Keeper of Dragon Magic and Fusion Deployment have restrictions that prevent you from summoning from extra decks except fusion monsters during the entire turn you use their effects.
Combo triệu hồi Gate Guardians Combined
Since it is not required that you use materials from the field such as Thunder and Wind , Wind and Water , Water and Thunder , summoning Gate Guardians Combine is easier when materials can be used from the hand, field and grave. Your goal now is to find a way to get 3 pieces from the deck and put them in your hand, on the field, or in the grave.
Sample deck
The deck's trio of "warriors" should be played in quantities of 2 per monster. The reason is because you need materials to summon at least 2 Gate Guardian monsters (usually 1 Gate Guardians Combined with 1 Thunder and Wind or Wind and Water , the remaining monsters can be summoned thanks to Gate Guardians Combined ).
- Sanga of the Thunder x2
- Kazejin x2
- Suijin x2
Sanga of the Thunder cannot be cut because this is the material of Gate Guardians Combined and Thunder and Wind , the deck's two most summoned monsters.
Kazejin is a Spellcaster monster that also needs to be played 2 if you use the Magicians' Souls engine, but if you draw both Kazejin then...
Suijin is a monster that can be reduced to 1 if you only intend to summon Gate Guardians Combined . The other 2 forms of Suijin can be summoned from the extra deck with Gate Guardians Combined .
Don't forget that fusion materials can be pulled back onto the field while being eliminated with Labyrinth Wall Shadow , Labyrinth Heavy Tank , or 2-material fusions after being dealt with by the opponent.
Keeper of Dragon Magic can help you deal with these monsters if you draw and turn it into a combo piece.
Ratio of bosses in main deck and extra deck:
- Gate Guardian x0-1
- Thunder and Wind x2-3
- Wind and Water x1-2
- Water and Thunder x1
- Gate Guardians Combined x2-3
Regarding the 4 newly released fusion monsters of Gate Guardian, I have already mentioned a lot so there is nothing more to say. With the original Gate Guardian monster, it seems that the only value I see in this monster is that it can be summoned with Gate Guardians Combined to get ATK, so you don't necessarily need to use this monster in your deck builds. .
Some of my opinions about this Gate Guardian deck

Below I would like to give some of my opinions about this Gate Guardian deck.
About strengths
Obviously, after receiving support in MAZE, Gate Guardian can now become a true deck with a clearer and more "feasible" gameplay.
The gameplay is simple and extremely easy to understand.
The deck can take advantage of several engines and some nasty floodgates such as:
- Engine Magicians' Souls;
- Engine E HERO Prisma;
- Engine Fusion Deployment;
- There Can Be Only One;
- Skill Drain;
- …
In addition, Gate Guardian also has excellent follow up ability, creating a characteristic for this deck's strategy.
As for weaknesses
The deck only has repetitive gameplay with a relatively large core, the opponent can easily find the deck's weakness in Labyrinth Wall Shadow and Labyrinth Heavy Tank .
Although there is quite a bit of support, you still have to play brick monsters used as fusion materials in the deck including Sanga of the Thunder , Kazejin , and Suijin , which are at least 6 useless cards if drawn. up your hands.
Launching up to 4 main monsters that can be summoned from the extra deck, their effects still don't really show much. The 2 most useful monsters are Thunder and Wind (giving you 1 more disruption) and Wind and Water (2 times disabling spells/traps). Water and Thunder doesn't have too much to say. As for big boss Gate Guardians Combined , the effect forces the opponent to target, reducing the flexibility of this effect. In return, this is a Gate Guardian monster with easier summoning conditions than the rest.
In general, Gate Guardian now has a stable gameplay and is no longer an "impossible" deck like before. This gameplay, in my opinion, is an interesting way of playing the game, single monsters (2 or 3) fuse together and then separate if defeated (fusion 3 => fusion 2 => starting materials).
Normally in a game, you can summon all 4 Gate Guardian monsters combined from the extra deck:
Thunder and Wind is a searcher that gives you a disruption so the call-up rate in the game is extremely high.
Gate Guardians Combined also has a high chance of being summoned to the field because the summoning conditions of this monster are easier than the combinations of two monsters.
Wind and Water are 2 times to negate spells/traps that are usually only summoned a lot in back row bets, and are the 2nd priority after Thunder and Water . Besides, this monster is often summoned thanks to Gate Guardians Combined after that monster is dealt with by the opponent.
Water and Thunder are the last options, often summoned when the opponent has nothing left to help you end the game sooner.
This seems to be a success in this support round when all 4 bosses can be summoned quickly and players can enjoy a duel with all these cards.
However, the number of cards that cannot be combined if drawn into your hand that you can cut is at least 6 (nearly 1/8 of the deck) and the effects of the new support do not cause too much disadvantage to your opponent. Even if you get 2 Gate Guardian monsters from the extra deck, for this reason the deck can only be played at a fun level.
With the 1:1 exchange gameplay of the strategy "2 cards = boss 2 ingredients", "3 cards = Gate Guardians Combined ", the amount of secondary disruption from the staple that you can cause to the opponent will be quite a bit. less than some current decks.
The cards can be dangerous for the Gate Guardian
Using Ghost Ogre on Labyrinth Wall Shadow can cause your combo to cost 1 more card, this is a 1:1 exchange.
With Cosmic Cyclone and Twin Twister , you may lose more because these two cards can affect your materials in the spell/trap area.
Epilogue
Above is what I want to tell you about Gate Guardian, how do you feel about this deck of cards, or share your Gate Guardian deck list with us! Thank you for your interest.










































































































































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