Tribrigade Ceras

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You can discard 1 other Beast, Beast-Warrior, or Winged Beast monster; Special Summon this card from your hand. You can banish any number of Beast, Beast-Warrior, and/or Winged Beast monsters from your GY; Special Summon 1 Beast, Beast-Warrior, or Winged Beast Link Monster from your Extra Deck with a Link Rating equal to the number banished, also you cannot use monsters as Link Material for the rest of this turn, except Beast, Beast-Warrior, and Winged Beast monsters. You can only use each effect of “Tribrigade Ceras” once per turn.
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Currently Found In: Phantom Rage (PHRA-JP007)

While Types tend to have unique strategies to center arround, some of them share traits and support that allows them to cooperate together. A good example of this is the Tribrigade archetype, monsters part of the Dogmatika lore which also follows a recurring strategy for many years about involving Beasts, Winged Beasts, and Beast-Warriors in a single Deck. Like many current Decks their goal is to Link Summon monsters as many and fast as possible, but in the case of Tribrigade they can do so by banishing their monsters from the Graveyard to act as materials. This gives them the upper hand when planning their summons right from the first turn, and with the advantage of supporting three Types with their respective tools and those assisting them together makes Tribrigade quite consistent on bringing their strongest monsters in no time.

 
“Tribrigade Ceras” is one of the various monsters forming this archetype, providing the basics for Tribrigade to immediately start bringing their Link Monsters right away. Like many other Tribrigades residing the Main Deck “Ceras” allows us to banish Beasts, Winged Beasts, or Beast-Warriors from the Graveyard to summon a Link Summon of any of those Types with Rating equal to the number of cards banished, but limiting the use of Link Materials arround the three Types for the rest of the turn. The unique ability “Ceras” offers is actually quite simple for current standards, as by discarding any other monster from those three Types we can Special Summon this creature from the hand. Given the value Tribrigade gives to its Graveyard, “Ceras” can become a strong starting point as its own arrival alone can become the starting point towards further summons arround this archetype and others we can involve in it.

 
Beasts in particular gains their best options the smaller their monsters, and thus “Ceras” being in a wonderful position when comes to its availability. Tribrigade itself won’t take long to get us “Ceras” out in no time, as “Tribrigade Line” and “Tribrigade Nabel” gives us basic requeriments that will benefit the archetype in the long run, while “Tribrigade Airborne” will summon it from our Deck if we have a stronger monster than itself. With the possibility to invest more on one of three Types “Ceras” gains the best assistance from recurring Beast cards in Decks involving small monsters, as from “Rescue Cat” and “Obedience Schooled” summoning “Ceras” and others from the Deck, to the unusual behavior of both “Melffy Catty” and “Melffy Puppy” to obtain cards from our Deck, Tribrigade could center more on this single Type and barely compromise their momentum. The very same Tribrigade lead monsters can also assist us on bringing “Ceras” when needed the most, as with “Tribrigade Felidgette the Fruitless Flower” allowing us to Special Summon it from our hand for free, the retirement of either “Tribrigade Shrike the Wicked Wings” or “Brigand the Stigmatavorous Dragon” can gives an opportunity to recover or further expand our plays. Obviously given the majority of Tribrigades can use their summoning effect “Ceras” can instead be disposed for other plays coming from its allies’ effects, no matter if is milled from our Deck by “Tribrigade Phractaur” or “Cockathorium, the Superheavy Shining Soarer”, or even discarded by copies of itself as each effect won’t be affected by a single clause.

 
“Ceras” shows its true colors once we see the benefits that will offer to not only Tribrigade in general, but any other monster of the stated three Types that will be involved on their plays. The Special Summon of “Ceras” immediately grant us with the possibility of dumping a Tribrigade, therefore already preparing their Graveyard effect to summon a Link Monster by banishing cards from that location. The summoned “Ceras” will surely follow, as if is not immediately turned into a material of other summons, it will become the main cost of cards like “Cattle Call” or “New Style Fur Hire” depending of the approach we take with the archetype and their interactions with three different Types. While its own Special Summon has some obvious uses for the average Deck, “Ceras” truly shines with the rest of Tribrigades as their Graveyard gets more filled with monsters. With their abilities not restricted to the archetype, we can dispose any monsters that grants us further benefits as we keep “Ceras” and other Tribrigrades arround to turn them into Link materials. The complete package leads into a playstyle where “Ceras” alone will take advantage of any monsters in the Graveyard to summon a Link Monster, to then itself become a material for other Extra Deck creatures. Covering three Types at once with this ability also grants us with a variety of powerful Link Monsters related or unrelated to its archetype, as along the mentioned “Felidgette” or “Shrike” leading the archetype on their arrival we can also summon some other powerful creatures like “Simorgh, Bird of Sovereignty”. Some of these potential summons can also benefit from “Ceras” in one way or another, as while “Shrike” can banish cards when we summon it (Or the Link Monster by its effect) near one of its arrows, “Tribrigade Lugerou the Silver Bullet” can revive it to either retrieve it back to our hand or weaken the opponent’s monsters if something goes wrong.

 
Under a big text box that spends most of its reading stating the Types involved, “Tribrigrade Ceras” offers a commonly seen effect on current monsters along the archetype’s unique gimmick to create a strong monster to start Duels with. Tribrigade can completely involve on its own cards or focus on the best of the three Types that works with, and in the case of “Ceras” it gains some powerful options that gives it the opportunity to stand out outside its default playstyle. This last aspect is what makes Tribrigade a fearsome archetype as soon they solve their small card pool, as even with their few options “Ceras” already has some powerful outcomes with not only the few Tribrigades involved but any monsters from the three Types we can involve in either the Main Deck or Extra Deck. Much like many current monsters in the Main Deck “Ceras” has the weakness that due its obvious material role and ability to cheat out Link Monsters it can be countered at the right timing and halt the entire Deck for the rest of the turn, but given the many advantages that grants and obtains from early to late game is easy to dismiss this small risk as obtains one or more Link Monsters right from the first turn.

 

Personal Rating: A

 

+ Can be Special Summoned from our hand by discarding a Beast, Beast-Warrior, or Winged Beast
+ Banishes Beast, Beast-Warrior, or Winged Beast monsters from the Graveyard to summon a Link Monster from those Types
+ Strong support specially from Beast cards

 

– If we use its Graveyard effects we can only use Link materials of the stated three Types for the rest of the turn
– Tribrigade is still lacking in options of their own
– Due its sole role as material might become the main target of negation effects

Splash Mage

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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.
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Currently Found In: Eternity Code (ETCO-EN048)

Various effects might not be unique or groundbreaking, yet their addition to the right Deck will provide consistency as well speed on a player’s strategy. Various themes involves searching certain cards and obtaining as many summons as possible, as there’s several options to do so to the point of being able to mix the best of various strategies into a single build. Obviously there’s a small risk that the opponent will negate one of these abilities and put our turn to a complete halt, but the ability to keep bringing monsters without losing too many resources in the process it created the status quo of the current game.

 
“Splash Mage” is a Link Monster which will be mainly used towards extending our plays further with its assitance. “Splash Mage” allows us to revive any Cyberse from our Graveyard in Defense Position, but in return the target will lose its effect while restricting the following summons arround Cyberse monsters. Given Cyberses mainly centers arround Link Summons not only makes the availability of “Splash Mage” easy, but will pull out strong plays arround it where its demerits will barely matter.

 
For better or worse “Splash Mage” can only be summoned by the use of Cyberse materials, so practically already limits its usage arround the Type no matter its effect restrictions. The Type overall has no issues to summon the likes of “Splash Mage” in no time, as due their focus arround Link Monsters makes it nearly impossible to not summon this monster when needed the most. “Clock Wyvern” can create a token upon arrival, become possibly the cheapest option we can use towards “Splash Mage” without further investment. Others like “Backup Secretary” and “Cyberse Converter” can be Special Summoned as soon we have a Cyberse out on the field, while “Balancer Lord” and “Cyberse Gadget” will come along another monsters from our hand and Graveyard respectively. “Micro Coder” gives us the alternative to directly use itself from our hand as one of the materials required, while the Mathmech archetype can get involved as members such as “Mathmech Sigma” and “Mathmech Subtraction” Special Summon themselves under basic conditions. Some other options will wait for the arrival of another Link Monster to make their appearance, allowing us to follow a Link Summon with the likes of “Parallel eXceed” and “Link Infra-Flier” right away. Later on “Splash Mage” can become a valuable target of other revival effects (Except its copies) without relying on our Extra Monster Zone or Arrows to do so, become even cheaper to aim for its various uses in mid to late game. One thing worth mentioning is that various of these possible materials and more can become potential targets for “Splash Mage” to revive, so unless we want specific targets we will assure a monster to bring back from the Graveyard the precise moment this monster is Link Summoned.

 
With many revival effects out there “Splash Mage” really has nothing new to offer to a Deck, but is its simplicity and easy availability that makes it noticeable with other options. As pointed out the moment “Splash Mage” hits the field it will potentially have one of the Cyberse monsters that was used on its Link Summon to be brought back to the field, and despite the target losing its effects it won’t stop us from aiming for a wide variety of solid goals. With its Rating of two “Splash Mage” can become a bridge towards bigger Link Monsters as turns itself and its target as two of the materials required, becoming a cheap yet valuable tool towards the arrival of high Rating monsters. With some further investment “Splash Mage” will aim for other setups depending of the monsters we will follow, as from bringing a high Level monster towards big Synchro or Xyz Summons, to summoning a Tuner to assist us with the former, “Splash Mage” can even assit on Tribute Summons given is only our Special Summons which are restricted to a single Type.

 
“Splash Mage” provides an ability that became the norm in many Decks as years passed, yet that doesn’t damage its overall efficiency not matter how big the investment arround its effect. With an effect ready to go from the very first turn, “Splash Mage” will often aim for bigger Link Monsters or even those of equal Rating if we are just aiming to fuel the Graveyard to increase our options. With a cheap summon many Cyberse Decks can perfectly achieve by little to no effort, “Splash Mage” is even capable of covering other summons and setups outside its comfort zone as long we involve its Type in one way or another. While the summon limitations will barely matter since “Splash Mage” is already limited to its own kind, one thing worth mention is that because summons its target in Defense Position it won’t be able to bring back Link Monsters due these cards’ unique mechanics. If your Cyberse playstyle can allow a spot of two on the Extra Deck, “Splash Mage” is a solid addition that will very rarely fail its user.

 

Personal Rating: A

 

+ Revives a Cyberse in Defense Position
+ Strong option towards bigger Link Summons and other setups
+ Very easy to summon from early to late game

 

– We can only Special Summon Cyberses after using its effect
– Unable to target Link Monsters with its effect

Grid Sweeper

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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.
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Currently Found In: Savage Strike Special Edition (SAST-ENSE1), Dark Neostorm (DANE-EN002)

Field Spells encourages players to create entire Decks arround their various benefits, often leading whole archetypes under their pressence. Some Field Spells are quite simple as they grant stat boosts and some small advantages arround certain monsters, but others provides such variety of benefits that opponents will try to get rid of them as fast as possible. On the first years of the game Field Spells weren’t as wonderful as are now due a rule where there could be one of them in the board, but after various rule changes over the years many builds will completely center their resources towards them alone as they can form a powerful field with their support.

 
“Grid Sweeper” is an interesting little monster that can extend plays under a very simple condition many builds can meet. If there’s a Field Spell active on the field “Grid Sweeper” will Special Summon itself from the hand, a requeriment that Decks involving such Spell Cards will perfectly achieve in no time. “Grid Sweeper” also grants a Graveyard effect although a bit costy, as by banishing itself along a Link Monster of ours on the field we can destroy an opponent’s card in return. This last effect has a very rough cost to become reliable in most situations, but on the other hand a Special Summon ready to go as soon a Field Spell is present makes “Grid Sweeper” basically a free summon to aim towards our setups with.

 
Part of a Type that tries to gather materials towards Link Summons, and how important Field Spells can be for many Decks out there, “Grid Sweeper” obtains perfect coverage to make a quick arrival on the field. The average Cyberse Deck aims to keep providing materials in one way or another so we can Link Summon with ease, with a wide variety of strong cards like “Cynet Mining” and “Micro Coder” searching for this monster without compromising the Type’s momentum. But while its availability won’t have any issues thanks to the nature of Cyberses in general, when comes to its own Special Summon it won’t be as difficult depending of our investment arround Field Spells. With staple cards like “Terraforming” and “Metaverse” looking for any Field Spell in the game, as well further options if the Field Spells are related to an archetype (e.g. “Toon Kingdom” being searched by “Toon Table of Contents” and “Toon Bookmark”), “Grid Sweeper” has its effect assured as soon we start gathering our cards to create a strong field. To make things even easier for “Grid Sweeper” its effect can also become available if the opponent is the one controlling a Field Spell, not only making it a punishing move for players that rely on them to run their own Decks, but also work along cards like “Set Rotation” which places Field Spells on both players’ fields. Lastly, while there’s a small chance that “Grid Sweeper” will banish itself for its removal effect, its low ATK allows it to have a return later on by cards like “Debris Dragon”.

 
With its own Special Summon more than assured, “Grid Sweeper” can smoothly aim towards its clear role as material with very little investment. As long we have Field Spell on the field (Regardless of who controls it) this monster doesn’t need much else to obtain solid results, specially if we can combine it with other monsters with their own cheap Special Summon conditions to hoard a big number of materials towards bigger monsters. From Link Summons as intended to any other Extra Deck summon and even Tribute Summon, “Grid Sweeper” is that kind of little monster that can result in a wide number of strong outcomes by little to no effort. However, depending of the Field Spell we are working with “Grid Sweeper” might obtain further support towards this goal, making it stand out in some builds over others that relies on Field Spells to function. Various Field Spells such as “B.E.F. Zelos”, “White Rose Cloister”, and “Geartown” grants us additional Special Summons we can combine together with “Grid Sweeper” to support each other on our goals. Others like “Chicken Game” and “Dragonic Diagram” on the other hand will handle management, which depending of our investment arround them we can obtain strong results in conjunction with this monster. While the arrival and various plays arround “Grid Sweeper” are more than assured, its Graveyard effect is where it might fall a bit behind due its rough cost. Link Monsters’ reliance on the Extra Monster Zone makes them incredibly valuable to stay in the Graveyard so can be revived outside that area for further plays, so the rest route to take with this effect is to use the cheapest Link Monsters we can provide even if “Grid Sweeper” its their sole material. Otherwise, cards such as “Mark of the Rose” or “Graydle Eagle” can try to steal an opponent’s Link Monster to not only use them for certain tasks but also get rid of them by “Grid Sweeper” as takes care of another card in the process.

 
If your Deck centers arround a Field Spell in any shape or form, “Grid Sweeper” will likely have a solid position arround that strategy. “Grid Sweeper” grants such simple requeriment for any Deck that relies on Field Spells to function, that pretty much becomes a potential staple card as works arround other summons and even the very same Field Spells that allowed them to be Special Summoned. And to make it less dependant on a certain category of Spell Cards this monster can also be brought if the opponent is the one involved on Field Spells, not only reducing the chances of not having its effect unavailable but also become a possible Side Deck pick to face certain strategies. As pointed out “Grid Sweeper” balls behind when comes to its Graveyard effect, as although gives us full liberty of which card to destroy (Specially since doesn’t target and thus ignores certain defenses) the fact that must banish a Link Monster makes it a riskful cost unless we work arround certain resources. “Grid Sweeper” is not exactly a must have for any Deck arround one or more Field Spells, but given its easy accessibility makes it worth a spot or two.

 

Personal Rating: A-

 

+ Special Summons itself if there’s a face-up Field Spell on the field
+ Can be banished from the Graveyard with a Link Monster on the field to destroy a card
+ Very easy to summon arround or against Decks involving Field Spells

 

– Only effective under certain strategies or situations
– Very expensive removal effect

Pinpoint Dash

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Each player reveals 1 face-down card from their Extra Deck. If they are the same type (Fusion, Synchro, Xyz, or Link), send your opponent’s card to the GY, and if you do, Special Summon your card, then, if the cards have the same original Type and Attribute, your opponent loses LP equal to their revealed card’s ATK. Otherwise, send your card to the GY, and if you do, your opponent Special Summons their card. You can only activate 1 “Pinpoint Dash” per turn.
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Currently Found In: Eternity Code (ETCO-EN080)

Players in any card game will prefer effects with an assured outcome rather taking a gamble for certain results. Is no wonder that mindset when creating a Deck is preferable, as is better to play a card that gives us something in return as intended rather taking a major risk for something other cards could provide without any drawbacks. While effects with die or coin related effects have a fanbase due the random nature of their strategies making unpredictable Duels, some cards are easier to handle their possible effects by simply creating a Deck arround them and/or when confronting certain players.

 
“Pinpoint Dash” is a Trap Card capable of providing a wide variety of benefits if very specific conditions are met arround its effect. On its activation “Pinpoint Dash” will make players reveal a face-down card from their Extra Deck, and if they are the same card type we will bea ble to Special Summon the revealed monster as the opponent sends theirs to the Graveyard. Additionaly, if the shown cards also have the same monster Type and Attribute “Pinpoint Dash” will deal as much damage as the ATK of the opponent’s revealed card. The possibility to summon an Extra Deck monster for no effort and the possibility to deal major damage has a catch, as if the revealed monsters don’t match whatsoever we will lose ours to the Graveyard as the opponent summons their monster. While far from a major recommendation, “Pinpoint Dash” is a very interesting Trap Card given the odds are in its favor against a major number of Decks if played properly.

 
Due its random nature is very difficult to always assure the best outcome towards the benefits of “Pinpoint Dash” by playing it blind, but if activated under the right circumstances is quite likely that we will obtain a free summon from our Extra Deck. Due it has to handle four kinds of Extra Deck monsters is preferable to have as much diversity of them as possible, preferably with expensive monsters of the likes of “Infinitrack Fortress Megaclops” and “Raidraptor – Ultimate Falcon” which can settle Duels on their own. One major factor to increase of chances of a positive effect is to know about the opponent’s Deck, as depending of their theme and playstyle we can easily guess which monster to reveal to match theirs. This is specially favorable with the popularity of both Xyz and Link Monsters in most Decks, giving us a 50% chance of revealing the right card against most opponents. However, if we really wanna acheive the best from “Pinpoint Dash” without worrying about the opponent’s Deck every time is activated, “Zaborg the Mega Monarch” not only has the ability to mill Extra Decks but the optional effect to decide which cards the opponent loses so the Trap Card has all the odds in its favor. However, if you don’t wanna invest too many resources on “Pinpoint Dash” and confront the possibility of the opponent summoning a monster while losing ours, we can reveal monsters like “Elder Entity N’tss” and “Herald of the Arc Light” which will trigger positive effects once sent to the Graveyard.

 
“Pinpoint Dash” is that kind of weird and gimmick card that might gain a cult following at best, as there’s clearly too many negatives to become a reliable Trap Card in your average Deck. First and foremost is the chances of both players revealing the same kind of card, which while the popularity of Xyz and Link Monsters increases the chances of success considerably, is not a situation we can always depend on in every Duel the Trap Card gets involved. On the other hand there’s a wide variety of solutions for “Pinpoint Dash” improve and/or mitigate its outcomes, as the likes of “Zaborg the Mega Monarch” can manipulate the players’ Extra Decks to have a way more limited number of monsters to pick, while others such as “Elder Entity N’tss” will be a solid compensation for being sent to the Graveyard. If anything is its Burn damage what “Pinpoint Dash” can’t do nothing about with external support, as even with some popular Extra Deck cards roaming in many Decks is not as manipulable as the possible Special Summon we can achieve. Overall, “Pinpoint Dash” either requires a Deck arround it or be just played and accept the consequences, and due its two approaches won’t be more than just a fun card for casual and/or creative players.

 

Personal Playing: C+

 

+ Makes both players reveal an Extra Deck monster and if both are the same type we can Special Summon it while the opponent sends their to the Graveyard
+ If the revealed monsters are the same card type as well matching Type and Attribute the opponent will take damage equal to their monster’s ATK
+ Various options and scenarios to assure its best results or mitigate its demerits

 

– If the revealed monsters don’t match we will send ours to the Graveyard while the opponent summons theirs
– Might require a Deck and Extra Deck arround it
– Incredibly difficult to assure its effect damage

Sky Striker Ace – Zeke

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2 monsters, including a “Sky Striker Ace” monster
Must be Link Summoned. You can only Special Summon “Sky Striker Ace – Zeke(s)” once per turn. If this card is Link Summoned: You can target 1 face-up monster on the field; banish it until your opponent’s next End Phase. Once per turn: You can target 1 other card you control; this card gains 1000 ATK, then, send the targeted card to the GY.
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Currently Found In: Duel Overloard (DUOV-EN024)

Sky Striker is a particular archetype due only featuring two monsters in their entire card pool, as most of their power comes from the many Spell Cards with a variety of effects for any situation. Such Spell Cards also support each other from the Graveyard, as once a predetermined number of them are in that location their effects will become stronger as a result. Because most of their power comes from their Spell Cards and their cheap Link Summons Sky Striker has a lot of liberties when comes to building their Deck, allowing them to take a wide variety of approaches as long they can assure their Spell Cards reach their peak while also centering mainly arround the Extra Monster Zone.

 
“Sky Striker Ace – Zeke” is the most expensive Link Monster this archetype can aim for, requiring two materials instead of one. Its low cost doesn’t make it less threatening, as by its Link Summon “Zeke” will let us target and banish an monster on the field until the end of the opponent’s next turn. And despite its low base ATK “Zeke” solves it immediately, as once per turn “Zeke” gains a permanent 1000 boost by sending any other card to the Graveyard. Overall “Zeke” is quite straightforward with a solid card removal and getting stronger each turn, but clearly has some other interactions to work along its archetype to obtain further results aside of its own.

 
Sky Strikers mainly centers arround a single monster as its core material towards Rating one Link Monsters, making the position of “Zeke” really stand out arround its comrades. Requiring a Sky Striker Ace as one of its materials simply requires any archetype member including copies of itself, which in most cases will be covered by “Sky Striker Ace – Roze”. “Roze” not only is easily available by supporting cards such as “Sky Striker Airspace – Area Zero” as well generic options like “Reinforcement of the Army”, but will Special Summon itself in response of our other summons to completely assure that we have the two monsters needed for “Zeke”. Otherwise “Roze” carries a self-revival ability in the Graveyard, as by defeating an opponent’s monster in an Extra Monster Zone will be brought along a negation effect for further coverage towards this Link Summon. This doesn’t imply that “Roze” alone will be the only one covering the arrival of “Zeke”, as while “Sky Striker Ace – Raye” is unable to provide a shortcut with its Special Summon effect is nonetheless a potential material for this summon, while “Sky Striker Mecha – Hornet Drones” and other Spell Cards such as “Instant Fusion” grant us materials as fuels the archetype’s Spell Card effects in the process.

 
“Zeke” doesn’t have convoluted effects compared to other Extra Deck monsters including Sky Striker members, but that doesn’t make it less dangerous despite its simplicity. Even if just banishes a monster for a pair of turns is still a big impact on the field nonetheless, not just due the fact that we clear the field of any threats and allowing potential direct attacks, but also banishing the target avoids any possible interactions with the Graveyard which are quite prominent nowadays. Not only that, but if we target a monster in the Extra Monster Zone we can trigger the revival ability of “Roze”, extending our plays even further with its pressence. The ATK boost while can turn “Zeke” into a solid attacker and gradually more dangerous might seem a stiff cost for the outcome, but it has some additional benefits if we use the archetype cards as it main cost. As said several times Sky Striker’s Spell Cards get stronger the more of them are in the Graveyard, so “Zeke” can get rid of some of them to obtain powerful abilities in return. This becomes specially effective with cards that trigger effects once disposed as this doesn’t count as a cost, giving us the effect of “Sky Striker Airspace – Area Zero” to Special Summon a Sky Striker from our Deck, or “Sky Striker Mecharmory – Hercules Base” returning Spell Cards into our Deck to be reused in our next turns. Lastly, given that every other Sky Striker Link Monster has a very cheap summon requeriment, if “Zeke” won’t stay arround to keep sending cards and getting stronger it can be tagged out for other lead monsters such as “Sky Striker Ace – Kagari” and “Sky Striker Ace – Shizuku” among others.

 
Sky Strikers is that kind of theme you can’t judge their cards individually, proven by “Sky Striker Ace – Zeke” and its very simple effects for current standards. Its removal effect will clearly have devastating results no matter if the opponent’s monster will return in a few turns, and with the synergy provided by “Sky Striker Ace – Roze” we can obtain further benefits starting from its own Link Summon to others. The ATK boost easily solves its subpar stats, but behind a heavy cost “Zeke” will support the archetype’s Spell Cards by piling them in our Graveyard as well triggering certain effects when disposed. However, when compared to the other Sky Striker’s Link Monsters “Zeke” might be in the bottom of their priorities, not only for being easier to summon but also providing effects that allows us to reuse the archetype’s powered Spell Cards to keep the game under control. “Zeke” is far from being an underhwelming addition to the archetype given that is simple to summon and has some strong outcomes with its abilities, but given the loner nature of the Deck and minimum investment on materials it might make few appearances in most Duels.

 

Personal Rating: A

 

+ When Link Summoned will banish a monster until the end of the opponent’s next turn
+ Sends a card on our field to gain 1000 ATK
+ Easy to summon
+ Strong interactions with its archetype arround its effects

 

– ATK boost might feel expensive
– Overshadowed by other Sky Striker Link Monsters

Bujinki Ahashima

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2 monsters with the same Level
Cannot be used as Link Material. You can only use each of the following effects of “Bujinki Ahashima” once per turn.
● If this card is Link Summoned: You can Special Summon 2 monsters with the same Level, 1 from your hand and 1 from your GY, but negate their effects, and immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only.
● If an Xyz Monster this card points to activates an effect by detaching material(s) (except during the Damage Step): You can target 1 Spell/Trap your opponent controls; destroy it.
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Currently Found In: Duel Overload (DUOV-EN018)

Many current Decks spend long turns on several summons and Extra Deck preparatives to obtain the strongest board as soon as possible, but that doesn’t mean every strategy has to follow this playstyle. A good example of this is the Bujin archetype, which only requires a single monster from the Main Deck to already become a main threat against any opponent. Thanks to the Bujingi subgroup a monster of this archetype can stay alive and even punish the opponent’s actions, which with some backrow for further support it can turn into an Anti-Meta strategy without no much effort. Despite its passive nature doesn’t mean that Bujin won’t take the offensive at any chance given, as will look for the right opening to bring their Xyz Monsters to either beat the opponent or rearrange our resources.

 
“Bujinki Ahashima” is the Link Monster addition many classic archetypes gained in recent years, not only able to support its own kind but any Xyz Summons in general. With the drawback where cannot become a Link material, the Link Summon of “Ahashima” will allow us to immediately follow with a Xyz Summon by summoning two monsters sharing equal Levels from our hand and Graveyard respectively with their effects negated. “Ahashima” continues the support with its second effect, where a Xyz Monster pointed by its arrows detaches a material to activate an effect it will allow us to destroy an opponent’s Spell or Trap. “Ahashima” might not have a high ATK, but can become a reasonable investment in any Xyz focused strategy which wants some field pressence and backrow removal all together.

 
The summoning conditions of “Ahashima” are quite odd, as pretty much shares the same as a Xyz Monster by needing monsters with the same Level. Because of that “Ahashima” must be played as if we were aiming for a Xyz Summon (Specially due its effects), and all will vary of the Deck is interacting with. Bujin although often a passive strategy they won’t hesitate on bringing materials to summon “Ahashima” in no time, as from a mere “Rescue Rabbit” summoning copies of “Bujin Hiruko” from inside our Deck, to gaining additional summons by the likes of “Bujin Hirume” and “Fire Formation – Tensu”, the archetype can easily go from a simple field to one with “Ahashima” and the following Xyz Monster by its effect. This same outcome can be replicated by pretty much any Deck that has even some basics arround Xyz Monsters given the effects and summon of “Ahashima” isn’t exclusive to its archetype, ranging from being easily accessible by Decks that swarms the board with materials such as Frogs or Burning Abyss, to those that slightly mix Levels like Gagaga. One major advantage “Ahashima” has on its summon over Xyz Monsters is that is capable of using Tokens for its arrival, therefore we can instead use way simpler resources such as “Scapegoat” and “Photon Sanctuary” to obtain all the materials needed for its Link Summon. Lastly, its arrows’ locations and several restrictions to be a material makes “Ahashima” not a favorable revival target, but unless there’s a Xyz Monster in the Extra Monster Zone it can become a material for a Tribute or Fusion Summon in some particular cases.

 
At first might seem rebundant to Link Summon “Ahashima” to simply follow with a Xyz Summon we could’ve used the materials of the former into, but there are various advantages no matter if involves other Bujins or not. First of all is field pressence, as even though “Ahashima” might not be the strongest monster out there and will often rely on the likes of “Honest” and/or “Bujingi Crane” to survive, the mere fact we obtained two monsters at cost of technically one summon it can create a strong setup by little effort. Because “Ahashima” requires monsters with matching Levels in our hand and Graveyard for its Xyz Summon ability can lead to a very expensive summon if not careful, but in many cases it will potentially use one of the materials of its Link Summon and thus pretty much become a card that requires three monsters to work with (In other words, the two Link materials plus a monster in our hand). Another important trait of “Ahashima” is the potential to rearrange our setups if stuck, as while its Link Summon has more liberties than a Xyz Summon the latter can be prepared with monsters in our hand and Graveyard which otherwise wouldn’t find a way to be brought together (For example, using cheap Level 3 monsters on “Ahashima” so can summon Level 5 monsters). The removal effect is much simpler on its usage, as the very same Xyz Monster we just brought or any other pointed by “Ahashima” will trigger this ability once detaches one of its materials. This also can include opponent’s Xyz Monsters, as given the upper arrow of “Ahashima” it can punish reckless players which didn’t consider card location during their plays.

 
“Bujinki Ahashima” is not like many other Link Monsters which often provides straightforward assist effects towards other summons, but can truly stand out among the competition due many of its unique traits. With the right material management “Ahashima” is a card that will require three monsters at most, leading to not only its own Link Summon but also a Xyz Monster which isn’t limited to other Bujins. This also gives us the opportunity to slightly diversify our monsters’ Levels when working arround its effect, taking advantage of the simple investment of Link Summons to then aim for a Xyz Summon by this monster’s shortcuts. The backrow removal although might not be as prominent against various Decks is nonetheless powerful, leading to a strong board with two Extra Deck monsters immediately taking over the field. While in the right hands “Ahashima” grants a lot of benefits no other Link Monster will easily replicate, both its low ATK and the fact the opponent might gain an additional Zone for their Link and Pendulum Summons due its upper arrow it leads to a major risk that will affect the overall usage of this monster. While this alone damages its pressence in many Extra Decks, “Ahashima” offers a strong balance of benefits for the overall investment required.

 

Personal Rating: A-

 

+ When Link Summoned it will perform a Xyz Summon by summoning a monster in our hand and Graveyard with matching Levels
+ If a Xyz Monster pointed by its arrows detaches a material to activate an effect we can destroy an opponent’s Spell or Trap
+ Easy to handle its summon and effects arround Xyz strategies

 

– Cannot be used as Link material
– Low stats and an upper arrow carries several risks to be aware of

Trackblack

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2 Effect Monsters
You can target 1 monster you control this card points to; this turn, each time it destroys an opponent’s monster by battle, draw 1 card. You can only use this effect of “Trackblack” once per turn.
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Currently Found In: Starter Deck 2019 (ST19-JP042)

In a brief period of time Link Monsters went from centerpieces in most Extra Deck setups, to optional tools with supportive effects to extend our plays with. On their debut all Extra Deck summons were limited to the new at the time Extra Monster Zone, with only Link Monsters able to bypass this rule by use of their arrows. However, this made every other Extra Deck playstyle and many builds arround them severely hindered in several aspects of a Duel, something that was solved with rule changes quite recently. Now Link Monsters still have some prevalence thanks to their cheap summon conditions, but given every other Extra Deck mechanic isn’t limited to a single Zone (aside of Pendulum Summons) these monsters will often appear on the field mainly to provide assistance with their effects.

 
“Trackblack” is a small Link Monster with a basic ability involving its arrows. “Trackblack” can target a monster pointed by one of its arrows, granting it the ability to let us draw a card each time it destroys a monster in battle during that turn. A basic bonus effect that can compensate any resources spent on summoning both “Trackblack” and the attacker granting this ability, which can become quite a powerful drawing engine in some particular strategies with some potential candidates arround this Link Monster.

 
Link Summon has a lot of liberties on their arrival and very few restrictions, with “Trackblack” being in a solid position by requiring two Effect Monsters as its materials. Although we cannot obtain support from Normal Monsters or Tokens, there’s plenty of monsters that can easily gather such materials by little to no effort. The likes of “Summoner Monk” and “Rescue Cat” offers basic methods to obtain monsters from our Deck to work towards this Link Summon, while alternatively cards such as “Cyber Dragon” and “Instant Fusion” offers simple Special Summons to simply follow with our Normal Summon. This can be followed with even Graveyard options in late game of if disposed in our first turns, as monsters like “Crane Crane” and “Masked Chameleon” can revive one of many targets to work as materials together. Depending of the Deck itself the chances for “Trackblack” to arrive will increase in one way or another, as from cards like “Rekindling” and “White Mirror” offering strong summoning methods for their respective monsters, to a wide variety of archetypes that won’t hesitate to swarm the board in no time, “Trackblack” really has no major issues to be Link Summoned. Keep on mind that since “Trackblack” has an upper arrow it can be summoned in a Main Monster Zone to assist a monster in the Extra Monster Zone, either by Link Summon by using another Link Monster’s arrow or simply being revived in later turns.

 
The performance of “Trackblack” will range from a simple monster to gain small but solid benefits, to potentially granting us an easily abusable drawing effect. On its basics “Trackblack” is a little monster that if is not using its arrows for further Link Summons, it will target a monster of ours so once an attack lands we’ll draw a card in return. One important trait of this effect is that “Trackblack” doesn’t require to stay on the field to keep its effect active, so after targetting a monster it can be used as material of other summons including other copies of itself to potentially stack its ability. With the only drawback of this effect is that lasts for a single turn, if we can target a monster with the ability to attack multiple times it will make “Trackblack” intoa solid drawing engine under common circumstances. Monsters like “Decode Talker Extended” and “Meklord Astro Dragon Triskelia” will attack two to three monsters and gives us the same number of cards in return, while some extreme cases such as “Asura Priest” and “Jurrac Monoloph” have the potential to making us draw six cards from a single Battle Phase. But if you want to simply draw most or all your Deck to the point of potentially winning by the conditions of “Exodia the Forbidden One”, “Performapal Kaleidoscorp” grants a monster the ability to attack as many times as Special Summoned monsters are on the field, which in conjunction with “Cactus Fighter” creating an enemy Token after each attack creates an infinite loop to obtain as many cards as we like.

 
“Trackblack” might not stand out among the many powerful Link Monsters easily accessible for even the average player, but is that kind of card that has incredible potential in the right hands. Along the cheap summon requeriment of its kind “Trackblack” provides an effect which under basic setup can lead to a massive hand advantage. If is not by use of its own copies to stack its effects on one or several monsters, those with multiple attacks or the loop caused by “Performapal Kaleidoscorp” and “Cactus Fighter” will give us a big chunk of our Deck into our hand. “Trackblack” will only show up in some gimmicky strategies as still relies on the opposite field to obtain the best outcomes arround it, but is undoubtly a Link Monster with incredible potential among drawing engines.

 

Personal Rating: B+

 

+ Targets a monster which when defeats a monster in battle let us draw a card
+ Very powerful effect working with its own copies and/or monsters with multiple attacks
+ Can let us draw our whole Deck by working with “Performapal Kaleidoscorp” and “Cactus Fighter”

 

– Requires a Deck arround its effect
– Relies on the opponent’s field to take advantage of monsters with multiple attacks

Fire Prison

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All Dragon monsters on the field gain 300 DEF. If any Link Monsters are on the field, neither player can Link Summon a Link Monster with a lower Link Rating than the highest Link Rating on the field. Monsters cannot attack, except Link Monsters. Apply the following effects while 2 or more Cyberse Link Monsters are on the field.
● Negate the activated effects of Cyberse monsters.
● Cyberse monsters cannot attack, cannot be targeted for attacks, and cannot be targeted by card effects.
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Currently Found In: Extreme Force (EXFO-EN052), Star Pack VRAINS (SP18-EN043), 2018 Meta-Tin Mega Pack (MP18-EN204)

Stalling effects are a rarity in the game, mainly given that the few options available already are quite effective to add more alternatives. These defensive effects could be narrowed in two categories: Those that tries to stop the opponent’s plays as we focus on a particular winning condition, or cards that will affect both players by limiting their options. In either case these cards will quite often require a Deck of their own, mainly allowing us to play without having to conflict with these cards’ abilities.

 
“Fire Prison” is a particular Field Spell due providing what could be random effects in a single card. By default “Fire Prison” grants Dragons a 300 DEF boost, nothing outstanding given “Fire Prison” potential comes from its consequent abilities. Players will also be unable to attack unless is with Link Monsters, severely limiting any chances to enter the Battle Phase by making Duels only depend on a particular kind of monsters. Once a Link Monster is on the field “Fire Prison” forbids players to performing any Link Summons with a Rating lower compared to the highest stat on the field, potentially narrowing players’ Extra Decks of vital summons. Lastly, if there’s two Cyberse Link Monsters on the loose, monsters of said Type cannot activate effects or attacks, as well becoming unable to be attacked or be targetted by effects. Overall, “Fire Prison” seems a mess of various different effects that might aim towards being a Side Deck against Cyberse plays, but it can become an interesting Field Spell that can lock down boards depending of how we invest on it.

 
First and foremost you shouldn’t care about the DEF boost, as aside of a very few defensive Dragons such as “Linkbelt Wall Dragon” the amount gained is quite subpar. Instead we should focus on its other effects, as depending of how we prioritize “Fire Prison” it can achieve some strong results in one way or another. Making every creature but Link Monsters unable to attack already makes “Fire Prison” a solid Stall card to depend on, so all we have to do is to assure the opponent doesn’t Link Summon along some other options to stop any troublesome effects. Obviously bringing our own Link Monster(s) can suffice for the opponent not bring their own, so we should try to aim for the biggest Link Monsters as possible before the activation of “Fire Prison”. This is an easy task and becomes specially effective if we go first, as a wide number of options can bring the likes of “Firewall Dragon Darkfluid” and “Borrelend Dragon” which as the highest Ratings in the game will completely shut down all Link Summons with their pressence alone. A much cheaper alternative is to focus on an Anti-Meta approach, as by simply using cards such as “Fossil Dyna Pachycephalo” and “Jowgen the Spiritualist” not only we will stop Link Monsters from coming out but practically any other Special Summons as we work towards special winning conditions and/or Burn damage. The final effect of “Fire Prison” is undoubtly more specific on its purpose by restricting the uses of an entire Type, and despite Cyberse monsters being unaffected by target attacks and effects we are still able to direct attack the opponent unless they control a monster of a different Type.

 
“Fire Prison” is an oddity among Stall effects due how particular is on its purpose, but if we narrow its usage is actually a very solid pick to lock down more than just Link Monsters. As mentioned before the 300 DEF boost is not worth the investment for a card that centers arround and against Link Monsters, overall becoming irrelevant when most monsters are in Attack Position anyways. The ability to harm Cyberse monsters on the other hand has higher chances to become prevalent given is the Type more centered on Link Summons, making “Fire Prison” a solid Side Deck pick to assure direct attacks while making the opponent’s monsters unable to interact with the field. This leads to the most prominent uses of “Fire Prison” arround its ability to restrict both attacks and Link Summons, having two very different but basic routes to take on. Either we Link Summon the biggest monster as possible before the opponent does so, or we simply aim for a completely shut down of most summons so no monster will be able to attack. Overall, “Fire Prison” seems quite a mess due effects that either require a special investment that will often be only powerful if we can start the Duel (As the opponent can bring a big Link Monster that will make “Fire Prison” lose in efficiency), or will barely have any uses unless facing certain Cyberse Decks. But if we simply center in one of two aspects of the Field Spell, it can turn into a solid tool to halt many of the current Decks with just some simple preparatives.

 

Personal Rating: B

 

+ Dragon monsters gain 300 DEF
+ Monsters cannot attack except for Link Monsters
+ Players cannot Link Summon a monster with a lower Rating than those on the field
+ If there’s two Cyberse Link Monsters the Type cannot attack or use effects while also be unable to be targetted by battle or other effects
+ Solid lock down setups with basic options

 

– Half of its effects are either pointless or situational
– Requires a Deck arround it
– Mainly effective if we take the first turn

Decode Destruction

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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.
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Currently Found In: Duel Power (DUPO-EN016)

Support exclusive for an archetype is nothing new in the game, but there are some cases where said cards aims towards a very specific monster (or monsters).This is a very riskful mechanic to play arround, as depending of how accessible both the monster and the cards that provides additional advantages can lead to either a consistent build arround a prominent lead, to a Deck which constantly suffers of dead draws. While in some cases such as “Dark Magician” and “The Winged Dragon of Ra” they reach a point where could be treated as archetypes due consistency and exclusive options, others aren’t that lucky and must work with anything they can find that can gather all the pieces together.

 
“Decode Destruction” is a Spell Card only functional for “Decode Talker”, the main monster of the VRAINS series as well one of the very first Link Monsters to be introduced. This card offers a battle focused effect towards a “Decode Talker”, which will get stronger the more monsters are pointed by its Link arrows. With atleast one “Decode Talker” will gain 500 ATK for each monster pointed by its card, with minimum of two will banish any monster defeated in battle, while pointing with all three arrows “Decode Talker” will wipe out all opponent’s card after taking down a monster. This is clearly a card that requires more than just “Decode Talker” to become devastating, but given that this monster takes advantage of its position in the Extra Deck and the simple summons of Link Monsters makes it reach its full effect actually not that convoluted.

 
Obtaining “Decode Talker” is no difficult task given the nature of Link Summons, but to obtain the best from both its own effects and “Decode Destruction” is highly recommended to be brought in the Extra Deck Zone so can point as many monsters as possible (As otherwise will only point whichever monster in front of it if any). With a wide variety of monsters becoming materials towards “Decode Talker” and some other summons we can go through to be pointed by its bottom arrows, “Decode Destruction” will have two of its three effects assured right from the early game. Is the third arrow and effect of “Decode Destruction” where things might get complicated as involves the opponent’s field, although some cards like Kaijus and “Knightmare Corruptor Iblee” can be brought to their side while disrupting their board in the process. The first effect of “Decode Destruction” is pretty much a replica of “Decode Talker” own ATK boost, potentially reaching up to 5300 ATK if all three arrows points monsters. The second and third effects of the Spell Card are undoubtly fearsome, as while at its peak will wipe out the entire opposite field so other monsters can direct attack them for a possible victory, simply banishing the monster “Decode Talker” has taken down can be enough to interrupt future plays. Obviously depending on a single attack to obtain the best from “Decode Destruction” has several risks, but along “Decode Talker” own ability to stop targetting effects we can provide further coverage by Code Talker cards like “Cynet Optimization” and “Cynet Conflict” assuring the battle becomes successful. Keep on mind that “Decode Destruction” only needs pointed monster on its activation, so its effects and ATK boost at the moment of being played will remain if the monsters are retired from the field.

 
“Decode Destruction” has the major advantage of supporting a Link Monster, which are quite easy to summon and gather monsters arround their arrows. Despite being exclusive to “Decode Talker” and not Code Talkers as a whole, “Decode Destruction” can go from doubling the monster’s ATK by combining with its own effect, to destroying a whole field if the attack goes through. While the premise of a 5300 ATK with target negation and the ability to banish and destroy cards makes this card promising, is still an effect that requires a lot of resources to be achieved. Not only that, but along “Decode Talker” and “Decode Destruction” having reliance on the opposite field to have all three arrows pointing a monster, all this effort becomes pointless given the wide number of mass removal effects we can choose for without requiring specifications on which and how many monsters are present in either side of the field and hoping our attack goes through. If you’re fan of “Decode Talker” this card has some basic setups to gain its best results, but is far from a recommendation given the several cheaper alternatives.

 

Personal Rating: B-

 

+ Provides up to three effects to “Decode Talker” depending of the number of monsters pointed by its arrows
+ Simple to achieve all its effects
+ Several options and support to assure the best results

 

– Relies on the opponent’s field so “Decode Talker” points three monsters
– Overshadowed by several removal effects without requiring a big investment on them

Trickstar Foxglove Witch

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2+ Fairy monsters
If this card is Special Summoned: You can inflict 200 damage to your opponent for each card they control. If this Link Summoned card is destroyed by battle or effect: You can Special Summon 1 Link-2 or lower “Trickstar” monster from your Extra Deck, then inflict 200 damage to your opponent for each card they control. You can only use each effect of “Trickstar Foxglove Witch” once per turn.
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Currently Found In: Duel Power (DUPO-EN021)

Trickstar is an archetype which carries a variety of disruptive effects which combined together creates a highly devastating strategy. Most of their monsters will deal minor effect damage in one way or another, but stacked with the rest of their allies can actually cause a major loss of Life Points without having to enter any battles. This will work together with a wide number of combo plays to further push their main gimmick, ranging from punishing opponent’s actions to working along other cheap Special Summons. In conjunction with Link Summons and other Extra Deck mechanics they can mix together, Trickstar quickly became a strong Deck to be afraid of in the competitive scene.

 
“Trickstar Foxglove Witch” is a Link Monster that can summarize the archetype’s premise by its two abilities. When Special Summoned “Foxglove” will deal 200 damage for each card on the opponent’s field, going from respectable to devastating depending of the board. This effect will repeat in case “Foxglove” was Link Summoned to then be destroyed, but in addition of the Burn damage we will be able to summon a Trickstar wirth Rating 2 or lower from our Extra Deck. Much like the rest of the archetype “Foxglove” might not seem to provide powerful damage input on its own, but combined with the rest of Trickstar monsters and options it can chip away the opponent’s Life Points in no time.

 
“Foxglove” is quite an exception in comparison to the rest of Trickstars residing the Extra Deck, as one of the very few which summon conditions aren’t limited to its archetype alone. Given Trickstar debutted along Link Monster obviously they have the upper hand to pull out this monster with ease, with “Trickstar Corobane” and “Trickstar Narkissus” easily providing Special Summons to gather together, as well “Trickstar Fes” generating Tokens to immediately acheived the (by default) three materials required for “Foxglove”. The possibility to use other Fairies can allow Trickstars to mix with other resources and not compromise “Foxglove” but instead improve its availability, with popular picks such as “Valhalla, Hall of the Fallen” and “The Agent of Creation – Venus” quickly gathering materials by their respective effects, as well using other Link Monsters such as “Condemned Darklord” or “Cherubini, Ebon Angel of the Burning Abyss” to shortcut its summon with their respective Ratings. Speaking of which, the Trickstar that “Foxglove” can summon by its own defeat can become a potential material for a new copy, giving us an opportunity to keep dealing damage turn after turn. Lastly, although the ability to summon another Trickstar is only available when “Foxglove” was Link Summoned, we can still revive it later on to work as material and trigger its Burn damage as much as we can.

 
With effects activated under limited conditions, “Foxglove” doesn’t need to have a permanent pressence on the field to be effective. Is undeniable that its effects are reliant on the opponent’s field to become quite dangerous, but given the nature of the archetype even the bare minimum can suffice to keep piling Burn damage with the rest of their cards. “Foxglove” is just one of the many Trickstars that will chip away Life Points one after another, with “Trickstar Holly Angel” and “Trickstar Bella Madonna” taking advantage of the archetype’s consecutive plays, as well “Trickstar Lycoris” and “Trickstar Candina” punishing the opponent’s actions. If combined with the additional damage provided by cards like “Trickstar Light Stage” and “Dark Room of Nightmare”, as well cards like “Trickstar Magical Laurel” providing benefits from the damage caused, the mere arrival and/or defeat of “Foxglove” can cause a lot of incredible results even at its worst. “Foxglove” might not have additional effects while present on the field but its several arrows can provide great support for additional Link Summons, as well its high Rating aiming for some big Link Monsters by minimum effort. Otherwise the opponent will try to take it down without triggering its second Burn and summon effects, although is quite possible to be ourselves who destroys “Foxglove” instead. Either by a variety of removal effects or simply attacking a stronger monster or one with similar ATK, not only “Foxglove” can deal further damage but also bring out for free some strong replacements like the mentioned”Holly Angel” or “Trickstar Divaridis”.

 
Trickstar is overall a very particular Burn strategy as mixes along control and Link setups, making the likes of “Trickstar Foxglove Witch” not that simple to underestimate. Although is undeniably reliant on the opponent’s field to deal massive damage on its own by one of its two effects, the archetype’s nature to keep dealing small but consecutive amounts of damage makes “Foxglove” just another part of this strategy to keep the momentum going. “Foxglove” also has the major advantage of not being limited to its own archetype in terms of materials required, able to stand out in mixed builds along other Fairies where Trickstars aren’t their priority. Lastly, the ability to summon another Trickstar upon defeat is valuable to keep a field pressence, and despite limited to lower Ratings than “Foxglove” there’s some strong candidates to take over its position. “Foxglove” might not be as devastating or consistent as other Link Monsters the archetype offers, but such simplicity on its effects and the option to use any Fairies towards its summon makes it worth a copy minimum to punish heavy boards or simply keep the constant damage flowing to the point of becoming the Deck’s winning condition.

 

Personal Rating: A-

 

+ When summoned deals 200 damage for each card on the opponent’s field
+ When Link Summoned and destroyed deals 200 damage for each card on the opponent’s field and summons a Rating 2 or lower Trickstar from the Extra Deck
+ One of the few Trickstars not limited to its own archetype for materials

 

– Relies on the opposite field to deal big damage
– Other Trickstars will be prioritized in most Duels