Eldlich, also known to Vietnamese card players as Cau Vang , is a deck that I actually rarely play but have had to play against them a lot. This is a deck with a game plan that focuses on control.... well the worst versions of it that you probably saw on Master Duel during launch week were relying on floodgates like skill drain and a few other things that made the game less fun.

How to play Eldlich
Sections covered in this guide:
Skill
Sanctuary of the King's Treasures (Skill Card) (100%)




Sanctuary of the King's Treasures (Skill Card)
ATK:
0
DEF:
0
You can only use this Skill's second and third effects once per Duel if your Deck contains a total of 15 or more Trap Cards. 1: At the beginning of your first turn, place 1 "Temple of the Kings" from outside your Deck face-up on your field. You cannot activate the effect of "Temple of the Kings" on your first turn. 2: If you control a Continuous Trap Card, send 1 card from your hand to the Graveyard, return any number of Continuous Spell Cards and/or Continuous Trap Cards to your hand. Then, Set 2 Continuous Trap Cards from your Deck that can Special Summon themselves as monsters. (These cards can be activated the same turn.) 3: From turn 2 onward, add 1 Level 10 monster from your Deck or 1 "Mystical Beast of Serket" from outside your Deck to your hand.
Sanctuary of the King's Treasures allows you to start a match with Temple of the Kings face-up on your field, allowing you to activate a Trap card the turn it is set (once per turn).
And once you control an Eternal Trap card, you can set Eternal Trap cards that have the ability to Special Summon themselves as monsters and they can be summoned this turn. And also from the second turn onwards, you add a 10-star monster from your deck to your hand.
And coincidentally, Eldlich himself is a Level 10 monster. Alongside that, we have Lord of the Heavenly Prison , a card I never thought I'd actually use. The Winged Dragon of Ra - Sphere Mode , the funniest way to remove a lot of stuff from the enemy field, and Jizukiru, the Star Destroying Kaiju , which is similar but only 1.
How to use Skill I will talk in the article.
The cards in the main deck
Eldlich the Golden Lord (x2-3)




LIGHT
10Eldlich the Golden Lord
ATK:
2500
DEF:
2800
You can send this card and 1 Spell/Trap from your hand to the GY, then target 1 card on the field; send it to the GY. If this card is in your GY: You can send 1 Spell/Trap you control to the GY; add this card to your hand, then you can Special Summon 1 Zombie monster from your hand, and if you do, until the end of your opponent's turn, it gains 1000 ATK/DEF and cannot be destroyed by card effects. You can only use each effect of "Eldlich the Golden Lord" once per turn.
- We can send this card and 1 Spell/Trap from hand to graveyard, then choose 1 card on the field to send it to graveyard with. This ability gives us a pretty good non-Destroy discard, at the same time we can choose our own card on the field to send to graveyard and perform a complex combo.
- The second effect is usually used right after activating the first effect. When in the grave, we can send 1 Spell/Trap from the field to the grave to add Eldlich back to the hand, then immediately summon 1 Zombie Monster from the hand ( in this version of the Deck, it is usually Eldlich himself ). Then the golden boy will have 3500 ATK/ 3800 DEF and cannot be destroyed by card effects, a pretty solid wall.
Conquistador of the Golden Land (x3)




Trap
ContinuousConquistador of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 500/DEF 1800) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can destroy 1 face-up card on the field. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Conquistador of the Golden Land" effect per turn, and only once that turn.
=> All Golden Land Spell/Trap cards have the same second effect, which is that at the end of the turn, they can banish themselves from the grave to set 1 "Eldlixir" Spell/Trap from the deck to the field, so I will not mention it again in the following cards. Note that you can only use 1 effect of 1 ELDLICH Trap card per turn . Please note this limitation, especially when you draw 2 copies of the same Trap card. Do not discard the remaining copy unless you really have to, otherwise it will be wasted.
Huaquero of the Golden Land (x2-3)




Trap
ContinuousHuaquero of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 5/ATK 1800/DEF 1500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can banish 1 card from either GY. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Huaquero of the Golden Land" effect per turn, and only once that turn.
Guardian of the Golden Land (x2-3)




Trap
ContinuousGuardian of the Golden Land
Special Summon this card as a Normal Monster (Zombie/LIGHT/Level 8/ATK 800/DEF 2500) (this card is also still a Trap), then, if you control "Eldlich the Golden Lord", you can make the ATK of 1 face-up monster on the field become 0. During the End Phase: You can banish this card from your GY; Set 1 "Eldlixir" Spell/Trap directly from your Deck. You can only use 1 "Guardian of the Golden Land" effect per turn, and only once that turn.
Guardian is the worst card of the bunch, but it's also one of the only ways this deck can deal with Blue-Eyes Chaos Dragon , a monster that's a real problem for this deck, as is the case with many other decks in this format.
The special thing about this card is that it is Level 8 so we can combine it with Shapesister to create a powerful level 10 Synchro like Swordsoul - Chengying
Golden Land Forever! (x1)
Eldlixir of Black Awakening (x1)




Spell
NormalEldlixir of Black Awakening
Special Summon 1 Zombie monster from your hand or Deck in Defense Position, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Black Awakening" effect per turn, and only once that turn.
Cursed Eldland (x3)




Spell
ContinuousCursed Eldland
You cannot declare attacks, except with Zombie monsters. You can only use each of the following effects of "Cursed Eldland" once per turn. ● You can pay 800 LP; add 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to your hand. ● If this card is sent from the Spell & Trap Zone to the GY: You can send 1 "Eldlich" monster or 1 "Golden Land" Spell/Trap from your Deck to the GY.
Eldlixir of White Destiny (x1)




Spell
QuickEldlixir of White Destiny
Special Summon 1 Zombie monster from your hand or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. During your Main Phase: You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of White Destiny" effect per turn, and only once that turn.
Shapesister (x1-2)
Apophis the Swamp Deity (x0-3)




Trap
ContinuousApophis the Swamp Deity
During the Main Phase: Special Summon this card as a Normal Monster (Reptile/EARTH/Level 6/ATK 2000/DEF 2200) (this card is also still a Trap), then, you can negate the effects of face-up cards your opponent controls, up to the number of other Continuous Traps you control, until the end of this turn.
Swamp Mirrorer (x0-2)
We'll use the second part of the ability to set up 2 SWAMP MIRRORER . In some combos, you return TEMPLE OF THE KINGS to your hand to free up the Trap Spell slot. However, due to the ability's limitations, if you return TEMPLE OF THE KINGS this way, you can't activate it again in the same turn, which most variants won't care about because why would you? You don't need Temple on their turn.
With this build, we're doing something "sinister" on turn one by holding back TEMPLE OF THE KINGS for their turn. We use the 2 SWAMP MIRRORERs we draw with our ability to summon GALLANT GRANITE and then Granite searches for LORD OF THE HEAVENLY PRISON . When we summon LORD OF THE HEAVENLY PRISON , we can set any trap from our deck and thanks to TEMPLE OF THE KINGS , we activate it immediately.
Eldlixir of Scarlet Sanguine (x3)




Trap
NormalEldlixir of Scarlet Sanguine
Special Summon 1 Zombie monster from your Deck or GY, but if you control no "Eldlich" monsters, you can only Special Summon "Eldlich" monsters with this effect. For the rest of this turn after this card resolves, you cannot Special Summon monsters, except Zombie monsters. You can banish this card from your GY; Set 1 "Golden Land" Spell/Trap directly from your Deck. You can only use 1 "Eldlixir of Scarlet Sanguine" effect per turn, and only once that turn.
Non-Fusion Area, Magic Deflector and The Eye of Truth (Floodgate/Negate area traps)
- Non-Fusion: Counter Fusion
- The Eye of Truth: Counter Skill
- Magic Deflector: Counter Spell ví dụ như tụi Sky Striker
Lord of the Heavenly Prison, The Winged Dragon of Ra - Sphere Mode, Jizukiru and the Star Destroying Kaiju (x1)




DARK
10Lord of the Heavenly Prison
ATK:
3000
DEF:
3000
During your Main Phase: You can activate this effect; this card in your hand becomes revealed until the end of your opponent's turn. While this card is revealed by this effect, Set cards on the field cannot be destroyed by card effects. If a Set Spell/Trap Card is activated (except during the Damage Step): You can Special Summon this card from your hand, then, if you activated this effect while this card was revealed, you can reveal and Set 1 Spell/Trap directly from your Deck, but banish it during the End Phase of the next turn. You can only use 1 "Lord of the Heavenly Prison" effect per turn, and only once that turn.




DIVINE
10The Winged Dragon of Ra - Sphere Mode
ATK:
-1
DEF:
-1
Cannot be Special Summoned. Requires 3 Tributes from either side of the field to Normal Summon to that side of the field (cannot be Normal Set), then shift control to this card's owner during the End Phase of the next turn. Cannot attack. Your opponent cannot target this card for attacks or by card effects. You can Tribute this card; Special Summon 1 "The Winged Dragon of Ra" from your hand or Deck, ignoring its Summoning conditions, and if you do, its ATK/DEF become 4000.




LIGHT
10Jizukiru, the Star Destroying Kaiju
ATK:
3300
DEF:
2600
You can Special Summon this card (from your hand) to your opponent's field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. When a card or effect is activated that targets exactly 1 card (and no other cards) (Quick Effect): You can remove 3 Kaiju Counters from anywhere on the field; negate that effect, and if you do, you can destroy 1 card on the field.
- Kaiju : Pick up 1 enemy monster
- Golden Ball : Picking up 3 enemy monsters is almost like clearing the field, similar to Kaiju, this is a form of Sacrifice removal, so many Boss monsters with protection abilities cannot do anything. Going after, we just need to activate the skill -> add this card to hand -> Boom
- Heavenly Prison is not a field clearing card like the other two cards, but it provides protection for our set Traps. Most importantly, it can set a Spell/Trap straight from the deck -> Combined with Temple of the Kings from Skill, we can activate it right away. This card can be searched from turn 1 thanks to Gallant Granite , not necessarily until turn 2.
Doomking Balerdroch (x1)




DARK
8Doomking Balerdroch
ATK:
2800
DEF:
2000
During the Standby Phase, if a face-up card is in a Field Zone and this card is in your GY: You can Special Summon this card in Defense Position. You can only use this effect of "Doomking Balerdroch" once per turn. Once per Chain, when a Zombie monster, except "Doomking Balerdroch", activates its effect (except during the Damage Step) (Quick Effect): You can apply 1 of these effects (but you cannot apply that same effect of "Doomking Balerdroch" again this turn). ● Negate that effect. ● Banish 1 monster from the field or GY.
Other cards can be put into the Deck.




Trap
ContinuousTiki Soul
Special Summon this card as an Effect Monster (Rock-Type/LIGHT/Level 4/ATK 1000/DEF 1800). (This card is also still a Trap Card.) While this card is an Effect Monster, if another Trap Card you control that is a monster would be destroyed by your opponent's card (either by battle or by card effect) and sent to your Graveyard, you can Set it in the Spell & Trap Card Zone instead.




EARTH
8Alghoul Mazera
ATK:
2800
DEF:
2300
If a Zombie monster(s) you control would be destroyed by battle or card effect, you can banish this card from your hand or GY instead. If this card is banished from the hand or GY: You can Special Summon this card in Defense Position, then you can reduce its Level by 1. You can only use each effect of "Alghoul Mazera" once per turn.




Trap
ContinuousSpace Dragster
Special Summon this card as an Effect Monster (Machine-Type/Tuner/FIRE/Level 1/ATK 0/DEF 1800). (This card is also still a Trap Card.) If Summoned this way, other Tuners you control cannot be destroyed by battle or your opponent's card effects while this card is in the Monster Zone.




Trap
NormalInfinite Impermanence
Target 1 face-up monster your opponent controls; negate its effects (until the end of this turn), then, if this card was Set before activation and is on the field at resolution, for the rest of this turn all other Spell/Trap effects in this column are negated. If you control no cards, you can activate this card from your hand.




DARK
4Necroworld Banshee
ATK:
1800
DEF:
200
"Zombie World" in the Field Zone cannot be destroyed by card effects, also neither player can target it with card effects. (Quick Effect): You can banish this card from your field or GY; activate 1 "Zombie World" directly from your hand or Deck. You can only use this effect of "Necroworld Banshee" once per turn.
Nibiru the Primal Being (x0-2)




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




Trap
NormalLost Wind
Target 1 face-up Special Summoned monster on the field; negate its effects, also its original ATK is halved. If a monster is Special Summoned from your opponent's Extra Deck, while this card is in your GY (except during the Damage Step): You can Set this card, but banish it when it leaves the field.




Trap
ContinuousPowersink Stone
Each time a monster effect is activated, place 1 Spellstone Counter on this card (max. 2). While this card has 2 Spellstone Counters, face-up monsters on the field cannot activate their effects, and their effects are negated. During each End Phase, remove all Spellstone Counters on this card.
- Power Sink Stone is basically Skill Drain and it's really useful
- If you don't have 3 ICE DRAGON'S PRISON , you can replace it with any strong trap like LOST WIND or TERRORS OF THE OVERROOT . I just think IDP is the strongest at the moment. Be careful though, because you can't activate it on most monsters after you use ELDLIXIR OF SCARLET SANGUINE because it locks you into the Zombie type. You can play more floodgates like LIGHT-IMPRISONING MIRROR to counter Blue-Eyes, but I don't think it's necessary.
Extra Deck
Combo Link Monster comes with I:P




LIGHTUnderworld Goddess of the Closed World
ATK:
3000
LINK-5
Link Arrow:
Top
Top-Right
Right
Bottom
Bottom-Right
4+ Effect Monsters You can also use 1 monster your opponent controls as material to Link Summon this card. If this card is Link Summoned: You can negate the effects of all face-up monsters your opponent currently controls. This Link Summoned card is unaffected by your opponent's activated effects, unless they target this card. Once per turn, when your opponent activates a card or effect that Special Summons a monster(s) from the GY (Quick Effect): You can negate the activation.




DARKI:P Masquerena
ATK:
800
LINK-2
Link Arrow:
Bottom-Left
Bottom-Right
2 non-Link Monsters During your opponent's Main Phase, you can (Quick Effect): Immediately after this effect resolves, Link Summon 1 Link Monster using materials you control, including this card. You can only use this effect of "I:P Masquerena" once per turn. A Link Monster that used this card as material cannot be destroyed by your opponent's card effects.




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




DARKKnightmare Unicorn
ATK:
2200
LINK-3
Link Arrow:
Left
Right
Bottom
2+ monsters with different names If this card is Link Summoned: You can discard 1 card, then target 1 card on the field; shuffle it into the Deck, then, if this card was co-linked when this effect was activated, you can draw 1 card. You can only use this effect of "Knightmare Unicorn" once per turn. While any co-linked "Knightmare" monsters are on the field, for your normal draw in your Draw Phase, draw 1 card for each different card name among those co-linked "Knightmare" monsters, instead of drawing just 1 card.
Train Engine




EARTH
Superdreadnought Rail Cannon Juggernaut Liebe
ATK:
4000
DEF:
4000
3 Level 11 monsters Once per turn, you can also Xyz Summon "Superdreadnought Rail Cannon Juggernaut Liebe" by using 1 Rank 10 Machine Xyz Monster you control as material. (Transfer its materials to this card.) Once per turn: You can detach 1 material from this card; it gains 2000 ATK/DEF, also for the rest of this turn, you can only declare an attack with this card. During each Battle Phase, this card can make attacks on monsters up to the number of materials it has +1.




WIND
Skypalace Gangaridai
ATK:
3400
DEF:
3000
2 Level 10 monsters You can detach 1 Xyz Material from this card, then target 1 card your opponent controls; destroy that target, and if you do, inflict 1000 damage to your opponent. You can only use the effect of "Skypalace Gangaridai" once per turn. This card cannot attack the turn you activate this effect.
The Synchro Leaves




WATER
10Swordsoul Supreme Sovereign - Chengying
ATK:
3000
DEF:
3000
1 Tuner + 1+ non-Tuner monsters For each banished card, this card gains 100 ATK/DEF and monsters your opponent controls lose 100 ATK/DEF. If this card would be destroyed by card effect, you can banish 1 card from your GY instead. If a card(s) is banished (except during the Damage Step): You can banish 1 card each from both your opponent's field and GY. You can only use this effect of "Swordsoul Supreme Sovereign - Chengying" once per turn.




DARK
8Draco Berserker of the Tenyi
ATK:
3000
DEF:
0
1 Tuner + 1+ non-Tuner monsters When your opponent activates a monster's effect (Quick Effect): You can banish it. If this attacking card destroys an Effect Monster by battle and sends it to the GY: This card gains ATK equal to the destroyed monster's original ATK, also it can make a second attack on a monster during this Battle Phase. You can only use each effect of "Draco Berserker of the Tenyi" once per turn.




FIRE
7Shiranui Squiresaga
ATK:
2100
DEF:
0
1 Tuner + 1+ non-Tuner monsters You can only Special Summon "Shiranui Squiresaga(s)" once per turn. Once per turn: You can banish 1 face-up monster you control or in your GY, then apply these effects, in sequence, depending on what the monster was before it was banished, if it was any of these. ● Zombie: You can have all monsters you control gain 300 ATK. ● FIRE: You can destroy 1 Spell/Trap on the field. ● Synchro: You can destroy 1 monster on the field.




FIRE
7Black Rose Dragon
ATK:
2400
DEF:
1800
1 Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can destroy all cards on the field. Once per turn: You can banish 1 Plant monster from your GY, then target 1 Defense Position monster your opponent controls; change that target to face-up Attack Position, and if you do, its ATK becomes 0 until the end of this turn.




LIGHT
6Virgil, Rock Star of the Burning Abyss
ATK:
2500
DEF:
1000
1 Tuner + 1 or more non-Tuner monsters You can only control 1 "Virgil, Rock Star of the Burning Abyss". Once per turn: You can discard 1 "Burning Abyss" card, then target 1 card your opponent controls or in their Graveyard; shuffle it into the Deck. If this card on the field is destroyed by battle or card effect and sent to the Graveyard: You can draw 1 card. You can only use this effect of "Virgil, Rock Star of the Burning Abyss" once per turn.
- Chengying: Most important, easy to Summon thanks to Shapesister + Guardian. Strong effect
- Since we have many level 5 Trap Monsters, we can call Black Rose to clear the field first and then combo later.
- Draco Berserker of Tenyi: The effect is also quite good but lacks protection, easily thanks to the Shapesister + Swamp Deity combo
Other XYZ cards




EARTH
Gallant Granite
ATK:
2300
DEF:
1800
2 Level 4 monsters You can detach 1 material from this card, then activate 1 of these effects; ● Add 1 Rock monster from your Deck to your hand. ● Special Summon 1 Rock monster from your hand in face-down Defense Position. You can only use this effect of "Gallant Granite" once per turn.




DARK
Dingirsu, the Orcust of the Evening Star
ATK:
2600
DEF:
2100
2 Level 8 monsters You can only Special Summon "Dingirsu, the Orcust of the Evening Star(s)" once per turn. You can also Xyz Summon this card by using an "Orcust" Link Monster you control as material. If a card(s) you control would be destroyed by battle or card effect, you can detach 1 material from this card instead. If this card is Special Summoned: You can activate 1 of these effects; ● Send 1 card your opponent controls to the GY. ● Attach 1 of your banished Machine monsters to this card as material.




LIGHT
Beatrice, Lady of the Eternal
ATK:
2500
DEF:
2800
2 Level 6 monsters / You can also Xyz Summon this card by sending 1 "Burning Abyss" monster from your hand to the Graveyard, then using 1 "Dante" monster you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) If Summoned this way, the following effect cannot be activated this turn. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; send 1 card from your Deck to the Graveyard. If this card in your possession is destroyed by your opponent's card (by battle or card effect) and sent to your Graveyard: You can Special Summon 1 "Burning Abyss" monster from your Extra Deck, ignoring its Summoning conditions.




FIRE
Evolzar Laggia
ATK:
2400
DEF:
2000
2 Level 4 Dinosaur-Type monsters During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.




WATER
Abyss Dweller
ATK:
1700
DEF:
1400
2 Level 4 monsters While this card has a material attached that was originally WATER, all WATER monsters you control gain 500 ATK. Once per turn (Quick Effect): You can detach 1 material from this card; your opponent cannot activate any card effects in their GY this turn.
- As mentioned above, if you play a lot of Swamp Mirrorer , you can access many strong XYZ rank 4. Abyss Dweller is a no-brainer, Granite helps us Search Nibiru or Heavenly Prison, we can also summon Evolzar Dolkka and Laggia because we can turn Swamp Mirrorer into Dinosaur.
- Beatrice can summon from 2 Swamp Deities and perform a series of interesting Zombie combos.
- Dingirsu is so iconic, 2 Guardians will help us summon this card immediately, giving us the ability to remove without Target, without Destroy, and at the same time has the ability to protect the cards on the field.
Constellar Pleiades (x1)
How to play/ How to combo
I. GAMEPLAY OVERVIEW
ELDLICH in Duel Links is currently a Control- heavy deck, taking advantage of new Skills to set up resources from the very first turn. The deck has two main variations:
Pure Control: Focus on the resource loop between ELDLIXIR and GOLDEN LAND .
Floodgate Turbo: Use the GALLANT GRANITE combo to find LORD OF THE HEAVENLY PRISON and lock down your opponent on the first turn.
It all revolves around the Key Skill: SANCTUARY OF THE KING'S TREASURES .
II. HOW TO OPERATE THE SKILL
The SANCTUARY OF THE KING'S TREASURES skill gives 3 huge advantages:
Auto-activate TEMPLE OF THE KINGS: Allows 1 Trap to be activated the turn it is Set Down.
Trap Monster Setup: If you control an Eternal Trap, you can return 1 Spell/Trap to your hand to Set 2 Trap Monsters (like SWAMP MIRRORER ) from the Deck to the field (they can be summoned immediately).
Toolbox (From Turn 2): Search 1 Level 10 Monster from the Deck ( ELDLICH THE GOLDEN LORD , THE WINGED DRAGON OF RA - SPHERE MODE , or Kaiju like JIZUKIRU ).
III. SPECIFIC COMBO DIRECTIONS
1. Combo "Floodgate Turbo" (Using GALLANT GRANITE)
This is the most "tricky" play mentioned in the second scenario, the goal is to lock the opponent before they can play.
Requirement: Requires GALLANT GRANITE (Rank 4) in Extra Deck.
Perform:
Activate Skill: Push the card back to Set 2 SWAMP MIRRORER .
Activate 2 SWAMP MIRRORER , summoning them into Monsters (Level 4).
XYZ Summon these two to get GALLANT GRANITE .
Activate GRANITE : Split the material to search for LORD OF THE HEAVENLY PRISON .
Activate the effect of LORD OF THE HEAVENLY PRISON in your hand: Reveal itself to Special Summon to the field.
LORD 's Effect: When summoned, allows you to Set any Spell/Trap from your Deck.
Final Blow: Thanks to TEMPLE OF THE KINGS (from Skill), you can activate the Set Trap card IMMEDIATELY .
Trap options to lock (Floodgate Targets):
NON-FUSION AREA: Destroy Decks like Despia, Chimera.
THE EYE OF TRUTH: Turns your opponent's cards face up, effectively countering Skills that require "Reveal 1 card from hand" (because once a card is revealed, it cannot be revealed again).
SUMMON LIMIT (If applicable): Limits the number of summons.
2. Basic Control Combo (Resource Loop)
This is the traditional way of playing, using abundant resources to slowly crush the opponent.
The Loop:
Use ELDLIXIR (Black Awakening/Scarlet Sanguine) to summon ELDLICH THE GOLDEN LORD .
Graveyard: Banish ELDLIXIR to Set a GOLDEN LAND trap from the Deck.
Use GOLDEN LAND (Conquistador/Huaquero) to harass your opponent (Explode/Expel cards).
End Phase: If a GOLDEN LAND trap monster is in the Graveyard, banish it to Set ELDLIXIR from the Deck.
Goal: Always keep at least 1 ELDLICH on the field and constantly rotate resources between the Graveyard and the Yard.
3. OTK Strategy (Finishing)
This deck has surprising OTK potential thanks to Level 10 monsters.
Ingredients: ELDLICH THE GOLDEN LORD + LORD OF THE HEAVENLY PRISON (or 1 level 10 Trap Monster via Skill/Effect).
Execution: Overlay 2 Level 10 monsters to get SUPER DREADNOUGHT RAIL CANNON GUSTAV MAX (Shoots 2000 damage) -> Upgrade to JUGGERNAUT LIEBE (6000 ATK, hits multiple times) to finish.
IV. SURVIVAL NOTES (IMPORTANT)
Based on experience from Duels, here are common mistakes that can cause you to lose the match:
Attack Lock: If you activate CURSED ELDLAND , you may ONLY attack with ZOMBIE monsters. Don't accidentally summon JUGGERNAUT LIEBE (Machine) and then realize you can't attack!
Summon Lock: When activated, ELDLIXIR OF SCARLET SANGUINE will lock you from Special Summoning only ZOMBIE monsters.
"Once per turn" rule (Hard OPT): You can only use 1 effect of 1 Eldlich Spell/Trap card per turn.
For example: If you used SCARLET SANGUINE on the field this turn to summon Eldlich, you CANNOT banish it to the Graveyard that turn to set a Trap. It must wait until the next turn.
Normal Monsters: Trap Monsters (like SWAMP MIRRORER , CONQUISTADOR ) are considered Normal Monsters . Therefore, they are immune to cards like FIENDISH CHAIN but still affected by WIDOW ANCHOR (because Widow Anchor chooses Face-up Monster, regardless of Effect/Normal).

































