Sky Striker gameplay guide

Sky Striker gameplay guide

  SKY STRIKER is one of the best decks in the game with its non-linear gameplay. There are no fixed combos; each game is a new challenge that you must figure out the correct sequence of moves to win.




Introduce

Introduce


  • The deck's core strengths:

    • Drawing cards to find the solution: This deck is best at continuously filtering and drawing cards until a "winning hand" (like NIBIRU , DROLL , etc.) is found to hard counter the opponent.

    • Field disruption: When going second, this deck is almost unstoppable thanks to a series of spells that remove and control opponents.

  • Main mechanism: The deck revolves around Spell cards. They have basic effects, but if you have 3 or more Spell cards in your Graveyard , they will activate powerful bonus effects.

  • Restriction: You cannot activate Sky Striker spells if there are monsters in the Main Monster Zone . You are only allowed to control monsters in the Extra Monster Zone .



  • Skill

     

    Sky Striker Ace Defying Fate (Skill Card) (100%)

    UR Rarity
    Sky Striker Ace Defying Fate (Skill Card)
    UR Rarity
    Sky Striker Ace Defying Fate (Skill Card)
    Sky Striker Ace Defying Fate (Skill Card)
    Sky Striker Ace Defying Fate (Skill Card)
    • ATK:

    • 0

    • DEF:

    • 0


    You can use each of this Skill's first and second effects once per Duel if your Deck contains 1 or more "Sky Striker Ace - Roze" and 9 or more "Sky Striker" Spell Cards. 1: At the beginning of your first turn, add 4 "Sky Striker Ace" Link Monsters with different names to your Extra Deck (except monsters that your Extra Deck already contains 3 copies of), and place 1 "Sky Striker Airspace - Area Zero" from outside of your Deck face-up in your Field Zone. 2: Send up to 2 "Sky Striker" cards from your hand and/or field (either face-up or face-down) to the Graveyard, then draw 1 card.


    This skill is the "missing piece" that makes Sky Striker in Duel Links much stronger than just playing regular cards. It has three main effects:

    1. Automatically place Field leaves

    • Effect: At the start of your turn, the Skill will automatically play the Environment card SKY STRIKER AIRSPACE - AREA ZERO from outside the deck onto the field.

    • Why is this important?: You don't need to draw or search for AREA ZERO . You have a tool to "dig" your deck for ENGAGE! or send excess spell cards to the Graveyard right from the first turn.

    2. Draw Engine

    • Effect: You can send 2 Sky Striker cards from your hand or field to the Graveyard to Draw 1 card .

    • Why is it important?

      • This helps you quickly reach the milestone of 3 spells in the Graveyard to activate the "bonus" effects of the cards.

      • Helps in dealing with excess cards (e.g., AREA ZERO after use, or monster cards stuck in your hand).

      • This will help you "dig" deeper into the deck to find the most important card: SKY STRIKER MOBILIZE - ENGAGE!

    3. Extra Deck Boost

    • Effect: This skill automatically adds copies of KAGARI , SHIZUKU , HAYATE , and KAINA to your Extra Deck.

    • Why is it important?

      • Most importantly, it gives you a second Kagari . Normally, you can only play one Kagari (due to limitations or the number of units you can own), but this skill allows you to have a second one to restore resources (recover magic from the Graveyard) during the mid and late game (follow-up play).

      • This helps you have enough Link Monster resources to maintain your survivability and continuously recycle resources.


    In summary: This skill transforms Sky Striker into a stable machine, ensuring you always have a field to play and enough resources in your Extra Deck for extended battles.



    Main deck

     

    Sky Striker Ace - Raye (x1-2)

    UR Rarity
    Sky Striker Ace - Raye
    UR Rarity
    Sky Striker Ace - Raye
    Sky Striker Ace - Raye
    DARK 4
    Sky Striker Ace - Raye
    • ATK:

    • 1500

    • DEF:

    • 1500


    (Quick Effect): You can Tribute this card; Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone. While this card is in your GY, if a face-up "Sky Striker Ace" Link Monster you control is destroyed by battle, or leaves the field because of an opponent's card effect: You can Special Summon this card. You can only use each effect of "Sky Striker Ace - Raye" once per turn.


    The heart and soul of the deck.

    • Effect: Can sacrifice itself (Quick Effect) to transform into a Link Monster. If your Link Monster leaves the field, Raye revives from the Graveyard. This makes you extremely "sticky" and difficult to completely destroy.

    Sky Striker Ace - Roze (x1)

    UR Rarity
    Sky Striker Ace - Roze
    UR Rarity
    Sky Striker Ace - Roze
    Sky Striker Ace - Roze
    LIGHT 4
    Sky Striker Ace - Roze
    • ATK:

    • 1500

    • DEF:

    • 1500


    If a "Sky Striker Ace" monster(s) is Normal or Special Summoned, except "Sky Striker Ace - Roze" (except during the Damage Step): You can Special Summon this card from your hand. If an opponent's monster in the Extra Monster Zone is destroyed by battle, or leaves the field because of your card effect, while this card is in your GY: You can Special Summon this card, then you can negate the effects of 1 face-up monster your opponent controls, until the end of this turn. You can only use each effect of "Sky Striker Ace - Roze" once per turn.


    Extender.

    • Effect: Automatically summons from your hand if you summon another Sky Striker. If a monster in your opponent's Extra Monster Zone is destroyed, Roze can revive from the Graveyard and negate 1 opponent monster.

    Surgical Striker - H.A.M.P. (x1)

    SR Rarity
    Surgical Striker - H.A.M.P.
    SR Rarity
    Surgical Striker - H.A.M.P.
    Surgical Striker - H.A.M.P.
    DARK 8
    Surgical Striker - H.A.M.P.
    • ATK:

    • 2500

    • DEF:

    • 2500


    (This card is always treated as a "Sky Striker" card.) If you control a "Sky Striker Ace" monster, you can Special Summon this card (from your hand) to either field by Tributing 1 monster from that field. You can only Special Summon "Surgical Striker - H.A.M.P." once per turn this way. When this card is destroyed by battle: You can target 1 card your opponent controls; destroy it.


    This card acts like a Kaiju (sacrifice your opponent's monster to summon it). If HAMP is destroyed, it destroys one more of your opponent's cards. It can be obtained using ENGAGE !

    Sky Striker Mobilize - Engage! (x3)

    UR Rarity
    Sky Striker Mobilize - Engage!
    UR Rarity
    Sky Striker Mobilize - Engage!
    Sky Striker Mobilize - Engage!
    Spell Normal
    Sky Striker Mobilize - Engage!

      If you control no monsters in your Main Monster Zone: Add 1 "Sky Striker" card from your Deck to your hand, except "Sky Striker Mobilize - Engage!", then, if you have 3 or more Spells in your GY, you can draw 1 card.


      This card searches for Sky Striker monsters/spells/traps, which sounds similar to Gazell until you have 3 or more Spell cards in your graveyard and draw 1. Yep, it's no different from Pot of Greed, but you search 1 and draw 1.


      It can also be searched by other cards, returned to the field, or reset by other cards, making it extremely broken. This card also helps you draw a handtrap (because it searches for 1 Sky Striker, the deck will be thinner).

      NO ONCE PER TURNNNNNNNN

      Sky Striker Airspace - Area Zero (x0)

      R Rarity
      Sky Striker Airspace - Area Zero
      R Rarity
      Sky Striker Airspace - Area Zero
      Sky Striker Airspace - Area Zero
      Spell Field
      Sky Striker Airspace - Area Zero

        You can target 1 other card you control; excavate the top 3 cards of your Deck, and if you do, you can add 1 excavated "Sky Striker" card to your hand, also shuffle the rest into the Deck, then, if you excavated a "Sky Striker" card, send the targeted card to the GY. If this card in the Field Zone is sent to the GY by a card effect: You can Special Summon 1 "Sky Striker Ace" monster from your Deck. You can only use each effect of "Sky Striker Airspace - Area Zero" once per turn.


        This card has two search effects that are extremely good at thinning the deck. The first effect has a trick to play with Raye (yep, best waifu): this card selects another card you control, flips three cards from the top of the deck, and brings one Sky Striker card from the deck into your hand from those three. The other cards are shuffled back to the deck, and IF you excavate the Sky Striker card, the card you targeted is sent to the graveyard. Therefore, you can target Raye with chain link 1, then Raye jumps to chain link 2, searching for cards without losing minions.

        Effect 2: When this card is sent to the graveyard by a card effect, it will summon 1 Sky Striker Ace from your deck. Because of this effect, you can only summon a monster by playing the card yourself. If your opponent plays this card, they are 100% a true duelist and can't read it.

        There's no need to play this card because the Skill already provides this item.

        Sky Striker Mecha Modules - Multirole (x1)

        SR Rarity
        Sky Striker Mecha Modules - Multirole
        SR Rarity
        Sky Striker Mecha Modules - Multirole
        Sky Striker Mecha Modules - Multirole
        Spell Continuous
        Sky Striker Mecha Modules - Multirole

          Once per turn: You can target 1 other card you control; send that card to the GY, also your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of this turn (even if this card leaves the field). (You can only gain the previous effect once per turn.) Once per turn, during the End Phase: You can Set "Sky Striker" Spells with different names from your GY, up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but banish them when they leave the field.


          Actually, this card has extremely strong recovery potential, but it's rarely used EARLY because using this card for control means it only comes in late game, or you might only use it if you accidentally draw it (because you haven't snowballed yet in the early game).
          This card has an extremely overpowered ability: your opponent won't activate any cards or effects to respond, so you can unleash negate or boss attacks without them being able to do anything.


          Regarding its pickup effect, you need to be aware of two things: firstly, you pick up the card using the spell you used WHEN this card is on the field, meaning you usually ban this card first and then use a spell to optimize your resources; and secondly, the card picked up by this card will be banished.

          But the truth is, when this card activates, it's usually negated or shot, and holding two pieces in your hand is enough to brick your character.

          *This card sends the field down to the graveyard to jump Raye*

          Sky Striker Maneuver - Afterburners! and Sky Striker Maneuver - Jamming Waves! (x1-2)

          R Rarity
          Sky Striker Maneuver - Afterburners!
          R Rarity
          Sky Striker Maneuver - Afterburners!
          Sky Striker Maneuver - Afterburners!
          Spell Normal
          Sky Striker Maneuver - Afterburners!

            If you control no monsters in your Main Monster Zone: Target 1 face-up monster on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 Spell/Trap on the field.


            SR Rarity
            Sky Striker Maneuver - Jamming Waves!
            SR Rarity
            Sky Striker Maneuver - Jamming Waves!
            Sky Striker Maneuver - Jamming Waves!
            Spell Normal
            Sky Striker Maneuver - Jamming Waves!

              If you control no monsters in your Main Monster Zone: Target 1 Set Spell/Trap on the field; destroy it, then, if you have 3 or more Spells in your GY, you can destroy 1 monster on the field.


              These two cards are slightly opposite, but their second effect is that they shoot without targeting.

              Wait, AFTERBURNERS only shoots monsters facing UP, so if your opponent sets up a monster, you'll shoot your own monster. If you have 3 or more spells in your graveyard, you'll shoot non-target spells/traps on the field (if your opponent doesn't have any, you'll shoot your own spells/traps, which means you can shoot your own field).

              JAMMING WAVES shoots spell/trap SET cards onto the field, so you might accidentally shoot your own cards if your opponent's cards are face up. If you have 3 or more spells, it will not target any minions on the field.

              Sky Striker Mecha - Widow Anchor (x2)

              UR Rarity
              Sky Striker Mecha - Widow Anchor
              UR Rarity
              Sky Striker Mecha - Widow Anchor
              Sky Striker Mecha - Widow Anchor
              Spell Quick
              Sky Striker Mecha - Widow Anchor

                If you control no monsters in your Main Monster Zone: Target 1 face-up Effect Monster on the field; negate that face-up monster's effects until the end of this turn, then, if you have 3 or more Spells in your GY, you can take control of that monster until the End Phase.


                Of course it's chained, limit 2 because this is probably Sky Striker's strongest spell.

                This card has a negate effect until the end of the turn. If you have 3 or more spells in your graveyard, it can steal your monster. This effect is so strong it's a 10/10, but as I said, any spell card named Sky Striker is automatically powerful. This card can be searched for, picked up, and used to restore inventory; basically, it can be used for anything, including link-up or OTK your opponent.

                It's also a quick-play spell, super overpowered!

                Sky Striker Mecha - Shark Cannon (x1)

                R Rarity
                Sky Striker Mecha - Shark Cannon
                R Rarity
                Sky Striker Mecha - Shark Cannon
                Sky Striker Mecha - Shark Cannon
                Spell Quick
                Sky Striker Mecha - Shark Cannon

                  If you control no monsters in your Main Monster Zone: Target 1 monster in your opponent's GY; banish that monster, or, if you have 3 or more Spells in your GY, you can Special Summon that monster to your field instead, but it cannot attack.


                  Called by the grave but searchable (because its name includes Sky Striker), you banish your opponent's monster, and if you have 3 or more spells in the graveyard, you can send that monster to the field to fight even if it doesn't attack, but you can use its effect :). When you're tired of using it, you can link it, use it as bait for another card, or keep it on the field (yep, if it's a tough monster, banish it to make things easier).

                  Sky Striker Mecha - Eagle Booster (x1)

                  R Rarity
                  Sky Striker Mecha - Eagle Booster
                  R Rarity
                  Sky Striker Mecha - Eagle Booster
                  Sky Striker Mecha - Eagle Booster
                  Spell Quick
                  Sky Striker Mecha - Eagle Booster

                    If you control no monsters in your Main Monster Zone: Target 1 face-up monster on the field; that target is unaffected by card effects this turn, except its own, and if you have 3 or more Spells in your GY, it cannot be destroyed by battle this turn.


                    This card makes ANY MONSTER on the field immune to effects, so you can use it to protect your Boss if your opponent toggles it on. Sometimes it can even break the combos of some decks when used on them (because they are not destroyed due to immunity to effects, even their own).

                    If you have 3 or more spells, you won't be destroyed by battle. This is usually situational and complements effect 1, but it's undeniably powerful. Some people dislike this card, but most play it as a single card because you can search for it, and holding it in your hand will brick your hand.

                    Sky Striker Mobilize - Linkage! (x1-2)

                    UR Rarity
                    Sky Striker Mobilize - Linkage!
                    UR Rarity
                    Sky Striker Mobilize - Linkage!
                    Sky Striker Mobilize - Linkage!
                    Spell Quick
                    Sky Striker Mobilize - Linkage!

                      If you control no monsters in your Main Monster Zone: You cannot Special Summon monsters from the Extra Deck for the rest of this turn after this card resolves, except "Sky Striker Ace" monsters, also send 1 other card you control to the GY, and if you do, Special Summon 1 "Sky Striker Ace" monster from your Extra Deck to the Extra Monster Zone, and if you have at least 1 LIGHT and 1 DARK "Sky Striker Ace" monsters on your field and/or in your GY, the Summoned monster gains 1000 ATK.


                      The primary OTK tool.

                      • Send 1 card to the Graveyard to Special Summon 1 Sky Striker Ace from the Extra Deck. This also increases ATK by 1000 if you have both Light (Roze) and Dark (Raye) monsters in your Graveyard.

                      Sky Striker Mecharmory - Hercules Base (x0-1)

                      N Rarity
                      Sky Striker Mecharmory - Hercules Base
                      N Rarity
                      Sky Striker Mecharmory - Hercules Base
                      Sky Striker Mecharmory - Hercules Base
                      Spell Equip
                      Sky Striker Mecharmory - Hercules Base

                        Activate this card only if you control no monsters in your Main Monster Zone. The equipped monster cannot attack directly. It can make a second attack on monsters during each Battle Phase. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY: Draw 1 card. If this card is sent from the field to the GY by a card effect: You can target up to 3 "Sky Striker" cards in your GY, except "Sky Striker Mecharmory - Hercules Base"; shuffle them into the Deck.


                        This card allows your monster to attack twice, and if you have three or more spells in your graveyard to defeat the monster, you draw one, but it can't attack directly. There's nothing to say about that until you can equip your opponent's monster to survive a turn (since it can't attack with life points).


                        Just kidding, these leaves are mostly thrown into the graveyard to recycle resources :)

                        Because if you can search for it and then try to retrieve it, it will brick your device, so the maximum you can get is only 1x.



                        EXTRA DECK (ARMOR SETS)

                         

                        Sky Striker Ace - Kagari (x1)

                        UR Rarity
                        Sky Striker Ace - Kagari
                        UR Rarity
                        Sky Striker Ace - Kagari
                        Sky Striker Ace - Kagari
                        FIRE
                        Sky Striker Ace - Kagari
                        • ATK:

                        • 1500

                        • LINK-1

                        Link Arrow:

                        Top-Left


                        1 non-FIRE "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 "Sky Striker" Spell in your GY; add it to your hand. Gains 100 ATK for each Spell in your GY. You can only Special Summon "Sky Striker Ace - Kagari(s)" once per turn.


                        This card retrieves the Sky Striker spell from the graveyard, but it's precisely because of its ability to retrieve items in a control deck that it's extremely powerful, having the highest ATK (ATK increases by 100 with each spell from the graveyard), and it's also associated with mercenaries :)

                        Use Engage! to search, Link summons Kagari, pick up Engage again, search for more cards depending on the situation and circumstances, damn, so many resources!

                        Sky Striker Ace - Shizuku (x2)

                        UR Rarity
                        Sky Striker Ace - Shizuku
                        UR Rarity
                        Sky Striker Ace - Shizuku
                        Sky Striker Ace - Shizuku
                        WATER
                        Sky Striker Ace - Shizuku
                        • ATK:

                        • 1500

                        • LINK-1

                        Link Arrow:

                        Top-Right


                        1 non-WATER "Sky Striker Ace" monster Monsters your opponent controls lose 100 ATK/DEF for each Spell in your GY. Once per turn, during the End Phase, if this card was Special Summoned this turn: You can add 1 "Sky Striker" Spell from your Deck to your hand, with a name different from the cards in your GY. You can only Special Summon "Sky Striker Ace - Shizuku(s)" once per turn.


                        You'll usually summon this card to the field before the end of your turn (EndPhase). At the end of your turn, you'll search for a different Sky Striker spell card, different from the one already in your graveyard. This card provides +1 resource and reduces the opponent's ATK by 100 for each spell in the graveyard. This effect is better than Kagari's because if you reduce the ATK of all your opponent's monsters by 1600, you can defeat your opponent's boss with ALL the Sky Strikers you have, instead of playing the game alone like Kagari.

                        Sky Striker Ace - Hayate (x1)

                        SR Rarity
                        Sky Striker Ace - Hayate
                        SR Rarity
                        Sky Striker Ace - Hayate
                        Sky Striker Ace - Hayate
                        WIND
                        Sky Striker Ace - Hayate
                        • ATK:

                        • 1500

                        • LINK-1

                        Link Arrow:

                        Bottom-Left


                        1 non-WIND "Sky Striker Ace" monster You can only Special Summon "Sky Striker Ace - Hayate(s)" once per turn. This card can attack directly. After damage calculation, if this card battled: You can send 1 "Sky Striker" card from your Deck to the GY.


                        Often played by Raye during the battle phase or then played into the battle phase, this card can directly hit the life point and, after damage calculation (not negated by damage step but still negated by activation), discard one Sky Striker card from the deck to the graveyard.

                        Since this card sends spells, you can use it to summon all three spells, unlocking the bonus effects of Sky Striker spells.

                        Sky Striker Ace - Kaina (x1)

                        SR Rarity
                        Sky Striker Ace - Kaina
                        SR Rarity
                        Sky Striker Ace - Kaina
                        Sky Striker Ace - Kaina
                        EARTH
                        Sky Striker Ace - Kaina
                        • ATK:

                        • 1500

                        • LINK-1

                        Link Arrow:

                        Bottom-Right


                        1 non-EARTH "Sky Striker Ace" monster If this card is Special Summoned: You can target 1 face-up monster your opponent controls; it cannot attack until the end of your opponent's turn. Each time you activate a "Sky Striker" Spell Card, or its effect, gain 100 LP immediately after the card or effect resolves. You can only Special Summon "Sky Striker Ace - Kaina(s)" once per turn.


                        Raye usually jumps out during the opponent's turn to target one minion, preventing that minion from attacking until the end of the opponent's turn.

                        That's all :D

                        Sky Striker Ace - Zeke (x1)

                        SR Rarity
                        Sky Striker Ace - Zeke
                        SR Rarity
                        Sky Striker Ace - Zeke
                        Sky Striker Ace - Zeke
                        DARK
                        Sky Striker Ace - Zeke
                        • ATK:

                        • 1500

                        • LINK-2

                        Link Arrow:

                        Top

                        Bottom


                        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.


                      • Effect: Temporarily banish 1 opponent monster. Increase ATK by sending 1 card to the graveyard.

                      • Combo: Use WIDOW ANCHOR to steal the opponent's monster, then Link to ZEKE to permanently remove it.

                      • Crusadia Equimax, Underclock Taker and Knightmare Phoenix (x1)

                        UR Rarity
                        Crusadia Equimax
                        UR Rarity
                        Crusadia Equimax
                        Crusadia Equimax
                        LIGHT
                        Crusadia Equimax
                        • ATK:

                        • 2000

                        • LINK-3

                        Link Arrow:

                        Top

                        Bottom-Left

                        Bottom-Right


                        2+ Effect Monsters, including a Link Monster Gains ATK equal to the combined original ATK of all monsters this card points to. Monsters this card points to cannot attack. Once per turn (Quick Effect): You can Tribute 1 "Crusadia" or "World Legacy" monster this card points to, then target 1 face-up card your opponent controls; negate its effects until the end of this turn.


                        SR Rarity
                        Underclock Taker
                        SR Rarity
                        Underclock Taker
                        Underclock Taker
                        DARK
                        Underclock Taker
                        • ATK:

                        • 1000

                        • LINK-2

                        Link Arrow:

                        Left

                        Bottom


                        2 Effect Monsters Once per turn: You can target 1 face-up monster this card points to and 1 face-up monster your opponent controls; the opponent's target loses ATK equal to the ATK of the target this monster points to, until the end of this turn.


                        SR Rarity
                        Knightmare Phoenix
                        SR Rarity
                        Knightmare Phoenix
                        Knightmare Phoenix
                        FIRE
                        Knightmare 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.


                        COMBO OTK

                        Abyss Dweller, Gallant Granite and Tornado Dragon (XYZ rank 4 can use)

                        UR Rarity
                        Abyss Dweller
                        UR Rarity
                        Abyss Dweller
                        Abyss Dweller
                        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.


                        UR Rarity
                        Gallant Granite
                        UR Rarity
                        Gallant Granite
                        Gallant Granite
                        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.


                        UR Rarity
                        Tornado Dragon
                        UR Rarity
                        Tornado Dragon
                        Tornado Dragon
                        WIND
                        Tornado Dragon
                        • ATK:

                        • 2100

                        • DEF:

                        • 2000


                        2 Level 4 monsters Once per turn (Quick Effect): You can detach 1 material from this card, then target 1 Spell/Trap on the field; destroy it.


                         



                        COMBO & HOW TO PLAY

                        1. The Fastest Way to Accumulate 3 Spells in the Graveyard

                        Before doing anything else, prioritize sending 3 Spells to the Graveyard.

                        • TOON TABLE OF CONTENTS: Activate card 1 to find card 2, card 2 to find card 3. Set card 3 face down and use AREA ZERO to send it away. -> You instantly have 3 Spells in your graveyard + filter your deck.

                        • Skill (SKY STRIKER ACE - DEFYING FATE): Automatically play AREA ZERO . Use the skill to send 2 Sky Striker cards to the graveyard to draw 1 card.

                        2. Going First: A Survival Strategy

                        The goal is to survive the opponent's turn in order to counterattack (Follow-up) on turn 3.

                        • Basic Gameplay:

                          1. Summon RAYE -> Link to SHIZUKU .

                          2. Turn face down the interrupted cards ( WIDOW ANCHOR , SHARK CANNON ).

                          3. End Phase: Shizuku searches for more resources. If Shizuku is destroyed, Raye will revive to protect him.

                        • Abyss Dweller Playstyle:

                          1. If you can summon two Level 4 monsters (Raye + Roze), Xyz Summon ABYSS DWELLER in defense position.

                          2. Upgrade to EAGLE BOOSTER .

                          3. Opponent's turn: Activate ABYSS DWELLER (grave lock) and chain EAGLE BOOSTER . Dweller will become immortal (immune to crowd control effects + indestructible by combat).

                        • Backline Defense (Lord of the Heavenly Prison) gameplay:

                          1. Xyz Summon GALLANT GRANITE -> Search LORD OF THE HEAVENLY PRISON .

                          2. Activate Lord in your hand to protect Face-down cards from destruction (such as MST).

                        3. Going Second & OTK: Destroying the Defense & Finishing the Game

                        This is where your deck shines. Use Spells to clear your opponent's field before attacking.

                        • Basic OTK with LINKAGE!:

                          1. Use Link Monsters (1500 ATK) to attack and wear down your opponent.

                          2. Activate LINKAGE! during Battle Phase: Send your current Link Monster to the graveyard to summon KAGARI or another Link Monster.

                          3. If the graveyard has enough Raye (Darkness) and Roze (Light), the newly spawned monster will gain 1000 ATK, increasing its total damage to 4000+.

                          4. When summoned, KAGARI can retrieve LINKAGE! to continue attacking again.

                        • Hayate Combo:

                          1. Attack directly with HAYATE (1500 damage).

                          2. Send ROZE to her grave.

                          3. Use LINKAGE! to transform Hayate into KAGARI (who receives a massive ATK buff from Graveyard Spells + 1000 ATK from Linkage). Finish him off with a finishing attack.

                        • Combo HAMP + Equimax (Advanced):

                          1. Summon HAMP to your opponent's field (sacrificing their monster) to the square your Link Monster will point to.

                          2. Summon CRUSADIA EQUIMAX (or a Link monster with a similar attack-boosting effect).

                          3. Equimax will gain additional ATK from HAMP, creating a massive monster for OTK.



                        NOTES & TECH CARDS

                        Utilize Multi-Role & Shizuku

                        Set the game to "Self Chain / Manual Order" mode. Go to End Phase:

                        1. Activate MULTIROLE first: Bring ENGAGE! back from the grave.

                        2. Then activate SHIZUKU : Search for another ENGAGE! from the deck (since there are no Engage cards left in the graveyard due to Multirole taking one, Shizuku is allowed to search). -> You will have 2 Engage cards for the next turn.

                        Hand Ratio

                        • Always play 3 ENGAGE! (Required).

                        • Keep your deck at 20 cards to optimize your chances of finding Engage.

                        • 1-2 links are enough (because they are recyclable).

                        • 3 TOON TABLE OF CONTENTS (if you're going to play, you should play 3 to filter the best deck).

                        Wightprincess (x1)

                        R Rarity
                        Wightprincess
                        R Rarity
                        Wightprincess
                        Wightprincess
                        LIGHT 3
                        Wightprincess
                        • ATK:

                        • 1600

                        • DEF:

                        • 0


                        This card's name becomes "Skull Servant" while it is in the Graveyard. If this card is Normal or Special Summoned: You can send 1 "Wightprince" from your Deck to the Graveyard. During either player's turn: You can send this card from your hand or field to the Graveyard; all monsters currently on the field lose ATK and DEF equal to their own Level/Rank x 300, until the end of this turn.


                        Reduces the ATK of all monsters (except Link Monster). Excellent for defense or helping your Link Monster win team fights.

                        Droll & Lock Bird, Nibiru, the Primal Being and Artifact Lancea (Options)

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

                        • 0

                        • DEF:

                        • 0


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


                        UR Rarity
                        Nibiru, the Primal Being
                        UR Rarity
                        Nibiru, the Primal Being
                        Nibiru, the Primal Being
                        LIGHT 11
                        Nibiru, 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.


                        UR Rarity
                        Artifact Lancea
                        UR Rarity
                        Artifact Lancea
                        Artifact Lancea
                        LIGHT 5
                        Artifact Lancea
                        • ATK:

                        • 1700

                        • DEF:

                        • 2300


                        You can Set this card from your hand to your Spell & Trap Zone as a Spell. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your GY: Special Summon it. During your opponent's turn (Quick Effect): You can Tribute this card from your hand or face-up field; neither player can banish cards for the rest of this turn.


                        These are the "winning buttons" you can dig up thanks to Engage's incredible card-drawing capabilities.

                        Thunder Dragon Colossus (Hard counter)

                        UR Rarity
                        Thunder Dragon Colossus
                        UR Rarity
                        Thunder Dragon Colossus
                        Thunder Dragon Colossus
                        DARK 8
                        Thunder Dragon Colossus
                        • ATK:

                        • 2600

                        • DEF:

                        • 2400


                        "Thunder Dragon" + 1 Thunder monster Must be either Fusion Summoned, or Special Summoned during the turn a Thunder monster's effect was activated in the hand, by Tributing 1 Thunder Effect non-Fusion Monster (in which case you do not use "Polymerization"). Cards cannot be added from the Main Deck to your opponent's hand except by drawing them. If this card would be destroyed by battle or card effect, you can banish 1 Thunder monster from your GY instead.


                        This is a hard counter. It blocks ENGAGE and AREA ZERO . Use WIDOW ANCHOR or HAMP to deal with this leaf immediately.



                        Summary

                        Sky Striker is a "High Skill, High Reward" deck. Its power lies in understanding every small interaction and using the right tools at the right time. Don't just memorize combos, learn how to handle situations!




                        Companion unit:

                        - Yu-Gi-Oh! Guidance Vietnam

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