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Engines are a crucial part in the deck-building process in Yu-Gi-Oh! Master Duel. Check out importance of Engines, the types of Engines often used in the current meta, and game plans of these Engines.
List of Contents
The rankings of this Engine tier list are based on their flexibility to be added in different decks, the consistency and efficiency of the Engine's play style, and the space it takes up in a Deck List. More will be added to this artcile over time, so stay tuned!
Tier | Engines |
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In constructing a Deck, it is always good to consider how cards play off of one another. When a number of cards have synergy that can potentially be used by other Decks, that can be considered an Engine.
Engines are a select combination of cards that can be played into a strategy in a very synergistic way. They provide additional options to Decks that could provide additional flexibilities and win conditions a regular Deck would normally not have.
For example, a normally slow Deck with stalling as its main strategy can suddenly become a combo Deck with an aggressive, Extra Deck-dependent playstyle. Or, perhaps, a regular floodgate Deck switches the playstyle with an alternate win condition at play.
The crux of this Engine revolves around the Fusion Summoning of Destiny HERO - Destroyer Phoenix Enforcer, often nicknamed as DPE. What makes this card dangerous as a boss monster is its elusiveness, its Quick Effect to destroy cards and the fact that it can target itself to be resurrected should it be destroyed by battle or card effect.
Making this easy to Fusion Summon is Fusion Destiny, which needs the Fusion Materials to be either in the Deck or at hand to be used properly. Making it easier to use the Fusion Spell, even if it's not on hand is Predaplant Verte Anaconda, taking on the effect of Fusion Destiny.
Making this easy to Fusion Summon is Fusion Destiny, which needs the Fusion Materials to be either in the Deck or at hand to be used properly. Predaplant Verte Anaconda can take on the effect of Fusion Destiny.
Destiny HERO - Denier can refresh banished Destiny HERO Cards, to be placed on top of the Deck, which synergizes with Destiny HERO - Malicious using its own effect to Special Summon a copy of itself by banishing itself from the GY.
While not a widespread option, Destiny HERO - Drawhand can Special Summon itself from the GY through its own effect, and it can provide a free draw as well.
This Engine has been made unplayable with this selection of cards, with Crystron Halqifibrax being banned as of September 30, 2022. |
Crystron Halqifibrax is one of the most significant Link Monsters in the game, opening up options for the Extra Deck and for combos into Link Summoning. Its utility alone in multiple Decks is enough to make it Limited to 1 when Master Duel was launched.
Players from the card game then noticed that its combo with Mecha Phantom Beast Auroradon can be replicated here even with the former's Limited status, then using the latter's effect to summon three tokens for the player to use at their discretion. They can be used by Auroradon's second effect to summon Mecha Phantom Beast O-Lion then go into a Synchro play, or use those three tokens for a potential LINK-4 strategy.
In Master Duel, players also use Deskbot 001 for this strategy, and when used as Halqifibrax's Special Summoned monster and then used with the Link Monster as materials for Auroradon, then Deskbot's effect triggers and it can be used to go into Baronne de Fleur as an optional boss monster to consider.
An archetype taking heavy inspiration from a very famous monster film, Kaijus can be considered the best Monster disruption engine. Being able to remove an opponent's boss monster and replace it with a Kaiju is a looming threat for most Extra Deck-centric strategies.
The idea is to summon one of the Kaijus with lower ATK, like Gameciel, the Sea Turtle Kaiju and Gadarla, the Mystery Dust Kaiju to the opponent's side of the field, and the player has the option to summon one of their own with higher ATK such as Jizukiru, the Star Destroying Kaiju.
This strategy is further taken to a new level with Interrupted Kaiju Slumber; it destroys all the opponent's monsters (although this could trigger effects like DPE), then it summons two Kaiju monsters on the field--one on their own side, and one on the opponent's side--and the player gets to choose which ones are summoned.
One of the most recognizable Engines within the game, the Invoked Fusion Engine arguably has the fewest requirements to make it work, giving it some of the most flexible choices during deck construction.
The two key cards for this archetype are Aleister the Invoker and Invocation. Aleister searches out the latter whenever it gets Normal Summoned, searching out the powerful Field Spell. It can act like a normal Fusion Spell much like Polymerization, or it can make use of monsters from either player's Graveyard for Fusion Materials if it Fusion Summons an Invoked Fusion Monster.
Making it easier to get the Engine started is the Field Spell Magical Meltdown which searches out Aleister to add to the hand, and makes sures all Fusion Summons done by the user cannot be negated nor can be responded to with cards or effects.
What makes this engine very potent are the broad material requirements for nearly all of the Invoked Fusion Monsters. Save for Elysium which needs an Invoked Monster an an Extra Deck-summoned monster, the Fusion materials are either one of the six common Attributes (FIRE, WATER, WIND, EARTH, LIGHT, DARK), or a fellow Fusion Monster.
Ritual Summoning enjoys a very solid support Engine in the form of the Impcantation archetype, which provides resource management and presence on the field.
Each of the Impcantation monsters provide benefits whenever they are used as materials for a Ritual Summon. Candoll and Bookstone manages Ritual Spells from either the Deck or GY, while Talismandra and Penciplume adds a Ritual Monster to the hand.
Furthering the support is the Ritual Spell Impcantation Inception is a universal Ritual Spell that can be used on any Ritual archetype. As an added bonus, once per turn while this card is in the Graveyard it can Special Summon an Impcantation monster from the Deck and add itself back to the hand.
A very powerful Engine that when built right, it can work on its own as a standalone Deck. The Dogmatika engine serves as a direct counter to Extra Deck Monster-heavy Decks, as most of the monster effects from this Engine all benefit if the opponent has an Extra Deck monster that was Special Summoned on the field. Fusion, Synchro, Xyz, Pendulum and Link Monsters all count.
Dogmatika Ecclesia, the Virtuous can be Special Summoned if the opponent has one on their side of the field, and cannot be destroyed by an Extra Deck monster as well. It also searches out a fellow Dogmatika monster to add to the hand. Make sure to bring her out last, however, as Ecclesia restricts Special Summons the moment she is summoned to the field.
The other Dogmatika monsters gain their own benefits should there be a fellow Dogmatika monster on the field besides themselves. Fleurdelis, the Knighted has a non-targeting negate effect against monsters, can boost their ATK by 500 whenever this card attacks, and its Special Summon is a Quick Effect during the Main Phase. Maximus on the other hand wrecks Extra Decks by sending two cards from there to the GY in the cost of having the player do the same.
Nadir Servant searches out a Dogmatika monster from the Deck or GY to add to the hand, and Dogmaika Punishment destroys a monster by sending an Extra Deck monster with ATK higher than the target to the Graveyard. Though, be careful with Punishment; this Trap Card locks the user out of Special Summons until the end of their next turn.
It's the constant sending of Extra Deck cards to the GY that the player's Extra Deck needs to have these on them as well. For example, Elder Entity N'tss targets and destroys a card on the field when sent to the GY. Titaniklad the Ash Dragon can Special Summon another Dogmatika monster or a Fallen of Albaz to the end of the player's turn that had this card be sent to the Graveyard.
This engine is a little more restrictive compared to other Engines, as the titular monster card has a specific requirement to make use of its effect. Nevertheless, players can can make use of this on non-Sea Serpent Decks with the right setup.
As mentioned, Deep Sea Diver can only Special Summon Level 3 or lower Sea Serpent monsters when it is Normal Summoned. Sea Serpents are not exactly enjoying a lot of support, but two archetypes can make use of it quite well: Mermail and Atlantean.
The idea for this engine is for easy access to Link and Synchro plays. These are brought out after being summoned by Diva, Neptabyss, the Atlantean Prince and Atlantean Dragoons. Once Halqifibrax is played, it uses its effect to bring out a Tuner, and an idea lone to go with this theme is Fishborg Launcher.
There are a lot of options to consider when going for a Synchro Summon, even with Launcher's restriction of only being able to be used for a WATER Synchro Monster. With options like Trishula, Zero Dragon of the Ice Barrier, Ravenous Crocodragon Archethys, or Swordsoul Supreme Sovereign - Chengying, the engine can be quite tantalizing for WATER specialists.
Another Synchro-based Engine, the Rose Dragons enjoy quite a bit of flexibility with its smaller card pool and optional Synchro Monsters with very potent effects that pressures the opponent.
The three key cards here are Roxrose Dragon, Red Rose Dragon, and the Quick-Play Spell Basal Rose Shoot. The combo composing of these three cards enable bringing out crucial boss monsters out on the field much easier.
The idea is that after using Red Rose as material for a Synchro Summon, its effect triggers and Roxrose Dragon gets Special Summoned onto the field. Its summoning lets you search out the Quick-Play Spell, then use it to bring back Red Rose Dragon back onto the field. This opens up options for higher Leveled Synchro Monsters, such as Ruddy Rose Dragon and Baronne de Fleur.
Black Rose Dragon gets special mention for this as it can be used in the initial half of this combo for an easy field clear upon being Synchro Summoned, pressuring the opponent to waste a negation effect unless they want their cards destroyed by the Synchro Monster's effect.
A Fusion-based engine that was once prolific in the actual card game, it carries over some of its strength to Master Duel with a few Fusion Monsters to consider.
The Gem-Knight archetypes are famously known for one of their Fusion Spells being one of the best of its kind in Brilliant Fusion. The strategy was so potent that the OCG has this card Limited, TCG has outright labelled this card as Forbidden, and Master Duel has this card Limited upon launch.
What makes it strong is its ability to conduct a Fusion Summon with materials from the Deck, using Gem-Knight Garnet as the Gem-Knight monster required as material. While it drains the Fusion Monster's stats top 0, it does not negate their effects. Players worked around this loophole and play Gem-Knight Seraphinite, which grants the player an additonal Normal Summon. Being able to Normal Summon twice in one turn is very useful in just about any Deck.
Some use Brilliant Fusion as an extender of sorts to other plays, like another Extra Deck monster type. Synchro and Xyz can make use of the Fusion Monsters as material. All the user has to keep mind of is having the correct Gem-Knight Fusion Monster to bring out with its material requirements.
The Sky Strikers can stand on their own as a very competitive Deck even in the higher tiers of Ranked Duels, but quite a lot of players do use this archetype as a supportive Engine as well!
Remembering that the archetype gets its main benefit from having no monsters in the Main Monster Zones, the Sky Striker engine is a good way to open the turn. You can run the engine and play it as if you were playing a Sky Striker Deck, before pivoting hard into your Deck's actual strategy. Decks that benefits from using lots of Spell Cards are perfect for this Engine.
Sky Strikers enjoy quite a lot of Spell Cards to use, and it rewards you for using as much as possible. The important Link Monsters to have are Sky Striker Ace - Kagari, which recycles a Sky Striker Spell Card from the GY back to the hand; and Sky Striker Ace - Shizuku, which searches out a Sky Striker Spell from the Deck to the hand.
The idea is to generate as much advantage as possible with the Sky Strikers' Spell Cards before making the switch to your Deck's true win condition. When done right, this can take the opponent off guard after possibly spending resources to deal with the Sky Strikers and their Spell Cards.
The number of Spell Cards this archetype has also benefits the Deck too. For example, Mobilize - Engage! is one of the best cards to draw cards, Mecha Module - Multirole prevents the opponent to respond to Spell Cards in general, Mecha - Widow Anchor can potentially negate the effect and even steal a monster, and Mecha - Hornet Drones can bring out a Token to be used at the player's discretion.
Introduced with the addition of the Wandering Travelers Selection Pack, the popular Adventurer Engine has already made its impact known to the meta of Duel Links. Water Enchantress of the Temple and Rite of Aramesir became the first cards in Master Duel to immediately enter the banlist in any capacity upon being added to the game; that alone tells just how powerful this Engine is.
The play style around this Deck revolves around the use of the Adventurer Token, a Token Monster that is a Level 4 Fairy Monster with 2000 ATK and DEF. While its stats are impressive, all the cards within the Adventurer Engine (or the Wandering archetype for that matter) have effects that revolve around having this specific Token Monster on the field.
A simple combo involving the Token out by searching for and using Rite of Aramesir, activating Fateful Journey to search out and Special Summon Wandering Gryphon Rider, then equip Dracoback, the Rideable Dragon to the Adventure Token.
No Field Spell Active | ||||
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This results in a field that has two powerful monsters, an omni-negate effect and a free bounce to an opponent's monster thanks to Dracoback granting the Adventurer Token that effect. As this engine does not include any Extra Deck Monster, nor does it take that much space in Deck building, this engine is extremely splashable to just about every Deck that does not need a Normal Summon to kick off their combo.
On top of that, if the engine ends up being broken, the player can use the Token for one of their Extra Deck monsters should it help fulfill its material conditions.
The Branded and Despia archetypes have reached their full power when the Branded Fusion Spell Card was released in the Selection Pack The Newborn Dragon, alongside more support for the archetypes, especially additions to the Extra Deck.
The Engine synergizes especially well with Decks that focus on LIGHT and/or DARK monsters, even more so if they are Fusion-based. Keep that in mind, as the tittular Spell Card locks the player into using only Fusion Monsters from the Extra Deck after its activation until the end of the turn.
The cards to remember are Fallen of Albaz, Aluber the Jester of Despia and Branded Fusion. Albaz is needed to conduct Fusion Summons as the Fusion Monsters specifically require this monster as one of its materials. Aluber the Jester of Despia is the best searcher for Branded Fusion, and is often the one-card comb starter for this Deck Engine.
Other cards of the archetype make for great support, that when built right the Branded Engine can be its own deck in Branded Despia. Branded Opening can search out Aluber to kickstart the Engine's combo, Despian Comedy and Despian Tragedy have great Graveyard effects, and Branded in Red is a Quick-Play Fusion Spell that can be activated during the opponent's turn.
The power of the Engine lies in the Boss monster it provides, with the Fusion materials being provided by the engine itself. Mirrorjade the Iceblade Dragon and Lubellion the Searing Dragon are the newest additions added in the game through the Selection Pack, and serve as combo extenders on top of having powerful stats.
Masquerade the Blazing Dragon is a very popular pick for Control Decks due to its burn effect, Titaniklad the Ash Dragon gets a stat boost and a one-turn immunity against effects from Special Summoned monsters, and Albion the Branded Dragon serves as a Fusion Summoning combo extender, letting the player Fusion Summon as soon as the card itself is Fusion Summoned.
Due to its effect-centric strengths, it just about shares the same weaknesses as the Adventurer Engine. Anything that prevents Special Summons, clears the field, or negates effects using timing can cripple the Engine greatly.
A Deck that uses the Branded Engine would definitely mean it has floodgates and hand traps at the ready to protect the combo. Be prepared at a moment's notice once the Branded Fusion Engine user tries to search out the Spell Card.
Therions are relatively easy to summon, as they can be Special Summoned from the hand, as its requirement is to have a monster of its corresponding type equipped to any of the "Therion" monsters. If they happen to equip fellow "Therion" monsters, they will receive additional effects as a bonus. Their roles are very flexible, somtimes acting as aces, and sometimes filling in to support the Deck's playstyle.
Each of the "Therion" monsters caters to a different type of monster, which lets them fit in various archetypes; "Bull" Ain supports Warrior-types, "Duke" Yul is tied to Psychic-types, "Empress" Alasia helps Reptile-types, "King" Regulus aids Machine-types, "Lily" Borea fits with Plant-types, and "Reaper" Fum fits with Aqua-type Monsters.
The Spells and Traps in this archetype opens up more plays, aiding both the "Therion" monsters and the archetypes they aid. Endless Engine Argyro System is their exclusive Field Spell that has a Foolish Burial-esque effect, and can recycle cards from the GY. Therion Charge provides additional draw power, while Therion Discolosseum provides battle protection and is the main searcher for the engine.
As for Traps, Therion Cross is a good counter against monster effects, negating and/or banishing them afterwards, while Therion Stand Up! is a Monster Reborn-like effect that also equips another "Therion" monster for additional resource.
Sprights gave Level 2 monsters and archetypes that use those kinds of monsters a much-needed boost, enough that it can be a standalone Deck.
The Main Deck monsters can be Special Summoned from the hand simply by having either a Level 2 Monster, Rank 2 Xyz Monster, or LINK-2 Link Monster on the field. Spright Blue searches out a fellow "Spright" monster when it gets Special Summoned, while Spright Jet can add a "Spright" Spell or Trap from the Deck to the hand.
Spright Carrot and Spright Red are the most dangerous cards, because of their ability to negate either Spells/Traps or Monster effects, respectfully. Usually players would bring them out through the help of Gigantic Spright and Spright Elf.
Spright Starter can either be a combo extender or combo starter, depending on when it is activated. Spright Smashers banishes a couple of "Spright" in order to banish one from the opponent. Spright Gamma Burst is a more offensive verson that povides a hefty ATK boost until the end of the opponent's turn.
With the release of Illusion of Chaos with the Vortex of Magic Structure Deck, this specific Engine is officially playable in the Master Duel format.
The titular Ritual Monster Illusion of Chaos is the main enabler of this Deck, having an effect that searches out one of the best "Dark Magician"-related monsters, Magicians' Souls. Its draw effect is what makes this Deck very powerful, only having to send Spell Cards from the hand or field to the GY, and players can choose up to two cards to send as the cost.
This Engine is best suited for Decks that do not mind, or even benefit, having Spell Cards in the Graveyard. Decks that also send Spellcasters to the GY, or generally run DARK monsters, can greatly benefit from this simple combo.
The Ishizu Cards are named due to their affiliation with one of the characters in the original anime series, Ishizu Ishtar. They are composed of four monsters that work in pairs to disrupt the opponent by milling their Deck repeatedly.
Agido the Ancient Sentinel and Kelbek the Ancient Vanguard are the main millers, and you want to send them to the Graveyard as soon as possible. They mill 5 cards from both player's Decks, and they can trigger one after another if the other card is sent to the GY through their effects. Unfortunately, as of writing these two cards are currently Forbidden
Keldo the Sacred Protector and Mudora the Sword Oracle can shuffle cards from both players' GYs back to the Deck as a Quick Effect. This can be used as both a tool to save your cards, and to disrupt the opponent's plays.
The old Exchange of the Spirit acts as a booster for these set of cards; when it is in the Graveyard, the Ishizu Cards' effects not only get stronger, but they gain an additional effect as well.
As for Gravekeeper's Trap, it acts as a pseudo-Necrovalley, preventing the opponent for activating effects or Special Summoning monsters from the GY.
Bystials are a Dragon-type archetype that specializes in Special Summoning themselves from the hand by banishing either a LIGHT or DARK monster from the GY. It becomes a Quick Effect if the opponent already controls a monster on the field.
Only The Bystial Lubellion gets a different effect, acting as the searcher for the other "Bystial" monsters to add from Deck to hand. It can also search a Continuous "Bystial" Spell/Trap and place them on the field face-up.
If some Decks need power and presence on the field before properly starting their combos, they can always start with the Kashtira monsters.
Their effect that allows them to be Special Summoned if you control no monsters. If a monster the opponent owns activates an effect, Fenrir banishes face-down a face-up card they control, while Unicorn banishes face-down a card from their Extra Deck.
At the cost of being locked into Xyz Summons for the rest of the turn, Kasthiratheosis Special Summons a fellow "Kashtira" monster with a different Attribute to the field in Defense Position.
Kashtira Birth has three functions: Special Summon your "Kashtira" monsters in the GY or in the Banish pile, banish cards from the opponent's GY face-down if you control this card and another "Kashtira" monster, and Normal Summon Level 7 monsters without tributes.
They also have access two powerful Xyz monsters. Kashtira Shangri-Ira provides a Special Summon for a "Kashitra" monster every Standby Phase, and will lock one of your opponent's Field Zones every time you banish a card face-down.
Kashtira Arise-Heart can be summoned even with just one "Kashtira" monster as material, so long as a Kashitra Shangri-Ira resolves one of its effects successfully. It acts as a pseudo-Macro Cosmos, and can absorb a banished card, even face-down ones each time a card(s) is banished.
For Decks that want some draw power alongside either additional control over the field, or a signifiant combo extender for certain Decks, the Diabellstar Engine is one of the best to add since the release of the Ride Into the Future Selection Pack.
Getting Diabellstar with Seeker of Sinful Spoils sends the Quick-Play Spell the GY, which the monster's effect can search out either Original Sinful Spoils or Sinful Spoils of Subversion. After activating the Spell Cards, Seeker of Sinful Spoils can be activated from the GY, shuffle back a "Sinful Spoils" card to the Deck, and you get a free draw.
Depending on what Deck you use, either of the two Spell Cards can work. If you need a way to get rid of pesky boss monsters without sending them to the GY or shuffling them back to the Extra Deck, Sinful Spoils of Subversion - Snake-Eye is the card to go. Meanwhile, if your Deck runs a Level 1 FIRE monster like say, Snake-Eye Deck or T.G. Deck, run Original Sinful Spoils - Snake-Eye for the combo extension.
For Decks centered around Fiend-type monsters and can pivot into Synchro Mosnters, consider adding the Resonator Engine with Crimson Gaia being able to add Soul Resonator, then after being Summoned it can search out any Level 4 or lower Fiend-type monster from the Deck except itself.
The search effect locks the user into only DARK Dragon Synchro Monsters for the rest of the turn, which is where the "Red Dragons" come in, starting with Red Rising Dragon, eventually into summoning Scarred Dragon Archfiend--often times with the help of Vision Resonator.
Mostly applied to Fiend-centric Decks like Yubel and Labrynth, the Unchained Engine provides powerful control over the opponent, punishing them with a combo that results in card destruction via Escape of the Unchained, and using a Special Summoned monster the opponent controls as materials via Unchained Soul of Rage.
This combo enables shenanigans in the opponent's turn, such as going into other boss monsters as set up like Unchained Soul of Anguish, which can then lead into Unchained Abomination on the next turn. S:P Little Knight is an honorary mention here, since that is usually summoned from Rage's effect.
The Superheavy Samurais can work as a standalone Deck, but a select few of their cards can work as a Deck Engine for a very linear combo, which works best at the very start of their turn due to some of their effects only being active if there are no Spell or Trap Cards in the GY.
Motorbike searches Prodigy Wakaushi, which then places Monk Big Benkei on one of the Pendulum Zones. Then, after its effect triggers, it Special Summons Wakaushi.
This leads into multiple options afterwards, but eventually Soulgaia Booster and eventually Soulpiercer will help extend the combo, alongside Scarecrow which can Special Summon a "Superheavy Samurai" from the GY. This combo can often result in an easy Level 10 Synchro Monster on the field, which is more often than not Baronne de Fleur.
If the Deck can Synchro Summon Level 8 monsters, and has an affinity for Level 2 Tuners, then the Stardust Dragons can work as a Deck Engine. It can lean into some crazy Level 10 Synchro Summon players, and it is easy to access thanks to the two Synchro Monsters' generic requirements for materials.
Toy Box is an unorthodox piece that guarantees two monsters on the field, if you can manage to send them from the Spell/Trap Zones to the GY. On activation, Toy Tank and Toy Soldier are immediately Set there.
Because of this requirement, it is highly recommended to pair the Toy Box cards with the Illusion of Chaos Engine. Specifically, Magicians' Souls' effect needs to send Spells or Traps from the hand or field to the GY in order to draw; sending the Toy Box cards there not only means drawing 2 cards, it is also two Level 4 monsters on the field instantly.
For Decks that need Level 8 monsters out on the field, the Horus cards are consider. Normally, Imsety and Hapi are the only monsters you need for their search and retrieval effects respectivelly, but the other monsters can be of assistance as well.
Imsety and King's Sarcophagus at 3 copies in a Deck is not uncommon. However, running the Field Spell Walls of the Imperial Tomb can take its name and ability to Special Summon, while Horus the Black Flame Deity acts a contingency plan whil e it is on hand.
The Centur-Ion Engine is better suited for Decks that run lots of Level 4 and/or Level 8 monsters. The idea is to have the Main Deck Monsters of the engine be put as Continuous Traps, then summon them on the field to be used for a Synchro Summon--even on the opponent's turn with the help of Stand Up Centur-Ion!
The idea is to get Centur-Ion Auxila out to set up continuing the Synchro Summon chains. Then, on the next turn, Synchro Summon Crimson Dragon and use its effect to cheat out some of the hardest Synchro Monsters to summon, like Cosmic Blazar Dragon, Stardust Sifr Divine Dragon and Red Supernova Dragon.
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Is there a guide to the bamboo sword engine?