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These are the best Yu-Gi-Oh! Master Duel meta decks to use in Ranked Duels. Check our Tier List for the current top Decks and Archetypes to play as of Season 48 (December 2025)!
List of Contents

| Time Left Until End of Season 48 | Most Recent Tier List Update |
|---|---|
| November 17, 2025 |
D.D. Dynamite FTK
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Dinosaur Bishbaalkin FTK
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Ishizu Runick
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Suicide
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Ojama Control
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Use this table to immediately go to each section of the Tier List Explanation, with each Deck given a short summary of their focused archetype and playstyle!
| Tier List Explanation Shortcuts | God Tier |
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|---|---|---|---|---|---|
Rogue Tier |
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For a limited time, Loaner Decks are available for Ranked Duels! Now players can go into Ranked Duels using these constructed Decks featuring some of the most prominent archetypes over the seasons in Master Duel!
Yu-Gi-Oh! is massive and Master Duel has a fresh meta that is still changing up to this day. With a different banlist, playable decks on the TCG/OCG may not be viable here and vice versa. Think we missed an Archetype that needs to be ranked? Leave a comment down below!

The Tier List changes made here are to reflect the meta after the release of the Future Begins Zero Selection Pack, and the banlist changes that took effect after November 7, 2025
Future Begins Zero Selection Pack
| New God Tier Decks | |
|---|---|
OrcustFrom Tier 1 |
Orcust MitsurugiFrom Tier 1 |
| New Tier 1 Decks | |
|---|---|
MimighoulFrom God Tier |
Ritual BeastFrom God Tier |
LunalightFrom Tier 2 |
Hungry Burger NouvellesFrom Tier 2 |
Onomat UtopiaNEW |
|
| New Tier 2 Deck | |
|---|---|
MonarchsFrom Rogue Tier |
Here are our explanations for the different categories of our Deck Tier List.
| God Tier Explanation | |
|---|---|
| Represented by a crown, these are Decks that are even stronger and more common than Tier 1 Decks, due to their consistency and overall strength. They are extremely hard to Duel against regardless if they start first or second, and can win most of the time depending on the state of the game. \When going up against these Decks, luck will have to be involved in order to beat them. Duels against these are wars of attrition. |
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| The most frequent and meta-defining Decks used in the highest levels of Ranked Duels. Expect these Decks to appear more frequently the higher your Rank is, especially in high Platinum all the way to Master. Running Decks in this tier will definitely help you climb up the ladder in no time. |
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Decks in this tier can be as strong and consistent as the tiers above it, and on a good day, they can beat any other Deck in the hands of a skilled and/or dedicated player. However, they are missing something, like a certain mechanic or strategy, that can take them to the next level. |
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Decks in this tier can be seen as underrated. Fan-favorite Decks can end up here, but fall short of strength and consistency compared to the higher tiers. Still, they do have the necessary tools to win against stronger Decks, and can be a menace in Duels in the hands of commited players. |
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Rogue Decks are not necessarily bad, but they will be rare to face because the Decks in the higher tiers are too good to not consider. They do have the capacity to upset Duels, however, and players should not underestimate Decks in this tier. Do not let your guard down against Decks listed here. |
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Decks within this tier will have a very hard time pulling off an upset, unless certain conditions align to achieve win conditions easier. Ojama Tier can be considered the bottom of the barrel. Any Deck can win on a good day and a good starting hand, but players using Decks in this tier will have an uphill battle to deal with. |
| Tier List Explanation Shortcuts | God Tier |
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|---|---|---|---|---|---|
Rogue Tier |
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| Deck and Brief Explanation | |
|---|---|
Sky Strikers
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★ One of the very few "Toolbox Decks" due to small number of monsters and high count of Spell Cards ★ Has one of the best search effect Spell Cards in the entire game, and gets stronger with every Spell in the GY ★ Specializes in Link Monsters, and having only one monster on the Extra Monster Zone |
Traptrix
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★ Traptrix brought back the power of the "Trap Hole" archetype of Trap Cards ★ Each Traptrix Extra Deck monster supports the rest, including effect immunity and Trap Card recursion ★ Can switch into the offensive with stat-boosting and field-clearing effects |
P.U.N.K
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★ P.U.N.K. archetype pays LP to use their effects; Psychic-types are known to use having lower LP to their advantage ★ Synchro, Fusion and Xyz monsters have very felexible options for the Deck ★ Continuous Spells and Traps provides additiona protection as well |
Gem-Knights
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★ Gem-Knights specialize in Fusion Summoning monsters that can summon other Gem-Knights or be potent in battle. ★ Brilliant Fusion is now at Unlimited which means the archetype is at full power with new support that does not need Garnets ★ Makes use of Shaddoll Fusion as well and can safely go second to bypass interruptions |
Salamangreat
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★ Salamangreat makes use of cards being in the GY to gain advantage ★ Link Monsters gain additional effects if using a copy of themselves as material ★ Lots of powerful Spells and Traps to further have more control on the field. |
Exosister
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★ Exosisters have an easy combo line to get into two or three Xyz Monsters on the field ★ Deck punishes effects that move cards out of the GY in any capacity ★ Has multiple effects that provide control over the field, like banishes and preventions |
Floowandereeze
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★ Floowandereeze focuses on consecutive Normal Summons to get to powerful boss monsters ★ Some Floowandereeze support enables tributing opponent's monsters ★ Extra Deck and GY are optional resource pools, making it harder to counter |
Labrynth
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★ Labrynth Decks can effectively Set trap cards to be used immediately on the next turn ★ One of the cards in the Deck allow Trap Cards to be used the very same turn they are set ★ Deck has amazing recursion to consistenly recycle cards from the GY and be used again |
Mathmech
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★ Mathmech has high synergy with a lot of Cyberse-type monsters, and can start combos with just one card ★ Has a lot of flexible options despite having a solid core foundation with Primathmech Alembertian ★ Resulting end board after a combo is one of the hardest to break in Master Duel |
Umi Control
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★ Playstyle relies on having some form of "Umi" on the field to maintain control over the field ★ Main Deck Monsters also act as floodgates, alongside various Continuous Spells and Traps ★ Decks reliant on Special Summons can be disrupted because of various effects, most notoriously having their Levels altered. |
Orcust
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★ Orcust has very potent Xyz and Link Monsters that provide control on the field through their effects ★ Their key boss monster Dingirsu can use an Orcust Link Monster as Xyz Material ★ Certain cards enable the Deck even more, like Orcust monsters becoming Quick Effects |
Bystial Branded
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★ Bystial Dragon monsters have innate synergy with Branded archetype ★ Has a powerful searcher that start a one-card combo ★ Has options to go as a 40 or 60-card Deck due to available options |
Kashtira
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★ Simple one-card combo that's easy to master ★ Boss monsters can banish cards face-down, and lock card zones every time ★ Can Special Summon a monster for free if the player doesn't control one |
Mikanko
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★ Ritual-based Deck with optional Extra Deck pivots ★ Specializes in reflecting Battle Damage with Monsters with Equip Spells ★ Uses a lot of "Kaiju" monsters to disrupt the opponent |
Memento
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★ Retrains of old Normal Monsters that like being sent to the GY to Special Summon Combined Creation easily ★ Spell and Trap Cards are important for card advantage and protection, as the Deck relies on destroying cards and recycling them from the GY ★ With the addition of Goblin and Creation King, the Deck finally reaches full potential--and can go further depending on additional Deck Engines used |
Centur-Ion
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★ Specializes in summoning Level 12 Synchro Monsters by raising the levels of their Main Deck Monsters ★ Centur-Ion can work as a Deck Engine, which means all other cards can be hand traps and interruptions ★ Has access to Crimson Dragon, but unfortunately King Calamity is banned long before Centur-Ion made its debut in Master Duel |
Goblin Biker
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★Makes use of Level 3 monsters to be able to swarm the field with powerful Rank 3 Xyz Monsters and beyond ★ Has synergy with a wide variety of Deck Engines that happen to have Level 3 and Rank 3 monsters ★ Can only go so hard as long as there are materials attached to the player's Xyz Monsters, as that is how Goblin Bikers get advantage on the field. |
White Forest Azamina
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★ White Forest gets a buff with the addition of Azamina cards, which are related to them in their lore ★ Can conduct Fusion Summons now, even without the use of the Fiendsmith Engine ★ |
Fiendsmith Yubel
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★ The Fiendsmith Engine can be done in the middle of the usual Yubel combo featuring the Unchained Engine ★ Fiendsmith's Desirae paired with Phantom of Yubel can be a powerful start to a Duel to stop any effects that trigger on the field ★ Still makes use of Super Polymerization, not just for Fiendsmith but for fusing away monsters into The Loving Defender Forever |
Blue-Eyes White Dragon
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★ Newer version of Blue-Eyes White Dragon that completely changes the playstyle, now revolving around bringing out Blue-Eyes Ultimate Spirit Dragon ★ Can make use of Crimson Dragon, which unlocks a bevy of Level 12 Synchro Monsters with powerful effects and negates ★ Still has access to powerful Fusion Monsters like Blue-Eyes Tyrant Dragon and Neo Blue-Eyes Ultimate Dragon |
Galaxy-Eyes Tachyon
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★ New Tachyon support cards can make use of Galaxy-Eyes cards to be able to easily conduct Rank 8 Xyz Summons. ★ Can easily switch between offense and defense, depending on the starting cards and what turn the player will start in. ★ Has one of the strongest Counter Traps in the entire game, which can be searched and used using a Tachyon card. |
Primite Blue-Eyes
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★ Blue-Eyse becomes even more supported with the Primite Engine specializing with Normal Monsters ★ Primite Dragon Ether Beryl can be used to go into Spirit with Eyes of Blue, thus easily pivoting into Blue-Eyes plays ★ On top of omni-negates from Synchro Monsters, it can also retrieve cards back like Drillbeam and True Light |
Atlantean Mermail
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★ WATER monsters that share synergy in being discarded to activate effects and gain card advantage ★ Some of the Main Deck Monsters and Extra Deck monsters have effects that can rip cards off of the opponent's hand, even on Turn 1 ★ Can also make use of Barrier Statue of the Torrent, floodgating the opponent from non-WATER Special Summons. |
Maliss
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★ Cyberse monsters that gain field advantage by having themselves be banished, then can Special Summon themselves from the banishment ★ Can make use of various banish floodgates and hand traps, but can only be stopped in specific choke points ★ Can make use of powerful generic Cyberse monsters like Neo Terahertz and Accesscode Talker |
Ryzeal
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★ Deck that makes heavy use of Level 4 Thunder and Pyro monsters that can easily summon Rank 4 Xyz Monsters ★ Negation effects come from Xyz Monsters and signature Field Spell, along with other powerful generic Rank 4 Xyz Monsters ★ Ryzeal Archetype by itself does not take up a lot of space, giving room for more hand traps and interruptions as a Control Deck |
Mitsurugi
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★ Mitsurugi has some of the best Ritual Monsters in the history of Yu-Gi-Oh, including the powerful searcher Ame no Habakiri no Mitsurugi ★ The Ritual Monsters can Special Summon themselves when Tributed, and also double as searchers ★ The Mitsurugi cards are extremely splashable because combos can be kickstarted by searching Habakiri through King of the Feral Imp |
Mitsurugi Ryzeal
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★ Mitsurugi and Ryzeal are connected through King of the Feral Imps, and both archetypes mostly do not have summoning restrictions for their respective groups ★ Can have up to between 7-9 interactions at the end of their respective combos, including monster negates, card destructions and monster field wipes ★ Too many combo starters to count, and can all result in both Mitsurugi and Ryzeal boss monsters on the field |
Orcust Mitsurugi
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★ Orcust now has new support that provides consistency into getting monsters and interactions onto the field in a combo. ★ Using 2 Level 4 Monsters gets King of the Feral Imps in an Xyz Summoning, bridging the gap between Orcust and Mitsurugi. ★ Most of the cards from both archetypes do not have any sort of summoning restriction, allowing both to do combos one after another. |
| Tier List Explanation Shortcuts | God Tier |
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|---|---|---|---|---|---|
Rogue Tier |
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| Deck and Brief Explanation | |
|---|---|
Virtual World
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★ Virtual World benefits with cards in the Graveyard AND having Banished cards ★ Utilizes Xyz and Synchro Monsters, especially those with less used Ranks and Levels ★ Deck has a built-in Macro Cosmos effect in a boss monster, making opponent's GY risky for them |
True Draco
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★ True Draco Deck often goes synonymous with anti-meta playstyles ★ Most True Draco Decks slow down the game and dictate its pace ★ Has a plethora of floodgates that make the opponent hard to respond against True Draco monsters |
Zoodiac
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★ Zoodiacs are known for only needing one monster to Xyz Summon into one of the many Zoodiac Xyz Monsters ★ Zoodiac Xyz Monsters can keep stacking materials on top of each other with another Xyz Summon ★ Zoodiac Ratpier, Zoodiac Drident and Zoodiac Barrage just got unbanned |
Zoo Tri-Brigade
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★ Tri-Brigade works well with Zoodiac as an engine for being fellow Beast-Warriors ★ Extra Deck options between Zoodiac and Tri-Brigade are outstanding ★ Powerful cards like Drident, Barrage and Ratpier have also been unbanned recently |
Madolche
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★ Extremely hard to Deck Out as Madolche are known for recylcing cards from GY to hand or Deck ★ Has a wide variety of options for Deck Engines and Extra Deck monsters to choose from ★ Combo lines are easy to understand and pivot around depending on game state |
Ancient Gear
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★ Ancient Gear monsters make sure Spells and Traps cannot be activated whenever they attack ★ Ancient Gear Fusion Monsters have incredible stats or offensive support like pierce ★ Machine-type support has some work with Ancient Gear and their resource management |
Dinosaur
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★ Dinosaurs use the GY as a resource pool, destroying its own cards to gain advantage ★ Special Summons one after another to get to the stronger monsters ★ Cards like "Double Evolution Pill" enable Special Summons overlooking summoning conditions |
Resonators
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★ Various Tuners that provides access to Dragon-type Synchro Monsters that are offensively powerful ★ Supported by the Bystial archetype of Dragons to enable Synchro materials to match certain levels ★ Only Synchro Monsters make up the Extra Deck, making flexibility very limited. |
Tenyi Swordsoul
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★ Has a simple yet very strong one-card combo into two Synchro boss monsters ★ Tenyi monsters provide disruption and control of the field while in the GY ★ Has very powerful Synchro monsters to pivot to depending on the game state |
Blackwings
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★ Blackwings specialize in swarming the field with multiple monsters for Synchro Summons ★ Can pivot from offensive to control playstyle due to balance ★ Has multiple Synchro boss monsters that can single-handedly win the game |
Lunalight
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★ Lunalights focuses on Fusion Summons with their very own Fusion Spell even included ★ Lunalight Fusion Monsters are amazing when it comes to Battle Phase ★ Attacking multiple times in a single turn is a specialty for Lunalight |
Thunder Dragon
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★ Fusion-centric Deck that likes having cards be sent to the GY and/or banished ★ Lost of Main Deck Monster effects can trigger from the hand ★ Archetype Fusion Monsters have dedicated Fusion Spell, but also doesn't need them |
Rikka
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★ Has lots of interruptions with boss monsters from Main Deck and Extra Deck ★ Some effects tribute opponent's monsters or turn them into Plant-type monsters for different ways of control ★ Has strong Xyz and Link Monsters to opt into in the Extra Deck |
Dinomorphia
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★ Fusion-based Deck that normally uses Trap Cards to conduct its Fusion Summons ★ The Deck actually gets stronger the lower the player's LP is, and has ways to keep lowering it ★ Has synergy with effects that enable Trap Cards more, like setting from the Deck or activating the same turn they were set |
Branded Despia
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★ One of the most consistent Decks due to synergy to Fusion Summon powerful monsters ★ Extremely flexible options in the Extra Deck, allowing players to adjust and pivot ★ Can be slotted in with other archetypes; brings both offense and defense |
Branded Zombie
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★ A usual Branded Deck can be used in conjunction with Zombies for a different Fusion-centric Deck ★ They wreck GY strategies due to Zombie World, changing every monster there into Zombies ★ Can also pivot into other Extra Deck Summoning methods, especially Synchro for Zombies |
Marincess
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★ Link Summon-centric Deck focused on Water Monsters ★ Has the flexibility to play through the opponent's board ★ Excels in flooding the board with interruptions |
Vaylantz
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★ Vaylantz activates effects when Pendulum Monsters move between Card Zones. ★ An all-or-nothing Deck that relies on its combo to bring out the Boss Monster ★ Can also move opponent's cards, usually from Monster Zone to Spell/Trap Zone as a Continuous Spell/Trap |
Pure Scareclaw
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★ Revolves around Scarclaw Tri-Heart, forcing all other monsters to Defense Position and is immune to their effects while on the field ★ Scareclaw monsters pointed by Tri-Heart's Link Markers give the Link Monster additional effects ★ Boosted even more now with the arrival of Kashtira support |
Buster Blader
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★ Fusion-based Deck that is extremely strong against Dragon-type Decks, and can be the strongest hard counter ★ Can turn all monsters on the field into Dragon-type with the help of Buster Dragon ★ Once set up, is both an aggro and a control Deck because of the floodgate-like effect |
Spright
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★ Empowers Level 2 Monsters as Spright Main Deck Monsters can easily Special Summon themselves ★ LINK-2 and Rank 2 Xyz Monsters thrive with this Deck ★ Can become a splashable engine to other archetypes that can use its strength |
Spright Runick
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★ Sprights supporting the Runick archetype due to Hugin the Runick Wings being Level 2 ★ Sprights provide protection to Runick Quick-Play Spells ★ Can be very problematic if this Deck manages to take the first turn |
Spright Evil☆Twin
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★ Evil★Twin archetype fits well with the Spright Engine, allowing a pivot from Spright into summoning Troubled Sonny ★ Full combo can create a loop of Evil★Twin Link Monsters that can destroy cards and provide advantage ★ Balances control and aggression, and can pivot between the two playstyles |
Spright Tri-Brigade
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★ Sprights can be inputted into a Tri-Brigade Deck thanks to Tri-Brigade Kitt and Tri-Brigade Kerass ★ Tri-Brigade has some of the best Link Monsters, which include Tri-Brigade Shuraig the Ominous Omen ★ Spright Elf can protect Tri-Brigade Monsters if they're under the Link Monster's Link Markers |
Altergeist
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★ Link Summon-centric Deck has a lot of Trap Card support ★ If this Deck can set up, it can be annoying to go up against its playstyle due to various effects ★ Doesn't have the most impressive card stats, but makes it up for it with powerful control and card effects |
Ishizu Tearlaments
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★ Tearlaments can do Fusion Summons if certain monsters are sent to the GY ★ Has synergy with quite a lot of effects that send cards to the GY ★ Combos can get out of hand really quick if the opponent has no responses |
Ghoti
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★ Ghoti monsters like being banished, which for others is a punishment ★ Banished Ghoti monsters can be Special Summoned the next turn ★ Effects allow them to Synchro Summon even during opponent's turn |
Dogmatika Bystial
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★ Dogmatika specifically counters Extra Deck plays ★ Bystial Engine uses Dogmatika cards well due to LIGHT/DARK Attribute Defensive play makes it hard for opponent to respond against |
Naturia Runick
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★ Deck composed of Earth Attribute monsters ★ Limit your opponent's actions through multiple interruptions ★ Continously negate Spells once per turn with one monster |
Generaider
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★ Level 9 monsters inspired from final bosses in RPGs ★ Specializes in Special Summoning Tokens during the opponent's turn ★ Swallow your opponent's monsters through Jormungandr |
8-Axis Gizmek Orochi
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★ Revolves around Level 8 monsters ★ Flexibility around Xyz and Synchro Summons ★ Massive OTK potential through Numeron Dragon |
Danger! Dark World
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★ Deck focused on filling up the Graveyard and discards to activate effects ★ Generates massive card advantage despite losing cards on hand ★ Flexible Extra Deck that can answer to most situations |
Purrely
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★ Purrely Quick-Play Spells have effects when used as Xyz Monster Materials ★ Epurrely Xyz Monsters can absorb activated Purrely Quick-Play Spells ★ Expurrely Noir's effects does not have hard once-per-turn clause |
Rescue-ACE
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★ Fire Attribute centric deck inspired from firefighters ★ Can either branch into Synchro or Link plays ★ Set 4 cards face-down on the back-row |
Gishki Spright
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★ Combines the strengths of both Gishki and Spright, both archetypes that can easily Special Summon ★ Centered around monstly Level 2 and Rank 2 Monsters that can be easily Special Summoned ★ Most of the Gishki monsters have no hard once-per-turn effects, which can be exploited into lengthy combos |
Scareclaw Kashtira
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★ Combines the archetypes of Kashtira and Scareclaw ★ Has the ability to attack while in Defense Position ★ Force opponent monsters into Defense Position |
Zombie World P.U.N.K.
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★ Synchro-based Deck that relies on the Graveyard ★ P.U.N.K. monsters bring out various Extra Deck monsters ★ Titular Field Spell makes every monster on the field and GY Zombies |
Hungry Burger Nouvelles
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★ Ritual-based Deck that Tributes the opponent's monsters ★ Has the feature to "Ritual Climb" with their monsters ★ Brings out Hungry Burger to eat! |
Vanquish Soul
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★ A Deck themed around tagfighting games with constant switching of monsters ★ Tag out monsters between the hand and field ★ Effects rely on having the monsters with the right Attribute on hand |
Ghostrick Purrely
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★ A Purrely Deck that utilizes the discard potential of Ghostrick ★ One-card combos leading into uninterruptible boards ★ Ends on two Expurrely Noirs, sometimes with a Utopic Draco Future. |
Mannadium
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★ Destroys their own monsters in order to get materials to Synchro Summon ★ Certain Tuners can Special Summon themselves from the hand with certain requirements ★ Has support from other archetypes that use "Visas Starfrost" |
Superheavy Samurai
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★ Samurai-themed deck based around the equip mechanic ★ Only has Monster Cards ★ Excels playing through multiple interruptions |
Gold Pride P.U.N.K.
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★ Makes use of multiple Extra Deck summon options ★ P.U.N.K. Engine synergizes with LP usage of Gold Pride ★ Lots of hand traps available to interrupt the opponent |
Dragon Rulers
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★ Dragon Rulers are now at full strength, all cards are unlimited ★ Has access to multiple Deck engines to be a turbo Aggro Deck ★ Has potential to have extreme card advantaged thanks to Super Rejuvenation |
Unchained
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★ Unchained specializes in triggering effects that destroy cards, including their own ★ Some of the boss monsters use the opponent's own monsters as materials for a Link Summon ★ The archetype is great against Quick Effects, targeted effects and non-destruction card removal |
Chimera Illusion
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★ Fusion-centric archetype that introduces the Illusion-type monsters, which supports Beasts and Fiends ★ Most of the boss monsters can attack but not destroy monsters, and can trigger effects when successful ★ Can be pretty strong with proper use, but lacks power compared to current top Decks in the meta |
Runick Spright Fur Hire
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★ Yet another Deck Engine being added for consistency to the Runick Cards and their drawing power ★ Has synergy thanks for a Fur Hire Card having a Level 2 monster ★ When the effects are used correctly, can draw between 5 to 7 cards during the opponent's turn |
Fire King Snake-Eyes
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★ New Fire King Support Cards are actually really good, and has synergy with Snake-Eyes ★ New Fire King Card allows the Xyz Summon of a monster during the opponent's turn ★ Had very few counters against it in TCG/OCG, so players might have other options in Master Duel's format |
Horus Control
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★ Monsters that prefer to be sent to the GY, as they can Special Summon themselves from there if certain Spell Cards are active ★ Has some of the most flexible playstyles, and can use a wide variety of Deck Engines ★ Makes use of flexibility to run some wide number of underutilized floodgates through monster effects |
Horus Tearlaments
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★ Combines the milling prowess of Tearlaments with Horus being able to Special Summon their monsters from the GY ★ Can now make use of Level 8 and Rank 8 Xyz Monsters, specifically The Zombie Vampire ★ Can switch between 40 or 60-card variants depending on how flexible they want their Extra Deck to be |
Yubel
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★ The best Deck to use Super Polymerization due to its boss monster, Yubel - The Loving Defender Forever ★ Yubel monsters cannot be destroyed by battle, and reflects all battle damage back to the opponent; just one monster is enough for OTK attempts ★ Quite a lot of cards in the Deck can result in a full combo, which makes this Deck very consistent |
Ice Barrier
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★ Aggressive WATER Deck that also doubles as a Control Deck that punishes Special Summons ★ New Level 10 Synchro Monster Lancea can Special Summon once per chain if the opponent keeps Special Summoning ★Some of the Ice Barrier monsters have floodgate effects when they are on the field, and are only disabled once they are off the field |
Voiceless Voice
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★ Skull Guardian, Protector of the Voiceless Voice gains double its ATK and a negate effect once the titular monster and its support monster are both on the field Easy-to-do Deck that can be slotted with multiple hand traps and Deck Engines at player's leisure ★ Provides multiple layers of protection to keep both Skull Guardian and Lo on the field for as long as possible |
Infernoid
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★ Infernoid shares effects between monsters of tributing cards in order to negate effects ★ Needs as many Infernoid monsters in the GY as possible for eventual Fusion Summon of Infernoid Tierra ★ Board wipe effect of Tierra is dependent on the number of Fusion materials banished, and the activation of a specific Continuous Spell Card |
Lightsworn
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★ One of the original archetypes in Yu-Gi-Oh! that focuses on milling cards from the Deck to the GY ★ Because of GY-centric strategies, this archetype can be used with others that benefit from having cards sent to the GY en masse ★ This Deck variant focuses on Bystial, Horus and Thunder Dragon support to continue combos and get to boss monsters |
Rikka Ragnaraika
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★ Ragnaraika's influnce is minimal in this Deck, but offensive capabilities are bolstered with Spell Cards and Link Monsters ★ Playstyle is very similar to a regular Rikka Deck, which is at full power with three Loci and three Dryas as of writing ★ Tributing monsters off the field can bypass certain Trigger Effects; notably effects that activate when cards are destroyed |
Tenpai Dragon
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★ Specializes in Special Summons and Synchro Summons during the Battle Phase, and can consistently attempt for OTKs ★ Due to the Deck's very low count of archetype cards, it has more than enough space to add lots of hand traps, board wipes and interruptions against the opponent ★ Is easily one of the best Decks to go second blindly against any Deck, but it all comes down to the luck of the draw on the starting hand |
Ritual Beast
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★ One of the most complex Decks to pilot in Yu-Gi-Oh! history, but results in a very strong board with negates and interruptions ★ Despite having Fusion Monsters, Polymerization or Fusion spells are not needed because of Contact Fusion ★ Extremely powerful going first, and when set up correctly, can go against powerful Decks that prefer going second like Tenpai Dragon. |
Infernoble
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★ Specializes in Synchro Monsters and dedicated Link Monsters that utilize Equip Spells to get card advantage ★ Uses Isolde to send Equip Spells to the GY in order to search a FIRE Warrior-type monster, which results in massive card advantage ★ Typically ends with multiple omni-negates, and automatically negates the first Spell Card the opponent uses with Angelica's Angelic Ring |
Shining Sarcophagus
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★ Retrains of Yugi Muto's monsters from his Deck, turning them into a cohesive archetype ★ The Main Deck is the main source of strength; the Extra Deck is merely a convenience if every additional plays are needed ★ Far too reliant on its titular Continuous Spell Card; once removed from the field, all archetype monsters lose their additional effect |
Melodious
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★ Fusion-based archetype that can make boss monsters that are powerful during the Battle Phase ★ New support comes with Pendulum Monsters, opening them to more archetype synergy like Vaylantz and Supreme Dragon ★ Can catch some Duelists off guard if they do not know how to deal around Melodious's various control effects |
Gimmick Puppet
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★ Xyz-based archetype that has an aggressive playstyle, which is combined with multiple burn damage effects. ★ Can win in different ways; through reducing LP to 0, deal effect damage in an FTK combo, and even an Instant Win condition. ★ Currently at full power thanks to the release of much-needed archetype support timed with banlist nerfs on other Decks. |
White Forest
|
★ One of the few Synchro-centric archetypes that uses its effect to Synchro Summon during the opponent's turn. ★ Encourages sending Spell Cards and Trap Cards from the hand to the GY as cost; they can just set themselves from the GY afterwards. ★ Can be pretty flexible with other archetypes, especially with options in the Extra Deck and more bodies in the Main Deck. |
Fiendsmith Snake-Eyes
|
★ Snake-Eyes is still at full power despite hits in banlist over the past year, and only got stronger with new support ★ Fiendsmith provides additional support, from bodies on the field to omni-negates ★ A single card can result in a full combo for the Deck, but there are other ways to pivot into the combo. |
Millennium
|
★ Can make use of the Exodia cards and use them not just for its Alternate Win condition, but for a proper playstyle beyond drawing ★ Most of the Main Deck monsters are immune to some form of card effect, be it from effect or from battle destruction ★ Depending on the set-up preparation, The Unstoppable Exodia Incarnate can go for an OTK attempt |
Fiendsmith Kashtira
|
★ Fiendsmith Engine can stop any cards from negation, which then the Kashtira monsters can punish in retaliation ★ Fiendsmith Combo placement can be tricky because of Kashtira's tendency to be locked to Xyz Monsters with Kashtiratheosis ★ Combination of negation, banishment and zone blocking is extremely debilitating that it is almost a sure win if left unchecked |
Primite Red-Eyes
|
★ Red-Eyes Black Dragon is a Normal Monster, and can easily enjoy the benefits of the Primite Engine ★ Can also make use of a small Blue-Eyes package to further support the Deck's firepower and protection ★ Can be further supported with a Metalmorph Engine for an additional omni-negate with Red-Eyes Black Fullmetal Dragon |
Argostars
|
★One of the very few archetypes that make use of Trap Cards that can summon itself as monsters ★Key monster Glorious Adra can tribute itself to place two Trap Cards that can be turned into monsters ★ With enough cards on the field, along with board wipes used to clear the field, can turn into an OTK |
Mimighoul
|
★ Makes use of Flip Effect Monsters well by giving them to the opponent, as their effects benefit the opponent, which is you ★ Can play through banishing effects like Macro Cosmos or Dimension Shifter ★ Depending on the opponent's Extra Deck, Mimighoul Charm can let you use the opponent's monsters from there to your own benefit |
Crystron
|
★ One of the very few Synchro-centric archetypes that can Synchro Summon during the opponent's turn ★ Most of the Synchro Summons done by Crystrons are in response to the opponent using an effect, and can Special Summon materials from the Deck ★ Can handle some of the lesser-used Synchro Monsters with specific levels or material requirements |
Jurrac
|
★ Jurrac finally gets their modern cards that changes the archetype's playstyle from battle destruction to board wipes ★ Supported by some of the universal Dinosaur supportin the Deck, and popular FIRE monsters in the Extra Deck ★ The board wipes destroys cards, which can backfire if opponent has cards that trigger when they are destroyed |
Regenesis
|
★ Regenesis monsters benefit from having monsters with either 2500 original ATK or DEF on hand. ★ Most of the Regenesis monsters have some form of in-built interruption like a negation or bounce effect. ★ Can Special Summon each other from the hand and retrieve themselves from the GY in the End Phase. |
Onomat Utopia
|
★ The first proper Xyz archetype still remains consistent to this day, and can still take games off of unprepared players. ★ Often a Deck Engine to other Xyz-centric Decks, but can be a standalone Deck due to sheer number of Utopia Xyz monsters as Deck bosses, ★ Can easily make use of Rank 4 Xyz Monsters, but also monsters that use Xyz Monsters as materials like the Number F0 monsters. |
| Tier List Explanation Shortcuts | God Tier |
||||
|---|---|---|---|---|---|
Rogue Tier |
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| Deck and Brief Explanation | |
|---|---|
Invoked Shaddoll
|
★ Uses Invoked Engine to bring out powerful Fusion Monsters from two different archetypes ★ Shaddoll in itself is an already powerful Fusion archetype and engine ★ Dogmatika is also added into punish the opponetn from using their own Extra Deck |
Eldlich Control
|
★ Eldlich Control Decks prefer having only one monster for the most part: the titular Golden Lord ★ Loaded with numerous floodgates in Normal and Continuous Traps ★ Has a Fusion Monster variant that becomes even harder for the opponent to deal with if teched in |
Drytron
|
★ Drytron Decks Ritual Summon tributes do not focus on Levels, but on their respecitve ATKs ★ Lots of Fairy-type support synergizes well with Drytron, most specific of which are Heralds ★ Can be quite hard to defeat once key monsters and cards are in place, including hand traps |
Dragonmaid
|
★ Dragonmaids can swap between low-level Dragons and powerful Dragons at the start of the Battle Phase ★ Dragonmaid Fusion Monsters also have access to same monster-swapping effect between House and Sheou ★ Generic Dragon-type support works wonders with this Deck |
Pure Tri-Brigade
|
★ Tri-Brigade can Link Summon monsters from the GY by banishing cards from there ★ Beast/Beast-Warrior support works well with the Deck for resource management ★ With a certain card, the player can Link Summon during the opponent's turn as well |
Dragon Link
|
★ Dragon Link Decks run a combo that summons various Link Monsters, and can go up to 60 cards ★ Has a combo that ends with a boss monster that is hard to remove from the field ★ Got its consistency nerfed with a ban on "White Dragon Wyverburster" |
HERO
|
★ Combines the various HERO subarchetypes: Elemental, Destiny, Vision, Masked, Xtra ★ Features a plethora of powerful Fusion Monsters, some of which do not need Polymerization ★ With certain HERO boss monsters, it can also be a defensive Deck that's hard to respond against |
Phantom Knights
|
★ A Deck that uses the GY as a resource pool, sending cards there to trigger effects and add cards ★ Has some of the best Trap Card supports in the game, in Fog Blade ★ Has options to go into Ranking Up its Xyz Monsters into stronger monsters |
Bird Up
|
★ Tri-Brigade and Lyrilusc have innate synergy thanks to Winged Beast/Beast-Warrior/Beast archetypes ★ Tri-Brigade can use Lyrilusc monsters as material when banishing them to Link Summon powerful monsters ★ Lyrilusc uses trickier plays to bamboozle the opponent with control and surprising offense |
Despia
|
★ Despia makes use of specific Fusion Spells part of Branded Engine ★ Some can be activated during the opponent's turn to mess with the opponent via interuption ★ Materials for Fusion Monsters are somewhat easy to fulfill |
Stardust Dragon
|
★ Makes use of Junk, Stardust and Synchron archetypes to Synchro Summon repeatedly ★ One Synchro Monster can summon up to 4 Synchron Tuner Monsters to be used ★ At the end of the combo, multiple evolutions of Stardust Dragon will be on the field |
Code Talker
|
★ Code Talkers introduced Link Summoning to Yu-Gi-Oh! ★ Are known for their ability to Link Climb: continuously Link Summon stronger Link Monsters ★ Combos can easily spiral out of control depending on how the Deck is built |
Evil☆Twin
|
★ Makes use of Evil★Twin and Live★Twin Link Monsters ★ LINK-2 monsters of archetype constantly being summoned provides field control and card advantage ★ One-card combo allows flexibility in Deck build, allowing Engines to be used |
@Ignister
|
★ @Ignister chains Special Summons to swarm the field with signature monsters ★ Only archetype to properly use LINK-6 The Arrival Cyberse @Ignister ★ Card very hard to stop unless multiple hand traps are available |
Despian Predaplant
|
★ Predaplants specialize in Fusion Summons, with monsters strong in battle, disruption and field control ★ Makes use of a Token; Predator Counters enable control and disruption against the opponent ★ Some can even use the opponent's monsters as Tribute or Fusion Material |
Domain Monarch
|
★ Monarchs focuses on Tribute Summoning, then triggering effects on Summon to exert control on the field ★ Needs constant monsters on the field to be used as tribute fodder ★ Extra Deck is optional for this Deck, but can be used as resource cost |
Plunder Patroll
|
★ Control Deck that can Special Summon certain Extra Deck monsters for free via card effect ★ Who to summon is based on attributes of the opponent's monsters ★ Plunder Patroll boss monsters can have Quick Effects when equipped with other Plunder Patroll cards |
Adventurer Phantom Knights
|
★ Adventurer Engine provides more materials to use at the tail end of the PK combo ★ More disruptions provide further protection to Phantom Knights before they can go on the offensive ★ Adventurer Token can definitely be used to Link Summon a different monster |
Adventurer P.U.N.K.
|
★ P.U.N.K. Engine has amazing combo lines that can go into a full field of boss monsters if uninterrupted ★ Adventurer Engine provides omni-negate and a bounce back to hand ★ Much stronger if it manages to go first in the Duel |
Beetrooper
|
★ Beetroopers swarm the field with Insect-type monsters to be used for the Extra Deck by Special Summon one another ★ Has powerful dedicated Fusion and Link monsters for the archetype ★ Other Beetrooper monsters will enjoy more benefits once key monsters are out on the field |
Tri-Brigade Gladiator Beast
|
★ Tri-Brigade can make use of Gladiator Beasts due to monster typing synergy as Beast-Warriors ★ Gladiator Beasts can Contact Fusion, with no need for Polymerization ★ Generic Beast-Warrior support works well for this Deck |
Zombie Vampire
|
★ Vampire uses LP to their advantage as cost for some of their effects ★ Generic Zombie engines enable Vampires even more, especially in GY utility ★ Extra Deck options are expanded after bringing Zombie support to Vampires |
Galaxy-Eyes OTK
|
★ Galaxy-Eyes can easily get Level 8 monsters out on the field, especially for titular Galaxy-Eyes Photon Dragon ★ Rank 8 Xyz Monsters are some of the most popular Xyz Monsters, and this Deck takes advantage ★ When set up right, Galaxy-Eyes can commit to an OTK with little resistance |
Borrelend Dragon Link
|
|
Runick
|
★ Runick Quick-Play Spells can constantly interrupt the opponent, then banishes their cards ★ Runick Fountain enables the Deck by recycling cards from GY, and letting Quick-Play Spells activate from hand anytime ★ Runick Fountain is now set to Limited, hurting the Deck's strength |
Therion ABC
|
★ ABC Monsters utilize Union monsters the best out of everyone, and doesn't need Fusion Spells ★ Supported by the Therion Engine which provides an additional negate for protection ★ Consistensy was hurt after Union Carrier was marked Forbidden |
Crystal Beasts
|
★ Crystal Beasts become Continuous Spells/Traps when destroyed, making this its central playstyle ★ Has a powerful Trap Card that can search out any Field Spell, making those cards splashable ★ Aims to summon variations of Rainbow Dragon, which has immediate impact when summoned |
Mayakashi
|
★ Mayakashi plays a lot like the Shiranui archetype with Synchro Summons ★ Also has access to powerful Link Monsters ★ Because of their Zombie typing, Mayakashi likes using the GY to their advantage |
Ninja
|
★ Deck centered around hit-and-run Flip Monsters ★ Focused on Special Summoning from the Deck to Field ★ Force the opponent's monsters into Defense Position indefinitely |
Raidraptors
|
★ One of the few Xyz-based Decks that can Rank Climb into even stronger monsters ★ Can flood the board with Winged Beast monsters fast ★ A number of Extra Deck monsters can win the game, from stat boosts to preventing effect activations |
Nemleria
|
★ Extra Deck is more of a resource, but can be used depending on circumstances ★ Has minimal use of Kashtira Engine to banish cards for Nemleria's advantage ★ Deck slowly gets stronger with each banished card from both players |
Snake-Eye
|
★ Powerful and consistent Link Monster summoning, but has options into Synchro Summoning ★ Some effects can turn opponent's monsters into Continuous Spells/Traps, and Special Summons them ★ Has a plethora of hand traps, but it also has a number of negates from other cards from the archetype |
T.G. Diabellstar
|
★ Extremely powerful Synchro-centric Deck with a powerful endboard ★ Combos can start off of one combo, and boss monsters have powerful disruptions ★ Weak against handtraps, and restrictive against non-"T.G." monsters. |
Earthbound
|
★ An archetype that has an embedded use of both Fusion and Synchro Monsters ★ Has cards and effects that enables it to summon Fusion and Synchro Monsters in one fell swoop ★ Can make use of various Synchro Deck Engines like Resonators and Synchrons |
Armored Xyz Shark
|
★ Fish-type WATER monsters that can be Special Summoned easily for materials for Xyz Summons ★ Can Rank Up into stronger Xyz Monsters, which have very powerful offensive effects ★ Combos can end with 2 Xyz monsters on the field at least, and up to 4 in a single turn |
Vaalmonica
|
★ Pendulum archetype that focuses on paying and earning LP in order to activate card effects ★ Some effects rely on Resonance Counters while gaining LP, which is needed to Link Summon ★ Mostly Level 4 Monsters in the Main Deck, providing options into Rank 4 Xyz plays for flexibility |
Toy Box Dark Magician
|
★ Toy Box Engine provides two monsters right of the bat, and all it takes is one Continuous Spell Card ★ Illusion of Magic Engine synergizes well with Toy Box, providing quite a lot of card advantage ★ Dark Magician cards can make use of both engines to set up control, but can be quite dependent on them |
Majespecter
|
★ Most of the Majespecter monsters cannot be targeted nor destroyed by card effects, making them harder to remove from the field ★ Majespecter Unicorn - Kirin has finally been removed from the banlist, and the archetype is at full power ★ Deck is way too reliant on searching and tributing cards, and with low stats the monsters can be swarmed by stronger monsters. |
Mekk-Knight
|
★ One of the easiest Decks to learn how to Link Climb into stronger Link Monsters, with a boss monster meant to be strong when battling ★ Placement of monsters on Link Markers is essential for a couple of Link Monsters in this Deck, with effects that grant them additional ATK and effects ★ Easily susceptible to interruptions and popular hand traps |
Fiendsmith Magical Musketeer
|
★ Magical Musketeers are mostly LIGHT Fiend-type monsters, which are perfect for the Fiendsmith Engine to be slotted in. ★ Fiendsmith Engine does not make use of a Normal Summon, freeing up access to Magical Musketeer Max with a single summon. ★ Magical Musket Spells and Traps can be activated from the hand during either player, but is reliant on having the Magical Musketeer monsters on the field. |
Red-Eyes Metalmorph
|
★ Red-Eyes gets the retrain of Metalmorph, and earns an omni-negate while equipped with Max Metalmorph! ★ There are other monsters that can be summoned out with the help of Max Metalmorph, all with their own powerful effects Metalmorph in itself is quite powerful that it can be splashed to other Dragon-centric Decks if in need of good omni-negates and traps! |
Infernity
|
★ Fiend-type Deck that gets to be as strong as possible when its user has no cards on hand ★ All kinds of shenanigans can happen having no cards on hand, especially with some Main Deck Monsters' effects not having once-per-turn clauses ★ Its strength is also its biggest weakness; with hand traps dominating the meta, it cannot go Second in a Duel, otherwise the opponent can counter with their own hand traps |
Fiendsmith Evil HERO
|
★ New Evil HERO cards make the sub-archetype more interesting to be used along with other HERO sub-archetypes ★ Evil HERO are Fiend-type monsters, which has some synergy with the Fiendsmith Deck Engine ★ Focus on Fiendsmith cards means less reliance on HERO sub-archetype, but also means loss of access to some HERO Fusion monsters |
Ryu-Ge
|
★ Ryu-Ge is the first Deck that makes use of Dinosaurs, Sea Serpents and Wyrms in a single Deck, using Level 10 monsters ★ Options are varied for Rank 10 Xyz Monsters to Fusion Monsters to disrupt the opponent via Super Polymerization ★ True strength of Ryu-Ge monsters are all reliant on the Ryu-Ge Continuous Spell Cards that have to be face-up on the field. |
Ryu-Ge Voiceless Voice
|
★ Combines two different self-sufficient archetypes that make use of Ritual Monsters as boss monsters. ★ Both archetypes can act independently from one another, meaning their respective combos can happen without assistance from the other. ★ Discarded some crucial meta cards like Called by the Grave and Crossout Designator to make space for the two archetypes without feeling bloated. |
Battlewasp
|
★ Insect archetype that focuses on Special Summons to swarm the field with materials to get to Synchro Monsters ★ Can turn Insect non-Tuner Monsters into Tuners thanks to Battlewasp Wind, and getting materials on the field is pretty easy ★ Has benefits in banishing Insect-type monsters, but effects need Insect monsters in the GY to actually use their effects properly |
Fabled
|
★ Combination of LIGHT Fiend and Beast monsters that prefer being discarded to gain card advantage and materials for Synchro Monsters. ★ Natural synergy with the Fiendsmith Engine, as Fiendsmith`s Tract now doubles as a searcher. ★ Fabled has some more options for Main Deck cards in order to get some other cards on hand, as well as Synchro Monsters with generic materials |
Ancient Fairy Dragon
|
★ Ancient Fairy Dragon is the last of the Signer Dragons to get a proper retrain Deck archetype of the 6 Dragons ★ Ancient Fairy Life Dragon allows itself and fellow Ancient Fairy Dragons to attack while in Defense Position ★ With reduced number of cards, this Deck can act as an Engine to support other Decks that can make use of Tuners and bodies for Synchro Summons |
| Tier List Explanation Shortcuts | God Tier |
||||
|---|---|---|---|---|---|
Rogue Tier |
|||||
| Deck and Brief Explanation | |
|---|---|
Dark Magician
|
★ Dark Magician has received quite a lot of dedicated support, making it have a flexible playstyle ★ Chaos monsters have innate synergy with the Dark Magician archetype ★ Has a surprising amount of options for the Extra Deck, with a focus on using Level 6 and Level 7 monsters |
Blue Eyes
|
★ Blue-Eyes has garnered lot of archtype support, allowing to get the titular monster on the field ASAP ★ Fusion Monsters have variety, from Contact Fusions to monsters that attack multiple times ★ Generic Dragon-type support greatly boosts Blue-Eyes' consistency |
Code Prank Kids
|
★ Prank-Kids specialize on Fusion Summons and Link Summons ★ Combos can practically start from a single card, making it easy to bring out boss monsters ★ Multiple key cards having been banned hurt its consistency, but Meow-Meow-Mu has recently been unbanned |
D/D/D Aggro
|
★ D/D/D uses every singe Extra Deck summoning methoid in the game ★ Combos can spiral out of control, and players have access to resouce management as well ★ Can be flexible with Extra Deck if materials required are generic |
Yang Zing Tenyi
|
★ Yang Zings can work as a standalone Deck instead of working as a Deck Engine ★ Most monsters have floating effects that replace themselves by Special Summoning another one ★ One of the few Decks that can conduct Synchro Summons during opponent's turn |
The Winged Dragon of Ra
|
★The Winged Dragon of Ra received the most support out of Egyptian Gods ★Cycles around its three forms: Sphere Mode, Classic, and Divine Phoenix ★ Various forms of disruptions and field-clearing between the three versions |
DPE Scythe
|
★ Makes use of Destiny HERO - Destroyer Phoenix Enforcer and its card-destroying Quick Effect ★ Locks out the opponent from any Special Summons through a combo with Artifact Scythe ★ Extremely reliant on the Deck going first; consistency hurt with DPE Engine hit in banlist |
Paleo Frog
|
★ Paleozoic Decks rely mostly on Normal Trap Cards that can double as Monsters after activation ★ Surprising amount of Level 2/Rank 2 Xyz support, especially involving "Frog"monsters ★ Multiple disruptions slow down the pace of the game to your player's advantage |
Despia Darklord
|
★ Darklords have a Fusion Monster as a boss monster, which enables synergy with Branded Despia ★ Branded Despia appreciates Darklord's draw power and strong Fusion Monsters ★ Has multiple Fusion Spells, including the powerful Super Polymerization |
Odd-Eyes Performapal
|
★ Performapal is a consistent Pendulum archetype to get resources ★ Has innate synergy with the Odd-Eyes Dragons and the Extra Deck variations ★ One of the very few Decks with proper usage of all Extra Deck summoning methods |
Igknight OTK
|
★ Igknights can search other copies of itself by destroying cards put on the Pendulum Zones ★ Synchro Summons and Link Summons lead to an OTK dealing 8000 damage via effect ★ Extremely hard to pull off with Cyber-Stein and Crystron Halqifibrax marked Forbidden |
Darklord
|
★ Darklords make use of the GY as a resource pool, sending cards and Special Summoning monsters from there ★ Has a surprising amount of draw power, making resource management easy ★ Enjoys blanket support being mostly under DARK Attribute |
Ultra Athletes
|
★ Ultra Athlete monsters constantly swap between hand and field, much like a sports team with substitutes ★ Effects trigger on summon, providing control onto the field ★ The Extra Deck is more of an optional win condition but provides extra ways to win |
Z-ARC Pendulum Magician
|
★ One of the few Pendulum Decks that is consistent in getting boss monster out easily ★ Has a Trap Card that enables summoning Z-ARC easier than it should be ★ One of the longest combos in the game, but also has one of the strongest end boards when finished |
Adventurer Rose Dragon Tenyi
|
★ Rose Dragons is a pretty good Synchro Summon-centric archetype to mesh with others ★ Boss monsters in the archetype usually have effects that clear the field effectively ★ Adventurer Engine provides additional protection and materials for Synchro Summons |
Suship
|
★ One key monster in the Main Deck is a Normal Monster, and gives benefits when used as Xyz Material ★ Powerful Xyz Monsters from Suship provide both offensive and support effects ★ Dedicated Spells & Traps provide support and card advantage |
Branded Tri-Brigade
|
★ Branded and Tri-Brigade's synergy relies on its Attributes and various Fusion requirements ★ Mercourier serves as linking monster between the two archetypes ★ Both archetypes also like having cards be sent to the GY to trigger more effects |
Branded Cyber Dragon
|
★ Cyber Dragons have some of the most powerful Fusion Monsters in the game ★ As most Cyber Dragons are LIGHT and DARK, they synergize with Branded Despia ★ A little hard to synergize between the two archetypes, but can be strong when perfected |
Libromancer
|
★ Libromancers are more aggressive than typical Ritual-based Decks, wanting to summon one after another ★ Ritual Monsters gain more effects if they use monsters on the field as tribute material ★ Can easliy pivot into Xyz and Link Monster options when needed |
Ishizu Chaos
|
★ LIGHT and DARK monsters like being in the GY, which is what Ishizu engine enables ★ Chaos makes use of good archetypes like Lightsworn and Danger! ★ Somewhat hit after Agido and Kelbek were marked as Forbidden |
Branded Ishizu
|
★ Branded Despia Deck utilizing the Ishizu engine that mills and recovers cards in the GY ★ Lots of the Branded and Despia cards like being in the GY, and the Ishizu engine both enables and protects them ★ Has been hit with its GY consistency due to Agido and Kelbek currently being Forbidden |
Gaia OTK
|
★ Gaia the Fierce Knight has a plethora of Fusion Monsters with effects that can make them have higher ATK than usual ★ Has a surprising amount of control with some negates and field control ★ When set up properly with a certain boss Fusion Monster, can hit for a decisive OTK |
Vernusylph
|
★ Vernuslyph specializes in discarding cards to activate effects and gain advantage ★ EARTH monsters that like being sent to the GY can be used here effectively. ★ Can work as a Deck Engine for certain archetypes, especially with powerful synergy for archetypes in GY. |
Melffy Spright
|
★ Melffys are all Level 2 monsters, making them perfect with Spright synergy ★ Full combo results in a near-unbreakable board of negates and bounces ★ Can easily pivot from control to aggression depending on the situation |
Prediction Princess
|
★ Ritual-based Deck centered around Flip monsters ★ Makes use of old Flip monsters with ludicrous effects ★ Locks enemies out from Special Summoning and Spells/Traps |
Gate Guardian
|
★ Playstyle focuses on getting the three pieces of Gate Guardian ASAP ★ Main boss monster can negate cards or effects thrice per turn ★ Can turn the three pieces into Continuous Spells/Traps to help getting all three at the same time |
Skull Servant Zombie
|
★ Goal is to get as many Skull Servant Monsters into the GY to make King of the Skull Servants stronger ★ Can use various Zombie supports to send cards to GY, or Special Summon them from there ★ Boss monsters available in both Main Deck and Extra Deck |
Kaiju
|
★ Kaijus are notorious for tribuitng the opponent's monsters to Special Summon themselves on their side ★ Most of the Kaijus have very beefy stats, and can be Special Summoned if there is a Kaiju on the opponent's field ★ Supported by the Diabellstar Deck Engine for draw power and field presence |
Volcanic Snake-Eyes
|
★ Newest "Volcanic" support provides them more consistency and additional burn damage ★ Has synergy with Snake-Eyes with having Level 1 Pyro Monsters ★ A certain combo can cause this Deck to potentially do a OTK/FTK |
Battlin' Boxer
|
★ Battlin' Boxer focues on getting Xyz Monsters out on the field that are strong during the Battle Phase ★ Has wide variety of options due to Rank 4 Xyz Monster flexibility ★ Very simple Deck to build and learn, great for players who want to practice Xyz Climbing or Ranking Up Xyz Monsters |
Watt
|
★ Watt Monsters can Direct Attack as part of their effect, and triggers their effect if the attack is successful ★ Can Synchro Summon boss monsters as part of the usual Battle Phase combo, and can push for OTK ★ Watt monsters are relatively low ATK compared to other archetypes; needs lots of ATK buffing from other sources |
Ogdoadic Ragnaraika
|
★ Ragnaraika's debut adds crucial support for Insect, Plant, and Reptile-type monsters, which benefits Ogdoadic greatly ★ Can get to Ragnaraika's LINK-5 monster with relative ease thanks to Ogdoadic's swarming playstyle ★ Far too reliant on milling cards to the GY, especially with Snake Rain as the only means to get specific cards there ASAP |
Flame Swordsman
|
★ Retrain of an iconic Fusion Monster from the start of Yu-Gi-Oh!, now getting enough supporting in the Main Deck to be its own archetype ★ Currently benefits from many powerful FIRE support cards, considering the current meta with FIRE monsters like Snake-Eyes and Tenpai Dragon ★ Needs support from multiple Deck Engines before it can be considered competitive |
Ashened
|
★ Uses the theme of a volcano by destroying own Field Spell and giving the opponent a specific monster ★ Said monster under the opponent's control can be used as Fusion Material for the archetype's key boss Monster. ★ One of the few Decks that makes significant use of Super Polymerization, a card that is very hard to counter with. |
ABC-XYZ
|
★ ABC Union monsters get support with the retrains of the XYZ Union monsters. ★ XYZ retrains benefit the ABC monsters with synergistic effects, allowing them to summon both ABC and XYY boss monsters with ease, having two forms of card removal from the field. ★ Makes use of Level 5 union monsters, which gives access to Cyber Dragon Infinity Line; also makes use of a small Therion engine for an additional negate. |
Amazoness
|
★ Warrior-type monsters that specialize in attacking in the Battle Phase, with effects that boost stats or keep them from being destroyed ★ Gained a new searcher in Amazoness Call, which can also let an Amazoness monster attack multiple monsters ★ Amazoness Fusion Monsters are also very strong when attacking, from taunt effects to protection from card destruction |
Heraldic Beast
|
★ Heraldic Beasts make use of lots of Level 4 monsters in the Extra Deck, providing easy access to Rank 4 Xyz Monsters including those from its own archetype ★ The new Heraldry Crest Xyz Monsters are powerful retrains that changes a monster’s name and negates their effects ★ Deck can be used as an Engine with the rampant Rank 4 Xyz archetypes like Ryzeal |
| Tier List Explanation Shortcuts | God Tier |
||||
|---|---|---|---|---|---|
Rogue Tier |
|||||
| Deck and Brief Explanation | |
|---|---|
Crooked Cook Exodia
|
★ Deck aims to bottleneck from the opponent from any act with Crooked Cook being extremely hard to remove ★ Allows the player to slowly draw and get the multiple pieces of Exodia ★ Extremely reliant in getting Crooked Cook on the field unscathed and uninterrupted |
SPYRAL Control
|
★ SPYRAL has a playstyle involving predicting the opponent's next few draws ★ Effects let the player see the top few cards of their Deck, and prediction effects that trigger if the card is guessed right ★ Is a surprisingly strong combo Deck with powerful boss monsters |
Toon Kingdom
|
★ Toon monsters have a plethora of special effects that differ from regular monsters ★ Deck is reliant on having some form of "Toon World" on the field ★ Is surprisingly strong, and sometimes does not need to use the Extra Deck |
Red-Eyes
|
★ Has multiple ways to build depending the Deck's playstyle, from burn to Aggro ★ Red-Eyes has a number of Extra Deck variants, from Fusion to Xyz ★ Warriors, archfiends and even Dark Magician has synergy with the Deck |
Gadgets
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★ Gadgets can search for fellow cards of the archetype on summon ★ They can end up swarming the field easily with mutliple Machine-tye Gadget monsters ★ Playstyle can vary, depending on cards teched in; Cyber Dragons or God Cards, for example |
Yosenju
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★ Specializes in Normal Summoning Yosenju monsters one after another ★ Each Normal Summon after the first triggers crucial effects that control the field ★ Has options for the Extra Deck, being a Pendulum archetype, but isn't exclusively tied |
Megalith
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★ Megaliths technically do not need Ritual Spell Cards, but rather the Ritual Monsters have them built in ★ Can slowly climb to higher-leveled Megalith Ritual monsters ★ The Main Deck can use more Ritual Monsters than regular Normal or Effect Monsters |
Melffy
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★ Has a lot of disruptive cards; the more materials the Xyz Monsters have, the more disruptive ★ A wide variety of Trap Cards and disruption effects makes this Deck hard to build a combo against ★ Has some options with Beast-type support |
Seraph
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World Chalice Magikey
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Adamancipator
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★ Adamancipator Decks have cards that excel in being able to recycle themselves ★ Excavation effects allow the Deck to continue its combo and get to its strongest board possible ★ Has been explicitly hit with Block Dragon being marked Forbidden |
Pendulum Magician
|
★ Pendulum Magicians take the name of certain Extra Deck monsters and uses that to their advantage ★ Can combo into various boss monsters; can go further thanks to Pendulum Summoning ★ Depending on build, it can either be an Aggro deck or an OTK burn Deck. |
Witchcrafter
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★ Technically does not need an Extra Deck, but welcomes the option ★ Punishes the opponent from using Spell Cards with negates and disruptions ★ Usually needs to discard a Spell Card when activating effects as cost |
Relinquished
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★ Relinquished and its various retrains absorb opponent's monsters to make them their own stats ★ Has low requirements when it comes to summoning Relinquished monsters ★ |
Black Luster Soldier
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★ Black Luster Soldier has recieved lots of dedicated support, as well as Ritual-based support ★ Chaos monsters seems to have innate synergy with LIGHT/DARK mosnters ★ Link Monsters are also available for Black Luster Soldier as a quick pivot |
Gravekeepers
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★ Anti-meta Deck that locks down the opponent's GY, preventing cards from leaving there ★Necrovalley is one of the oldest yet strongest Field Spells ★ Gravekeeper monsters can bypass Necrovalley's GY restriction |
Cyber Dragon
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★ Optional Fusion Monsters with powerful attack effects, and a very powerful Xyz monster that can omni-negate ★ If the opponent uses Machine-type mosnters, a Cyber Dragon can use all of them as Fusion Material ★ Has a powerful, all-or-nothing Fusion Spell in Power Bond |
Numeron
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★ Has multiple ways to get rid of boss monsters before summoning their own ★ Combo is relatively easy, and when done right can attack into an OTK with 8000 ATK ★ If opponent survives, the Xyz Monsters can be used to summon another monster from the Extra Deck |
ABC
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★ The best Union Monster-using Deck by a long stretch, and can Fusion Summon without Polymerization ★ Turns key monsters into Equip Spells to save them for future Fusion Summons ★ Consistency has been hurt a bit with Union Carrier being marked Forbidden |
Trickstar Windwitch
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★ Trickstar is known for chipping away at opponent's LP with increments of burn damage ★ Supported by Windwitch for Extra Deck options, and more burn damage ★ Has a lot of interruptions to protect your monsters and effects to push through |
Fluffal
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★ Fluffals are one of few archetypes that can actually search out Polymerization ★ Has very powerful Fusion Monsters with various effects to make them stronger ★ Also have dedicated Fusion Spells just in case Polymerization is not available |
Agent
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★ Agent Decks have a certain monster that can Special Summon monsters multiple times a turn ★ This enables quite a lot of Link and Synchro Summons due to available materials ★ Can be easily punished with cards that deal with multiple Special Summons |
Cupid Pitch Turbo
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★ A turbo Deck that focuses on a massive combo to make an unbreakable field ★ Entire playstyle centered around two Link Monsters and a Synchro Tuner monster ★ Crystron Halqifibrax has been banned since, hurting the consistency of the Deck |
Evil Eye
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★ Evil Eye's playstyle is centered around a certain Equip Spell Card ★ Once equipped, effects become Quick Effects and gain stat boosts ★ Some other cards also have effects that allow them to take the name of that certain Equip Spell |
Vampire
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★ Vampires focues on spending and gaining Life Points as part of its mechanics ★ Some effects of Vampire monsters allow taking control of the opponent's own monsters ★ Has lots of options in the Extra Deck, and can also tech in Zombie support |
Magikey
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Pure D/D/D
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★ One of the very few archetypes that can make use of every single Extra Deck Summon Method ★ A full combo can result into multiple D/D/D Boss Monsters on the field with various effects ★ Combos can be hard to learn, and is reliant in the GY |
Numeron Egyptian Gods
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★ OTK attempts from Numeron Monsters are still a valid strategy to this day ★ This version allowes players to pivot into summoning Egyptian God Cards as a back-up plan ★ A usual Numeron combo can Special Summon 4 monsters in one go; more than enough to use as material for Egyptian Gods |
Adventurer Witchcrafter
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★ Witchcrafter still retains is control playstyle, and needs Spell Cards to discard as cost ★ Adventurer actually loves having some of their cards sent to the GY as synergy with Witchcrafter ★ Interruptions and negates are aplenty with this Deck |
Dark Magician Gravekeeper
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★ Dark Magician turns into a Control Deck with support from Gravekeepers ★ Locks down the GY, while slowly destroying/banishing cards on the field via Dark Magician Spell cards ★ Most Gravekeepers are Spellcasters, which can be used as Fusion Material for certain monsters |
Flower Cardian Exodia
|
★ The closes thing to playing hanafuda while playing Yu-Gi-Oh! ★ Special Summons numerous Synchro Summons to gain advantage, especially with proper combos ★ Some Special Summons provide draws, which is what is needd to get Exodia pieces |
Harpie
|
★ Strength lies in swarming the field with other versions and retrains of Harpie Lady ★ Can conduct a Synchro Summon into Cyber Slash Harpie Lady without needing a Tuner monster ★ Has a lot of options for Rank 4 and even Rank 7 Xyz Monsters |
Cubic
|
★ Cuibic Deck relies on dealing effect damage repeatdly to the opponen as win condition ★ One Cubic Monster can essentially deal half the opponent's Life Points ★ Way too reliant on having the correct card as soon as possible before the opponent can retaliate |
Nekroz
|
★ Nekroz is one of the best Ritual Summon-centric archetypes in Yu-Gi-Oh! history ★ Suppresses the opponent from summoning monsters from the Extra Deck ★ Efficient in resource control, and has highly flexible Ritual Spell Cards to summon |
Endymion
|
★ The best users of Spell Counters currently in Master Duel, accumulating in every use of Spell Cards or Pendulum Monsters ★ Spell Counters can be used as cost for very powerful effects from disruption to Special Summons ★ Extra Deck options are extremely powerful and varied, allowing situational cases |
Slifer Arcana Knights
|
★ Arcana Knights can swarm the field; a proper combo can let the player have three monsters on the field easily ★ This benefits Slifer the Sky Dragon, which gets stronger for every card on hand ★ There is dedicated support for the Egyptian God Card, which ties the two archetypes together cohesively. |
Treasure Panda Exodia
|
★ "Treasure Panda" banishes Spell Cards in your GY to Special Summon a Normal Monster ★ Four out of the 5 pieces of Exodia are Normal Monsters ★ All-or-nothing playstyle that can win the Duel if the opponent does not have a proper response |
Subterror Krawler
|
★ Archetypes heavy with Flip Effects provide powerful control into a defensive playstyle ★ Extra Deck is highly optional, as most of the Deck's strength lies in Main Deck ★ Subterror has a dedicated hand trap that can negate effects, and will look to recycle it a lot |
Defense OTK
|
★ A purely defensive Deck that punishes the opponent when attacking face-down Defense Position monsters ★ Most set-ups include lowering your opponent's monsters' ATK and increasing your own's DEF ★ Highly weak against Decks that have multiple field wipes and negates |
Evilswarm
|
★ Insect-type Deck focusing on Xyz Summons with powerful effects ★ Most of their effects focus on targeting Special Summoned monstesr the opponent controls. ★ Not much in dedicated archetype support, but can make use of generic but powerful Xyz Monsters. |
Ancient Warriors
|
★ Ancient Warriors can Special Summon themselves one after another depending on game state ★ Extra Deck can be added, but is more often support than a win condition ★ Beast-Warrior support is vast, and this Deck can take advantage of it |
Springans
|
★ Mixed Springan Deck variant hosting Therion and Mathmech ★ Attach Springan monsters to their boss monsters ★ Board wipe through Exblowrer's cannon |
Anti-Meta Stun
|
★ Deck designed to counter most of the the meta decks ★ Wipes the board to set-up multiple interruptions ★ Prevents the opponent from starting their game plan |
Gandora Danger!
|
★ Features one of Yugi Mutou's later signature monsters, Gandora ★ Centered around stacking your Graveyard and Banish zones ★ Excels in OTKing the opponent through board wipes |
Jinzo
|
★ Uses Joey Wheeler's Boss Monster, Jinzo ★ Uses the Phantom Knights Engine ★ Negates the activation and effects of all Trap Cards |
Obelisk the Tormentor
|
★ A take on one of the God Cards, Obelisk the Tormentor ★ Uses Dogmatika monsters to fill the opponent's Graveyard ★ Tribute 3 opponent monsters for Obelisk's Summon |
Egyptian God Deck
|
★ Egyptian God Cards each have their own powerful effects ★ Quick-Play Spell can tribute opponent's monsters to summon ★ Has their own version of a "Kaiju" monster to get rid of boss monsters |
Aromage
|
★ Control Deck that gets stronger if the user has more Life Points than the opponent's ★Effects range from card destruction to effect negation, all while gaining more and more LP ★ Some of its advantages depend on the Continuous Spells/Traps |
Pure Ghostrick
|
★ Zombie Deck that focuses on Setting monsters and constantly flipping them down afterwards ★ Slows down the pace of the Duel with the constant Setting and flipping down of cards ★ Has an alternate win condition that needs a certain Xyz Monster to have a lot of attached materials |
Kuriboh
|
★ Consists of the iconic Level 1 Fiend monster and its various retrains ★ Can swam the field easily, and gets stronger effects if there are more Kuribohs on the field and in the GY ★ A lot of the Kuribohs have protection effects, like battle damage negation, LP increase, etc. |
Malefic
|
★ Uses "Malefic" counterparts of certain Extra Deck Monsters to have monsters with high ATK on the field easily ★ Can also do Synchro Summons, mostly featuring a Tuner on the field and a monster on hand as material ★ Extremely reliant on a Field Spell being active; "Malefic" monsters on the field are automatically destroyed if no Field Spell is active. |
Transaction Rollback Burn
|
★ Uses the power of Transaction Rollback to make use of Trap Effects and combos that deal effect damage ★ Multiple cards are used to mill cards from the Deck to the GY to be able to set up the combo ★ Susceptible against Decks that completely counter Trap Cards and/or using the GY as a resource pool |
Dragon Master Magia
|
★ Combines Dark Magician and Blue-Eyes to getting out titular Fusion Monster out on the field ★ Dragon Master Magia has one negate per card type (Monster, Spell, Trap) each turn, making its summon oppressive ★ Heavily reliant on having the right cards on hand to Summon the monster, especially having Ultimate Fusion and the materials ready to go |
Genex
|
★ Genex's Synchro Summon combo involves chains of Normal Summons to get materials on the field for an eventual Synchro Summon ★ Very straightforward Deck and strategy, but is easily derailed by interruption and floodgate effects ★ Has a lot of flexibility with Synchro Monsters, especially those that have generic material requirements |
Armed Dragon
|
★ Deck has easy way to get into its powerful boss monster, and has access to Level 7 monsters to use for Rank 7 Xyz Monsters ★ Can be supported with generic Deck Engines and Dragon-type support, making viability flexible ★ Easily bricks, and can often start Duels with a bad hand that results in 0 plays during the turn. |
Allure Queen
|
★ LV-based monsters that can be equipped to “Level” themselves up to stronger versions of themselves ★ Can be splashed to other archetypes if they need more materials on the field with specific Levels ★Also makes use of the Fiendsmith Engine to further support its presence on the field |
Clear World
|
★ Clear World focuses on the self-titled Field Spell, which punishes the players that have monsters on the field. ★ Effects stack depending on the various Attributes on the field, all triggering during the End Phase. ★ It has Clear monsters that can completely bypass the detrimental effects to the owner, and one can even make the opponent receive all effects while on the field. |
Arcana Force
|
★ Coin Flip-based archetype that can choose which effect will be used if a specific Field Spell is active on the field ★ New support received allows the Deck to properly play a strategy by using XXI - The World to skip the opponent's turn ★ Entirely dependent on searches, but if left interrupted can steal the Duel by not allowing the opponent to play the game |
| Tier List Explanation Shortcuts | God Tier |
||||
|---|---|---|---|---|---|
Rogue Tier |
|||||
| Deck and Brief Explanation | |
|---|---|
D.D. Dynamite FTK
|
★ D.D. Dynamite deals burn damage for each banished cardin the GY ★ If this Deck went first, there was little to no chance to stop this combo from triggering ★ Consistency has been hurt with certain cards being hit in the banlist over the months |
Dinosaur Bishbaalkin FTK
|
★ A crazy combo Deck that aims to burn the opponent with massive effect damage to OTK ★ Can be quite hard to stop once the combo starts to begin ★Fell off quickly due to Bishbaalkin officially being marked Forbidden |
Ishizu Runick
|
★ Ishizu Engine utilizes the Graveyard by milling and shuffling cards to and from the Deck ★ Protects "Runick" cards from targeted GY effects thanks to shufflers ★ Took massive hit after Agido and Kelbek were marked Forbidden |
Suicide
|
★ A Deck built to make the player lose the Duel on purpose, as fast as possible ★ Plays around burning itself with cards that have LP cost ★ Mostly played during events to grind out the rewards ladder |
Ojama Control
|
★ Ojama support can quickly get the three Normal Monsters onto their hand ★ Fusion Monsters block opponent's Main Monster Zones when Fusion Summoned ★ Has access to a Link "Ojama" boss monster, but needs a Field Spell to have ATK |
| Ranking Criteria | |
|---|---|
| Consistency | This is the Deck's ability to consistently commit with its strategy in a Duel, regardless of circumstance. This also includes your starting hand, and the plays that can be made with it. |
| Skill Cap | This determines a Deck being easy to learn and master for all Duelists to be used at full capacity. The higher the skill cap, the harder the combos that can be learned with the Deck opening more options. |
| B01 Advantage | As of the moment, Master Duel is currently following a Best-of-1 format, meaning there are no Side Decks to consider. This checks the Deck's winrate when the Deck can win on its own, without having to swap out cards. |
| Meta Advantages | This criteria checks how well the Deck fares against the current meta, and what they have that can counter staple cards shared between multiple Decks. This rating will most likely change during updates on the Forbidden/Limited Card ban list. |

Want to know the latest updates on card statuses that could make or break a Deck? Check out the Forbidden & Limited Cards List Page to see which cards have been given adjustments in the most recent updates!

Yu-Gi-Oh Master Duel Deck Archetypes
Deck Tier List: Best Decks for Season 48
| Decks Used By All Teams in Worlds 2024 | ||
|---|---|---|
| snipehunters | CER | Hero's Future |
| BOTB | MYYGO | Thank Love |
| CER 2 x FCG | BRAZ IL | Maxx “Yee” |
| Double Noir | Rogue Ruler | |
| List of All Burn Decks | ||
|---|---|---|
| Red-Eyes Burn | Timelord Burn | Chain Burn |
| D.D. Dynamite | Igknight OTK | Cubic |
| Dinosaur Bishbaalkin FTK | Volcanic Snake-Eyes | Transaction Rollback Burn |
| List of All Alternate Win Decks | ||
|---|---|---|
| Crooked Cook Exodia | Flower Cardian Exodia | Treasure Panda Exodia |
| Suicide | Defense OTK | |
I recon you should add super heavy samurai to the mix as I play it against blue eyes and traptrix decks and win most of the time
Meta Tier List and Best Decks as of December 2025



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Deck for Buster Blader?