Yu-Gi-Oh! Duel Links - What Packs to Spend Your Gems On

Yu-Gi-Oh! Duel Links - What Packs to Spend Your Gems On

Yu-Gi-Oh! Duel Links - What Packs to Spend Your Gems On image 0

An in-depth breakdown of each box and their most notable cards.

Introduction

If you're reading this, you're more than likely either a new player trying to get a footing in the game or you're an older player just looking for a refresher on what cards you'll want to pull from which boxes. Either way, fret not -- this guide is here to help. We'll start with the first box, The Ultimate Rising, and go through each set of cards up through the most recent release, Galactic Origin. The purpose of this guide is largely to give you, the reader, the best idea of how to spend your in-game gems and/or real world money, but it is not meant to be an in-depth analysis of each card in the game. As a friendly reminder, each main box contains 200 packs of 3 cards, and is comprised of 10 URs, 24 SRs, 192 Rs, and 374 common cards. Each mini-box contains 80 packs of 3 cards, consisting of 2 URs, 8 SRs, 70 Rs, and 160 commons. Each pack costs 50 gems.

So, without further ado, here's a breakdown of the most-wanted and frequently talked about cards in each box.

The Ultimate Rising

Relevant decks: Blue-Eyes, Cyber Angels, Relinquished

Verdict: Don’t buy, unless you’re running Cyber Angels or you want Sphere Kuriboh

Because The Ultimate Rising was the first card box to come out in Duel Links, many of the cards in the box are outdated by today's competitive standards. This being said, however, some of the rarer cards in the box still see competitive play in certain decks -- the catch being that they are UR and SR and much harder to pull, meaning that you will inevitably spend either a lot of money or gems trying to pull them. If you’re a new player, I’d highly recommend avoiding this box until you have a decent deck that you can compliment with the rarer cards inside.

  • Sonic Bird {UR} -- This card is essential in Cyber Angel decks, which are currently the most frequently played competitive deck in the game. Its effect allows you to search for any ritual spell card you need, making it a huge asset in the early game when trying to summon monsters such as Cyber Angel Idaten or Cyber Angel Dakini. This being said, many Cyber Angel players run at least two copies of this card to add further consistancy to their deck, meaning that you will most likely be spending a lot of gems trying to pull multiples.
  • Sphere Kuriboh {UR} -- Sphere Kuriboh is currently one of only a handful of cards in the game known as a 'hand trap,' meaning it has an effect that can be activated during your opponent's turn while it is still in your hand. Its ability to negate an attack and change an opponent's monster to defense position can be incredibly useful in a pinch, but the other part of its effect which allows it to be used for ritual summons is rarely used in most decks (the exception being Relinquished). Still, it's worth considering investing in at least one copy, though many decks can run just fine without one.
  • Bue-Eyes Ultimate Dragon {UR} -- Even though the Blue-Eyes archetype doesn't see competitive play in the current meta, Blue-Eyes Ultimate is still one of the most iconic cards in the game to many fans of the show, and you'll probably end up wanting one for nostalgia's sake. Just be warned that it is an UR, and you'll definitely want to prioritize spending gems on other boxes rather than vying for this one card.
  • Order to Charge {SR} -- Though it has a high cost, Order to Charge is a card worth getting if you're building a deck running around mostly normal or Gemini monsters. This card was frequently used in dinosaur decks early in the game's competitive history, but doesn't see as much play today.
  • Twister {SR} -- While this card may look tempting at first, be warned that it can only target face up cards and that its effect does not negate the effects of your opponent's cards. A better alternative is Cosmic Cyclone from Galactic Origin, which can both select face down cards and banish its target.

Sphere Kuriboh {UR} -- Sphere Kuriboh is currently one of only a handful of cards in the game known as a 'hand trap,' meaning it has an effect that can be activated during your opponent's turn while it is still in your hand. Its ability to negate an attack and change an opponent's monster to defense position can be incredibly useful in a pinch, but the other part of its effect which allows it to be used for ritual summons is rarely used in most decks (the exception being Relinquished). Still, it's worth considering investing in at least one copy, though many decks can run just fine without one.

Bue-Eyes Ultimate Dragon {UR} -- Even though the Blue-Eyes archetype doesn't see competitive play in the current meta, Blue-Eyes Ultimate is still one of the most iconic cards in the game to many fans of the show, and you'll probably end up wanting one for nostalgia's sake. Just be warned that it is an UR, and you'll definitely want to prioritize spending gems on other boxes rather than vying for this one card.

Order to Charge {SR} -- Though it has a high cost, Order to Charge is a card worth getting if you're building a deck running around mostly normal or Gemini monsters. This card was frequently used in dinosaur decks early in the game's competitive history, but doesn't see as much play today.

Twister {SR} -- While this card may look tempting at first, be warned that it can only target face up cards and that its effect does not negate the effects of your opponent's cards. A better alternative is Cosmic Cyclone from Galactic Origin, which can both select face down cards and banish its target.

Age Of Discovery

Relevant decks: Hammer Shark, Ice Barrier

Verdict: Don’t buy, unless you run one of the above two decks

The game's first mini-box, Age of Discovery largely focuses around water-themed decks, meaning that most players should be spending their gems elsewhere. As with The Ultimate Rising, most of the cards in this box are considered outdated in today's meta. Here's what to look for and what to avoid if you do decide to open the box.

  • Michizure {UR} -- While initially a staple in many early competitive decks, it has since been largely replaced by cards that try to keep your monsters on the field or affect more than one of your enemy's monsters. It is still a decent alternative that allows you to select which of your opponent's monsters you want to destroy, however, but it won't do much good against decks like Ancient Gears. Also of note is that Michizure's effect can only be activated if your monster is destroyed, not tributed, so it can't be used after you tribute summon a monster.
  • Yomi Ship {SR} -- You'll frequently find Yomi Ship in Hammer Shark decks, as it's a great way of dealing with an opponent's monster that you might otherwise be unable to kill.
  • Black Dragon's Chick {SR} -- Despite the popularity of the Red-Eyes archetype, this card never sees play in ranked duels. You're better off running Red-Eyes Wyvern and Red-Eyes Spirit, or utilizing the Red-Eyes Zombie Dragon engine.
  • Moray of Greed {SR} -- This card is incredibly useful in Ice Barrier or Hammer Shark decks, as it adds a lot of draw power to the deck and you the cards you need faster. Ice Barrier decks especially should consider running multiple copies.
  • Bubonic Vermin {N} -- Used in some mill decks in order to thin your own deck.
  • Piranha Army {N} -- This card is mostly used in farming decks, although depending on your build, Gravekeeper's Vassal can be a much better alternative.
  • Star Boy {N} -- Because of its low ATK, Star Boy is most commonly only used in Hammer Shark decks, but this largely depends on each duelist's individual build.

Yomi Ship {SR} -- You'll frequently find Yomi Ship in Hammer Shark decks, as it's a great way of dealing with an opponent's monster that you might otherwise be unable to kill.

Black Dragon's Chick {SR} -- Despite the popularity of the Red-Eyes archetype, this card never sees play in ranked duels. You're better off running Red-Eyes Wyvern and Red-Eyes Spirit, or utilizing the Red-Eyes Zombie Dragon engine.

Moray of Greed {SR} -- This card is incredibly useful in Ice Barrier or Hammer Shark decks, as it adds a lot of draw power to the deck and you the cards you need faster. Ice Barrier decks especially should consider running multiple copies.

Bubonic Vermin {N} -- Used in some mill decks in order to thin your own deck.

Piranha Army {N} -- This card is mostly used in farming decks, although depending on your build, Gravekeeper's Vassal can be a much better alternative.

Star Boy {N} -- Because of its low ATK, Star Boy is most commonly only used in Hammer Shark decks, but this largely depends on each duelist's individual build.

Neo-Impact

Relevant decks: Blue-Eyes, Cyber Angels, Gladiator Beasts, Farming (Cerberus)

Verdict: Worth purchasing, but not for new players

Neo-Impact is the 2nd main box and 3rd box overall. As with the previous two boxes, a majority of the cards in Neo-Impact aren't relevant to the current meta. It’s probably best for new players to avoid this box until they have a deck that they can afford to splurge on.

  • Senju of the Thousand Hands {UR} -- This is another card that works incredibly well in Cyber Angel decks. It's ability to quickly and easily search out any ritual monster from your deck can, as with Sonic Bird, win you games. Definitely consider investing in one if you want to run this deck.
  • Half Shut {UR} -- This card is predominantly used in Gladiator Beast decks alongside Impenetrable Attack. Due to the rarity of the card, most decks only run one, as Impenetrable Attack fills the same role and is more cost-effective.
  • Mirror Wall {UR} -- Mirror Wall is still one of the best trap cards in the game. Even though it isn't as effective as it used to be (primarily because of Ancient Gear decks), it is still commonly run in almost every competitive deck, and can very quickly change the outcome of a duel. Just be careful in heavily weighing whether or not you can afford the 2000 life points to keep it on the field; sometimes, it's better to only use it for one turn.
  • Paladin of White Dragon {SR} -- As mentioned above, Blue-Eyes decks aren't currently viable in the meta, but even if you do decide to run one you're better off with Kaibaman.
  • Shooting Star Bow - Ceal {SR} -- This card is incredibly useful in farming decks, especially if you're using Mythical Beast Cerberus. You only need one copy to make the deck work, though.

Half Shut {UR} -- This card is predominantly used in Gladiator Beast decks alongside Impenetrable Attack. Due to the rarity of the card, most decks only run one, as Impenetrable Attack fills the same role and is more cost-effective.

Mirror Wall {UR} -- Mirror Wall is still one of the best trap cards in the game. Even though it isn't as effective as it used to be (primarily because of Ancient Gear decks), it is still commonly run in almost every competitive deck, and can very quickly change the outcome of a duel. Just be careful in heavily weighing whether or not you can afford the 2000 life points to keep it on the field; sometimes, it's better to only use it for one turn.

Paladin of White Dragon {SR} -- As mentioned above, Blue-Eyes decks aren't currently viable in the meta, but even if you do decide to run one you're better off with Kaibaman.

Shooting Star Bow - Ceal {SR} -- This card is incredibly useful in farming decks, especially if you're using Mythical Beast Cerberus. You only need one copy to make the deck work, though.

Flame Of The Tyrant

Relevant decks: Ancient Gear, Dark Magician, Exodia, Mill

Verdict: Worth purchasing, but not for new players

As with the previous three boxes discussed so far, Flame of the Tyrant is also almost entirely outdated. The boss monster introduced in the box, Tyrant Dragon, is underpowered when compared to monsters such as Ancient Gear Golem or Cyber Angel Dakini, and he barely saw any play even when he was first released. However, Flame of the Tyrant does contain one of the most heavily played cards in the current meta: Sergeant Electro. Here’s the breakdown:

  • Sergeant Electro {SR} -- This card is arguably the most valuable in the entire box. Unless you’re specifically aiming to build a mill or creature seizure deck, you’ll almost certainly want to reset the box as soon as you pull this card. Because backrow removal is such a problem in the current card pool, Electro is invaluable in locking down your opponent’s spells and traps and forcing them to play their hand on your terms, giving you the advantage. Depending on what deck you’re building (for example, Ancient Gears), you may want to run as many as three copies of this card, so take advantage of sales when you can.
  • Legion the Fiend Jester {SR} -- Legion is an outstanding card in Dark Magician or Exodia decks, allowing you to quickly swarm the field or draw much-needed cards from your deck. That being said, neither of those archetypes are currently at the top of the meta, so you may not want to make multiple copies of Legion your top priority.
  • Warm Worm {SR} -- Essential in builds that focus on milling your opponent’s deck, forcing a deck-out. If that’s your style, aim for multiple copies.
  • The Agent of Creation – Venus {SR} -- Some people have recently experimented with the idea of combining Venus’ ability to summon Mystical Shine Ball from the deck with the effects of Creature Seizure, making for interesting gameplay focused on stealing your opponent’s most powerful monsters. This is another deck that isn’t at the top of the meta, however, so spend your gems at your own risk.
  • Mystical Shine Ball {N} -- You’ll need three of these to utilize the effects of Venus.

Legion the Fiend Jester {SR} -- Legion is an outstanding card in Dark Magician or Exodia decks, allowing you to quickly swarm the field or draw much-needed cards from your deck. That being said, neither of those archetypes are currently at the top of the meta, so you may not want to make multiple copies of Legion your top priority.

Warm Worm {SR} -- Essential in builds that focus on milling your opponent’s deck, forcing a deck-out. If that’s your style, aim for multiple copies.

The Agent of Creation – Venus {SR} -- Some people have recently experimented with the idea of combining Venus’ ability to summon Mystical Shine Ball from the deck with the effects of Creature Seizure, making for interesting gameplay focused on stealing your opponent’s most powerful monsters. This is another deck that isn’t at the top of the meta, however, so spend your gems at your own risk.

Mystical Shine Ball {N} -- You’ll need three of these to utilize the effects of Venus.

Valkyrie's Rage

Relevant decks: Spirit

Verdict: Don’t buy

There’s a reason that Valkyrie’s Rage rarely gets any love: the majority of the cards in the box aren’t very good. In fact, it’s probably the weakest main box in the game. Unless you absolutely have your sights set on a specific card from the box, right now you’re better off spending your gems pretty much anywhere else.

  • Nobleman of Extermination {UR} -- This spell card has recently seen a lot of play due to the lack of backrow removal in the current meta. Its ability to remove from play multiple copies of a card can be incredibly useful, but it can only target face-down cards and has the ability to banish your own traps as well. Cosmic Cyclone is arguably better because it can target any spell or trap, but for many duelists this is a matter of contention due to Cyclone’s high life point cost.
  • Adhesion Trap Hole {SR} -- It might sound great in theory, but there are cheaper alternatives and Floodgate Trap Hole is simply a better card.

Wonders Of The Sky

Relevant decks: Harpies

Verdict: Don’t buy

Alright, I lied: you shouldn’t spend your gems here, either. I know, I know, Summoned Skull is in this box, but there currently aren’t any cards in here that are viable in the current meta.

  • Summoned Skull {SR} -- Seriously, don’t buy this box just for him. We both know you’ll only really want this for nostalgia’s sake. Considering that you have a 1 in 80 chance of pulling him, though, you’re probably better off just forgetting about him right now.
  • Sonic Duck {N} -- This little guy is actually worth noting because he was a powerhouse in Harpy decks early in the game’s competitive scene. Because Harpies aren’t competitive anymore, he doesn’t see any action these days, but Sonic Duck is still a fun little piece of Duel Links history.

Chaotic Compliance

Relevant decks: Farming, Gemini, Psychics, Red-Eyes

Verdict: Don’t buy, unless you run one of the above decks

Chaotic Compliance introduced Duel Links to the long-awaited psychic monster archetype, as well as severely buffed up Geminis with some decent boss monsters. Neither archetype is largely played in the current meta, but psychics have seen success using Bandit Keith’s Bandit skill.

  • Phoenix Gearfried {UR} -- Advertised as a new boss monster for Geminis, Gearfried doesn’t contribute much to the current meta because you’ll need to control an equip card to negate and he has to be summoned twice to gain his effects. He’s incredibly cool-looking, but sadly isn’t worth it.
  • Master of Oz {UR} -- Yes, you are looking at a giant green Koala/Kangaroo hybrid. Your eyes do not deceive you. The Master here is mostly only used in farming decks, but some people have played around with the concept of running him in a Cyber Stein build.
  • Eliminating the League {UR} -- This is a solid tech choice, but be wary of this card’s high cost of discarding a spell card. Additionally, it’s less effective against Cyber Angels because of the saving grace that is Machine Angel Ritual, so do keep this in mind. While I’m not an expert on deck building, I can’t see most people running more than one, and the majority of the decks in the meta do well enough without this card.
  • Darkstorm Dragon {SR} -- An arguably much better alternative to Phoenix Gearfried due to its ability to destroy all spells and traps on the field. It can be played in Red-Eyes decks when combo’ed with Transmodify, allowing you to normal summon it while on the field and wipe your opponent’s backrow.
  • Destructotron {SR} -- Incredibly useful as a staple in psychic decks. Backrow removal is almost nonexistent in most decks, giving duelists who run Destructotron a huge field advantage at the high cost of 1000 life points per use of its effect.
  • Crystal Seer {R} -- This card is excellent in terms of draw power.

Master of Oz {UR} -- Yes, you are looking at a giant green Koala/Kangaroo hybrid. Your eyes do not deceive you. The Master here is mostly only used in farming decks, but some people have played around with the concept of running him in a Cyber Stein build.

Eliminating the League {UR} -- This is a solid tech choice, but be wary of this card’s high cost of discarding a spell card. Additionally, it’s less effective against Cyber Angels because of the saving grace that is Machine Angel Ritual, so do keep this in mind. While I’m not an expert on deck building, I can’t see most people running more than one, and the majority of the decks in the meta do well enough without this card.

Darkstorm Dragon {SR} -- An arguably much better alternative to Phoenix Gearfried due to its ability to destroy all spells and traps on the field. It can be played in Red-Eyes decks when combo’ed with Transmodify, allowing you to normal summon it while on the field and wipe your opponent’s backrow.

Destructotron {SR} -- Incredibly useful as a staple in psychic decks. Backrow removal is almost nonexistent in most decks, giving duelists who run Destructotron a huge field advantage at the high cost of 1000 life points per use of its effect.

Crystal Seer {R} -- This card is excellent in terms of draw power.

Land Of The Titans

Relevant decks: Beast/Baboon, Magnet Warrior, Naturia, Plants, Rock

Verdict: Don’t buy, unless you run one of the above decks

While Land of the Titans' Baboons had a brief turn at the competitive meta, they haven't seen much play since the box's release. There isn't a lot here for the average player, especially for those just starting the game, but nevertheless there are still cards worth exploring in this box.

  • Yellow Baboon, Archer of the Forest {UR} -- This card is great in self-milling decks that focus on dumping beast monsters into your graveyard, but he comes at the high cost of the destruction of one of your own monsters on the field.
  • Green Baboon, Defender of the Forest {UR} -- Like Yellow Baboon, he's great in beast decks, but comes at the cost of both the destruction of one of your own monsters and a hefty 1000 life points.
  • Megarock Dragon {SR} -- A great tech choice in Magnet Warrior decks, as whatever monsters end up in your graveryard serve as a further boost to Megarock's attack when summoned. However, he is still vulnerable to your opponent's backrow.
  • Dust Knight {SR} -- A decent searcher with the ability to dump an earth monster directly into your graveyard when flipped.
  • Naturia Pineapple {R} -- This little cutie is incredibly useful in Naturia decks, allowing you to quickly tribute into Hydrangea or Stag Beetle during your next turn -- as long as your backrow is empty during your standby phase. Pineapple also serves as a great target for Naturia Marron, allowing you to search it out and dump it directly into your graveyard.

Green Baboon, Defender of the Forest {UR} -- Like Yellow Baboon, he's great in beast decks, but comes at the cost of both the destruction of one of your own monsters and a hefty 1000 life points.

Megarock Dragon {SR} -- A great tech choice in Magnet Warrior decks, as whatever monsters end up in your graveryard serve as a further boost to Megarock's attack when summoned. However, he is still vulnerable to your opponent's backrow.

Dust Knight {SR} -- A decent searcher with the ability to dump an earth monster directly into your graveyard when flipped.

Naturia Pineapple {R} -- This little cutie is incredibly useful in Naturia decks, allowing you to quickly tribute into Hydrangea or Stag Beetle during your next turn -- as long as your backrow is empty during your standby phase. Pineapple also serves as a great target for Naturia Marron, allowing you to search it out and dump it directly into your graveyard.

Crimson Kingdom

Relevant decks: Buster Blader, Dinosaur, Phoenix, Psychics, Red-Eyes, Red-Eyes Zombie, Spellcasters, Thunder

Verdict: Worth purchasing

Crimson Kingdom is still one of the best boxes to be released in Duel Links. Though costly, Red-Eyes Zombie Dragon decks are still tier one as of the initial publication of this guide, and for good reason. The majority of the cards you'll need for the deck can be found in this box, alongside potent additions to fan-favorite archetypes.

  • Knight of the Red Lotus {UR} -- This card is great in decks that focus on swarming with high-ATK normal monsters. He doesn't see as much play in competitive anymore, but still a worthy choice for any deck primarily composed of Geminis or normal monster cards.
  • Gozuki {UR} -- This is arguably the most valuable card in the box, and you should heavily consider resetting as soon as you pull a copy. Its searching and special summoning effects allow you to quickly summon REZD and swarm the field. You'll want three copies for your REZD deck, as each additional Gozuki only adds further consistancy. Be prepared to spend a lot of money or gems on obtaining multiple copies.
  • Brohunder {UR} -- The main searcher of the Thunder family engine.
  • Reinforced Human Psychic Borg {UR} -- Borg is the currently the primary beater of the psychic archetype. He's able to recycle your spent monsters from the graveyard, giving himself a permanent ATK boost of 1000 points per turn. In a meta heavy with spells like Enemy Controller and traps like Wall of Disruption, you'll want to guard him as best you can to keep your opponent on the defensive.
  • Red-Eyes Wyvern {UR} -- This card is a staple in all Red-Eyes decks, with most containing one to two copies. It's an excellent beater with an even better effect once its been sent to the graveyard.
  • Buster Blader, the Dragon Destroyer Swordsman {UR} -- This mouthful is usually run in Buster Blader fusion decks that focus on swarming the field with high-ATK beaters to overrun your opponent. Consider multiple copies.
  • Dark Paladin {UR} -- A great card for farming decks. Its spell negation effect is incredibly useful.
  • Buster Blader, the Destruction Swordmaster {SR} -- A key card in Buster Blader fusion decks. You'll probably want three copies if you choose to run this deck.
  • Endymion, the Master Magician {SR} -- While his effect of destroying any card on the field is great, spellcasters as an archetype are too slow to see competitive play in the current meta. Endymion is also vulnerable to all of your opponent's backrow.
  • Red-Eyes Zombie Dragon {SR} -- REZD is the driving force behind the deck of the same name, and you will absolutely want three copies if you plan on running this deck. This means you'll need to reset the box at least once (twice if you want three copies of Gozuki).
  • Goka, the Pyre of Malice {SR} -- A great tech choice in Phoenix decks, allowing you to destroy a Phoenix on the field to special summon it during your next standby phase.
  • Buster Blader {R} -- Aside from nostalgia's sake, he can also be run alongside the Destruction Swordmaster in Buster Blader fusion decks.
  • Wattpsychic Fighter {R} -- A great target for Serene Psychic Witch with the added bonus of being able to force your opponent into a dead draw or block their plays by returning a card from their graveyard to their deck.
  • Mahunder {N} -- Part of the Thunder family engine.
  • Pahunder {N} -- Part of the Thunder family engine.
  • Kabazauls {N} -- Excellent as a cheap beater in Dinosaur decks.

Gozuki {UR} -- This is arguably the most valuable card in the box, and you should heavily consider resetting as soon as you pull a copy. Its searching and special summoning effects allow you to quickly summon REZD and swarm the field. You'll want three copies for your REZD deck, as each additional Gozuki only adds further consistancy. Be prepared to spend a lot of money or gems on obtaining multiple copies.

Brohunder {UR} -- The main searcher of the Thunder family engine.

Reinforced Human Psychic Borg {UR} -- Borg is the currently the primary beater of the psychic archetype. He's able to recycle your spent monsters from the graveyard, giving himself a permanent ATK boost of 1000 points per turn. In a meta heavy with spells like Enemy Controller and traps like Wall of Disruption, you'll want to guard him as best you can to keep your opponent on the defensive.

Red-Eyes Wyvern {UR} -- This card is a staple in all Red-Eyes decks, with most containing one to two copies. It's an excellent beater with an even better effect once its been sent to the graveyard.

Buster Blader, the Dragon Destroyer Swordsman {UR} -- This mouthful is usually run in Buster Blader fusion decks that focus on swarming the field with high-ATK beaters to overrun your opponent. Consider multiple copies.

Dark Paladin {UR} -- A great card for farming decks. Its spell negation effect is incredibly useful.

Buster Blader, the Destruction Swordmaster {SR} -- A key card in Buster Blader fusion decks. You'll probably want three copies if you choose to run this deck.

Endymion, the Master Magician {SR} -- While his effect of destroying any card on the field is great, spellcasters as an archetype are too slow to see competitive play in the current meta. Endymion is also vulnerable to all of your opponent's backrow.

Red-Eyes Zombie Dragon {SR} -- REZD is the driving force behind the deck of the same name, and you will absolutely want three copies if you plan on running this deck. This means you'll need to reset the box at least once (twice if you want three copies of Gozuki).

Goka, the Pyre of Malice {SR} -- A great tech choice in Phoenix decks, allowing you to destroy a Phoenix on the field to special summon it during your next standby phase.

Buster Blader {R} -- Aside from nostalgia's sake, he can also be run alongside the Destruction Swordmaster in Buster Blader fusion decks.

Wattpsychic Fighter {R} -- A great target for Serene Psychic Witch with the added bonus of being able to force your opponent into a dead draw or block their plays by returning a card from their graveyard to their deck.

Mahunder {N} -- Part of the Thunder family engine.

Pahunder {N} -- Part of the Thunder family engine.

Kabazauls {N} -- Excellent as a cheap beater in Dinosaur decks.

Dawn Of Destiny

Relevant decks: Naturia, Phoenix

Verdict: Worth purchasing

In a lot of ways, Dawn of Destiny can be a great box to start with for new players. Sacred Phoenix of Nephthys decks are still tier one in the current meta, and most phoenix decks can run with only two copies of the card (though many run three for consistency). It's a great choice for a first competitive deck if you have the patience to go through the box multiple times, as the majority of the cards you'll need are found exclusively in this box. Naturia decks are also incredibly easy to build given the common rarities of the essential cards for the deck, and can also offer a great alternative to at least allow you to grind up through gold.

  • Sacred Phoenix of Nephthys {UR} -- The key card in phoenix decks, hence where they get their name. You'll want 2-3 copies of this baby in your deck. Whenever Phoenix is destroyed by a card effect, it ressurects itself during your next standby phase and completely wipes out all spells and traps on the field. Be aware that it is still susceptible to cards like Floodgate Trap Hole and Enemy Controller.
  • Tribute to the Doomed {UR} -- A decent tech choice for mosts decks, allowing you to dispose of any of your opponent's monsters at the cost of discarding one card.
  • Heavy Knight of the Flame {SR} -- Used as a beater in Phoenix decks and an extra target in combos.
  • Super Rush Headlong {SR} -- A great tech choice in any deck, and can be used both offensively and defensively to quickly dispatch of a threat.
  • Red Dragon Ninja {R} -- Red Dragon Ninja is a staple in Ninja decks, allowing you to safely dispose of a set card when summoned without your opponent being able to activate that card in response. Most Ninja decks run an average of three copies.
  • Fire King Avatar Yaksha {R} -- This is a staple in Phoenix decks. Run three copies.
  • Naturia Marron {R} -- This fuzzball is essential in Naturia decks, allowing for extra draw power and combos involving Pineapple and Hydrangea. Definitely run three copies in any Naturia beatdown deck.
  • Hand of Nephthys {R} -- While the Hand might seem like a good choice in your Phoenix decks, the Fire King engine is simply a better and more reliable option that triggers Phoenix's resurrection effect.
  • Fire King Island {R} -- Another staple in phoenix decks, of which you'll want multiple copies. This is the main card in setting up your phoenix combo, allowing you to wipe your opponent's backrow when he's summoned from the graveyard. Just be warned that taking out Fire King Island will also destroy all monsters that you control.
  • Naturia Stag Beetle {N} -- The primary beater of the Naturia deck, Stag Beetle can be special summoned with Pumpkin's effect for easy swarming. You can also tribute him using a Pineapple, as well as utilize his own effect to special summon more Naturias from your graveyard.
  • Naturia Hydrangea {N} -- Another key card in Naturia decks, Hydrangea can be special summoned from the hand whenever a Naturia monster's effect is activated.
  • Naturia Pumpkin {N} -- Are pumpkins fruits or vegetables? Doesn't matter (although the answer is fruit), because Naturia Pumpkin is a staple in all Naturia decks thanks to their ability to special summon any Naturia monster from your hand after they've been normal summoned. Combined with the effects of Hydrangea and Stag Beetle, you can easily summon three monsters in a single turn with a good starting hand. Always run Pumpkin at three copies.
  • Card of the Soul {N} -- In an opening hand, Card of the Soul allows you to immediately search out Phoenix to set up for combos.
  • Exterio's Fang {N} -- Although only useful in Naturia decks, this card is one of the few spell/trap negation cards in the game, at the cost of discarding one card. Definitely consider teching a copy in any Naturia deck.

Tribute to the Doomed {UR} -- A decent tech choice for mosts decks, allowing you to dispose of any of your opponent's monsters at the cost of discarding one card.

Heavy Knight of the Flame {SR} -- Used as a beater in Phoenix decks and an extra target in combos.

Super Rush Headlong {SR} -- A great tech choice in any deck, and can be used both offensively and defensively to quickly dispatch of a threat.

Red Dragon Ninja {R} -- Red Dragon Ninja is a staple in Ninja decks, allowing you to safely dispose of a set card when summoned without your opponent being able to activate that card in response. Most Ninja decks run an average of three copies.

Fire King Avatar Yaksha {R} -- This is a staple in Phoenix decks. Run three copies.

Naturia Marron {R} -- This fuzzball is essential in Naturia decks, allowing for extra draw power and combos involving Pineapple and Hydrangea. Definitely run three copies in any Naturia beatdown deck.

Hand of Nephthys {R} -- While the Hand might seem like a good choice in your Phoenix decks, the Fire King engine is simply a better and more reliable option that triggers Phoenix's resurrection effect.

Fire King Island {R} -- Another staple in phoenix decks, of which you'll want multiple copies. This is the main card in setting up your phoenix combo, allowing you to wipe your opponent's backrow when he's summoned from the graveyard. Just be warned that taking out Fire King Island will also destroy all monsters that you control.

Naturia Stag Beetle {N} -- The primary beater of the Naturia deck, Stag Beetle can be special summoned with Pumpkin's effect for easy swarming. You can also tribute him using a Pineapple, as well as utilize his own effect to special summon more Naturias from your graveyard.

Naturia Hydrangea {N} -- Another key card in Naturia decks, Hydrangea can be special summoned from the hand whenever a Naturia monster's effect is activated.

Naturia Pumpkin {N} -- Are pumpkins fruits or vegetables? Doesn't matter (although the answer is fruit), because Naturia Pumpkin is a staple in all Naturia decks thanks to their ability to special summon any Naturia monster from your hand after they've been normal summoned. Combined with the effects of Hydrangea and Stag Beetle, you can easily summon three monsters in a single turn with a good starting hand. Always run Pumpkin at three copies.

Card of the Soul {N} -- In an opening hand, Card of the Soul allows you to immediately search out Phoenix to set up for combos.

Exterio's Fang {N} -- Although only useful in Naturia decks, this card is one of the few spell/trap negation cards in the game, at the cost of discarding one card. Definitely consider teching a copy in any Naturia deck.

Electric Overload

Relevant decks: Ice Barrier, Machine, Ninja, Spirit, XYZ

Verdict: Worth purchasing, but not for new players and only if you run one of the above decks

Electric Overload stumbles a bit where Crimson Kingdom and Dawn of Destiny succeeded, but its biggest contributions to the game by far are the introduction of the Ninja archetype's best cards, which helped catapult the deck to the top of the November 2017 KC Cup. (Oh, and it also added support for Ice Barriers, if that's your thing.) Be aware before building a Ninja deck that you'll probably be resetting this box twice for multiple copies of Ninjitsu Art of Transformation.

  • Angmarl the Fiendish Monarch {UR} -- A great tech choice in a number of decks due to his ability to search spell cards in your deck.
  • Ninjitsu Art of Transformation {UR} -- I cannot stress enough how important this card is to the Ninja deck. You'll want two to three copies, arguably three for consistency, as it allows you to swap between your Red and Black Dragon Ninjas as needed.
  • General Gantala of the Ice Barrier {SR} -- Staple in Ice Barrier decks, allowing you to special summon one Ice Barrier monster from your graveyard per turn.
  • Ninja Grandmaster Sasuke {SR} -- A decent choice in Ninja decks which can dispatch any defense position monster your opponent controls.
  • Black Dragon Ninja {R} -- Another staple of the Ninja archetype. Once per turn, Black Dragon Ninja can banish an opponent's monster with its effect, making multiple copies sound very appealing.
  • General Grunard of the Ice Barrier {N} -- You can make an additional normal summon of an Ice Barrier monster once per turn with his effect.
  • Senior Silver Ninja {N} -- Allows you to easily recycle multiple Ninjas from your graveyard.
  • Magic Triangle of the Ice Barrier {N} -- Basically, this card lets you destroy any card your opponent controls for zero cost, as long as you have three Ice Barrier monsters with different names in your hand. Definitely run multiple copies.
  • Ninjitsu Art of Duplication {N} -- Another great Ninja card that allows for swarming with your lower level Ninjas.

Ninjitsu Art of Transformation {UR} -- I cannot stress enough how important this card is to the Ninja deck. You'll want two to three copies, arguably three for consistency, as it allows you to swap between your Red and Black Dragon Ninjas as needed.

General Gantala of the Ice Barrier {SR} -- Staple in Ice Barrier decks, allowing you to special summon one Ice Barrier monster from your graveyard per turn.

Ninja Grandmaster Sasuke {SR} -- A decent choice in Ninja decks which can dispatch any defense position monster your opponent controls.

Black Dragon Ninja {R} -- Another staple of the Ninja archetype. Once per turn, Black Dragon Ninja can banish an opponent's monster with its effect, making multiple copies sound very appealing.

General Grunard of the Ice Barrier {N} -- You can make an additional normal summon of an Ice Barrier monster once per turn with his effect.

Senior Silver Ninja {N} -- Allows you to easily recycle multiple Ninjas from your graveyard.

Magic Triangle of the Ice Barrier {N} -- Basically, this card lets you destroy any card your opponent controls for zero cost, as long as you have three Ice Barrier monsters with different names in your hand. Definitely run multiple copies.

Ninjitsu Art of Duplication {N} -- Another great Ninja card that allows for swarming with your lower level Ninjas.

Echoes Of Silence

Relevant decks: Hammer Shark, Horus, Silent Magician, Weevil-burn

Verdict: Don't buy, unless you run one of the above decks

Echoes of Silence also failed to deliver a wider-variety of cards, focusing mostly on LV monsters and water support. Most players can do just fine without purchasing anything from this box.

  • Silent Magician LV8 {UR} -- The boss monster of the Silent Magician deck, she is immune to all of your opponent's spell effects. Yes, this means no enemy controller. She can be quickly summoned using Level Up!, or through the effects of Silent Magician LV4.
  • Silent Magician LV4 {R} -- Obviously a staple in Silent Magician decks, as you'll need her to summon LV8. She gets a nice ATK bonus every time your opponent draws a card.
  • Deep Diver {R} -- A great searcher for water-based decks.
  • Level Up! {R} -- An essential card in any Horus or Silent Magician deck. It quickly allows you to bring out your boss monster.
  • Imairuka {N} -- A tech choice in water decks that both self-mills and allows you to draw a card.
  • Massivemorph {N} -- A massively annoying card in Weevil-burn decks designed to completely shut down your opponent's monsters. Any monster targeted by Massivemorph has its ATK doubled, but cannot attack directly.

Silent Magician LV4 {R} -- Obviously a staple in Silent Magician decks, as you'll need her to summon LV8. She gets a nice ATK bonus every time your opponent draws a card.

Deep Diver {R} -- A great searcher for water-based decks.

Level Up! {R} -- An essential card in any Horus or Silent Magician deck. It quickly allows you to bring out your boss monster.

Imairuka {N} -- A tech choice in water decks that both self-mills and allows you to draw a card.

Massivemorph {N} -- A massively annoying card in Weevil-burn decks designed to completely shut down your opponent's monsters. Any monster targeted by Massivemorph has its ATK doubled, but cannot attack directly.

Generation Next

Relevant decks: Fusion, Horus, Naturia, Ninja, Red-Eyes Zombie Dragon, Worm

Verdict: Worth purchasing

Generation Next followed up on the disappointment of Electric Overload by introducing players to one of the best trap cards in the game: Floodgate Trap Hole. It's honestly worth investing in this box if just for that card, but there are a lot of other discoveries to be made as well.

  • Horus the Black Flame Dragon LV8 {UR} -- The boss monster of Horus decks, this bad boy can negate any spell card your opponent activates. The difference between Horus and Silent Magician is that the latter only negates spell effects that specifically affect it, whereas Horus can negate any spell that's activated.
  • Card Guard {UR} -- Has the nifty ability to put a token on a card you control that will protect it should it ever be destroyed.
  • King of the Swamp {UR} -- Essential in almost any deck that focuses on fusion summoning, from Elemental HEROs to Ojamas. This card can search out Polymerization from your deck or be used as a fusion material substitute.
  • Floodgate Trap Hole {UR} -- Easily one of the best trap cards currently in the game. Almost every competitive deck runs this card. When activated, an opponent's summoned monster is forced into face down defense position and cannot be flipped face up.
  • Horus the Black Flame Dragon LV6 {SR} -- Obviously essential in Horus decks, this card is completely unaffected by spell effects.
  • BOXer {SR} -- A great 4-star beater that has the ability to keep itself from being destroyed using counters.
  • Samurai Skull {R} -- A searcher in zombie decks, capable of dumping REZD or Gozuki into your graveyard when summoned.
  • Masked Ninja Ebisu {R} -- Able to return your opponent's spells and traps to their hand.
  • Bacon Saver {R} -- Can negate an attack by banishing itself from your graveyard.
  • Ninjitsu Art Notebook {R} -- Allows you to search out other Ninjitsu cards from your deck.
  • Horus the Black Flame Dragon LV4 {C} -- Though some Horus decks actually run without LV4, he's still a nice option to have at your disposal.

Card Guard {UR} -- Has the nifty ability to put a token on a card you control that will protect it should it ever be destroyed.

King of the Swamp {UR} -- Essential in almost any deck that focuses on fusion summoning, from Elemental HEROs to Ojamas. This card can search out Polymerization from your deck or be used as a fusion material substitute.

Floodgate Trap Hole {UR} -- Easily one of the best trap cards currently in the game. Almost every competitive deck runs this card. When activated, an opponent's summoned monster is forced into face down defense position and cannot be flipped face up.

Horus the Black Flame Dragon LV6 {SR} -- Obviously essential in Horus decks, this card is completely unaffected by spell effects.

BOXer {SR} -- A great 4-star beater that has the ability to keep itself from being destroyed using counters.

Samurai Skull {R} -- A searcher in zombie decks, capable of dumping REZD or Gozuki into your graveyard when summoned.

Masked Ninja Ebisu {R} -- Able to return your opponent's spells and traps to their hand.

Bacon Saver {R} -- Can negate an attack by banishing itself from your graveyard.

Ninjitsu Art Notebook {R} -- Allows you to search out other Ninjitsu cards from your deck.

Horus the Black Flame Dragon LV4 {C} -- Though some Horus decks actually run without LV4, he's still a nice option to have at your disposal.

Servants Of Kings

Relevant decks: Machine, Ojama

Verdict: Worth purchasing

While Servants of Kings does not add a lot to specific archetypes, it does introduce some valuable backrow cards that can work their way into almost any deck.

  • Painful Decision {SR} -- A way to search out an Ojama from your deck and send one to the graveyard for combos involving Ojama country.
  • Forbidden Chalice {SR} -- Can negate the effects of just about any monster on the field. A good tech choice.
  • Wall of Disruption {SR} -- While not great against Ancient Gears, WoD is a staple in pretty much every deck right now. It's a great defensive tech choice, with some players opting for multiple copies.
  • Birthright {SR} -- Allows you to special summon a normal monster from your graveyard.
  • Draining Shield {SR} -- Negates an attack while also boosting your life points.
  • System Down {R} -- A great card for farming Crowler during his event.

Forbidden Chalice {SR} -- Can negate the effects of just about any monster on the field. A good tech choice.

Wall of Disruption {SR} -- While not great against Ancient Gears, WoD is a staple in pretty much every deck right now. It's a great defensive tech choice, with some players opting for multiple copies.

Birthright {SR} -- Allows you to special summon a normal monster from your graveyard.

Draining Shield {SR} -- Negates an attack while also boosting your life points.

System Down {R} -- A great card for farming Crowler during his event.

Galactic Origin

Relevant decks: Cyber Angels, Elemental HEROs, Fire Fist, Gladiator Beast, Ice Barrier, Ninja, Neo-Spacian

Verdict: Worth purchasing

Though the box has its detractors, there's a lot to be said about Galactic Origin. It gave players access to a competitive Gladiator Beast deck just by purchasing packs from a single box, and added support for classic archetypes like Elemental HEROs. There are a lot of useful cards in this box, and it's gonna take some time to break them all down.

  • Saffira, Queen of Dragons {UR} -- A great tech choice in Cyber Angel decks. Her effects benefit the archetype as a whole.
  • Berserk Dragon {UR} -- Can be summoned using A Deal with Dark Ruler and put in any deck that focuses on sending level 8 or higher monsters to the graveyard, such as phoenix.
  • Upstart Golden Ninja {UR} -- Has the ability to special summon low-level Ninjas from your deck.
  • Gladiator Beast Heraklinos {UR} -- One of the heaviest hitters of the Gladiator Beasts, he can negate spell and trap effects by discarding cards to your graveyard. You must Laquiri on the field to summon him, and you'll probably be fine with just one copy.
  • Elemental HERO Terra Firma {UR} -- I'm not sure what to say about Terra Firma other than that he's okay. He's not great, because he's vulnerable to backrow and his effect comes at the cost of sacrificing one of your other monsters, but he's not completely horrible either because at least he's E-HERO support. He's just kind of...there, in the current meta, since E-HEROs don't yet have a place at the table with the tier one decks.
  • Cosmic Cyclone {UR} -- Can banish any spell or trap card at the cost of 1000 life points.
  • Brotherhood of the Fire Fist - Swallow {SR} -- Currently the boss monster of Fire Fist decks, Swallow protects all beast-warrior monsters you control from being targeted by your opponent's card effects. He can be easily summoned using cards like Transmodify or through his own effect.
  • Gladiator Beast Laquiri {SR} -- The main beater of the Gladiator Beasts, and a requirement in summoning Heraklinos. It's original ATK becomes 2100 if special summoned from the deck. Expect to run three copies.
  • Elemental HERO Woodsman {SR} -- Again, more E-HERO support, but Blazeman is better.
  • Gladiator Beast Andal {SR} -- Though a great beater at 1900 ATK, he lacks the tag out feature of the other Gladiator Beasts, making Laquiri a better choice.
  • Gladiator Beast Nerokius {SR} -- Arguably the best Gladiator Beast card, Nerokius acts like Ancient Gear Golem, meaning your opponent cannot activate cards or effects when it attacks. Oh, also, Nerokius can't be destroyed by battle. If you can get him out on the field, it will be incredibly hard for your opponent to get rid of him.
  • Impenetrable Attack {SR} -- An amazing card for Gladiator Beast decks, Impenetrable Attack keeps your monsters on the field and allows Gladiator Beasts to activate their tag out effects. It can also be considered as a tech choice for other decks.
  • Brotherhood of the Fire Fist - Coyote {R} -- Able to be special summoned as long as you control no monsters and a Fire Fist spell or trap.
  • Gladiator Beast Bestiari {R} -- As someone once said on the Duel Links subreddit, Bestiari is so named because he's the best. When tagged in, he can destroy any spell or trap on the field, which is incredibly useful when combined with skills like Mind Scan.
  • Gladiator Beast Murmillo {R} -- Bestiari's monster-destroying counterpart, Murmillo is also a great monster to tag into when you can't get around an opponent's monster with a higher ATK.
  • Fire Formation - Tensu {R} -- This card allows you to normal summon an extra beast-warrior monster once per turn, allowing for great swarming possibilities.
  • Sacred Spirit of the Ice Barrier {C} -- This card lets you return an opponent's monster to their hand as long as you control another Ice Barrier monster.
  • Gladiator Beast Dimacari {C} -- When special summoned by the effect of another Gladiator Beast monser, he can make two attacks during each battle phase.

Berserk Dragon {UR} -- Can be summoned using A Deal with Dark Ruler and put in any deck that focuses on sending level 8 or higher monsters to the graveyard, such as phoenix.

Upstart Golden Ninja {UR} -- Has the ability to special summon low-level Ninjas from your deck.

Gladiator Beast Heraklinos {UR} -- One of the heaviest hitters of the Gladiator Beasts, he can negate spell and trap effects by discarding cards to your graveyard. You must Laquiri on the field to summon him, and you'll probably be fine with just one copy.

Elemental HERO Terra Firma {UR} -- I'm not sure what to say about Terra Firma other than that he's okay. He's not great, because he's vulnerable to backrow and his effect comes at the cost of sacrificing one of your other monsters, but he's not completely horrible either because at least he's E-HERO support. He's just kind of...there, in the current meta, since E-HEROs don't yet have a place at the table with the tier one decks.

Cosmic Cyclone {UR} -- Can banish any spell or trap card at the cost of 1000 life points.

Brotherhood of the Fire Fist - Swallow {SR} -- Currently the boss monster of Fire Fist decks, Swallow protects all beast-warrior monsters you control from being targeted by your opponent's card effects. He can be easily summoned using cards like Transmodify or through his own effect.

Gladiator Beast Laquiri {SR} -- The main beater of the Gladiator Beasts, and a requirement in summoning Heraklinos. It's original ATK becomes 2100 if special summoned from the deck. Expect to run three copies.

Elemental HERO Woodsman {SR} -- Again, more E-HERO support, but Blazeman is better.

Gladiator Beast Andal {SR} -- Though a great beater at 1900 ATK, he lacks the tag out feature of the other Gladiator Beasts, making Laquiri a better choice.

Gladiator Beast Nerokius {SR} -- Arguably the best Gladiator Beast card, Nerokius acts like Ancient Gear Golem, meaning your opponent cannot activate cards or effects when it attacks. Oh, also, Nerokius can't be destroyed by battle. If you can get him out on the field, it will be incredibly hard for your opponent to get rid of him.

Impenetrable Attack {SR} -- An amazing card for Gladiator Beast decks, Impenetrable Attack keeps your monsters on the field and allows Gladiator Beasts to activate their tag out effects. It can also be considered as a tech choice for other decks.

Brotherhood of the Fire Fist - Coyote {R} -- Able to be special summoned as long as you control no monsters and a Fire Fist spell or trap.

Gladiator Beast Bestiari {R} -- As someone once said on the Duel Links subreddit, Bestiari is so named because he's the best. When tagged in, he can destroy any spell or trap on the field, which is incredibly useful when combined with skills like Mind Scan.

Gladiator Beast Murmillo {R} -- Bestiari's monster-destroying counterpart, Murmillo is also a great monster to tag into when you can't get around an opponent's monster with a higher ATK.

Fire Formation - Tensu {R} -- This card allows you to normal summon an extra beast-warrior monster once per turn, allowing for great swarming possibilities.

Sacred Spirit of the Ice Barrier {C} -- This card lets you return an opponent's monster to their hand as long as you control another Ice Barrier monster.

Gladiator Beast Dimacari {C} -- When special summoned by the effect of another Gladiator Beast monser, he can make two attacks during each battle phase.

Source: https://gameplay.tips/guides/1571-yu-gi-oh-duel-links.html					

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