60 Card Dragon Link! (MD October 2023, Duelist Cup LVL 20)
Deck Primer
Dragon, dragon, rock the dragon! Dragon Link Z!
Dragon Link is a deck near and dear to my heart ever since I picked it up a few months ago. The lengthy combos and relatively expressive deckbuilding enable a lot of fun to be had for me, and it can play against just about every deck in the format (with caveats). It's in contention for one of the best decks in the format, I'd argue it's better than Kashtira by virtue of consistency (even this 60 card brew I found bricks less than Kashtira) and is at least competitive with Purrely and Labrynth, and will remain as a powerful option going forward for some time. Without any further ado, here's the card by card and why I chose things.
Main Deck Dragon Link (Rokket, Chaos Dragons, and Seyfert)
- 3x Rokket Tracer. The lifeblood of our deck, not our best normal but a card we would absolutely love to see in our opening hand regardless. With Striker Dragon, you can 1 card combo into Chaos Ruler (or any other DARK level 8 Synchro) using this card.
- 2x Rokket Recharger. We need something to summon off Tracer's effect, and Recharger is basically the best option. I run two to avoid situations where I draw Recharger and can't use Tracer's effect to summon anything.
- 1x Absorouter Dragon. Send this to the grave to search a Rokket (usually Tracer). Especially nice when paired with Chaos Space or Dragon Ravine, to make the cost of those cards completely beneficial.
- 1x Noctovision Dragon. Extender, gives you a draw when used as Link material. Don't run more than 1, as it is a brick on its own, but it's good enough to have 1 copy.
- 1x Boot Sector Launch. Field Spell to SS up to two Rokkets with different names straight from hand, searchable by our Link-1? Amazing. This enables Rokket Tracer to do some silly things by summoning it from hand and then being the target to blow up for its effect.
- 3x Quick Launch. Extension, a starter, a way to play around Maxx C a little, it's another card we cannot go without. Amazing.
- 3x Starliege Seyfert. Fill up the graveyard and search a Dragon of the same level as the ones you discarded? Don't mind if I do. Generally, we send a Level 4 (preferably something in hand, but Seyfert works in a pinch) to search out one of the two Level 4 Chaos Dragons in order to have comfortable plays. Seyfert represents our only outright one card combo into Borrelend, so we absolutely have to run three copies. Also lets you retrieve a Level 8 LIGHT/DARK Dragon from grave and add it to hand.
- 3x White Dragon Wyverburster. Banish a DARK from grave to summon this. After that, you Link (or Synchro) it off to search...
- 2x Black Dragon Collapserpent. Banish a LIGHT from grave to summon this. We run fewer since most of our deck is DARK and it can occasionally be a brick to open with.
- 1x Chaos Dragon Levianeer. One of our high roll big boys. Banish all DARKs to handrip, Banish LIGHTs and DARKs to destroy up to two cards on field (good for board breaking and getting ready for a turn 3 OTK), Banish all LIGHTs to Monster Reborn (we rarely use this due to lack of LIGHTs in deck and the low impactness of it, but it can be useful on occasion).
- 3x Chaos Space. We play a lot of LIGHT/DARK monsters that can't be normalled, so of course we run this. Ideally we'd discard Saronir/Absorouter to search our Wyverburst, but use your judgement to decide what should be sent for its effect. The grave effect to draw is also really useful, since it represents both recovery and resource accumulation.
Bystials (or, how I learned to stop worrying and love the Branded Beast)
- 1x Bystial Lubellion. Searches a Bystial of choice, can summon itself from grave by tributing a Level 6+ DARK Dragon, and can then put a Branded Continuous Spell/Trap straight from deck onto the field face-up. The exact number of copies is a bit flexible, I run 1 due to economics (UR dust typically being spent on new decks and new cards rather than extra copies) but more copies are certainly nice to have.
- 1x Bystial Magnamhut. Probably what you're searching with Lubellion, though the choice is going to be dependent on board state. It searches a Dragon in the end phase after summoning, and it means any Dragon. Generally, when you're going first you'll be searching another Bystial in the end phase (Druiswurm or Baldrake, probably). I'd run at least two copies if it weren't limited, but alas I don't control the banlist.
- 1x Bystial Druiswurm. Our boardbreaking Bystial, this one often forces immediate attention from the opponent due to its effect when sent from field to grave. I'd probably run a second copy over Baldrake if this wasn't limited, but YMMV on that front.
- 1x Bystial Baldrake. Theoretically a really nasty monster that can supremely ruin your opponent's day, but it's just ever-so-slightly too specific with its requirements to consistently be a nuisance. Still good, though, and it's more importantly a Bystial (meaning it can do the anti-LIGHT/DARK banish, making Tear players miserable and Mathmech players seethe).
- 2x Bystial Saronir. Send this to the grave, send another Bystial/Branded card to the grave. I usually send Lubellion, unless I already have Lubellion in the grave or a way to get it into rotation (in which case I send Branded Regained).
- 1x Branded Regained. Gives you both what's basically Chaos Space's GY effect every turn and revives a Bystial from grave when your opponent summons a monster.
- 1x Branded Beast. A pop to any card on the field, provided you control a Bystial and have a Dragon to tribute. Also grabs a Branded Continuous Spell/Trap from GY and puts it back on the field in the end phase, allowing you to get Regained on the field alongside it. This and Regained represent a pretty nasty control engine, allowing grind games to be extremely smooth, while allowing you to also break boards with Beast's effect.
Other Main Deck Dragon Engine (Dragonmaid, Red-Eyes, Dragon Ravine)
- 3x Chamber Dragonmaid. Another one card combo into Romulus, a searcher for the extremely good Dragonmaid Tidying (excellent disruption on your opponent's turn), and a Level 4 to Synchro with Tracer (or the Bystials for Chaos Angel, more on that later). Just an all-around good card for Dragon Link and the 60 card variants get to use this well since we have a lot more space for this kind of thing than 40 card variants.
- 1x Dragonmaid Hospitality. Our revive for Chamber, part of the aformentioned one card combo. NS Chamber, search this, Link into Striker, use Hospitality to revive Chamber, link both her and Striker for Romulus.
- 1x Dragonmaid Tidying. Bounce both a Dragon you control and a card on your opponent's field or GY. Just solid disruption that gets around destruction protection and can then be used to summon Chamber from hand/GY on the next turn.
- 1x Black Metal Dragon. One for One target, and also an NS that can net you Romulus with no further investment (beyond banishing Striker Dragon).
- 1x Red-Eyes Darkness Metal Dragon. Banish a Dragon on field to summon this, then you can use it to summon a Dragon from your hand/GY. Allows a lot of stuff and enables some truly wacky high roll plays, but is a brick on its own.
- 1x One for One. Technically non-engine, but since we're only using it to summon Black Metal it may as well just be put here.
- 1x Dragon Ravine. Searchable via Romulus, allows us to Foolish Burial any Dragon for the cost of a discard.
Non-Engine (Handtraps, anti-Handtraps, and Thrust targets)
- 3x Ash Blossom, 3x Maxx C, 2x Called By the Grave. It's Master Duel, we have to be prepared for anything and Ash+Called By is basically that. Maxx C is also there, for obvious reasons. I'd run like eight copies of Called By if I could (not actually that many, but you get the idea), we suffer whenever any of the big three blowout handtraps resolve (Maxx C, Droll & Lock Bird, and Dimensional Shifter) and it counters all of them.
- 1x Crossout Designator to stop other handtraps. Most importantly, Nibiru can screw us if we don't have a particularly good hand (as we have very few combo lines to play under the threat of Nibiru), and Designator is the best counter to it.
- 1x Nibiru. Ruins other combo decks' day, we need a copy for Crossout Designator, and being a LIGHT means it can be grabbed off Chaos Ruler and banished by the Chaos monsters to summon them.
- 3x Triple Tactics Thrust. Searches any Normal Spell/Trap if your opponent activates a monster effect, though you can only add it to your hand (instead of setting it for next turn) if your opponent controls a monster. This card made a big splash on release in the OCG, and of course it's extremely good here where we need tools for basically every situation.
- 1x Herald of the Abyss. Anti-Purrely and Kashtira measures, and our solution to Towers-type monsters in general.
- 1x Harpie's Feather Duster. Anti-backrow. We do have a fair amount of backrow hate (Branded Beast, Chaos Angel, Tidying, Levianeer), but it requires set up we often don't have the luxury of doing against backrow decks so Duster solves that.
- 1x That Grass Looks Greener. It's a 60 card deck, of course we run Grass. That juicy, juicy mill 20 is too much to pass up.
- 1x Triple Tactics Talent. Versatile card, can unbrick you if you get Ashed, steal a key monster to force interaction or allow you to break boards, or let you look at your opponent's hand and rip a card out of it.
- 1x Evenly Matched. While not quite as potent as it was previously due to Kashtira and Purrely having extremely potent single boss monsters, Evenly is still a phenomenal boardbreaker.
- 2x Infinite Impermanence. It negates a monster on-field and can be used from hand. Good for both stopping your opponent from building a board and for boardbreaking.
Extra Deck (it's just the whole Extra)
- 2x Striker Dragon. Searches Boot Sector Launch, can grab a Rokket from grave if need be, and the Link arrow is useful for...
- 1x Guardragon Pisty. The only Guardragon Link to not be banned, and still extremely good. If two Link monsters have arrows pointing to a monster zone, you can summon any Dragon from your GY or banished cards to that zone. Just note you cannot summon anything but Dragons while Pisty is on the field.
- 1x Dragunity Knight - Romulus. Searches Dragon Ravine, and that's often it. Its second effect to summon a Dragon from hand can be useful, but only in certain scenarios where you can get into a Synchro without screwing up your combo.
- 1x Hieratic Seal of the Heavenly Spheres. It's an FTK. Jokes aside, it's basically our best option when put under Maxx C and makes Nibiru hurt less if we're hit by it. Tribute it to bounce an opponent's card, then summon Druiswurm/Magnamhut depending on the situation.
- 1x Dharc the Dark Charmer, Gloomy. In situations where you're DARK-locked by Rokket Tracer, this is the best DARK Link-2 to make. It's rare you'll actually summon anything off his effect, but it can occasionally come in handy.
- 1x Triple Burst Dragon. To set up Pisty's effect, and also equip to Borreload Savage Dragon.
- 1x Knightmare Unicorn. For situations where you need something off the field and can go into it. Entirely replacable if desired.
- 1x Accesscode Talker. OTK push tool if needed, entirely replaceable.
- 1x Borrelend Dragon. Our big boss, the goal of our combos, the thing we strive to make every turn. Can't be destroyed, attack all monsters on the field once, negate a monster on the field permanently and revive a Rokket from the grave. This card is absurd, and you should always strive to get into it if possible.
- 1x Number 38: Hope Harbinger Dragon Titanic Galaxy. Replacable if desired, but we can sometimes make a Rank 8 and it's either this or The Zombie Vampire, and I prefer shoring up my endboards via this guy.
- 1x Chaos Ruler the Chaotic Magical Dragon. Shockingly, this card isn't banned. And thank goodness, because it's a phenomenal card for this. It allows us to try and fix an otherwise really bad hand, and allows us to high-roll into some stupid stuff. Also revives itself by banishing a LIGHT and a DARK, which can be useful for Link material.
- 1x Borreload Savage Dragon. Omni-negate on a Synchro we can easily make, provided we have a Link in grave to equip. Can also beat over a lot of monsters thanks to it gaining half the Attack of the equipped Link monster.
- 1x Baronne de Fleur. Due to being WIND and us frequently DARK-locking ourselves, we rarely summon it, but Rokket Tracer+a Bystial can make this easily.
- 1x Chaos Angel. Doesn't even need a tuner and can become a Towers if you use a LIGHT. More importantly, just banishes a card from the field without any cost on summon, making it great for cracking boards. A Bystial+any Level 4 in the deck gets us this.
Future Cards
- Bystial Dis Pater is a great Level 10 Synchro that provides extension, interaction, and recovery. Most brews I've seen post CYAC run this in the OCG/TCG, and we'll be running it the moment it comes out in MD since we can easily make it.
- S:P Little Knight. A stupidly good staple ED monster, though it being Link-2 (with very poor Link arrows) does mean this deck doesn't quite use it as well as it'd like. Still worth looking into.
- Etude of the Branded. We often summon back Rokket Tracer with Borrelend, we frequently have Bystials on field, we aren't usually DARK-locked on our opponent's turn, Etude allows a quick Synchro on either turn to summon whatever you desire. It's also a Macro Cosmos for monsters used as material for Ritual/Fusion/Synchro/Link monsters, which is situationally useful. It might be worth looking into, but probably not something to main deck.
- The Bystial Aluber. Is very bad. Bafflingly bad, and I would not recommend running it for any reason.
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