If you are a big fan of the Yu-Gi-Oh! anime series, then you certainly love playing Yu-Gi-Oh! Duel Links too. It’s a card game that is based on the popular anime. In this game, you collect different duel monster cards and build your deck. Once you have a deck, you can duel against AI or other real players.
Just like the anime series, there are many different cards that you can collect and use to build a deck. The kind of cards you need will depend on the kind of deck that you want to build. But regardless of what type of deck you are building, there are certain cards that you should always have on hand. Especially in late-game situations.
The 3 Main Types of Cards in Yu-Gi-Oh! Duel Links
Before discussing the best cards to have in late game situations, it’s important to first discuss each type of card that is available in the game. The reason for this is that the best cards for late game players are different from early game or mid-game players.
There are three main card categories for Yu-Gi-Oh! Duel Links. These are Monster Cards, Spell Cards, and Trap Cards. Each category has certain functions and are helpful only in particular situations. And it is important to remember that though each card performs different functions, they should all be working in harmony during gameplay. You may learn more about every Yu-Gi-Oh! Duel Links card at Konami.
Monster Cards
Monster cards are the main cards that you will use to fight an opponent. You can use it to destroy their monsters and deal damage to them. The monster can also attack your opponent directly if they have no monster on the field.
- Normal Monsters – These are monsters that contain no monster effects and are the ones that should be placed on the main deck. The Blue-Eyes White Dragon and the Dark Magician belong in this category.
- Effect Monsters – These are monsters that contain at least one condition or effect. They are usually orange in color and will have a designated “Effect” text on their description.
- Ritual Monsters – These monster cards are colored blue and can only be specially summoned with the help of Ritual Spell cards.
- Fusion Monsters – These monster cards are colored violet and they are usually placed on the Extra Deck. Fusion Monsters are usually a combination of 2 or more different monsters and will require the help of the Polymerization Spell card.
- Synchro Monsters – Like Fusion Monsters, Synchro Monsters are a combination of 2 or more different monsters. However, unlike Fusion Monsters, you don’t usually need a Spell Card to summon them.
Spell Cards
Spell cards are green in color and they usually provide support for your monsters or increase more damage to enemies. Like Monster cards, there are different subcategories for Spell Cards. Below are the different subcategories.
- Normal Spell – This is the basic Spell Card in the game. You can use them immediately from the moment you set them. These cards are however sent to the graveyard after one use.
- Continuous Spell – They are normal Spell Cards except they will stay in the field instead of going to the graveyard or returning to the deck. They are only sent to the graveyard when they are destroyed.
- Equip Spell – These are spells that you can equip to face-up monsters on the field. Usually, equip cards would increase a monster’s attack and/or defense.
- Quick-Play Spell – These are Spell Cards that any player can activate from their hand anytime, regardless of who’s turn is it.
- Field Spell – This Spell Card can change the environment of the field of play during battle. One example of a Field Spell is the Yami, which turns the field favorable for Dark Monsters.
- Ritual Spell – These are the Spell Cards you should use for summoning Ritual Monsters.
Trap Cards
These function like Spell Cards and provide certain types of support during battle. But unlike Spell Cards, Trap Cards should be set first before getting activated. They function mainly as defense cards. It could destroy newly summoned monsters and monsters that are attacking you.
- Normal Trap – These are the Trap Cards that you can activate in response to an opponent who activates an effect that is classified in Spell 1 (including monster effects). Like Spell Cards, they immediately go to the graveyard after activation.
- Continuous Trap – They are Trap Cards that will stay on the field after it’s activated. They only leave the field if they are completely destroyed.
- Counter Trap – This is a unique Trap Card in a sense that they can only be activated if your opponent activates a Trap Card of their own. It’s designed to counter the opponent’s activated Trap Card.
The Best Yu-Gi-Oh! Duel Links Cards During Late Game
Now that you understand the different cards used in Yu-Gi-Oh! Duel Links, we can now discuss the best cards to have during late game situations. Now it is important to remember that the best cards to use in the end will ultimately depend on your situation.
An Example: Summoning the Powerful Magician
Let’s say for example that you have a Dark Magician deck, and you need to summon the powerful magician to win. In that situation, you will need to hold cards that will allow you to summon Dark Magician in just 1 or 2 turns. The cards you will need are the Magician Navigation Trap Card and a Dark Magician card. If you have 2 monsters on the field already, you can use them as a tribute to summon the powerful monster.
But if you don’t have anything on the field, then you can use the Dark Magic Veil Spell Card instead of the Magician Navigation Trap Card. You just need to pay 1,000 life points and special summon 1 Dark Spellcaster-type monster from your hand or the graveyard.
However, if your life points are too low, you can always use the Magician Navigation Trap card. It allows you to special summon 1 Dark Magician from your hand and special summon 1 level 7 or lower Dark spellcaster monster from your deck. These cards can help you turn the match around or at least survive for another round.
Other Yu-Gi-Oh! Duel Links Cards That Are Useful In Late Game
As mentioned, the cards you need still depend on your situation. Below are some other cards that are good to have in late game situations. These could help you win, turn around a match, or just survive longer:
- Trap Cards – These can greatly help you withstand damage from enemy attacks. One card is the Hallowed Life Barrier. This card reduces any damage you take to zero for this turn after discarding 1 card from your hand.
- Mirror Wall or Drowning Mirror Force – Mirror Wall reduces attack powers by half against certain monsters. On the other hand, Drowning Mirror Force will shuffle all monsters on your opponent’s deck.
- Monster Cards – For monster cards, the ideal cards to have in the end game are those with high defensive powers. It’s also important that the monsters can be summoned without a tribute. Gravekeeper’s Guard is a useful defensive Spellcaster monster. It has a flip summon effect that allows you to target 1 monster from your opponent.
- Spell Cards – Enemy Controller is a type of Spell Card that is good during late game situations. It has 2 effects, 1 is it allows you to target 1 face-up monster from your opponent and change its battle position. The second effect is you sacrifice 1 of your monsters, then take control of 1 face-up monster that your opponent controls.
Hope this guide helps you push through in Yu-Gi-Oh! Duel Links, even in late game. And if you are looking for similar card games, you can head on over at Games.LOL. Get mobile fighting card games on your PC!