Master Duel deck guides
Combo guides that write down the board after every step (field, hand, GY, banishment and what you've already used), plus why each play is made, so you can adapt when a hand trap lands.
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Supporters comment the deck they want, and the most-liked one gets the next full guide, early. Open until Sunday 8 November.
Latest guides
Burn Field Guide — Time Travel 2006
How to play the 2006 burn deck in the Time Travel 2006 event: stall their attacks, stack Dark Room of Nightmare and Lava Golem, and burn 8000 without attacking. Every card's damage, the cards that hurt you too, and the order to play them.
Railway Field Guide
Piloting Railway blind second, with the full list or a budget one: break their board, then two Level 10 Machines into Gustav Max and Juggernaut Liebe for 8000. One- and two-card OTK lines with the board after every step, which breaker answers what, hand traps and the current matchups.
Clown Crew Field Guide
Piloting Clown Crew in Master Duel: Tribute one monster of each card type, draw up to 8 cards, and Tribute Summon again on their turn. Going-first lines with the board state after every step, going-second breaks, hand-trap answers and the current matchups.
Dracotail Field Guide
Piloting Dracotail in Master Duel: the Dracotail and Branded engines, going-first lines with the board state after every step, going-second breaks, hand-trap answers and the current matchups.
Artmage Power Patron Field Guide
Piloting Artmage with the Shade Power Patron cards in Master Duel: the Pendulum rules and locks, seventeen going-first lines with the board after every step, going-second answers, hand-trap answers and the current matchups.
Mathmech Field Guide
Piloting Mathmech @Ignister in Master Duel: nine going-first lines from one or two cards, with the board after every step, plays going second and after your board breaks, hand-trap answers and the current matchups.
Dragonmaid Field Guide
Piloting Dragonmaid in Master Duel: the Lady's Dragonmaid pairs, the Seal and Sheou board, going-first lines with the board state after every step, the Branded fallback, going-second breaks, hand-trap answers and the current matchups.
Sky Striker Field Guide
Piloting Sky Striker: the three checks you make every turn, how the GY Spell count gates your cards, going-first and going-second lines with the board state after every step, hand-trap answers and the current matchups.
Artmage Field Guide
Piloting Artmage in Master Duel: the 3-Type rule, the Power Patron and Acropolis engine, going-first lines with the board state after every step, going-second breaks, Super Polymerization picks, hand-trap answers and the current matchups.
Ryu-Ge Field Guide — Dice Rally
How to pilot the ☆3 Ryu-Ge loaner in the Dice Rally event: the three-switch engine, going-first and going-second lines with the board state after every step, hand-trap answers and the event bonuses.
Keep the guides coming
Every guide here is free to read. Supporters get each new guide 2–3 days before it goes public and vote every month on which deck is covered next.