The Blue-Eyes White Dragon and its accompanying archetype still remain one of the more popular in the Yu-Gi-Oh! universe. That also holds true in Duel Links, as Blue-Eyes decks litter the landscape in ranked play. If you’re a newcomer to Duel Links and are looking for a way to use the Blue-Eyes White Dragon, we’ve got you covered. Let’s go over what you should focus on for a Blue-Eyes build, starting with what skills you should look to use.
As far as Skills go, your best bet is to use one of two abilities to maximize the archetype: Alternative Evolution & Ultimate Dragons. Alternative Evolution is a skill that will allow the turn player to magically tribute a monster that has the Blue-Eyes White Dragon name and 3000 or more ATK, and it can be turned into a Blue-Eyes Alternative White Dragon.
This skill, by in large, is fine, as Alternative White is an Effect monster that can pop a monster off the field, but you might be better off using Ultimate Dragons. Ultimate Dragons, which we have listed as one of the better overall skills in the game, can add some pretty powerful Fusion monsters to the Extra Deck and add a Polymerization to hand if the turn player has at least two Blue-Eyes White Dragons to hand. This skill can be great when it comes to quickly getting either a Blue-Eyes Twin Burst Dragon or Neo Blue-Eyes Ultimate Dragon out on the field, both of which can be hard to remove for the opposition.
- 3 The White Stone of Ancients
- 3 Blue-Eyes White Dragon
- At least 2 Sage with Eyes of Blue
- 1 Blue-Eyes Alternative White Dragon
- 1 Dragon Spirit of White
- At least 1 The White Stone of Legend (Optional)
- At least 1 Maiden with Eyes of Blue (Optional)
Now let’s move on to the Monsters. Besides having the three Blue-Eyes White Dragons, the crux of this deck revolves around The White Stone of Ancients card, which can be obtained from the Blue-Eyes Evolution Structure Deck. This card might look puny thanks to its paltry ATK and DEF stats, but it has a couple of powerful effects. If The White Stone of Ancients is sent to the Graveyard, the turn player during the End Phase can Special Summon a Blue-Eyes monster on to the field. Players who use this build will have the option to get the big, 3000 ATK beater in Blue-Eyes White Dragon or bring out the Dragon Spirit of White, which can pop and banish a Spell or Trap on the field.
Other cards that should be in a Blue-Eyes deck including having at least two Sage with Eyes of Blue and one Blue-Eyes Alternative White Dragon. Sage with Eyes of Blue can, upon being Normal Summoned, can allow the turn player to add one Level 1 LIGHT Tuner from the deck (looking at you, White Stone of Ancients), a solid effect that can be quite helpful.
Other cards you might want to consider adding if there’s room are Maiden with Eyes of Blue and The White Stone of Legend. The former is a great addition for a Blue-Eyes Deck, as it can allow the player to Special Summon a Blue-Eyes White Dragon when targeted for an attack. However, it’s also not necessary, as this build allows for multiple ways to get the BEWD out on the field. The White Stone of Legend is not as powerful as Ancients, but it can add a BEWD when it goes to the Graveyard.
Whatever you choose, though, make sure to keep your deck as condensed as possible. 20 cards in the Main Deck is the ideal number.
Spell and Trap Cards
- 3 Cards of Consonance
- 1 The Melody of Awakening Dragon
- 2-3 Karma Cut
- 1 Silver’s Cry (Optional)
- 1-2 Raigeki Break (Optional)
- 1-2 Ancient Rules (Optional)
- 1-3 Ultimate Providence (Optional)
- 1-3 Hallowed Life Barrier (Optional)
- 1-3 Cosmic Cyclone (Optional)
As far as Spell and Trap cards go, this deck doesn’t rely heavily on backrow. But, it does need a few Spell and Trap cards to get the job done. This build needs three Cards of Consonance, which allows the turn player to discard one Dragon-type Tuner with 1000 or less ATK, and draw two cards. Not only can you use this to get Ancients into the GY, but it also adds two more cards to hand.
Additionally, The Melody of Awakening Dragon can also allow the turn player to discard a card, but not specifically a Tuner, and add two Dragons that have 3000 or more ATK, and 2500 or less DEF. This card not only works well with the Ultimate Dragon skill, but it also thins out the deck even more. Lastly, we should mention Karma Cut, which allows the turn player to discard a card and then banish a face-up monster from the opponent’s side of the field.
Other cards worth mentioning include Cosmic Cyclone, which pops backrow, Raigeki Break, Hallowed Life Barrier, and Ultimate Providence. These cards aren’t necessary but could be used in place of Karma Cut, should you not have three copies. All three allow the turn player to discard a card while at the same time getting the most of that discarded item.
- 1-3 Blue Eyes Twin Burst Dragon (Fusion)
- 1-2 Azure-Eyes Silver Dragon (Synchro)
- 1-2 Blue-Eyes Spirit Dragon (Synchro)
- 1 Vermillion Dragon Mech (Synchro)
- 1 Hieratic Sun Dragon Overlord of Heliopolis (Xyz)
- 1 Blue-Eyes Ultimate Dragon (Fusion – Optional)
- 1 Michael, the Arch-Lightsworn (Synchro – Optional)
Lastly, let’s talk about the Extra Deck, which, for the most part, is rather straight-forward. Five cards you definitely have in it are Blue-Eyes Twin Burst Dragon, Azure-Eyes Silver Dragon, Blue-Eyes Spirit Dragon, Vermillion Dragon Mech, and Hierartic Sun Dragon Overlord of Heliopolis. Twin Burst can be a pain for the opposition, as it can’t be destroyed by battle. Azure-Eyes, on the other hand, can add some extra protection for your Dragons, as the opponent can’t target them at all until the End Phase of the turn after the Silver Dragon was originally summoned.
Blue-Eyes Spirit Dragon has multiple positives, but it can A) shut down one effect that activates from the GY per turn and B) allow the turn player to tribute it and bring out a LIGHT Synchro monster out, which is huge. The latter effect can be used to bring out either Azure-Eyes or Michael, the Arch-Lightsworn, which can pop a card on the field for 1000 LP.
Lastly, let’s talk about Vermillion Dragon Mech and the Hieratic Sun Dragon Overlord of Heliopolis. Both can pop cards on the field, and the latter has great synergy with Ancients since cards need to be sent to the GY to activate the Sun Dragon’s effect.