Killer Combos

Feel free to submit your own combos... I'll post them even if I have no way on earth of ever using your combo :)

  • Cyber Jar
  • Wicked Worm Beast
  • Ceremonial Bell
  • Shield & Sword
  • Germ Infection
  • Toll
  • Gravity Bind
  • Eternal Rest
  • The Cheerful Coffin
  • Nimble Momonga
  • Ordeal of A Traveler
  • Convulsion of Nature
  • Sword of Revealing Light
  • Infinite Dismal
  • Soul Exchange
  • Chain Energy
  • Trap Master
  • Solemn Wishes
  • Stern Mystic
  • Ground Collapse
  • Spear Cretin
  • Dream Combos
  • Bad Reaction to Smoochy
  • Bubble Crash



  • Killer Combos Using Cyber Jar
    1. CJ + M. Puppeteer = 2500lps... inspired by a 3yr old who kicked my arse, but I got him back in the next 2 rounds
    2. CJ + Raigeki = Big Direct Damage Time.. you have a full board they don't
    3. CJ + Just Deserts = about 500 - 2500lps of direct damage
    4. CJ + Dark Hole = Powered up Shadow Ghoul Deck or a handful of magic and traps depending on the 5 cards you choose.
    5. CJ + Messenger of Peace + Red Moon Baby + Sword of Deep Seated = Using your opponent's monsters against them w/ Moon Baby
    6. CJ + 3 Hane-Hane + Unfriendly Amazon + BEWD = Open field and 2 tributes for a BEWD with 1 left over
    7. CJ + MEB + Princess Tsurugi + Hane-Hane + Darkness Approaches = Get your opponent 2X
    8. CJ + 2 Lord of D. + 2 BEWD + 2 Flutes = Unleash the Dragons
    9. CJ + Exodia = Instant Win
    10. CJ + Giant Germ + WOBF + Nimble Momonga + Bite Shoe = A good defense, it will make your opponent think 2X before they attack
    Killer Combos Using Wicked Worm Beast
    1. WWB + Sword of Deep Seated or Horn of Uni + Fissure = Kill a bigger monster
    2. WWB + Ax of Despair + Hane-Hane = Have a mega assassin that strikes when needed
    3. WWB + Black Hole + 1 mon = You won't lose your WWB
    4. WWB + Hi Defense Mon + Messenger of Peace = You can't fissure WWB
    5. WWB + Labyrinth Wall + Sogen = Return of Powered up WWB and power up the L. Wall too.
    Killer Combos Using Ceremonial Bell
    1. CB + Robbin' Goblin = Pick out potential threat from opponent's hand
    2. CB + Stern Mystic = Know on field and off field cards
    3. CB + White Magic Hat = Pick out potential threat from opponent's hand
    4. CB + Soul Release + Card Destruction = Make sure they don't have anything good in their hand and remove 5 card from play
    5. CB + Driving Snow = Stall dangerous trap cards if you see them in hand for 1 turn
    Killer Combos Using Germ Infection
    1. GI + Enchanted Javelin = Most likely they will tribute the monster you attached the GI and that monster will have a higher attack power you can add to your lps
    2. GI + Chorus of Sanctuary + High Defense Monster = Stall against a powerful monster while it whittles away
    3. GI + Gravity Bind + their low stat mon = Direct Damage potential
    4. GI + Unhappy Maiden = Weakens 1 monster and they can't attack with the other monster
    5. GI + Gust = Potential to destroy 1 m/t of your opponent's
    Killer Combos Using Shield & Sword
    1. High Def Mon + S&S against a high attack low def mon.. i.e. Harpie's brother, Ss, 7 Colored fish... heavy hitters usually have a bad defense.
    2. High Def Mon Low Atk Mon + Crush Card Virus in wait + S&S = Infect their deck on the next turn
    3. S&S + Ryu Ran = Worth the tribute
    4. S&S + Chorus of Sanctuary + Labyrinth Wall = BEWD Killer
    5. S&S + Red Moon Baby + Ax of Despair = Potential SS Killer and other heavy hitters
    Killer Combos Using Gravity Bind
    1. GB + Reverse Trap = 1 vulnerable mon
    2. GB + 4 Star Lady Bug of Doom = Clear field
    3. GB + Red Moon Baby = Loads of opportunities
    4. GB + Labyrinth Wall = Almost unstoppable defense
    5. GB + Masked Sorcerer(powered up) = lots of drawing opportunities
    Killer Combos Using Toll
    1. Toll + Burning Land = Lose 500lps if they attack they lose 1000lps
    2. Toll + Chain Energy = 1000lps for attacking 500lps lost of playing 1 card, tied up board
    3. Toll + Ring of Magnesium + Labyrinth Wall = If they attack and lose 500 lps and whatever else by attacking the wall
    4. Toll + GI + Trap Hole = Lose 500lps if they attack and when they tribute you trap hole the mon
    5. Toll + Gate Guardian piece = They lose 500lps for attacking and their mon is open for direct damage
    Killer Combos Using Eternal Rest
    1. Paralyzing Potion + ER = attach paralyzing potion to the mon and kill it with ER
    2. Equip card + Tailor of the Fickle + ER = Equip your monster with the card and when you are done use Tailor of the Fickle and then use ER
    3. Slim Pack + ER + Tailor of the Fickle = Same as above, save you use this the equip card for at the most 3 times before you use Tailor of the Fickle
    4. Just Deserts + Princess Tsurugi + ER = Kill all equipped monsters and do direct damage for both the # of monsters and m/ts on the field
    5. MEB + Hane-Hane + ER = Clear Field... whatever that's equipped MEB gets 1 and you return the other with HH
    Killer Combos Using The Cheerful Coffin
    1. CC + Freed the Matchless Genreal + Monster Reborn = Freed can now be summoned
    2. CC + BEWD + WOTBF + MOF + Monster Reborn = Discard BEWD and WOTBF and then you fish out your SS, you reborn your BEWD and you use MOF to get back Monster Reborn and use the MOF to tribute for SS
    3. CC + Gamble = Drawing Opportunity if you call it right
    4. CC + Flash Assailant = 2000/2000 mon
    5. CC + Forced Requisition = They lose 3 cards and so do you
    Killer Combos Using Nimble Momonga
    1. NM + Attack & Receive = Attack higher power mon with NM.. not too high, then use A&R to do 700 direct damage and you gain 1000lps for killing your NM
    2. NM + Giant Germ = Gain 1000lps when they are attacked and or do 500 direct damage also populates the field with duplicates from your deck
    3. NM + Steel Scorpion = Gain 1000 lps and kill their mon in 2 or 3 turns later if they attack
    4. NM + Unhappy Maiden = They lose their battle phase and you gain 1000 if they attack NM and the maiden in that order
    5. NM + MEB = Gain 1000 and kill 1 of their monsters if they attack NM
    Killer Combos Using Swords of Revealing Light
    1. Steel Scorpion + SORL = Their monster dies after attacking the scorpion which is around the same time the SORL is finished
    2. SORL + Germ Infection = Worn down monster after the swords go away
    3. SORL + Dream Clown + Crass Clown = Mega mon removal
    4. SORL + Pumpking of Ghost + Castle of Dark Illusion = Supped up Mon at the end of SORL
    5. SORL + Black Hole = Direct Damage
    6. SORL + Raigeki = Fierce Direct Damage
    7. SORL + 4 Star Lady Bug of Doom = Kills all the level 4 monsters and whatever is left you can mow over and fissure
    8. SORL + Witches Apprentice = Powered up Dark mons and weakened Light mons
    9. SORL + Hoshiningen = Powered up Light mons and weakened Dark mons
    10. SORL + Milus Radius = Powered up Earth mons and weakened Wind mons
    Killer Combos Using Infinite Dismal
    1. ID + Fissure = kills more monsters
    2. ID + 4 Star Lady Bug of Doom = Mega mon removal
    3. ID + Messenger of Peace = Tie up board... kind of anything level 3 and lower gets killed whatever's over 1500atk cannot attack
    4. ID + Shadow Ghoul = 1 Supped up SG if you played a bunch of level3 and lower monsters... which would most likely be effect mons
    5. ID + Gravity Bind = Stall... whatever is level 3 and lower gets killed, but whatever is over level 4 cannot attack
    Killer Combos Using Soul Exchange
    1. SE + Catapult Turtle = Do direct damage with their mon
    2. SE + Invitation to a Dark Sleep = Not very serious mon removal... but it can work
    3. SE + Change of Heart + BEWD = Unleash the Dragon next turn
    4. SE + Cannon Soldier = Direct Damage
    5. SE + Horn of Heaven = Prevent a mon from being summoned with their own monster
    Killer Combos Using Chain Energy
    1. M. Puppeteer + CE = No cost to you to play down a monster
    2. CE + Burning Land = Make your opponent think twice about playing a card an will most likely hold their magics in their hands so whatever m/t that's laid is most likely traps that are good
    3. CE + Gust = Kills 1 of their m/t when they kill CE
    4. CE + Hane-Hane = They have to pay all over again to re-play the card
    5. CE + Soul Release = Remove discarded cards from play
    Killer Combos Using Trap Master
    1. Boar Soldier + TM = Protects Boar Soldier from Mirror Walls and Mirror Force while TM is face up it can prevent Boar from being fissured
    2. TM + Stern Mystic = Select 1 trap on the field and destroy it
    3. TM + BEWD = Kills pesky dragon capture jars and any other trap threat then it can be used for a tribute for a SS or something
    4. TM + Darkness Approaches = use its effect 2X
    5. 2TM + BEWD + 1 other mon = Kills 2 traps and then you can tribute them for your BEWD and the other mon keeps the BEWD company
    Killer Combos Using Solemn Wishes
    1. SW + Monster Recovery + MEB = Gain lps by redrawing and reuse MEB
    2. SW + Morphing Jar = Gain more cards and lps
    3. SW + Pot of Greed = Gain 2 more cards and 1000lps
    4. SW + Upright Goblin = 1 more card and 500 lps, but your opponent gains 1000lps
    5. SW + Ultimate Offering = Free extra summon per turn your drew
    6. SW + M. Puppeteer = 500lps per draw & 500lps per mon
    7. SW + Imperial Order = Free Imperial Order
    8. SW + Driving Snow = If SW gets destroyed you can destroy 1 of their m/t cards
    9. SW + Burning Land = 500 direct damage, but SW cancels that out for you
    10. SW + Dark Elf + Catapult Turtle = Attack with Elf and lose 1000, next turn tribute her from the turtle and you gained 1000lps back by then, but you do 1000 direct damage to your opponent
    Killer Combos Using Stern Mystic
    1. SM + Trap Master + Shadow of Eyes + High Atk Mon = You kill 1 trap and you can kill 1 face down defense mon
    2. SM + Despell + HH = Kill magic and return 1 good mon
    3. SM + Magic Drain = They lose 1 magic card regardless of field or hand
    4. SM + Cold Wave = Field doesn't change too much so you know about what's on the field for 2 turns
    5. SM + Invader of the Thrown = Switch Invader for a good card your opponent has that was face down... I once did this and got a BEWD and then again and got a SS
    Killer Combos Using Ground Collapse
    1. GC + Gust = If CG get
    2. GC + Princess Tsurugi = Direct damage since they will most likely play more m/t cards then
    3. GC + Hiro's Shadow Scout = Weed out magic cards also you can see what 3 cards will be next and plan ahead
    4. GC + Share the Pain + Fissure = 1 mon on the field for your opponent
    5. GC + Robbin' Goblin + Shadow of Eyes = Big mon loss for your opponent
    Killer Combos Using Spear Cretin
    1. SP + CC + BEWD = Special Summon a BEWD
    2. SP + Cannon Soldier + BEWD + SS = Special Summon a BEWD and a SS
    3. 2SP + Catapult Turtle + BEWD + SS = 3750lps of direct damage and you have a special summoned BEWD and SS
    4. SP + MOF + Monster Reborn + Raigeki = You reborn a mon you destroyed with raigeki and then you special summon 1 mon from your own grave yard... then use MOF to return Monster Reborn and 2 mons in 1 turn and they have no mons... good no?
    5. SP + HH = Return the monster they special summoned back to them
    Ordeal of A Traveler
    1. OoT + Fairy Box = Strict LP Protection
    2. OoT + Omninous Fortune Telling = If you opponent guesses wrong then you can use OFT to do damage
    3. OoT + Gravekeeper's Servant = They lose a card for attacking and if they guess wrong then their monster is returned to their hand
    4. OoT + Toll = 500lp to attack and their monster can be returned to them
    5. OoT + MEB = It's just demoralizing.
    Bad Reaction to Smoochy
    1. BRS + Upright Goblin = Draw a card and burn your opponent for 1000lps
    2. BRS + Snatch Steal = Burn your opponent's lps and take their monster
    3. BRS + Rain of Mercy = You gain 1000lps they lose 1000lps
    4. BRS + Eye of Truth = You see their hand and their lps get burned
    5. BRS + Fire Princess = Burn burn burn
    Convulsion of Nature
  • CoN + Reverse Quiz = Switch Scores
  • CoN + Crimson Century = Regain good cards from the graveyard
  • CoN + Yamo Karu = Save cards for later and shuffle your deck
  • CoN + Fairy Guardian = Regain good magic cards from the graveyard
  • CoN + Fengshing Mirror = You know everything in your opponent's hand and what they draw Bubble Crash
  • BC + Bistro Butcher = Burn their deck
  • BC + Mega Cyber Fiend = Summon MCF and then have them discard
  • BC + CJ = Board Advanctage
  • BC + The Shallow Grave = More Board Advantage
  • BC + Just Deserts or Princess of Tsurugi = Burn them and make them discard Dream Combo.... only in my dreams can I pull off this combo
    Thousand Eyes Restrict + Jinzo = You own the board!

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