💎 Introduction
TCG Crystal Beast Guide
Credit for the picture goes to Henry Magenta
(Thank you so much Henry, we love you💖)
Mostly written by Oli/Nachtaron
Special Thanks go out to the members and mods of the Crystal PEAK! Discord Server, their experience and insight has been invaluable during the creation of this guide.
And an extra shout out to NESHY and Dread Guy. This would not have been possible without the resources and time both provided me with.
The Crystal Beast Archetype is all about resource management. By playing a control game, the Deck can survive long enough to gather all 7 Crystal Beasts (CB), each of them representing a colour of the rainbow, on the field or in the GY to summon their main Boss Monster, Rainbow Dragon. Setting up for a Boss Monster doesn’t sound all that different from other Archetypes. However when a Crystal Beast on the field is destroyed, it can crystallise itself, placing itself into the Spell & Trap Zone as a gemstone. This can then be further used as fuel for the powerful Spells and Traps within the Archetype, to either bring out the other Crystal Beasts from the Deck and/or generate Card Advantage through destroying or spinning opposing cards. Once seven different Crystal Beasts are on the Field or Graveyard, the Player can summon the Rainbow Dragon, which has a whopping 4000 ATK, trying to go for game. At least this was the idea Konami had when designing the Archetype in 2007.
However, even back in 2007, when the Crystal Beasts were released, the overall Card Lineup just wasn’t strong enough to see any tournament or rogue play and was therefore reserved for casual players that were drawn to the cards due to their very pretty theming and relevance in the Yu-Gi-Oh! GX anime.
Over the years though, this theming and relevance in the anime warranted occasional support from Konami every now and then, improving the capabilities and taking advantage of the lack of Once per Turn (OPT) many of the Cards have. Also the unique crystallising mechanics of the monsters were pushed, bringing out cards that would have their effects triggered when this happens. While the monsters themselves generally carry underwhelming effects, the Spells and Traps are some of the most powerful cards in the game and would push other Archetypes off the charts in regards to consistency.
All of this brings us to the current day of 2026. Even though the days of us being able to contest the meta have come and gone, discussion for new tricks still hasn’t stopped. Snake-Eyes Doomed Dragon was the best indirect support we could’ve asked for, DoomZ helped us finally converting our most reliable Starter into a full one Card Combo and Konamis promise of a Synchro Deck that revolves around placing their Monsters into the S/T Zone leave us hyped to still do our best and be crystal BASED!
🃏 The Cardpool
To understand what makes this Archetype so unique, let’s take a look at the Cardpool. The good, the occasionally useful and the bad.
For the sake of simplicity, the Effect all Crystal Beast Monsters share will not be included in the Effect Section and will just be mentioned here and marked with a 💎to indicate the cut text.
If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY. |
Additionally, all Advanced Crystal Beasts share the following effect, which will be indicated with a 💥
If "Advanced Dark" is not in a Field Zone, send this monster to the GY. |
Card | Properties | Effect | Why it’s so strong | Ratios |
Crystal Beast Rainbow Dragon (AKA Zenith) | Attribute: Light Level: 8 ATK: 3000 DEF: 0 Type: Dragon | 💎 You can only use each of the following effects of "Crystal Beast Rainbow Dragon" once per turn. When an attack is declared involving a "Crystal Beast" monster: You can Special Summon this card from your hand. You can banish this card treated as a Continuous Spell; Special Summon 1 Level 4 or lower "Crystal Beast" monster from your Deck, but negate its effects, and if you do, add 1 "Ultimate Crystal" monster from your Deck to your hand. | Turns Pegasus into a one-card link 2 or r4nk and enables Awakening. Ratios depend on the build. Also it’s a 3k Body, that can even Special Summon itself, what’s not to like? To Special Summon a CB and to add an Ultimate Crystal is both mandatory for its second effect, so if you have no targets in Deck for either, Zenith can’t be activated. | 2-3 |
Crystal Beast Ruby Carbuncle | Attribute: Light Level: 3 ATK: 300 DEF: 300 Type: Fairy | When this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. 💎 | It’s an archetypal Pendulum Summon on legs that’s not once per turn. Can miss Timing tho. One works fine, but having a second as a backup during Bystial-heavy Formats (alongside Crystal Beacon) is nice. | 1-2 |
Crystal Beast Sapphire Pegasus | Attribute: Wind Level: 4 ATK: 1800 DEF: 1200 Type: Beast | When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. 💎 | The heart of this Archetype. No matter what variation of CB you’re running, even if it’s just as an Engine, this is the Monster that starts plays. Placing any CB into your S/T Zone to either get fuel for your other cards, or just to get Zenith out of your Deck, is what this Archetype gets started in Duels. Can also miss timing unfortunately. | 3 |
Ultimate Crystal Rainbow Dragon Overdrive | Attribute: Light Level: 12 ATK: 4000 DEF: 0 Type: Dragon Fusion Materials: 1 "Ultimate Crystal" monster + 7 "Crystal Beast" monsters | Must be Special Summoned (from your Extra Deck) during a Duel you Special Summoned an "Ultimate Crystal" monster, by banishing the above monsters from your field and/or GY. While 7 or more of your "Crystal Beast" monsters with different names are banished, this card gains 7000 ATK. If this card has not battled this turn (Quick Effect): You can Tribute this card; shuffle as many cards on the field as possible into the Deck, and if you do, Special Summon any number of your banished "Crystal Beast" monsters. | The Boss Monster of the Archetype and the end goal of all Overdrive Variants. The 11.000 ATK stat and the improved Fiber Jar + Dimension Fusion effect doesn’t need any introduction. | 1 |
Awakening of the Crystal Ultimates | Quick-Play Spell | Reveal 1 "Ultimate Crystal" monster in your hand, then activate 1 of these effects. If you control an "Ultimate Crystal" monster, you can activate 1 or 2 of these effects in sequence, instead (and do not have to reveal a monster). ●Take 1 "Rainbow Bridge" card or 1 "Rainbow Refraction" from your Deck, and either add it to your hand or send it to the GY. ●Special Summon 1 "Crystal Beast" Monster Card from your hand, Deck, GY, or Spell & Trap Zone. You can only activate 1 "Awakening of the Crystal Ultimates" per turn. | Searches your other Search Cards, or summons any CB you need from almost anywhere. It’s no Starter, so not much incentive to run more than 1 | 1-2 |
Crystal Bond | Normal Spell | Add 1 "Crystal Beast" monster from your Deck to your hand, and place 1 "Crystal Beast" monster with a different name from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. You can only activate 1 "Crystal Bond" per turn. | Your main monster searcher. | 3 |
Golden Rule | Equip Spell (This card is always treated as a "Crystal" card.) | Place 2 "Crystal Beast" monsters from your Deck face-up in your Spell & Trap Zone as Continuous Spells, then Special Summon 1 "Crystal Beast" monster from your hand or GY with a different name from those cards, and if you do, equip it with this card. When this card leaves the field, destroy that monster. You can only activate 1 "Golden Rule" per turn. | Made opening Ruby go from awful to glorious. Giving any other accessible Crystal Beast the added benefit of getting out at least two more names. This Card is the key to get deeper into the Deck. | 3 |
Rainbow Bridge | Normal Spell | Add 1 "Crystal" Spell/Trap from your Deck to your hand. | Literally run 3 at all times, it’s a not OPT Searcher of almost every important Card in the Archetype. | 3 |
Rainbow Bridge of the Heart | Continuous Spell | During your Main Phase, you can Normal Summon 1 "Crystal Beast" monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only use each of the following effects of "Rainbow Bridge of the Heart" once per turn. During your Main Phase: You can destroy 1 "Crystal Beast" card you control or in your hand, and if you do, add 1 "Crystal" Spell/Trap from your Deck to your hand. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can target 1 card your opponent controls; return both that card and this card to the hand. | A reusable Rainbow Bridge that also breaks boards and gives you extra field presence. Any further copies become useless once one is in rotation, but it’s too important to open, to drop any copies. | 3 |
Crystal Miracle | Counter Trap | When a Spell/Trap Card, or monster effect, is activated: Destroy 1 "Crystal Beast" card you control, and if you do, negate that activation, and if you do that, destroy that card. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; place 1 "Crystal Beast" monster from your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Crystal Miracle" once per turn. | Archetypal Negate, that also extends your combos with both its Effects. Not necessary enough to run more than one, but always worth using. | 1 |
Card | Properties | Effect | Why it can be convenient | Ratios |
Crystal Master | Pendulum Monster Attribute: Dark Level: 4 ATK: 1300 DEF: 1000 Type: Spellcaster Scale: 5-5 | Pendulum Effect: Your opponent cannot target "Ultimate Crystal" monsters or "Crystal Beast" cards you control with card effects.
Monster Effect: You can Tribute this card; add 1 "Ultimate Crystal" monster, "Crystal Beast" monster, or "Crystal" Spell/Trap from your Deck to your hand. | The Monster Effect can fix a lot of hands. While giving up a Normal Summon can be a steep cost, if you do end up summoning it, it’s probably because you have to resolve its Effect or bust.. The Pendulum Effect is great too, however, it’s another card that competes for space in the S/T Zone. | 0-3 |
Rainbow Dragon | Attribute: Light Level: 10 ATK: 4000 DEF: 0 Type: Dragon (This card is always treated as an "Ultimate Crystal" card.) | Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field and/or GY. This card cannot activate the following effects the turn it is Special Summoned. (Quick Effect): You can send all "Crystal Beast" monsters you control to the GY; this card gains 1000 ATK for each monster sent to the GY. You can banish all "Crystal Beast" monsters from your GY; shuffle all cards on the field into the Deck. | Necessary to resolve Zenith and Awakening. The actual Effects of this card don’t matter, they never come up. Please Konami, PLEASE give us a new RD | 1 |
Ancient City - Rainbow Ruins | Field Spell | You must have this many "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve these effects. ●1+: This card cannot be destroyed by card effects. ●2+: Once per turn (including the opponent's) you can halve the battle damage you take. ●3+: When a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the GY; negate the activation, and if you do, destroy it. ●4+: Once per turn, during your Main Phase: You can draw 1 card. ●5: Once per turn, during your Main Phase: You can target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. | A strong Field Spell if you’re willing to invest into it.Effects 3-5 are so good, however this Card and the Effects you want to resolve, dictate your Game Plan and require dedicating your entire Deck to make it work. | 0 or 1 |
Crystal Beacon | Normal Spell | Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Zone to activate and to resolve this effect. | It’s a great extender and/or backup option to summon (a 2nd) Ruby, even if it’s not a starter. | 0-1 |
Crystal Tree | Continuous Spell | Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Zone, place 1 Crystal Counter on this card. You can send this card to the GY; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, and place them face-up in your Spell & Trap Zone as Continuous Spells. | A bit “win-more”-ish and a dead Card going second, but with Snake-Eyes Doomed Dragon giving you something to do with the Crystals, this is an explosive extender. But be careful. Once there are more counters than available Zones, this Card cannot activate anymore. | 0-1 |
Crystal Conclave | Continuous Trap | Once per turn, if a face-up "Crystal Beast" monster(s) you control is destroyed by battle or card effect: You can Special Summon 1 "Crystal Beast" monster from your Deck. You can send this face-up card from the field to the GY, then target 1 "Crystal Beast" card you control and 1 card on the field; return them to the hand. You cannot activate these effects in the same Chain. | This Card used to mean something. But Conclave Control is dead and since this isn’t a Negate and too slow of an interruption, the use cases for Conclave are getting less and less. Still by far not the worst Card you could run. Make Neshy proud! | 0-2 |
Rainbow Bridge of Salvation | Normal Trap | If there are 2 or more different Monster Types among the Level 10 or higher monsters on the field: Shuffle all cards except this one from both players' hands, fields, and GYs into the Deck, then each player draws 5 cards. You can banish this card from your GY; add 1 "Crystal Beast" monster and 1 Field Spell from your Deck to your hand. You can only apply each effect of "Rainbow Bridge of Salvation" once per Duel. | Provides access to any Field Spell in the game, archetypal or not and an extra body, by dumping it with Foolish Burial Goods or Awakening from Deck. The only problem is, it requires you to run up to 3 Foolish Burial Goods and a Field Spell in the first place, taking away precious Non-Engine slots. Can easily be worth it tho. | 0-1 |
Card | Properties | Effect | Why it’s best avoided |
Advanced Crystal Beast Amber Mammoth | Attribute: Earth Level: 4 ATK: 1700 DEF: 1600 Type: Beast | 💥 Once per turn, when your opponent activates a card or effect that targets your "Advanced Crystal Beast" card(s) or "Advanced Dark" (Quick Effect): You can negate the activation. Once per turn, when your "Advanced Crystal Beast" monster is targeted for an attack: You can negate that attack. 💎 | This wouldn’t stick around for long enough for its Effects to become relevant, even if you played it. |
Advanced Crystal Beast Amethyst Cat | Attribute: Earth Level: 3 ATK: 1200 DEF: 400 Type: Beast | 💥 Your "Advanced Crystal Beast" monsters can attack directly, but when they do so using this effect, the battle damage inflicted to your opponent is halved. 💎 | No, just no. |
Advanced Crystal Beast Cobalt Eagle | Attribute: Wind Level: 4 ATK: 1400 DEF: 800 Type: Winged Beast | 💥 You can send this card from your hand or field to the GY; add 1 "Advanced Dark" from your Deck to your hand. Once per turn: You can target 1 "Advanced Crystal Beast" card you control; return it to the hand or place it on top of the Deck. 💎 | Not a bad Advanced Crystal Beast Card, but ACBs are bad in general |
Advanced Crystal Beast Emerald Tortoise | Attribute: Water Level: 3 ATK: 600 DEF: 2000 Type: Aqua | 💥 Once per turn (Quick Effect): You can target 1 face-up monster on the field; change its battle position. 💎 | This doesn’t even include setting a Monster face-down by the way. |
Advanced Crystal Beast Ruby Carbuncle | Attribute: Light Level: 3 ATK: 300 DEF: 300 Type: Fairy | 💥 💎 While this card is treated as a Continuous Spell: You can Special Summon this card, then you can Special Summon as many "Advanced Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. You can only use this effect of "Advanced Crystal Beast Ruby Carbuncle" once per turn. | The supposed selling point of Advanced Crystal Beasts. Much like the OG Ruby, the revival effect is crucial to extend plays. Too bad playing ACBs in general isn’t worth it. |
Advanced Crystal Beast Sapphire Pegasus | Attribute: Wind Level: 4 ATK: 1800 DEF: 1200 Type: Beast | 💥 If this card is Summoned: You can place 1 of your "Advanced Crystal Beast" monsters that is banished, or in your hand, Deck, or GY, face-up in your Spell & Trap Zone as a Continuous Spell. 💎 | This Pegasus doesn’t miss timing and can get back banished ACBs. If only it wasn’t restricted to ACBs or an ACB itself. |
Advanced Crystal Beast Topaz Tiger | Attribute: Earth Level: 4 ATK: 1600 DEF: 1400 Type: Beast | 💥 All "Advanced Crystal Beast" monsters you control gain 400 ATK/DEF, also monsters your opponent controls lose 400 ATK/DEF. 💎 | Probably the worst Crystal Beast period. |
Crystal Beast Arnold Mammoth | Attribute: Earth Level: 4 ATK: 1700 DEF: 1600 Type: Beast | When another "Crystal Beast" monster you control is targeted for an attack: You can change the attack target to this card. 💎 | It’s a name for Overdrive Variants. If you don’t run anything which profits off of the level, Attribute or Type, don’t bother. |
Crystal Beast Amethyst Cat | Attribute: Earth Level: 3 ATK: 1200 DEF: 400 Type: Beast | This card can attack your opponent directly, but when it uses this effect, any battle damage it inflicts to your opponent is halved. 💎 | It’s a name for Overdrive Variants. If you don’t run anything which profits off of the level, Attribute or Type, don’t bother. Does anyone remember using this to win under the old time rules? |
Crystal Beast Cobalt Eagle | Attribute: Wind Level: 4 ATK: 1400 DEF: 800 Type: Winged Beast | Once per turn: You can target 1 "Crystal Beast" card you control; place that target on top of the Deck. 💎 | It’s a name for Overdrive Variants. If you don’t run anything which profits off of the level, Attribute or Type, don’t bother. |
Crystal Beast Emerald Tortoise | Attribute: Water Level: 3 ATK: 600 DEF: 2000 Type: Aqua | Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. 💎 | It’s a name for Overdrive Variants. If you don’t run anything which profits off of the level, Attribute or Type, don’t bother. Can be combo’d with Bagooska. |
Crystal Beast Topaz Tiger | Attribute: Earth Level: 4 ATK: 1600 DEF: 1000 Type: Beast | If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. 💎 | It’s a name for Overdrive Variants. If you don’t run anything which profits off of the level, Attribute or Type, don’t bother. He’s a known fighter |
Crystal Keeper | Pendulum Monster Attribute: Fire Level: 4 ATK: 1500 DEF: 1800 Type: Warrior Scale: 2-2 | Pendulum Effect: Monster Effect: If a "Crystal Beast" monster you control battles an opponent's monster, during damage calculation (Quick Effect): You can Tribute this card from your hand or face-up field; your battling monster's ATK/DEF become double its original ATK/DEF during that damage calculation only, but it is destroyed at the end of this Damage Step. | The Pendulum Effect is counter intuitive to what CBs want to happen. Cards like BoH or Conclave profit from CBs getting destroyed and placed into the S/T Zone. Additionally, Miracle won’t resolve properly if the CB isn’t destroyed, making it even worse. The Monster effect is just outclassed by a Zenith in Hand. |
Rainbow Dark Dragon | Attribute: Dark Level: 10 ATK: 4000 DEF: 0 Type: Dragon (This card is always treated as an "Ultimate Crystal" card.) | Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your GY. You can banish all other DARK monsters from your field and GY; this card gains 500 ATK for each card banished this way. | I love giving my CB Dark Attribute with Advanced Dark and then banishing them for this and not being able to summon Overdrive afterwards. |
Rainbow Overdragon | Attribute: Light Level: 12 ATK: 4000 DEF: 0 Type: Dragon Fusion Materials: 7 "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.) | Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster. Once per turn: You can banish 1 "Crystal Beast" monster from your GY; this card gains ATK equal to the banished monster's, until the end of this turn. (Quick Effect): You can Tribute this Fusion Summoned card; shuffle all cards on the field into the Deck. | Snake-Eyes Doomed Dragon sent this useless Card into retirement. The only “reasonable” way to properly Fusion Summon this Card is via Ultimate Crystal Magic, so the Quick Effect never comes up either. |
Advanced Dark | Field Spell | All "Crystal Beast" monsters on the field and in the GY become DARK. If an "Ultimate Crystal" monster attacks, negate the effects of the attack target during that Battle Phase. During damage calculation, if a "Crystal Beast" monster you control battles and you would take damage: You can send 1 "Crystal Beast" monster from your Deck to the GY; you take no battle damage from that battle. | All ACBs rely on this card, which makes all of them unplayable. This card has no protection and the only protection it could get is on a 1700 ATK monster. Not to mention that having to go out of your way to search ACB Eagle, so it can search this, when you could’ve just gotten an OG Pegasus, or Ruby over that Eagle, makes just searching it bad in Card Economy. |
Crystal Abundance | Normal Spell | Send 4 "Crystal Beast" cards from your Spell & Trap Zone to the GY; send as many cards on the field as possible to the GY, then Special Summon as many "Crystal Beast" monsters as possible from your GY, up to the number of cards sent from your opponent's field to the GY by this card's effect. | This was the first WinCon of the Archetype, however going out of your way to put 4 CBs into your S/T Zone just to resolve this, is not worth it anymore. Just play Overdrive while you’re at it. |
Crystal Aegis | Normal Spell | Target 1 "Crystal Beast" Monster Card you control; destroy it, then Special Summon 1 "Crystal Beast Token" with the destroyed monster's original Type, Attribute, Level, and ATK/DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; Special Summon 1 "Crystal Beast" Monster Card from your Spell & Trap Zone. You can only use this effect of "Crystal Aegis" once per turn. | Could come in handy just alone for providing an extra name. But since this Card released its talent has never been needed. |
Crystal Blessing | Normal Spell | Target up to 2 "Crystal Beast" monsters in your GY; place those targets face-up in your Spell & Trap Zone as Continuous Spells. | Only optionally useful in Rainbow Ruins Decks to refuel your Backrow. But otherwise useless for any other strategy.. |
Crystal Promise | Normal Spell | Target 1 "Crystal Beast" card in your Spell & Trap Zone; Special Summon that target. | Used to be one of our most reliable playmakers,but it has been powercrept. |
Crystal Release | Equip Spell | Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the GY: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell. | A classic case of ‘Funny, but not useful’. We have come a long way since this and Magical Hats were our main playmakers. Can also miss Timing. |
Rainbow Refraction | Quick Spell | If a monster(s) you control whose original name is "Rainbow Dragon" or "Rainbow Dark Dragon" activated its effect this turn: Special Summon any number of "Crystal Beast" monsters with different names from your Deck. | By the time you could use this effect, it would be useless. The entire design of this card is counter-intuitive. |
Rare Value | Normal Spell | If you control 2 or more "Crystal Beast" cards in your Spell & Trap Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Zone, you send it to the GY, and if you do, you draw 2 cards. | This was "good" before we got generic Draw Cards. |
Counter Gem | Normal Trap | Send all cards in your Spell & Trap Zone to the GY. Place as many "Crystal Beast" monsters as possible from your GY face-up in your Spell & Trap Zone as Continuous Spells. During the End Phase of this turn, destroy all "Crystal Beast" cards you control. | It’s not even searchable. |
Crystal Boon | Normal Trap | Special Summon up to 2 "Crystal Beast" Monster Cards from your Spell & Trap Zone, and if you do, gain LP equal to their combined original ATK. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone while this card is in your GY, even during the Damage Step: You can banish this card; excavate the top card of your Deck, and if it is a "Crystal Beast" monster, either add it to your hand or Special Summon it. Otherwise, send that card to the GY. You can only use this effect of "Crystal Boon" once per turn. | The GY effect is meant to combo alongside Cobalt Eagle's effect. Sidequest ahh Card. |
Crystal Brilliance | Continuous Trap | You can only control 1 "Crystal Brilliance". Each "Crystal Beast" monster you control gains ATK equal to its original DEF. If a "Crystal Beast" card(s) is placed in your Spell & Trap Zone, even during the Damage Step: You can send this face-up card to the GY; Special Summon 1 "Crystal Beast" monster from your hand or GY, also any damage you take this turn is halved. | A funny card, with a useful secondary effect, but no variant has a use for it. |
Crystal Pair | Normal Trap | When a "Crystal Beast" monster you control is destroyed by battle and sent to the GY: Place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Zone as a Continuous Spell, and if you do, you take no battle damage for the rest of this turn. | Being destroyed by battle and sending the CB to the GY is so rare, you’d never give this card the space in your Deck. Also the payoff sucks. |
Crystal Raigeki | Normal Trap | Send 1 "Crystal Beast" card from your Spell & Trap Zone to the GY, then target 1 card your opponent controls; destroy that target. | Has the distinction of being the first archetypal Raigeki Break. Too bad it was already outclassed by the very same Card on release. |
Last Resort | Normal Trap | Activate only when your opponent's monster declares an attack. You can select 1 "Ancient City - Rainbow Ruins" from your Deck and activate it. If your opponent had an active Field Spell Card when this card was activated, they can draw 1 card. | Already outclassed on release by Terraforming. Not even Wish would sell this knock off Metaverse to you, which took its place in the SD, just to emphasize how bad this Card is. |
Rainbow Gravity | Normal Trap | If you have 7 "Crystal Beast" cards with different names on your field and/or in your GY: Special Summon 1 "Ultimate Crystal" monster from your Deck or GY, ignoring its Summoning conditions. | Zenith exists. Notably the only archetypal way to resurrect an Ultimate Crystal. |
Rainbow Path | Normal Trap | When an opponent's monster declares an attack: Send 1 "Crystal Beast" card from your Spell & Trap Zone to the GY, then target the attacking monster; negate the attack, then you can add 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck to your hand. | Zenith exists. |
Ultimate Crystal Magic | Trap Card | When your "Crystal Beast" monster is destroyed by battle: You can send 7 "Crystal Beast" cards with different names from your hand, Deck, and/or face-up field to the GY; Special Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck. (This is treated as a Fusion Summon.) If a face-up "Ultimate Crystal" monster you control leaves the field because of an opponent's card effect: You can banish this card from your GY; place any number of "Crystal Beast" monsters from your GY, face-up in your Spell & Trap Zone as Continuous Spells. | Throwing all the names into the GY for cost sounds nice, but again, the requirement for CB being destroyed by battle is bad. If you use anything to search this card out, good luck trying to convince your opponent to walk into it. |
Just looking at the In-Archetype Cards wouldn’t give you the full picture, so the following cards are in almost any Crystal Beast Deck.
Card | Properties | Effect | Why it’s being played | Ratios |
Foolish Burial Goods | Normal Spell | Send 1 Spell/Trap from your Deck to the GY. You can only activate 1 "Foolish Burial Goods" per turn. | The Card you use to dump Rainbow Bridge of Salvation, which is probably why it was reprinted in the Structure Deck at the time. | 2-3 |
Necrovalley | Field Spell | All "Gravekeeper's" monsters on the field gain 500 ATK/DEF. Cards in the GY cannot be banished. Negate any card effect that would move a card in the GY to a different place. Negate any card effect that changes Types or Attributes in the GY. | Salvations best target. There are other niche picks like Zombie World, but most of the time, this should do the trick. | 1 |
Snake-Eyes Doomed Dragon | Attribute: Fire Level: 8 ATK: 3000 DEF: 2500 Type: Dragon Fusion Materials: 1 "Snake-Eye" monster + 1 Illusion monster | Must be either Fusion Summoned, or Special Summoned by sending 2 face-up Monster Cards from your Spell & Trap Zone to the GY. If this card is Special Summoned: You can target 1 face-up monster on the field; place it face-up in its owner's Spell & Trap Zone as a Continuous Spell. You can only use this effect of "Snake-Eyes Doomed Dragon" once per turn. | The best indirect Support the Archetype has ever gotten. Cross-Sheeps partner in crime to trigger the Fusion effect to revive Ruby or Pegasus. The On-Summon Effect can either be used as another piece of your Combo, by pushing back Pegasus, before you revive Ruby, or as a tool for Boardbreaking. Most lists are comfortable with running two, but it’s not hard to justify one or three | 1-3 |
Number 41: Bagooska the Terribly Tired Tapir | Attribute: Earth Rank: 4 ATK: 2100 DEF: 2000 Type: Fiend 2 Level 4 monsters | Once per turn, during your Standby Phase, detach 1 material from this card. If you cannot, destroy it. This Attack Position card cannot be destroyed by your opponent's card effects. Your opponent cannot target this Attack Position card with card effects. While this card is in face-up Defense Position, change all face-up monsters on the field to Defense Position, also negate the activated effects of monsters that were in Defense Position when that effect was activated. | The honorary Crystal Beast and the best plan B(agooska) the Deck has, if you’re forced to abort the Combo. | 1 |
Number 60: Dugares the Timeless | Attribute: Fire Rank: 4 ATK: 1200 DEF: 1200 Type: Fiend 2 Level 4 monsters | You can detach 2 materials from this card, then activate 1 of the following effects; ●Skip your next Draw Phase, also draw 2 cards, then discard 1 card. ●Skip your next Main Phase 1, also Special Summon 1 monster from your GY in Defense Position. ●Skip the Battle Phase of your next turn, also double the ATK of 1 monster you control until the end of this turn. You can only use this effect of "Number 60: Dugares the Timeless" once per turn. | The most flexible Extender we have access to. You need another revival to loop Pegasus or Ruby? Done. You want to draw cards and discard a brick? Done. Use it wise tho, the drawbacks are not to be underestimated | 1 |
Cross-Sheep | Attribute: Earth Link: 2 ATK: 700 2 monsters with different names | If a monster is Special Summoned to a zone this card points to (except during the Damage Step): You can apply the following effects, in sequence, based on the card types of the monster(s) this card points to. ●Ritual: Draw 2 cards, then discard 2 cards. ●Fusion: Special Summon 1 Level 4 or lower monster from your GY. ●Synchro: All monsters you control gain 700 ATK. ●Xyz: All monsters your opponent controls lose 700 ATK. You can only use this effect of "Cross-Sheep" once per turn. | One of our most important Extenders in the Extra Deck. Getting the chance to revive Ruby or Pegasus is huge to generate even more bodies. Be careful tho, if you have a Synchro or XYZ in the other Zone, when summoning a Fusion Monster into the free Link Zone, Ruby and Pegasus will miss timing, cause the last thing happening is not their summoning. | 1 |
Saryuja Skull Dread | Attribute: Earth Link: 4 ATK: 2800 2+ monsters with different names | This card gains effects based on the number of materials used for its Link Summon. ●2+: If a monster(s) is Normal or Special Summoned to a zone this card points to: That monster(s) gains 300 ATK/DEF. ●3+: Once per turn, during your Main Phase: You can Special Summon 1 monster from your hand. ●4: When this card is Link Summoned: You can draw 4 cards, then place 3 cards from your hand on the bottom of the Deck in any order. | Probably what you’re summoning, once you’re done with using Cross-Sheep. Crystal Beast generates so many Bodies, going into Saryuja is almost the best way to get rid of the Crystal Beasts on Board. Also very famously summons out Gameciel on our side of the field. | 1 |
Worldsea Dragon Zealantis | Attribute: Water Link: 4 ATK: 2500 1+ Effect Monsters | You can only control 1 "Worldsea Dragon Zealantis". You can only use each of the following effects of "Worldsea Dragon Zealantis" once per turn. During your Main Phase: You can banish all monsters on the field, then Special Summon as many monsters as possible that were banished by this effect, to their owners' fields, face-up, or in face-down Defense Position. During the Battle Phase (Quick Effect): You can destroy cards on the field up to the number of co-linked monsters on the field. | You need to loop Pegasus and/or Ruby one last time? No problemo, just link away Saryuja and there you go! | 1 |
🌈 Overdrive Combo
Overdrive Combo is a Combo Deck that uses different ways to go through seven Crystal Beast names, pulling them out of the Deck, to use them for multiple Extra Deck Monsters, that either extend your plays or establish Board-Presence. This all culminates into summoning the Boss-Monster: Ultimate Crystal Rainbow Dragon Overdrive
With its massive 11,000 ATK Stat. This legend can punch through most known monsters for lethal damage, or shuffle all cards on the field back into the Decks on demand and bring back five of the banished Crystal Beasts that were used for its summon. If you thought ABC Dragon Buster was impressive, you haven't seen anything yet!
Main Deck | Extra Deck | ||
Card Name | Ratios | Card Name | Ratios |
Rainbow Dragon | 1-2 | Ultimate Crystal Rainbow Dragon Overdrive | 1 |
Crystal Beast Ruby Carbuncle | 1-2 | Snake-Eyes Doomed Dragon | 1-2 |
Crystal Beast Sapphire Pegasus | 3 | Number 60: Dugares the Timeless | 1 |
Crystal Beast Amber Mammoth Crystal Beast Topaz Tiger Crystal Beast Cobalt Eagle and either Crystal Beast Amethyst Cat Or Crystal Beast Emerald Tortoise | 1 each | Cross-Sheep | 1 |
Crystal Beast Rainbow Dragon | 2 | Worldsea Dragon Zealantis | 1 |
Awakening of the Crystal Ultimates | 2-3 | Saryuja Skull Dread | 1 |
Crystal Bond | 3 | ||
Golden Rule | 3 | ||
Rainbow Bridge | 3 | ||
Rainbow Bridge of the Heart | 3 | ||
Crystal Miracle | 1 | ||
One of many, MANY possible Endboards
Listing every possible Combo Line the Deck potentially has to offer, would probably take up just as much space as the whole guide itself. So in this section, we’re gonna focus on the priorities that you should dedicate your plays to.
A rough outlier of priorities would be:
As said previously, this is just a rough outlier and does not account for getting handtrapped or refilling your hand via Saryuja. It is within the responsibility of the player to evaluate the next steps that should be taken.
While Overdrive is the End Goal of the whole Deck, there is an argument to be made to not get it out on your first turn, especially if you suspect your opponent to have something like a Kaiju Card or Dark Ruler No More.
High Combo Potential: The lack of OPT’s on Pegasus and Ruby, in combination with the excellent swarming capabilities the Crystal Beasts have and Extra Deck Staples like Zealantis and Cross-Sheep make the sky the limit in terms of plays you can go into.
Strong and adjustable ending board: This goes hand in hand with the last point. Due to these mentioned swarming abilities and the different levels, types and attributes the Crystal Beasts have, a good selection of infamous Extra Deck Monsters are at our disposal to deal with an opposing Deck, without having to go out of our way all that much during regular Combo Lines.
Overdrive: Obvious by now, but this version does get to play our Boss Monster, whose impressive 11.000 ATK stat strikes fear in the eyes of even the most seasoned Players, not to speak of the field wipe, that puts even Fiber Jar to shame. Summoning Ultimate Crystal Rainbow Dragon Overdrive truly gives you back some of that excitement we felt as kids when one got out their ace!
Big Engine: The Engine of this Deck in particular is enormous and leaves you with little to no non-engine spots, if you wanna stay close to 40 Cards. This puts some pressure on you by being very meticulous about the Engines you do end up including.
Bricks: Having to play all these Crystal Beasts is a double-edged sword. While acting as fuel for our plays, they don’t start them, so opening multiple, instead of the spells that get us into our actual Engine, can be a game ender in and of itself. There is a discussion to be held about increasing the Deck Size closer to 60 Cards, doubling down on impactful interruption and a bigger number of Starters to drown out the Bricks. If one is careless, increasing the Deck Size will achieve the opposite, because you also reduce the likelihood of opening a Starter. This is an issue one just has to live with when choosing to play this Deck.
Knowing how to operate a Combo Deck: Learning any Combo Deck is no easy feat. Combo tutorials on Youtube make it seem like, big board = good. This is not always the case. Just like it isn’t always the case, that you’ll always be able to end on such grandiose boards. More often than not, you’ll have to live with getting interrupted at critical times, or having to suspect your opponent having outs to your boards, especially in games 2 and 3. Taking all of this into account before committing to any plays and leaving the door open for alternative boards to end on, is what separates a combo novice from the veteran. All of this applies to Overdrive Combo as well. Holding back Overdrive for a turn, or ending on a Bagooska and some other form of interaction like an I:P Masquerena or a Crystal Miracle is sometimes just the better call, instead of trying to be greedy and going for Dugares and trying to get back into your plays via the draw effect.
You wanna puke out your whole Deck and get a fix of dopamine when bringing a big level 12 fusion, the way GX intended, then you found your home here. Learning the intricacies of any Combo Deck is what raises the ceiling for us as players and it’s an absolute honour to do it with an Archetype as beloved as the Crystal Beasts.
⚙️ Main Engines
Crystal Beasts, through their easy access to R4nks, Link 2 Monsters and Field Spells, have easy access to many different Archetypes to use as Engines. In the following section we’ll go over some of the most commonly used. The goal of a supplementary Engine is to take the workload off of your Crystal Beast Cards. We can combo to no end, but are susceptible to interruptions. Therefore, playing Engines that either help us get into position to swarm the field, or to eat Handtraps instead, is only beneficial.
Card Name | Ratios |
DoomZ Command "A.D.R.A.S.T.E.I.A." | 1 |
DoomZ Break - Diactorus | 2 |
DoomZ XIII Over - Graflareio | 1 |
DoomZ V Five - Amalthe | 1 |
DoomZ XII Zero - Drastea | 1 |
Why you should play this
Our new best Engine post BLZD. Diactorus, when destroyed, while attached with a DoomZ Monster, searches for any Equip Spell. With Amalthe and Drastea, this turns Pegasus into a 1 Card Combo for the entire Deck.
How to use this Engine
Card Name | Ratios |
DoomZ Command "A.D.R.A.S.T.E.I.A." | 1 |
DoomZ Break - Diactorus | 2 |
DoomZ XIII Over - Graflareio | 1 |
DoomZ VII Seven - Elara | 1 |
Optional: DoomZ Destruction | 1 |
Why you should play this
Since Amalthe and Drastea are currently rising in price, this is the next best thing to do. It takes Bond to replicate a 1 Card Combo into Overdrive, but has the upside that it’s one Card less in the Main Deck and let’s you potentially play the DoomZ Trap, that acts as Droll for your opponent on his turn, if you’re willing to let a DoomZ on the board.
How to use this Engine:
So far we only went over the minimum interactions of the Engine. Like with any other Engines, the idea is to take the pressure off of our Playmakers. The options to make that happen in DoomZ are plentiful
Big Thank you to Dread Guy who literally pioneered the DoomZ build leading up to the TCG release of Blazing Dominion! ♥️
Card Name | Ratios |
Sengenjin Wakes from a Millennium | 3 |
Golem that Guards the Millennium Treasures | 1 |
Shield of the Millennium Dynasty | 1 |
Wedju Temple | 1 |
Optional: Grief Tablet | 1 |
Gallant Granite | 1 |
Why you should play this
The smallest Main Engine we have, but are included because they play into our Gimmick of utilizing Monsters in the S/T Zone. They aren’t restrictive in any way and do exactly what we’d want from a Main Engine. Baiting Interaction and helping us extend. They also don’t trigger any of the Mulcharmies.
How to use this Engine
This is the easiest Engine to access and use. Start by either activating Sengenjin, Golem or Wedju Temple from hand, or search Golem with Gallant Granite or the Temple via Salvation.
Card Name | Ratios |
Snake-Eye Poplar | 1 |
Snake-Eye Ash | 1 |
Snake-Eyes Flamberge Dragon | 1 |
Infernal Flame Banshee | 1 |
Divine Temple of the Snake-Eyes | 1 |
Optional: Snake-Eyes Oak | 1 |
Optional: Bonfire | 1 |
Optional: Promethean Princess, Bestower of Flames | 1 |
Optional: Knightmare Phoenix or Hiita the Fire Charmer, Ablaze or Amphibious Swarmship Amblowhale or Salamangreat Raging Phoenix | 1 |
Why you should play this
A consistent body-generating Engine that baits multiple Interactions, redirecting them from your Crystal Beast Cards at worst.
How to use this Engine
This is a basic outlier, this Engine is way too flexible to capture all possible routes, but here’s a starting point for people new to it.
Card Name | Ratios |
Ext Ryzeal | 1 |
Sword Ryzeal | 1 |
Ice Ryzeal | 1 |
Node Ryzeal | 1 |
Ryzeal Cross | 1 |
Ryzeal Duo Drive | 1 |
Ryzeal Detonator | 1 |
Eclipse Twins | 1 |
Mereologic Aggregator | 1 |
Primathmech Alembertian | 1 |
Why you should play this
This Engine does not help you to insulate your Overdrive plays. Rather it gives you a whole new game plan in case your Overdrive plans have fallen through, or you want to redirect disruption. The reason why this Engine is recommended is that the space investment is minimal, each card demands an answer, we can easily play under the Extra Deck Lock and pays back dividends by the tools we get access to like Ryzeal Detonator or Primathmech Alembertian.
How to use this Engine
This is not a streamlined Engine, therefore no one play line can be given. It depends too heavily on the state of the game if, when and how you want to use this Engine during your plays. You can watch some applications in this video by Dreadguy. Evilswarm Ouroboros may be banned by now, but Primathmech Alembertian is as good of a next choice as they come.
➕ Smaller Engines
Here you’ll find smaller Packages one can consider for their Crystal Beast Decks. They either set up protection from Cards like Nibiru the Primal Being, or add additional layers to the Endboard. Similar to the bigger Engines, you rather get interrupted on those, than on your actual Plays. It has to be noted that getting into these Packages demand more resources, than Engines that usually can start by themselves
Thank you to Dreamist on Discord for providing me with all the resources.
Card Name | Ratios |
Fiendsmith Engraver | 1 |
Necroquip Princess | 1 |
D/D/D Wave High King Caesar | 1 |
Fiendsmith’s Requiem | 1 |
Evilswarm Exciton Knight | 1 |
Why you should play this
Yet another R4NK engine. This one has the luxury to not have to resolve their effect. It offers easy access to generic Rank 6 options. Much of the engine is easily recycle-able and can be scaled up/down for budget/space/needs.
How to use this Engine
About the Engine
When played like this, Fiendsmith Engraver is actually a brick. You can summon it from the hand with Requiem, but it won't be doing anything useful in your hand.
You can also play a bigger Engine, however that leaves the realm of plays specifically available to Crystal Beast. I’ll link Dreamists full explanation here.
Card Name | Ratios |
Sky Striker Mobilize - Engage! | 1-3 |
Sky Striker Mecha - Widow Anchor | 1 |
Sky Striker Ace - Camellia | 1 |
Sky Striker Ace - Kagari | 1 |
Optional Inclusions: | |
Sky Striker Maneuver - Afterburners! | 1 |
Sky Striker Maneuver - Jamming Waves! | 1 |
Sky Striker Mecha - Eagle Booster | 1 |
Sky Striker Mecha - Shark Cannon | 1 |
Why you should play this
With us playing as many Spells as we do and Camellia being so generic, profiting from the different Sky Striker Cards is often beneficial.
How to use this Engine
Card Name | Ratios |
Imsety, Glory of Horus | 3 |
Hapi, Guidance of Horus | 1 |
Qebehsenuef, Protection of Horus | 1 |
King’s Sarcophagus | 2 |
Walls of the Imperial Tombs | 1 |
Number 90: Galaxy-Eyes Photon Lord | 1 |
Why you should play this
The Engine gives you recurring bodies that let you make an out to Nibiru with Photon Lord. It also allows you to shuffle a hard Brick back into the Deck. All of it accessible via Rainbow Bridge of Salvation.
How to use this Engine
Revive two Horus and overlay for Number 90: Galaxy-Eyes Photon Lord.
Card Name | Ratios |
Kashtira Fenrir | 2-3 |
Kashtira Riseheart | 1 |
Pressured Planet Wraitsoth | 1 |
Optional Inclusions: | |
Kashtira Unicorn | 2-3 |
Kashtiratheosis | 1 |
Kashtira Shangri-Ira | 1 |
Why you should play this
Fenrir itself is very low investment and puts immediate pressure on your opponent. In combination with Riseheart and Wraitsoth you are able to OTK on a simplified gamestate. Wraitsoth gives a 100 ATK boost for every attribute on the field and with one Fenrir, one Riseheart and two Pegasus, you get 8700 points on board.
How to use this Engine
Card Name | Ratios |
Yubel | 1 |
Spirit of Yubel | 1 |
Nightmare Throne | 1-3 |
Phantom of Yubel | 1 |
Why you should play this
It’s a simple one-card-combo into an additional body on board for link plays and gives you an early out to Nibiru.
How to use this Engine
Card Name | Ratios |
Infernal Flame Banshee | 1 |
Nemeses Flag | 1 |
Either: | |
S:P Little Knight | 1 |
Nemeses Corridor | 1 |
Thunder Dragon Colossus | 1 |
Or: | |
Archnemeses Eschatos | 1 |
Why you should play this
Converting a Normal Summoned Pegasus into either S:P and Colossus or either Archnemeses is pretty nifty and can shut down opposing Decks, if you know which of these hurts them the most.
How to use this Engine
If Colossus:
If Eschatos:
Card Name | Ratios |
Mathmech Circular | 1 |
Mathmech Diameter | 1 |
Mathmech Nabla | 1 |
Mathmech Superfactorial | 1 |
Primathmech Alembertian | 1 |
Primathmech Laplacian | 1 |
Gagagaga Magician | 1 |
Number F0: Utopic Future | 1 |
Number F0: Utopic Draco Future | 1 |
Why you should play this
While not immediately protecting against Nibiru, your opponent has to use up Nibiru very early to stop this otherwise deadly Engine. Let’s count through all the interruptions you’re being provided:
This can check up to four Cards! (If you detach three Cards from Laplacian, you can’t use the Diameter Omni Negate).
How to use this Engine
🗃️ Archives
Some things written for this Guide were either struck by the Banlist, or have simply aged too bad to be easily recommended. We’ll keep them around under this Section, with a quick explanation on what happened.
Explanation
While still usable, the pure Deck has aged too badly to still be considered playable to the same extent as Overdrive Variants. If you want know in detail what exactly happened, I wrote a free article about it on my KoFi, which I’ll link here: The Rise and Fall of Conclave Control
What is Conclave Control
Conclave Control, despite its name, is more of a midrange Deck. This playstyle is designed to utilise the inherent advantage engine Crystal Beasts have in crystallisation, preparing the way for an OTK into an empty board. By controlling the game with Heart, Conclave, and Miracle, the crystallisation accumulates advantage, as crystals are lined up in the backrow. This is brought to its climax when you Special Summon Ruby, to bring back the other Crystal Beasts from your Spell & Trap Zone, to end the Game.
The Barebone of Conclave Control
Card Name | Ratios |
Crystal Beast Sapphire Pegasus | 3 |
Crystal Beast Rainbow Dragon | 2-3 |
Crystal Beast Ruby Carbuncle | 1 |
Crystal Beast Cobalt Eagle | 0-1 |
Rainbow Dragon | 1 |
Awakening of the Crystal Ultimates | 2-3 |
Golden Rule | 0-1 |
Crystal Bond | 1-2 |
Foolish Burial Goods | 2-3 |
Relevant Field Spells (f.e. Necrovalley, Pressured Planet Wraitsoth, Hidden Village of the Spellcasters or Zombie World) | 1-2 |
Rainbow Bridge | 3 |
Rainbow Bridge of the Heart | 3 |
Crystal Conclave | 1-2 |
Crystal Miracle | 1-2 |
Rainbow Bridge of Salvation | 1 |
Staples in Main and/or Side Deck
Typical Turn 1 Board
(Picture example of a desired Board)
The optimal Turn 1 board, should consist of:
-A few CB on Board
-Optional Bagooska/Abyss Dweller
-Rainbow Bridge of the Heart in Rotation
-A few interruptions in form of Miracles and Conclaves
-The right Field Spell setup
-An option for Follow up play on your next turn
A (very based) flowchart demonstrating turn 1 roughly can be found here:Conclave Control Flowchart
Strengths
Consistency: The high number of Search Cards allow you easy access to your Deck, therefore allowing you to get easily to the Cards you need at the moment.
Adaptability: With Sapphire Pegasus being a 1 Card Rank 4 XYZ and Rainbow Bridge of Salvation searching any Field Spell, you can really adjust your Endboard to cover a wide variety of Matchups. You can also deal with a surprising amount of Floodgates through the Bounce Effects of Cards like Bridge of the Heart, while getting the Zeniths into rotation. This in return enables you to swarm the Field very fast with these 3000 ATK bodies, allowing you to finish a game quickly once the opportunity presents itself.
Flexibility: Since this Deck is on minimal CB, you can easily side out huge chunks of the Deck without hurting the overall strategy.
Price: In terms of price, this is a Structure Deck, making it extremely accessible by purchasing three of those and a few other Key Cards. You can even swap out defensive cards like Kashtira Fenrir for budget options like Ash Blossom or There Can Be Only One..
Weaknesses
Garnets: This Deck has a few hard Garnets. This has always been a problem with CBs and while this Deck aims to crack down on the bricky CBs, the Garnets remain. But it's not the end of the world if you draw them. Drawing Rainbow Dragon enables Awakening of the Crystal Ultimates without needing Zenith to resolve. Drawing Rainbow Bridge of Salvation is mitigated by discarding it off of Dugares going first, or setting it and sending it to the GY with Zeus going second. Drawing Ruby sucks because you can't special it off of Conclave, but that doesn't stop Awakening from summoning it, which is honestly more important. In the end however, you can get screwed by the Garnets since you would obviously much rather have a live Card than a dead one.
Constant assessment of Game State: Who knew having a critical mass of searchers would make it difficult to know what to search for! Oftentimes you're considering what to crystallise depending on the situation. Do you plan on controlling the game and crystallise Pegasus so you could Conclave bounce it for a follow up on the next turn, or do you make a lethal push now and crystallise Zenith for a big "Ruby Rampage". Getting this wrong is one of the most common mistakes Players commit. This Deck rewards those that excel at assessing the Game State, however this means it’s not as easy to operate as it may look at first glance.
No Overdrive: This deck doesn't summon Rainbow Dragon Overdrive. It's a shame that we're not taking advantage of one of Yu-Gi-Oh!'s most legendary Boss Monsters, but at least we get the boneless version in Zenith.
Final Thoughts
If tempering with the game state is your thing, this variant may be for you. This Deck has multiple opportunities to loop to progress game state, rewarding those that are resourceful and can plan ahead, while also offering enough possibilities to get aggro in an instant, so neither you or your opponent will get too bored of the Grind Game this Deck likes to play first.
Explanation
With the introduction of Tenpai to the Game, many going 2nd Builds of existing Decks have become redundant. Angry Conclave can still be played, but considering playing bad Tenpai isn’t something one wants to aim for in a competitive environment, Angry Conclave deserves to join its original blueprint in the Archive Section.
What is Angry Conclave?
Angry Conclave is a strategy designed to excel when going second, using the Conclave Control strategy as the blueprint. The Deck focuses on breaking opponent's boards using powerful non-engine cards, which are included in place of additional Crystal Beast names. It also aims to achieve one-turn kills (OTK) with multiple special summons for additional attacks. This aggressive playstyle makes it a formidable choice for players looking to dismantle their opponent's defences and secure victory in a single turn.
Angry Conclave Barebone
Main Deck | Extra Deck | ||
Card Name | Ratios | Card Name | Ratios |
Rainbow Dragon | 1 | Lightning Chidori | 1 |
Crystal Beast Ruby Carbuncle | 2 | Number 38: Hope Harbringer Dragon Titanic Galaxy | 1 |
Crystal Beast Sapphire Pegasus | 3 | Number 60: Dugares the Timeless | 1 |
Crystal Beast Rainbow Dragon | 3 | Number 97: Draglubion | 1 |
Awakening of the Crystal Ultimates | 2 | Number 100: Numeron Dragon | 1 |
Crystal Bond | 3 | Pentestag | 1 |
Golden Rule | 1 | ||
Rainbow Bridge | 3 | ||
Rainbow Bridge of the Heart | 3 | ||
Tips & Tricks
Explanation
The ACBs were meant to be the riskier, yet more rewarding approach to get to Overdrive. Capitalizing from ACB Rubys Effect to summon herself and the other ACBs out of the S/T Zone, which the OG Ruby couldn’t do. And that is still a strong Effect, but things have changed. With the release of Snake-Eyes Doomed Dragon, we can directly convert ANY Crystals into a Monster, which isn’t even OPT. With their only upside over the Vanillas eliminated, suddenly involving the ACBs, negatively impacts you in terms of Card-Economy. Since you have to go out of your way to fetch ACB Eagle to search Advanced Dark, instead of just grabbing the OG Pegasus or Ruby. Which means the ACBs have been left in the dust by their OG counterparts and are therefore not recommended for “serious” play, warranting them a spot in the Archive section.
What is Advanced Overdrive Combo?
Advanced Overdrive Combo is also a deck that attempts to bring out Overdrive, but utilises some of the Advanced Crystal Beasts during mid-combo, since ACB Ruby can summon itself and all other ACBs out of the Spell & Trap Zone, which in turn gives you new combo lines and more fluidity, but trades stability in return, through their semi-reliance on Advanced Dark. Other than that, the Deck is very similar to Vanilla Overdrive.
The Barebone of Advanced Overdrive Combo
Main Deck | Extra Deck | ||
Card Name | Ratios | Card Name | Ratios |
Rainbow Dragon | 1-2 | Ultimate Crystal Rainbow Dragon Overdrive | 1 |
Crystal Beast Amethyst Cat | 1 | Rainbow Overdragon | 1 |
Crystal Beast Ruby Carbuncle | 1 | Number 60: Dugares the Timeless | 1 |
Crystal Beast Sapphire Pegasus | 3 | I:P Masquerena | 1 |
Advanced Crystal Beasts: Amethyst Cat Cobalt Eagle Ruby Carbuncle Sapphire Pegasus | 1 each | Any high Link Monsters (f.e. Knightmare Gryphon, Five-headed Link Dragon or Arrival) | 1 |
Crystal Beast Rainbow Dragon | 2 | Cherubini, Ebon Angel of the Burning Abyss | 1 |
Advanced Dark | 1 | Cross-Sheep | 1 |
2nd Field Spell (f.e. Necrovalley, etc) | 1 | Saryuja Skull Dread | 1 |
Awakening of the Crystal Ultimates | 3 | Worldsea Dragon Zealantis | 1 |
Crystal Bond | 3 | ||
Foolish Burial Goods | 3 | ||
Golden Rule | 3 | ||
Rainbow Bridge | 3 | ||
Rainbow Bridge of the Heart | 3 | ||
Crystal Miracle | 1 | ||
Rainbow Bridge of Salvation | 1 | ||
Differences between Advanced Overdrive and Vanilla Overdrive
Combos: ACB Ruby being able to get itself and its fellow ACBs out of the the S/T zone by itself cuts out having to loop Vanilla Pegasus and/or Ruby multiple times and turns doing it into an option rather than a necessity like it absolutely is for Vanilla Overdrive. This is the reason this particular version has a big following, even though further differences might not always be an improvement or even trade off.
Priorities: Due to the ACBs playing a bit differently, the sequence in which you go through your deck and conduct your plays is different. Most notably, the added step wanting to grab Advanced Dark first thing in your combo. Dreadguy made a fantastic video, breaking down the sequencing of Advanced Overdrive Combo
How I Play Crystal Beast - Advanced Overdrive Quick Guide
Bigger Engine: Having to include the Salvation Package is far from the worst thing a Crystal Beast Deck could do. But in a Deck with as big a main engine as Overdrive Combo, having to use additional slots hurts for people that want to stay at 40 Cards and have room for a fair amount of non-engine. Going over 40 is far from a death sentence for any Deck, but whether the added fluidity is worth this trade off, is something only oneself can decide.
Things that stayed the same
The Endboard: No matter the version, the fact that Overdrive, accompanied by multiple ED Monsters is the end goal stays the same. One can get to it faster, while the other can get to it more safely.
Strengths and Weaknesses: Overall, one still needs to remember that despite the flavour, this will always stay a high-roley Combo Deck, with a few too many bricks that requires thinking outside the box to operate well. Advice given in the Vanilla section, still holds true. Choosing which version to play solely comes down to what you’re more comfortable with.
UPDATE: The engine has been powercrept too much and better engines have emerged.
Card Name | Ratios |
Springans Brothers | 1 |
Springans Pedor | 1 |
Revolution Synchron | 1-3 |
Power Tool Dragon | 1 |
Crystal Wing Synchro Dragon | 1 |
Springan Merrymaker | 1 |
Gigantic “Champion” Sargas | 1 |
Clockwork Knight | 1 |
Tally-ho! Springans | 1 |
Clockwork Night | 1 |
Optional Additions and/or Alternatives | |
Therion “King” Regulus | 1 |
Tuning | 1-3 |
Therion Discolosseum | 1 |
Ancient Fairy Dragon | 1 |
Black Rose Dragon | 1 |
Naturia Beast | 1 |
Recommended for: Overdrive Combo
Why you should play this
The Springans already were a 1-Card Combo into Overdrive, but the Main Deck Monsters were bricks. With the release of Clockwork Knight this changes and bridges them together with Revolution Synchron! This Engine is flexible enough to not have to follow a step-by-step. Do you really need to go through the Springans, when you already open with Revolution Synchron, or do you really want Regulus? Bricked on a Springans Monster? You can probably link that away for Clockwork Knight to get to Night.
This Engine directly competes with the Snake-Eyes as the best supplementary Engine. And despite its improvement over the old Springans Line, this Engine can still be telegraphed due to Sargas, but is rewarded with a higher ceiling in comparison to the Snake-Eyes.
How to use this Engine
You can bounce Ruby with Sargas, link everything into Saryuja and end the Engine here. Alternatively you can also:
Here is a visual TL:DR that gives you the breakdown.
Now that we examined what Snake-Eyes and Springans have to offer, it’s become apparent it’s just another debate of consistency vs potential. The Snake-Eyes extend your plays more safely, while the Machines offer more for your endboard. Run whichever you like more.
But to conclude this section, there is a way these two Engines could even become friends. There just happens to be a phenomenal Fire Machine Tuner.
It’s Jet Synchron!
This enables you to potentially end on two Synchro Monsters, like Crystal Wing and Herald of the Arc Light for example!
Just like everything else so far, it’s up to your evaluation of what you find the best approach. Thus ends our deep-dive into the two recommended supplementary Engines Crystal Beasts can dive into. It’s truly poetic how even two group of Cards that seemingly compete with each other, can be brought together by extending them a Rainbow Bridge.
Rose Package
Card Name | Ratios |
Red Rose Dragon | 1 |
Roxrose Dragon | 3 |
Basal Rose Shoot | 1 |
Power Tool Dragon | 1 |
Baronne de Fleur | 1 |
Optional: Clear New World | 0-3 |
UPDATE: With Baronne banned, this engine has no end goal and isn’t recommended.
Recommended for: Overdrive Combo
Why you should play this
Revolution Synchron is still expensive and not too many Decks use it, which makes justifying buying it hard. This Engine is a substitute but instead of ending on Crystal Wing, it lets you end on Baronne de Fleur, which is as good an argument as they can come. Unlike Revolution Synchron, this Engine requires you to give up your regular Normal Summon.
How to use this Engine
Or
Fire Warrior Engine
Card Name | Ratios |
Battlin’ Boxer King Dempsey | 1 |
Fire Flint Lady | 1 |
Isolde, Two Tales of the Noble Knights | 1 |
Infernoble Knight - Renaud | 1 |
UPDATE: With the banning of Isolde, this engine is dead
Recommended for: Overdrive Combo
Why you should play this
It’s a one-card-combo from just Pegasus, which boosts the consistency to get you into Overdrive, while also not having to search out Golden Rule separately. It also provides you with more bodies to make more plays.
How to use this Engine
Card Name | Ratios |
Gallant Granite | 1 |
Lord of the Heavenly Prison | 3 |
F.e. Eradicator Epidemic Virus | 1 |
UPDATE: Just outdated
Why you should play this
Another Pegasus one-card-combo that fits very well within Conclave Control. Lord of the Heavenly Prison serves as a protection for your set Backrow and searches literally any Spell or Trap that can be used as follow up for the next turn, or as means to set any nasty Floodgate, like Eradicator Epidemic Virus, which forces your opponent to act. Plays extremely well under There Can be Only one too (Which has become almost irrelevant with the limiting of Tcboo).
How to use this Engine
Skip Steps 1-3 if you already have LotHP in hand
Full Power Snake-Eyes Engine
UPDATE: With the banning of Original Sinful Spoils - Snake-Eye, this Engine has been neutered and had to be redefined.
Thank you to Davide Mor on Discord for providing me with his time and replays.
Crystal Beasts can kick start into the Snake-Eyes Engine. Since this is a Crystal Beast Guide, I will simply mention where these Archetypes intersect and how they possibly benefit from specifically each other. Replays on how the full fledged Engine is played in Crystal Beasts can be found here and here.
Where Snake-Eyes and Crystal Beast intersect: