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J-Max's Guide to Crystal Beasts


J-Max

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Want to be the next Jesse Anderson? Want the ability to easily swarm the field? Crystal Beasts are your friend! A Vastly underrated Archetype that focuses on Swarming and the quick means to get a valuable OTK with Crystal Abundance.
 
Crystal Beasts are renowned for their ability to quickly swarm the field for Xyz and Synchro plays. Crystal Beasts are also very hardy as they are sent to your Spell and Trap Zone rather then destroyed. This opens up card effects that work on how many Spells you have. 

 

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DO'S AND DO NOTS OF CRYSTAL BEASTS

 

"Hello everyone! Today I am going to explain the Do's and Dont's of Crystal Beasts! Are you all sitting comfortably with your Ruby Carbuncle Plushie? If so, then here we go!"

 

DO'S

Always run 3 of Pegasus. Pegasus is the Life Blood of every Crystal Beast Deck.

Decide wether you are running Abundance or Hamon. The two Decks do not mix very well.

Always Special Summon a Ruby or Pegasus using Crystal Beacon

Try to use Rare Value if you do not have a Ruby in your Spell and Trap Zone

Stock your Extra Deck with Rank 3 and 4 Xyz monsters. Chidori and Harpie's Pet Phantasmal Dragon are fantastic choices.

Consider suiciding your monsters into your opponent's for Crystals

 

DO NOTS

Do not expect to win a Duel with Crystal Beasts using brute force

Use Continuous Spells or Traps. You need your Spell and Trap Zones for Crystals

.NEVER run Rainbow Dragon. It's horrible

Waste your Crystals. Sometimes it can be difficult to get them back

 

I will be going into every card that supports the Archetype and also recommend some cards of my own. For now let's look at the 7 main Crystal Beasts and their Boss Monster, the Rainbow Dragon.
 
[Spoiler=Theme Tune]https://www.youtube.com/watch?v=vJCmVU4AkVY[/Spoiler]

[Spoiler=Monsters]

Crystal Beast Ruby Carbuncle

300px-CrystalBeastRubyCarbuncle-RYMP-EN-

 

When this card is Special Summoned: You can Special Summon as many "Crystal Beast" cards as possible from your Spell & Trap Card Zone. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Small and Cute yet highly effective when used well. Ruby has the ability to Special Summon ALL Crystal Beasts that currently reside in your Spell and Trap Card Zone. This means that Pegasus will get its effect and your field is freshly stocked for Xyz summoning. Ruby should almost always be Special Summoned from your hand or Graveyard, It is very vulnerable in your Spell and Trap Zone and your opponent will do anything to destroy it. 
 
Run: 3. No questions asked. Ruby is near essential for a swarming Crystal Beast Deck.
 
Crystal Beast Amber Mammoth
300px-CrystalBeastAmberMammoth-RYMP-EN-S

 

When another face-up "Crystal Beast" monster you control is targeted for an attack: You can make this card the attack target instead. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Most people don't bother to run Amber Mammoth but I would suggest at least considering it. If you need to protect a certain Crystal Beast (such as Pegasus to Xyz Chidori) then Amber Mammoth can make itself the target instead. Also works well in a EARTH Deck being Level 4. ATK is also pretty decent for a Level 4 (Is the second highest of the Crystal Beasts) so can work well as a Beater too.
 
Run: 0-2. 3 is not an option but sprinkling 1 or 2 in your Crystal Beast Deck can prove useful.
 
Crystal Beast Amethyst Cat
300px-CrystalBeastAmethystCat-RYMP-EN-SR

 

This card can attack your opponent directly, but when it uses this effect, any Battle Damage it inflicts to your opponent is halved. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Not a bad Crystal Beast. Cat can attack your opponent directly for half damage. If you can get a sizable boost to Cat's ATK, this can actually hurt your opponent a lot. A good combo in the past was to use Rescue Cat to get 2 Amethyst's out to be destroyed during your End Phase for Crystals. Other then that though, Cat is not really that useful.
 
Run: 0. Cat suffers from a really lackluster effect and pitiful ATK and DEF.
 
Crystal Beast Cobalt Eagle
300px-CrystalBeastCobaltEagle-RYMP-EN-SR

 

Once per turn: You can target 1 face-up "Crystal Beast" card you control; return that target to the top of the Deck. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

If you are running the Xyz monster 'Lightning Chidori', then Cobalt Eagle is highly recommended. Its ability allows you to return a face-up Crystal Beast monster that you control to the Top your Deck. So if you have say a Pegasus, you can return it to your Deck to use again. This goes hand in hand with Rainbow Ruins as its 4 monster effect allows you to Draw the card you returned. Stats are pretty mediocre but is essential for WIND Xyz's.
 
Run: 2-3. Eagle has a very good effect that most people overlook, with the ability to return Carbuncle and Pegasus to your Deck, their effects can be reused.
 
Crystal Beast Emerald Tortoise

300px-CrystalBeastEmeraldTortoise-RYMP-E
 

Once per turn: You can target 1 monster you control that attacked this turn; change that target to Defense Position. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

Worthless. Apart from the fact that Tortoise has 2000 DEF, it should never be run in a Crystal Beast Deck unless for Rainbow Dragon. The ability to change a Crystal Beast you control to Defense is useless because every Crystal Beast (except Tortoise) has lower DEF then ATK. 
 
Run: 0. Never run this card except for Rainbow Dragon.
 
Crystal Beast Sapphire Pegasus

300px-CrystalBeastSapphirePegasus-RYMP-E

 

When this card is Summoned: You can place 1 "Crystal Beast" monster from your hand, Deck, or Graveyard face-up in your Spell & Trap Card Zone as a Continuous Spell Card. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 


This monster makes the Deck all on its own. If Pegasus is summoned in ANY way, you can Put 1 Crystal Beast from your Deck or your hand into your Spell and Trap Zone. This alone is a powerful effect and its ATK is fantastic for a Level 4 too. Most Crystal Beast Decks will utilize Pegasus's effect as many times as possible. One tip I would give you is to put a Pegasus into your Spell and Trap Zone. If you can get out Ruby, you can Special Summon Pegasus and get its effect by not wasting a Crystal! Also WIND Level 4 is Chidori fodder.
 
Run: 3. Any less and you shouldn't be running Crystal Beasts at all. The speed in which you can get Crystals is terrifying.
 
Crystal Beast Topaz Tiger

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If this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the Graveyard.

 

One of your main attackers (Apart from Pegasus of course). Topaz gains 400 ATK while attacking so 2000 for a Level 4 is very impressive. Other then that, Topaz isn't really a great Crystal Beast at all. Pegasus outshines Topaz in the ATK. Level 4 EARTH is good for sprinkling in Naturia's though. If you have run out of monsters to add then I would recommend Topaz. Other then that, do not bother.
 
Run: 0-2. Topaz is a pretty weak Crystal Beast but EARTH Level 4 is a great plus.
 
Rainbow Dragon
300px-RainbowDragon-RYMP-EN-C-1E.jpg

 

Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by having 7 "Crystal Beast" cards with different names on your field or in your Graveyard, and cannot be Special Summoned by other ways. This card cannot activate its effects the turn it is Special Summoned. ? During either player's turn: You can send all "Crystal Beast" monsters you control to the Graveyard; this card gains 1000 ATK for each card sent. ? You can banish all "Crystal Beast" monsters in your Graveyard; shuffle all cards on the field into the Decks.

 

For a Boss monster, this card is actually terrible. The only way to get Rainbow Dragon to the field is by its own effect that requires at least 1 of each of the 7 Crystal Beasts on your field or in your Graveyard. If you can get Rainbow Dragon out, it can be a great attacker with 4000 ATK. Only problem is? Rainbow Dragon can be destroyed by any Card Effect your opponent has. The first of its effects allows you to send all Crystals you control to your Grave for a good increase in ATK. SO 4 would be a OTK if your opponent controls nothing. Second effect allows you to Banish all Crystal Beasts from your Grave to Nuke EVERYTHING! Even itself! If Rainbow Dragon was protected from its own effect, then this could have been very useful but Rainbow Dragon is way too vulnerable.
 
Run: 0. Do NOT run Rainbow Dragon ever unless you want to be Epic.

 

Rainbow Dark Dragon
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Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by banishing 7 DARK monsters with different names from your Graveyard, and cannot be Special Summoned by other ways. You can banish all other DARK monsters you control and from your Graveyard; this card gains 500 ATK for each card banished this way.
 
Not as bad as I first imagined. Its effects are still very lackluster and it requires a lot to get out but the good news is, you don't need to build a Crystal Beast Deck around it. A very decent consideration to use when running say Shaddols as your Graveyard can become full quite quickly. The ATK boosting effect is a bit meh but if you are looking to run monsters like Necroface, it can be very effective. Also, if you are running a Crystal Beast Deck around Advanced Dark, use this monster.
Run: 0-2. Rainbow Dark Dragon is surprisingly all right for a Boss Monster. Not great but its usable.
 
Malefic Rainbow Dragon
300px-MaleficRainbowDragon-YMP1-EN-ScR-L
 
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by removing from play 1 "Rainbow Dragon" from your hand or Deck. There can only be 1 face-up "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.
 
The good news? Malefic Rainbow Dragon can be Special Summoned from your hand or Deck by Banishing Rainbow Dragon from your Deck. The Bad News? You have to run Rainbow Dragon. Also to make matters worse, this monster has none of the effects Rainbow Dragon has making it a 4000 ATK Beatstick. None of your other monsters can attack either making this monster nigh on useless. Then there is also the Malefic Clause where if there is no FIeld Spell, it is gone. I hate to say it, this is actually WORSE then Rainbow Dragon.....

Run: 0. Never run this NEVER![/Spoiler]

[Spoiler=Extra Deck]

Daigusto Emeral

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2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then activate 1 of these effects.
● Target 3 monsters in your Graveyard; shuffle all 3 into the Deck, then draw 1 card.
● Target 1 non-Effect Monster in your Graveyard; Special Summon that target.
 
A Xyz monster to consider if you plan to return your monsters to your Deck to use cards like Beacon or Pegasus's effect. The second effect is bleh unless of course you are running some obscure build working around Normal monsters (which you shouldn't be)
 
Diamond Dire Wolf
300px-DiamondDireWolf-CT10-EN-SR-LE.png

2 Level 4 monsters
Once per turn: You can detach 1 Xyz Material from this card, then target 1 Beast, Beast-Warrior, or Winged Beast-Type monster you control and 1 other card on the field; destroy them.
 
Decent Xyz monster overall. It can destroy a Crystal Beast you control for a Crystal to destroy something of your opponent's. Even another Crystal Beast of yours. I would actually recommend running this in every Crystal Beast Deck you run.
 
Harpie's Pet Phantasmal Dragon
300px-HarpiesPetPhantasmalDragon-LTGY-EN

3 Level 4 WIND monsters
This card's effects can only be applied/resolved while it has Xyz Material. This card can attack your opponent directly. Your opponent cannot target any "Harpie" monsters with effects or for attacks. During each of your End Phases: Detach 1 Xyz Material from this card.
 
The cost to Special Summon this monster may be a bit steep but if you are running Pegasus and Eagle then this shouldn't be a problem. The ability to attack your opponent directly is nice but the 3 monster cost may bite you in the long run. Remember that Crystal Beasts do not get their effects when detached.
 
Lightning Chidori
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2 Level 4 WIND monsters
When this card is Xyz Summoned: Target 1 Set card your opponent controls; return that target to the bottom of the Deck. Once per turn: You can detach 1 Xyz Material from this card to target 1 face-up card your opponent controls; return that target to the top of the Deck.
 
A very powerful Xyz monster for any Crystal Beast Deck. WIth the ability to bounce a Set card back and then Detach to send a face-up card back is very powerful. Make sure to keep Chidori safe though as you need to take advantage of both attached monsters. Its ATK and DEF are pretty mediocre (especially if you are using a Pegasus to Xyz) but the effect is fantastic.
 
Number 91: Thunder Spark Dragon
300px-Number91ThunderSparkDragon-REDU-EN

3 Level 4 monsters
Once per turn, you can activate 1 of these effects.
● Detach 3 Xyz Materials from this card; destroy all other face-up monsters on the field.
● Detach 5 Xyz Materials from this card; destroy all cards your opponent controls.
 
You will rarely be able to activate the second effect, but the first is great for destroying your Crystal Beasts for Crystals. Also the field is clear for a Direct ATtack by this Xyz monster. Try to save its effect until you have at least 2 Crystal Beasts on your field though, to take full advantage of it.[/Spoiler]

[Spoiler=Spells and Traps]

Advanced Dark

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All "Crystal Beast" monsters on the field and in the Graveyard become DARK. If "Rainbow Dragon" or "Rainbow Dark Dragon" 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 Battle Damage: You can send 1 "Crystal Beast" monster from your Deck to the Graveyard; you take no Battle Damage from that battle.

 

I will honest here. I was totally going to tear this card apart but after looking at it closer, it can have its uses. It turns all Crystal Beasts into DARK so this can be used to splash around in a DARK Deck. The Rainbow Dragon effect is stupid though.... Any support for their excuse of a Boss Monster does not change how bad it is. The last effect intrigues me. Suiciding into an opponent's monster and then dumping whatever Crystal you want into the Grave is a powerful effect and can set up Ruby or Pegasus for revival afterward.

Run: 0-3. Rainbow Ruins is better but Advanced Dark is surprisingly useful as well. Run 3 Field Spells.

 

Ancient City - Rainbow Ruins

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You must have this many "Crystal Beast" cards in your Spell & Trap Card Zone to activate and 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+: During either player's turn, when a Spell/Trap Card is activated: You can send 1 "Crystal Beast" monster you control to the Graveyard; 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 Card Zone; Special Summon that target.

 

The Swiss Army Knife of the Crystal Beast Archetype. Rainbow Ruins has 5 distinct abilities that I will cover now. 1 Crystal Beast in your Spell and Trap Zone protects Ruins from destruction. So to destroy Ruins, your opponent has to destroy your Crystals first. 2 gives you the ability to halve the Battle Damage from 1 attack each turn. This can save you in a tight spot, especially when facing down a monster with high ATK. 3 gives you the ability to send 1 Crystal Beast you control to negate a Spell or Trap Card that your opponent activates. This sounds great on paper until you realize that you have to send a Crystal Beast monster. You cannot use 1 of your Spell and Trap Zone monsters. This limits the usefulness somewhat. Good news is this effect can be used multiple times a turn. 4 allows you to Draw 1 card each of your turns. Getting a +1 each turn is fantastic and you can combo this with Eagle to add a particular beast to your hand (Pegasus anyone?) 5 allows you to Special Summon 1 Crystal Beast monster from your Spell and Trap Zone. Use this to get Carbuncle on the field for a huge swarm and potential Game winner.
 
Run: 3. This is your main card to make your Crystals Shine, with 5 distinct effects.
 
Crystal Abundance

300px-CrystalAbundance-RYMP-EN-ScR-1E.pn

 

Send 4 "Crystal Beast" cards from your Spell & Trap Card Zone to the Graveyard; send all cards on the field to the Graveyard, then Special Summon as many "Crystal Beast" monsters as possible from your Graveyard, up to the number of cards your opponent controlled that were sent to the Graveyard by this card's effect.

 

This card is absolutely brutal if pulled off at the right time. 4 Crystal Beasts in your Spell and Trap Zone may seem like a lot but with Pegasus and Crystal Blessing to get your Beasts into the Zones, this isn't that much of a problem. Just keep in mind that your opponent will be expecting this so have the 3 Crystal Beast effect of Ruins on Standby to negate whatever targets Abundance. Also wait for the best time to activate, your opponent has used Scapegoat and thinks he/she's safe? Abundance! Your opponent has Set 4 or 5 Spells or Traps? Abundance! To aid in the OTK capabilities, be sure to Special Summon any Pegasus's that you can to get their effects. This card makes OTK's all on its own and should not be overlooked.
 
Run: 1-3. Depending on your goal of our Crystal Beast Deck, this card is very versitile. Always have at least 1 though.
 
 Crystal Beacon
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Special Summon 1 "Crystal Beast" monster from your Deck. You must have 2 or more "Crystal Beast" cards in your Spell & Trap Card Zone to activate and to resolve this effect.

 

ALWAYS Special Summon a Pegasus or Ruby using this card. Any other Crystal Beast is a waste. Special Summoning Pegasus gets you an additional Crystal which is always nice. You will pretty much always have 2 or more Crystals so the conditions are easy to manage as well. 
 
Run: 2-3. Crystal Beacon is a solid Special Summon card but with limited useful targets.
 
Crystal Blessing
300px-CrystalBlessing-RYMP-EN-ScR-1E.jpg

 

Target up to 2 "Crystal Beast" monsters in your Graveyard; place those targets face-up in your Spell & Trap Card Zone as Continuous Spell Cards.

 

If you are running low on Crystals to use for say Abundance, give this under looked card a go. Its ability allows you to Put 2 Crystals from your Graveyard in your Spell and Trap Zone. This already fulfills the conditions of Beacon and Rare Value. This card would have been so much more useful as a Quick Play though.... (Especially with Ruins out)
 
Run: 0-2. Blessing should be used in Decks focusing on Abundance or if you need a couple of Crystals for Rare Value or Beacon.
 
Crystal Counter
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Send all cards in your Spell & Trap Card Zone to the Graveyard. Place as many "Crystal Beast" monsters as possible from your Graveyard in your Spell & Trap Card Zone, face-up, as Continuous Spell Cards. During the End Phase, destroy all face-up "Crystal Beast" cards you control.

 

Horrible card. Not only does it cost all Spells and Traps you control to get Crystal Beasts in their place, it also destroys any Crystal Beasts in your Monster Card Zone too! The only use for this is for getting the Crystals for Abundance and their is far better ways to do that.
 
Run: 0. This card is beyond terrible with a very limited use.
 
Crystal Pair
CrystalPairLCGX-EN-C-1E.png

 

When a "Crystal Beast" monster you control is destroyed by battle and sent to the Graveyard: Place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card, then you take no Battle Damage for the restof this turn.

 

Pretty useful if you want to decide what Crystals goes into your Spell and Trap Zone. The protection from Battle Damage for the rest of the turn is really nice as well. Only problem is, your Crystal Beast must be destroyed in battle.  With the amount of Monster removal around, this effect may not be able to trigger much, leaving you with a Dead Trap.
 
Run: 0-2; Great tech if your opponent likes to attack but worthless if your opponent is running Monster Removal.
 
Crystal Promise
300px-CrystalPromise-RYMP-EN-ScR-UE.png

 

Target 1 "Crystal Beast" card in your Spell & Trap Card Zone; Special Summon that target.

 


Is a 1 for 1 with Pegasus. Allowing you to Special Summon and then Put a Crystal into your Spell and Trap Zone. The main reason to run this card though is Ruby. If your Back Row is packed with Beasts then Ruby can be Special Summoned using this and devastate!
 
Run: 2-3. Very versatile card that targets the 2 main monsters of any Crystal Beast Deck.
 
Crystal Raigeki
300px-CrystalRaigeki-RYMP-EN-SR-1E.png

 

Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target 1 card your opponent controls; destroy that target.

 

Essentially Raigeki Break but requiring a Crystal for the Cost instead. If you have a spare Crystal going, then by all means run this. The ability to destroy any card on the field is good and with cards like Blessing, you can get back your sent Crystals too.
 
Run: 0-3. All depends on how many Spare Crystals you have. If you are running Abundance, then run less of this.
 
Crystal Release
300px-CrystalRelease-RYMP-EN-C-1E.jpg

 

Equip only to a "Crystal Beast" monster. It gains 800 ATK. When this card is sent from the field to the Graveyard: You can place 1 "Crystal Beast" monster from your Deck face-up in your Spell & Trap Card Zone as a Continuous Spell Card.

 

Crystal Release helps your Crystal Beasts fight off the big boys that your opponent controls. 800 is a sizable increase, making your Pegasus 2600 and more then capable of standing up to Level 6 and 7's. If this card is removed from the field in any way, you get a Crystal so its a nice Trade Off with no real downside. Crystal Release can clog up your Spell and Trap Zone though so keep this in mind.
 
Run: 1-2. Always have at least 1 Crystal Release handy for tacking larger monsters.
 
Crystal Tree
300px-CrystalTreeLCGX-EN-UR-1E.jpg

 

Each time a "Crystal Beast" monster(s) is placed in either player's Spell & Trap Card Zone: Place 1 Crystal Counter on this card. You can send this card to the Graveyard; take a number of "Crystal Beast" monsters from your Deck equal to the number of Crystal Counters that were on this card, then place those monsters face-up in your Spell & Trap Card Zone as Continuous Spell Cards.

 

Meh, I have never understood the usefulness of Crystal Tree. On paper, it sounds really good as kind of a Piggy Bank to get yet more Crystals when its sent. Problem is, the Tree is very vulnerable to destruction and you lose all Counters if it is destroyed, making it a total waste. It can work well with Blessing though and as long as you get at least 1 Crystal off of it, its not a total waste.
 
Run: 0-1. Run 1 if you need a boost to your Crystals, otherwise do not bother. 
 
Last Resort
300px-LastResort-DP07-EN-C-1E.png

 

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.


No. Just No! If you do not have a Rainbow Ruins in your opening hand (either by itself or through Terraforming), then you should be ashamed. To make matters even worse, your opponent has to declare an attack just to trigger this. They also get a +1 if they have a Field Spell! (Due to the new rulings, both players can have a Field Spell out, before, Ruins would destroy your opponent's Field Spell)
 
Run: 0. I almost forgot to comment on this card and it is a horrible card to boot.
 
Rainbow Gravity

300px-RainbowGravity-RYMP-EN-C-1E.jpg

 

If you have 7 "Crystal Beast" cards with different names on the field or in your Graveyard: Special Summon 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck or Graveyard, ignoring the Summoning conditions.

 

Meh, Rainbow Dragon is useless as I have described already. However, this can Special Summon it from your Grave, meaning that if you are running a Mill Deck, then getting those 7 Crystals to your Grave is possible. Rainbow Dragon still sucks though.....
 
Run: 0. Rainbow Dragon sucks and this card doesn't change that.
 
Rainbow Path

300px-RainbowPath-RYMP-EN-C-1E.jpg
 

 

When an opponent's monster declares an attack: Send 1 "Crystal Beast" card from your Spell & Trap Card Zone to the Graveyard to target the attacking monster; negate the attack, then you can add 1 "Rainbow Dragon" or "Rainbow Dark Dragon" from your Deck to your hand.

 

Although there is a lot of other cards that can negate your opponent's attack. This card is kind of

useful to get Rainbow Dragon to your hand. But again, why would anyone run Rainbow Dragon?
Run: 0. None of this Rainbow Dragon support is going to change how terrible it is.

 

Rare Value

300px-RareValue-RYMP-EN-C-1E.jpg

 

If there are 2 or more face-up "Crystal Beast" cards in your Spell & Trap Card Zone: Your opponent chooses 1 "Crystal Beast" card in your Spell & Trap Card Zone and sends it to the Graveyard, then you draw 2 cards.

 

A fantastic card. A +1 for the cost of just 1 of your Crystals in your Spell and Trap Zone. Keep in mind that your opponent will be mostly choosing Ruby or Pegasus for the cost so be wary of this when activating Rare Value. Other then that? It refreshes your hand, giving you more chance to Draw that Blessing or Abundance.

 

Run: 3. This is a Staple in Crystal Beast Decks for a reason.[/Spoiler]

[Spoiler=Additonal Cards to consider]

Ayers Rock Sunrise

AyersRockSunrise-BP03-EN-OP.png

 

Target 1 Beast-Type monster in your Graveyard; Special Summon that target, and if you do, all face-up monsters your opponent currently controls lose 200 ATK for each Beast, Plant and Winged-Beast-Type monster currently in your Graveyard, until the end of this turn. You can only activate 1 "Ayers Rock Sunrise" per turn.

 

A very useful card for any Crystal Beast Deck. Ayers Rock Sunrise is great for recycling your Pegasus's for more Crystals and the addition of the ATK reducing effect helps to bring your opponent's monsters down to size. Pegasus is the only real useful target for this card, however Topaz can be used as well.

Run: 2-3. The recycling of Pegasus alone makes this card a must use.

 

Soul Charge

300px-SoulCharge-DRLG-EN-SR-1E.png

 

Target any number of monsters in your Graveyard; Special Summon them, and if you do, you lose 1000 Life Points for each monster Special Summoned by this effect. You cannot conduct your Battle Phase the turn you activate this card. You can only activate 1 "Soul Charge" per turn.

 

Hooo boy. This card is beyond broken. Special Summon Ruby and other Crystal Beasts for swarming or Special Summon all Pegasus's you can for up to 3 additional Crystals. The only things holding this card back ar the Life Point cost and skipping your Battle Phase. Other then that, you will more then likely be Xyz'ing all over the place anyway.

Run: 1-2. Depending on how much Life you have to spare. 1 is a must though.

 

Dark Hole

300px-DarkHole-YS14-EN-UR-1E.png

 

Destroy all monsters on the field.

 

'It destroys my monsters too!' I hear you cry. But this is what you want in Crystal Beasts. The ability to amass some Crystals quickly. Best part is, if you destroy your Ruby then you can easily pop a Promise or Beacon to swarm the field again without fear of your opponent's monsters. Abundance OTK swears by this card.

 

Run: 0-1. You sacrifice your monsters but Crystal Beasts are worth a lot more in their Crystal Forms.

 

Summoner Monk

300px-SummonerMonk-PGLD-EN-GUR-1E.png

 

 

Cannot be Tributed. When this card is Normal or Flip Summoned: Change this card to Defense Position. Once per turn: You can discard 1 Spell Card; Special Summon 1 Level 4 monster from your Deck, but that monster cannot attack this turn.

 

Crystal Beast Decks usually run a lot of Spell Cards so this is the perfect food for Summoner Monk. Best target for this is of course Pegasus, use Eagle to get Pegasus back into your Deck if needed. Not being able to attack on the turn it is summoned may seem like a hinderance but Pegasus + Summoner Monk = Level 4 so there's Utopia, Cowboy and a lot of other Generic Rank 4.

Run: 2. You will have a lot of Spells to play with so there is more then enough food for Monk.

 

Destiny HERO - Diamond Dude

300px-DestinyHERODiamondDude-RYMP-EN-C-U

 

Once per turn: You can reveal the top card of your Deck, and if it is a Normal Spell Card, send it to the Graveyard, otherwise place it on the bottom of your Deck. During the Main Phase of your next turn, you can activate the effect of that Spell Card in your Graveyard (even if you no longer control this face-up card).

 

The key monster in a so called 'Abundance Turbo' build. Diamond Dude allows you to flip the top card of your Deck and if its a Normal Spell, you get the effect next turn from your Graveyard. Doesn't seem that good right? Let me spell out some of the potential great stuff that Diamond Dude can do. Sends a Rare Value? You get 2 Cards for Free without needing to dump a Crystal! Ayers Rock Sunrise? You get the effect and still get to activate another that turn! But here is the best part.... CRYSTAL ABUNDANCE! If you happen to dump a Abundance, it activates next turn without needing to send 4 Crystal Beasts to your Grave! 

Run: 2-3. The synergy is not that great with the Crystal Beasts but you are after the Spell Effect for the most part.

 

Pot of Duality

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Excavate the top 3 cards of your Deck, add 1 of them to your hand, also, after that, shuffle the rest back into your Deck. You can only activate 1 "Pot of Duality" per turn. You cannot Special Summon during the turn you activate this card.

 

 

Pretty good if you do not have a Pegasus or Rainbow Ruins in your hand. Just keep in mind that you cannot swarm the field during the turn that you activate this effect.

Run: 1-3. 3 in Abundance Turbo.

 

Magical Merchant

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FLIP: Excavate cards from the top of your Deck until you excavate a Spell/Trap Card. Add that card to your hand, also send the remaining cards to the Graveyard.

 

Crystal Beast Decks use a lot of Spells so why not get 1 of the many options to your hand sooner? Magical Merchant does just that. If yu are lucky, it may mill a Pegasus or 2 to Special SUmmon using Ayers.

Run: 0-2. Great Tech if you are running a large amount of Spells. Also works with Diamond Dude to thin your Deck to increase the chances for his effect.

 

Beast Soul Swap

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Target 1 Beast-Type monster you control; return it to the hand, and if you do, Special Summon 1 Beast-Type monster from your hand with the same Level as the monster that was returned to the hand.

 

A personal little favorite of mine that catches many people off guard. What this does is gets your Pegasus back to your hand for a Resummon, thus getting a extra Crystal. A added bonus is this can be activated anytime during the Battle Phase, so be sure to attack with Pegasus first before activating this.

Run: 0-2. 3 is Overkill but I usually pop 1 or 2 into most Crystal Beast Decks I run.

 

Egotistical Ape

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 Beast-Type monster from your hand to the Graveyard. When this card is Special Summoned this way, you can activate 1 of these effects: ● Increase the Level of this card by the Level of the Beast-Type monster. ● Decrease the Level of this card by the Level of the Beast-Type monster.

 

If you want to dabble a little into Synchro then Egotistical Ape can be recommended. Dump a Pegasus for a Level 1 or 9 Tuner? Can be very useful. Seeing as most Crystal Beasts worth runing are 3 or 4. Synchros can be brought out very fast.

Run: 0-1. Worth running but not at more then 1. It can be dead in your hand quite easily.

 

Wild Nature's Release

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Target 1 Beast or Beast-Warrior-Type monster; it gains ATK equal to its current DEF until the End Phase. During the End Phase, destroy it.

 

If you need to push to take out a Big Monster or need a extra Crystal then try Wild Nature's Release out. Pegasus becomes a more fearful 3000 ATK. At the end of your turn your Crystal Beast becomes a Crystal so its a Win Win situation.

Run: 0-2. This has saved me on a few occasions when I need that 1 Extra Crystal for the push next turn.

 

Pinpoint Guard

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When an opponent's monster declares an attack: Target 1 Level 4 or lower monster in your Graveyard; Special Summon it in face-up Defense Position. It cannot be destroyed by battle or by card effects this turn.

 

A very useful Trap but very unreliable too. For starters it actually requires your opponent to Attack. If they do not, this is dead in your Spell and Trap Zone and you need that room for Crystals. If your opponent DOES attack? You have 2 options, Special Summon Ruby to fill your field with Crystals or Pegasus to get a free crystal. The best part is, your monster is safe for the rest of the turn, meaning that this can get around of a lot of OTK's.

Run: 0-2. Very useful if you can pull it off, otherwise, it is a dead card you do not want in your Spell and Trap Zone.

 

Torrential Tribute

300px-TorrentialTribute-PGLD-EN-GUR-1E.p

 

When a monster(s) is Summoned: Destroy all monsters on the field.

 

Functions just like Dark Hole. Use this when you have a few Crystal Beasts on your field for Crystals. Remember that you can also chain Torrential on your own Summons as well, so feel free to Nuke your field.

Run: 1. Torrential is pretty much a Staple.

 

Hamon, Lord of Striking Thunder

300px-HamonLordofStrikingThunder-LC02-EN

 

Cannot be Normal Summoned or Set. Must be Special Summoned (from your hand) by sending 3 face-up Continuous Spell Cards you control to the Graveyard, and cannot be Special Summoned by other ways. When this card destroys your opponent's monster by battle and sends it to the Graveyard: Inflict 1000 damage to your opponent. While this card is in face-up Defense Position, your opponent cannot target other monsters for attacks.

 

If you do not want to run Abundance then Hamon is definatly worth considering. It may cost you 3 Crystals but its stats are very impressive. Rainbow Dragon has nothing on Hamon. The 1000 Damage burn thing is all right I guess, but my personal favorite part is the Defense Position effect. A 4000 DEF Wall is fantastic and should protect you for a turn or 2 while you set up your Crystals again.

Run: 0-2 (2 if you are not running Abundance)

 

Dragon Queen of Tragic Endings

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This card cannot be Normal Summoned or Set. This card can only be Special Summoned by controlling 3 or more face-up Continuous Spell Cards. When this attacking card inflicts Battle Damage to your opponent, your opponent selects and sends 1 card from their hand to the Graveyard, and you draw 1 card. During your Standby Phase, if this card is in your Graveyard and was sent there from the field, you can send 1 face-up Continuous Spell Card you control to the Graveyard to Special Summon this card from the Graveyard.

 

The monster that keeps coming back for more. Dragon Queen does not require sending Crystals to the Grave to summon so it is a much more cost effective monster then Hamon. However, the Stats are average at best and the discard is pretty meh.... If your opponent is playing Fabled or Dark World, this monster will screw you more then it will help you. On the plus side, Dragon Queen can be resummoned by giving up a Crystal so it can be reused over and over.

Run: 0-3 (If you run a large amount of Crystal Beasts go 2 or 3)

 

Compulsory Evacuation Device

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Target 1 monster on the field; return that target to the hand.

 

Fun fact. You can use this on your Pegasus to return to your hand for a Resummon. But then again, using a Card just for a Crystal may be a little excessive.

Run: 1. This card is run in most Decks anyway.

 

Green Baboon, Defender of the Forest

300px-GreenBaboonDefenderoftheForest-LCY

 

If this card is in your hand or Graveyard when a face-up Beast-Type monster you control is destroyed and sent to the Graveyard (except during the Damage Step): You can pay 1000 Life Points; Special Summon this card.

 

Seeing as most of the Crystal Beasts are Beast-Type. This monster is great if you don't mind giving up a Crystal that you would have got. This works perfectly with Dark Hole or Torrential as the Beast can be destroyed by anything. However, if you are against a Stall or Burn Deck, this card is pretty much dead in your hand. But if its in your Graveyard, it can also be Special Summoned which is a really nice addition.

Run: 0-2. Green Baboon works well in a variety of ways. Just make sure you have the means to destroy your Crystal Beasts if needed.[/Spoiler]

There you have it! I will be working on optional support for an update to this guide in the near future but for now, enjoy my guide to Crystal Beasts.

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Abundance is versitile as I mentioned, with Summoner Monk, 3 is definately viable. Blah, I was following the Wikia so missed Rare Value. WIll add that. Also need to clean up the Topic. It wnet all to crap when it was made <_<

 

Do a small bit on Advanced Dark, even if it's to say "Don't run this", perhaps?

Advanced Dark is terrible but I may do a quick summery of it just to complete the Crystal Beast theme.

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Personal experience says to max out Blessing if your opponent is wrecking your backrow nonstop to stifle your shenanigans.

 

Abundance eats up the 4 Crystals as a cost, so you cannot use the 3-Crystal effect of Rainbow Ruins to counter the opponent's counters. This also means that a well-timed Counter Trap - even a Dark Bribe - will leave you a sad panda.

 

Turtle still has a solid 2000 DEF for attack deterrence - actually, that's about the only reason I'm running it besides filling in for Rainbow Dragon.

 

Crystal Release may clog S/T Zones, but the fact that it replaces itself regardless of how it was sent from field to Graveyard makes it valuable. Setting it as removal bait is a legit play, seeing how most Crystal Beast Decks avoid running backrow that isn't freely Chainable.

 

I find Eagle's effect nigh-useless. Yes, you recycle Pegasus, but your opponent is also very likely to turn that information against you, knowing that your next draw won't be immediately threatening and begin furthering their setup.

 

But then again, I run a silly build with Abundance and Rainbow Dragon, in contrast to the guide's general ideas.

 

Guide could use a supplementary card section for those who deviate strongly from the archetype.

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Carbuncle is actually 2-3. You can somewhat get away with running 2 Carbuncle just because of the fact that opening it completely, really sucked. While 2 will make you run out of it faster, you can still live with that, so players sometimes do run 2 Carbuncle.

 

Crystal Tree is perfectly legit, especially for Abundance focused builds. It+Pegasus early on opens up a lot of combo, and sometimes, you could take the risk of playing anything else + it. Late game it does suck, yes. But you still have Monk to make use of excess copies.

It's a 0, 2, or 3 card, depending on preference. You never want 1 of it, since you'll rarely get it when you need it (early game). 2 makes less dead draw, but turbo/abundance build really like 3. Just want to point out that Pegasus + 2 Tree is 4 backrow Crystal Beast.

 

Eagle's effect is only used on occasions when you run out of Pegasus/Carbuncle in deck AND you have a Beacon in hand. So basically, it's only use is to make Beacon live late game. Though, you should also mention that Eagle also gives access to Zerofyne and Harpie's Pet Phantasmal Dragon, two Xyz that's really potent.

 

With that said, the guide is quite nice actually.

 

One thing that I think you should add is a more detailed playstyle of the deck and also the basic plays of the deck for people that wants to pick up the deck.

 

Also, interested in helping with making the guide, especially on the out of archetype staples and tech, and also variants.

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Thank you Ain. Yeah, I am going to delve into more advanced plays later but my main goal was to at least give my thought on all Crystal Beasts and Support. Also of course you can help out, working together as a team would interest me greatly. I will also be delving into the Extra Deck later too. But for now my goal is to work on Supplimentary cards for the Deck including near staples such as Ayers Rock Sunrise and Summoner Monk

 

EDIT: Added a handful for cards to consider for Crystal Beasts. More to come later.

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When constructing your guide, do not forget too mention the pros vs. cons of each individual support card you list. Let us be honest with ourselves, Crystal Beasts have an "abundance" of bad support, and probably wont see good support besides Ayers Rock Sunrise for quite some time. Look up some similar Crystal Beast guides and see how you can format the way your guide would look. You do not have to go full in-depth if it is still a process, but it is something to think about when constructing this guide. Best of luck.

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Thanks Dracoswag. Yeah, I already mentioned Ayers and Soul Charge. I try to list the pros and cons but as there is no cons with Ayers, what else can I do? haha. Gonna write out a few more recommended cards now.

 

Added 5 more recommended cards along with a detailed look at Advanced Dark. Spoiler Warning, I kinda like it....

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No mention of Hamon in supplementary cards?

Getting to it ^^ Still have a few cards to talk about but am updating in 5 Card bursts as my head starts to hurt a little after a while (This is actually the first time I have wrote a guide to anything. :P Taking a breather for a bit then coming back for more.

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Do you plan to make a section for Deck Lists? It would be nice too see what an outlay of a Crystal Beast Deck looks like. I actually have a Crystal Beast build and even a build that utilizes Advanced Dark for Key Beetle Shenanigans:

  • [spoiler=Advanced Dark Key Beetle Lock'']EKlj9Ig.pngThe Deck works similar to other Crystal Beast Decks, but uses the Graveyard + Field Spell as a way to toolbox and control the number of Targets in the Graveyard to Summon Dark Armed/Dark Simorgh. The Deck makes handy use of Soul Charge/Ayers Rock/Crystal Blessing with much success, then while the Field is up, you can Summon Key Beetle and use his effect on cards like Vanity's Emptiness and Safe Zone for some nice lock down silliness. The Deck is not half bad; but not great either.[/spoiler]

 

  • [spoiler=Crystal Beasts'']3246TMk.pngWhat I would consider "the typical" Crystal Beast Deck. I have had quite some success with this build as of last format, but have not touched up on it since as I am not a usual advocate to use Crystal Beasts. That goes withought saying this build does what most Crystal Beasts deck shine in: Amazing Toolbox skill and Xyz spam. Once you tutor out Pegasus, the deck's engine is up and running and everything becomes live. The problem (as most Crystal Beast Decks face) is getting to Pegasus ASAP.[/spoiler]

 

Also, I believe you forgot to jot down Rainbow Dark Dragon and Malefic Rainbow Dragon. While it is pretty clear they will get the same "do not run these!!" treatment as Rainbow Dragon would, both of those cards actually have some use outside of crystal beasts in their own dedicated builds. Malefic Rainbow Dragon was even used as a tech in some Crystal Beast Decks to minor success, but not at all that necessary (essentially an easier summoned Rainbow Dragon by banishing the original Copy while Rainbow Ruins was on the field.) Back then, there was decks that used Rainbow Dark Dragon as a focus to summon through "Rainbow Dark Turbo" which filled the Graveyard ASAP with dark recruitable monsters and a spell called Veil of Darkness. With Phantom of Chaos OTK mixed in, the Deck actually had been quite successful, but is pretty slow and a lot of it's power has been lost since the following ban lists.

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To be honest, I am not that familiar with RDD and Malefic but I will do a review on them as they cover the Crystal Beast Archetype. As for Decks? I will be honest I am not the biggest Deck Builder around. I will gladly add Decks to the Opener with Credit though. Also open to any suggestions in what makes Crystal Beasts viable. If I agree with the card, I will review it. Going to take a breather tonight but tommorow I will delve into the ideal 15 card Extra Deck for CB's.

 

[Spoiler=My ideal Crystal Beast Deck]NeDEZ0f.png

This is my main Crystal Beast Deck. It can be very fast at times. Only running 1 Abundance but this Deck is very speedy. My record is Abundance on my third turn.[/Spoiler]

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To be honest, I am not that familiar with RDD and Malefic but I will do a review on them as they cover the Crystal Beast Archetype. As for Decks? I will be honest I am not the biggest Deck Builder around. I will gladly add Decks to the Opener with Credit though. Also open to any suggestions in what makes Crystal Beasts viable. If I agree with the card, I will review it. Going to take a breather tonight but tommorow I will delve into the ideal 15 card Extra Deck for CB's.

 

[Spoiler=My ideal Crystal Beast Deck]NeDEZ0f.png

This is my main Crystal Beast Deck. It can be very fast at times. Only running 1 Abundance but this Deck is very speedy. My record is Abundance on my third turn.[/Spoiler]

In my honest opinion, I think 3 Topaz is a bit much. You can also very out your Extra Deck too. I would definitely recommend upping carbuncle to 3, then adding Angineer or a Rank 3 of your choice. You only need 1 Gagaga Cowboy IMO and 3 utopia seems a bit excessive (same can be said for the Harpie Xyz and Gem-Knight Pearl) Even if you run the Harpie Xyz it is highly unlikely you will the chance to even consider summonnig a second one, at best you will only need 1, and probably -2 Pearl. A couple of Xyz you can consider:

  • Abyss Dweller
  • Lavalval Chain
  • Ice Beast Zerofyne
  • Number 101: Honor ARK
  • Exciton Knight
  • Number 82: Heartlandraco
  • Dire Wolf

 

Also, the guide is seeming to shape up pretty well, keep up the good work.

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Thanks for all your advice thus far. Is it okay if I use the two Decks you posted as a rough guide? (I will Credit you of course) Today, I am focusing on the ideal Extra Deck. I won't go into details of the obvious ones like Utopia and Cowboy but for others I will talk a bit about them.

 

First things first though, going to write up about RDD and Malefic.

 

EDIT: RDD and Malefic are done. Also added the first five of my recommended Xyz monsters.

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Thanks for all your advice thus far. Is it okay if I use the two Decks you posted as a rough guide? (I will Credit you of course) Today, I am focusing on the ideal Extra Deck. I won't go into details of the obvious ones like Utopia and Cowboy but for others I will talk a bit about them.

 

First things first though, going to write up about RDD and Malefic.

 

EDIT: RDD and Malefic are done. Also added the first five of my recommended Xyz monsters.

Go right on ahead, I would not mind. I think if players get a rough idea of all the possible Deck variants that Crystal Beasts can pull, then it would give them a much more optimal reason to try Crystal Beasts :)

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Well thank you very much :3 I will be sure to add them eventually. Going to work on a Diamond Dude Turbo build here myself today. I need a break from all things typing anyway as I think I overloaded myself at the weekend haha. If anyone has any ideas in ways I could expand the guide or cards they think would work well, feel free to let me know. Also open to Decks and other fun stuff. Added a really nice image to the opener I found on Nico as well.

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