Gouki is a Yu-Gi-Oh! VRAINS-era archetype that made its Duel Links debut with the release of the Flames of the Heart mini-BOX on May 28th, 2020. Regardless of the fact that the deck relies on link monsters in the TCG, it did not take long for their potential to be acknowledged in the tier list as well as by some of the game’s top players. Although so far they remain a deck with low representation despite a relatively high conversion ratio to top cuts of tournaments for those who participate with Goukis. That’s where you come in, to take this diamond in the rough to the next level, wrestle your way to top cuts and the top of the ladder to bring Goukis the spotlights and championship titles they were made for.
Welcome to the guide. My name is King_Fayo and I’m the main author for this guide. Even though my favorite archetype is six samurai, with the release of Goukis I was brimming with excitement. The deck is very exciting to play and to watch as well. This warrior archetype should not be scoffed over and should actually capture the eyes of many as it continues to be fully optimised. With me today I brought 2 experts on the deck: Riqu and Dylligraphy. With their help I will show you the way to becoming the best Gouki player!
Hey I’m Riqu and I’m honored to help write the guide on Goukis. I have loved playing control decks since I started playing TCG many years ago. The release of Gouki into Duel Links has brought a solid core which I immediately fell in love with and I’m here to help you become very successful with them!
Greetings! I’m Dylligraphy and I’ve greatly enjoyed piloting Goukis in the Yu-Gi-Oh! TCG. Upon first hearing of their arrival to Duel Links I was brimming with excitement about all the various ways they might be utilized to enrich the game’s competitive landscape. Indeed, they’ve proven remarkably versatile as well competitively viable from their inception. To see and hear of innovations and successes that Gouki players have had and to share them with you is something I am passionate about, so it felt natural that I should help contribute to this guide that I thank you for reading and hope you utilize to crush opponents with Goukis!
The Gouki archetype is comprised of EARTH Warrior monsters with the shared ability to add a differently-named Gouki card (including Gouki spells if you choose to run them!) from your deck to your hand upon being sent from the field to the graveyard by any means, resulting in an impressive ability to maintain resources while dwindling those of opponents. That all Gouki monsters with the exception of the rarely-included Gouki Bearhug can be Normal Summoned without Tributing in tandem with their ability to search for one another makes them very consistent (as they don’t run the risk of bricking with unsummonable monsters) as well as well-disposed to control-oriented strategies as they are all thoroughly expendable for the costs of powerful cards like Enemy Controller since they are self-replacing. That said, Goukis can quickly turn heel and finish the opponent with a series of attacks powered by Gouki Twistcobra the moment an opponent lets their guard down, while if such an attack is stymied the low investment and recursion mitigates the consequences and allows you to do it again next turn, relentlessly. There are currently 3 versions of the deck being run: Silent Swordsman, a synchro focused version and a backrow heavy control version
Take note: Every Gouki monster has the effect that if it is sent from the field to the graveyard, you can add a Gouki with a different name from the deck to your hand. With that out of the way, let’s get to the core cards.
Gouki Suprex (3x)
Gouki Suprex is the main combo starter for the deck. It allows for an extra summon on field and is used for setting up plays. As links are not present in the game, the main card you should be summoning is Gouki Twistcobra. The 2 monsters have incredible synergy. If your Gouki Suprex is sent to the graveyard then you will be able to add a Gouki monster from your deck to your hand except from Gouki Suprex. The main card you want to search for Is Gouki Twistcobra.
Gouki Twistcobra (3x)
Gouki Twistcobra is the second half of the main combo for the deck. Arguably the most important card in the deck, Gouki Twistcobra’s effect allows the player to tribute a Gouki monster on the field and select another Gouki monster on the field to gain the original attack of the tribute Gouki monster. This effect is why the main combo for Gouki is very strong. When you need to get over a monster that has higher attack than your Gouki monsters, you can tribute either Gouki Twistcobra or the other Gouki monster on the field to boost your attack and search for your next combo at the same time. Ideally, you want to be recycling the Gouki Suprex – Gouki Twistcobra combo meaning search for a Gouki Twistcobra when you have a Gouki Suprex in hand or vice-versa. It is worth noting that Gouki Twistcobra cannot search for itself when sent to the graveyard.
Gouki Riscorpio (1-2x)
Gouki Riscorpio is a free summon onto the field as long as you either have no monsters on board or have only Gouki monsters on board. It’s worth noting however, that this takes up a normal summon. Gouki Riscorpio can be summoned off the effect of Gouki Suprex. The main reason Gouki Riscorpio is run is to search for the other Gouki card missing from the combo (Gouki Suprex,Gouki Twistcobra) and add it to your hand to enable your next play. Running 1-2 copies is recommended highly, but running more than 2 is not as it results in some bricky hands.
Gouki Bearhug (0-1x)
Gouki Bearhug is a level 6 Gouki monster that can be summoned by 2 ways. It can either be tribute summoned which is not the ideal way of summoning it, or it can be summoned off Gouki Suprex effect. When special summoned by Gouki Suprex effect, you can target a monster on the field and that monster loses half of its original attack. Due to the fact that this card has to be either tribute summoned or summoned by an effect sees it little play in the deck. Ideally, with Gouki Suprex, you will be special summoning either Gouki Twistcobra or Gouki Riscorpio. However, if there’s no play available, Gouki Bearhug can be used to set up the next combo. It’s basically a slightly worse version of Gouki Riscorpio which is why the card is run at 1x maximum.
Gouki Headbatt (0-1x)
Gouki Headbatt is a very mediocre card. All it does is special summon to the field in defense position in order to send it to the graveyard. This has its moments however. Since it’s a free summon onto the field as long as you have a Gouki monster, the Gouki monster you target gains 800 ATK. This allows the monster to swing over certain monsters. If Gouki Twistcobra is on the field and you target it with Gouki Headbatt, you will be able to tribute Gouki Headbatt to raise the attack of Gouki Twistcobra and then search for Gouki Suprex. This is one of the many combos that are available with this card.
Gouki Iron Claw (0-2x)
Gouki Iron Claw is a Gouki hand trap that is used to not only boost the attack of your gouki monster, but also makes the battling monster unaffected by your opponent’s card effects until the end of the turn. It is basically a Forbidden Lance that can be used to deal some high damage. It helps against backrow heavy decks and against high attack monsters as well during your opponent’s battle phase. Seeing as it’s a quick effect, it can be used during both turns and this increases versatility. The card is ideally used at 1 copy but you can go to 2 if your decklist allows it.
Gouki Octostretch (0-1x)
Gouki Octostretch is the second hand trap that Gouki has available. During either damage calculator or effect damage receival, you can discard the card in order to halve the damage taken. This card is primarily used to prevent OTK against decks that have the power to do so. 1 Copy of the card is recommended just in case you brick and require a bit of extra protection.
Gouki Face Turn (0-1x)
Gouki Face Turn is a spell card that requires you to target a Gouki monster on the field and a Gouki monster in the graveyard and destroy the monster on the field in order to special summon the Gouki monster from the graveyard. This can only be activated once per turn. It’s a good way to search for a Gouki monster from your deck. Especially if you have a surviving Gouki monster from your opponent’s turn to yours. You can set up a fresh combo on the turn. The spell card is seeing very little play as most of the time there will be no surviving Gouki monster on the field. If there is a surviving Gouki monster, it is used to set up the combo. The card combos will be talked about in the combo section.
Gouki Cage Match (0-1x)
Gouki Cage Match is the second Gouki spell we received in the box. When activated, you place 3 counters on the card and every time your Gouki monster destroys an opponent’s monster by battle , remove a counter. Once all counters are removed at the end of the battle phase, you can special summon as many Gouki monsters from your hand or deck. This spell is generally way too slow for the pace of the deck and is not recommended to be run at all. It sounds amazing in theory. However, in practice, it plays too slow and you either deplete all your resources, or the game is over before you can activate it. It could be a nice surprise for your opponent seeing as it’s unexpected to be run.
Here we will talk about all the cards that you can add to the deck to increase consistency and make it optimal.
Ballista Squad is a trap card that sees a lot of play in decks such as shiranui and it also works very well in Goukis. The reason the trap is so strong is because it allows free destruction of the board and at the same time allows the effect of the search of the Gouki monster. This is possibly the best tech for the deck and is recommended to be run. It helps set up your next play while clearing your opponent’s board! Knowing when to use the trap is a very difficult skill to master.
Cosmic Cyclone is an incredibly amazing card that is recommended to be run in the deck. Not only does it clear up backrow so that your Gouki monsters are safe, but it also triggers the activation condition for the skill Sealed Tombs which is key against certain matchups. Most decks rely on backrow in the current meta and taking that protection away from them while establishing a win condition is extremely powerful.
Necrovalley is a card version of Sealed Tombs. Almost every deck in the current meta requires use of the Graveyard to make plays. What’s better than not allowing them to touch their grave for a single turn? Not allowing them to touch their grave for the whole game! Playing Necrovalley against a deck that requires the graveyard such as crystrons ensures that they have to destroy Necrovalley first which provides your backrow with extra protection. The only downside to this card is that many decks play either Cosmic Cyclone, Twister or Typhoon which means many decks have a way of dealing with Necrovalley.
Herald of the Abyss
Herald of the Abyss is one of the best tech cards to use in Gouki. The activation cost triggers Sealed Tombs and also is non targeting. It’s the main way to get rid of big monsters that are unaffected by card effects such as Invoked Cocytus or Lunalight Sabre Dancer. It is recommended you play this card otherwise your only out to these monsters is to beat over them, which is very difficult.
Forbidden Lance makes your monster resistant to card effects at the cost of losing 800 attack. It is a great card as most of the time your monsters will be big enough due to the effect of Gouki Twistcobra and can afford to lose 800 attack in order to get the necessary damage done to the board. It will also prevent your opponent from targeting cards like Aleister the Invoker with Invocation.
Enemy Controller is the main limited 2 card that Gouki optimises in order to trigger many plays. Not only does Enemy Controller provide protection, but it also enables OTK versions of the deck due to the tribute effect of Enemy Controller. Also, since the tribute effect of Enemy Controller cannot be negated as it is a cost, you can search for a Gouki monster very easily with the tributed monster. Enemy controller is also the most easily obtainable limited 2 card aside from kiteroid as you can use regular sr tickets.
World Legacy Clash
World Legacy Clash is another limited 2 card that you can use in the deck. The main purpose of the card is to protect your current board so that next turn you can run your combo and Beat over your opponent’s monsters. The fact that it negates an attack when used in damage step and permanently reduces the Attack/Defense of your opponent’s monster is very strong.
Hey, Trunade! is a limited 2 card that once played, returns all set spell/trap cards to the hand. If Cosmic Cyclone is unavailable, this card can be used to deal with those nasty spells/traps. However, it must be noted that face up spell traps such as Mirror Wall or field spells such as Palace of the Elemental Lords will not be returned to hand. Therefore, use of Cosmic Cyclone is still highly recommended.
Sphere Kuriboh is almost an essential tech in the deck. Gouki, like all decks, has a chance to brick. And when you brick, you want to be able to survive. We already looked at Gouki Octostretch which halves battle damage. However, Sphere Kuriboh is much better due to the fact that it negates the attack and changes the monster to defense position. Which, depending on the Defense of the monster, could make it easier to take out.
Floodgate Trap Hole
Floodgate Trap Hole is a great staple backrow that’s used in a lot of decks. The non-targeting flipping of the monster to face down is a life saver in certain circumstances and can help by clogging your opponent’s field with monsters that are unable to do much. Ideally, you would use Floodgate Trap Hole to flip down high Attack monsters or troublesome monsters such as Invoked Cocytus. With extra protection at absolutely no cost, this card is recommended to be run in your Gouki deck.
Similar to Floodgate Trap Hole, Paleozoic Canadia is used in order to flip a monster face down. However, unlike Floodgate Trap Hole, Paleozoic Canadia is targeting. Which means that monsters unaffected by card effects cannot be flipped down. It also has a second effect which allows the player to summon Paleozoic Canadia as a monster if a trap is activated on the field. This provides extra protection against OTK and/or extra damage on your battle phase.
Super Team Buddy Force Unite!
Super Team Buddy Force Unite! is an interesting tech card that is beginning to see more play in recent Gouki decks. The card allows you to target 1 face-up monster you control (a Gouki monster) and summon a monster from your hand or graveyard that has a different name. This card can be used with the combo of Gouki Suprex and Gouki Twistcobra to create a board that’s very strong. The monster doesn’t get destroyed at the end phase so this creates a recycle of your Gouki cards. As you can summon the card that is missing from the combo.
Chaos Hunter is a card primarily used to disrupt your opponent’s plays. It has no actual synergy with the deck, but it rather used to prevent your opponent from getting a powerful board. Since the effect reads that your opponent cannot banish cards, if they play a deck that requires use of banishing, then they are automatically put on the back foot. A great side deck card to be used in tournaments!
Similar to Chaos Hunter, Artifact Lancea is used to disrupt your opponents plays. This hand trap allows you to send it to the grave from your hand and for the rest of your opponent’s turn, they cannot banish any cards. This disrupts many decks in the meta and is rather unexpected seeing as it is a hand trap. It is a great card to side for tournaments.
Here we will be showing you the 2 possible engines you can play alongside Gouki and the benefits/ drawbacks of each of the engines.
Earlier in the introduction, it was mentioned how there’s a synchro version of the deck. Psychic Wheeleder is the card that allows the synchro plays to be made possible. The effect of Psychic Wheeleder allows you to special summon it from your hand as long as you control another level 3 monster on the field. The level 3 monster we are using is of course Gouki Twistcobra. It also has a secondary effect to destroy a face up monster on the field with less attack than the synchro monster summoned by this tuner. Running this tuner allows you to go into a level 4, level 6 or level 7 synchro ideally. The synchro monsters will be listed next.
- Gives access to powerful synchro monsters such as Brionac, Dragon of the Ice Barrier, Naturia Barkion or Samurai Destroyer and other synchro monsters as well.
- Easy to summon as long as Gouki Twistcobra is on the field.
- Could potentially result in bricky hands.
- Main Gouki combo of Gouki Suprex and Gouki Twistcobra cannot be used as either of them are being used for synchro summon usually.
Examples of Psychic Wheeleder build:
Dylligraphy King of Games June 2020
toto King of Games June 2020
Another tuner engine that is used in this deck is Masked Chameleon. This card allows you to revive any Gouki monster from the graveyard seeing as all gouki monsters have 0 Defense. This means when you normal summon this monster, you can either revive a Gouki Suprex or Gouki Twistcobra from the grave to go into a level 7 or 8 synchro monster respectively. A monster that you can summon using Masked Chameleon and Gouki Twistcobra is Naturia Landoise. This monster allows you to discard a spell card and negate the effect of a monster and destroy it.
- Unlike Physic Wheeleder where you need to have a Gouki Twistcobra on field to special summon, this card can be normal summoned to revive a monster. This means it can be a great topdeck in certain situations.
- Provides extra board presence even if removed off the field.
- Cannot be normal summoned if you have Gouki Riscorpio or Gouki Bearhug on field.
- Necrovalley is a massive counter to this engine as it relies on reviving a monster from the graveyard.
Example of Masked Chameleon deck:
Sirokkokun Top 100 Global in KC Cup #16
Silent Swordsman; Silent Swordsman LV7
The other engine used in the Gouki deck is the Silent Swordsman engine. This card requires a warrior monster tribute special summon. Once summoned, it gains 500 Attack every standby phase. Once per turn, you can also negate a spell card during either player’s turn. Once destroyed by battle or by card effect, you can special summon Silent Swordsman LV7 which has the effect to negate all spell cards as long as it is on the field. As you can imagine, If your opponent is unable to activate spell cards, the duel will be very much in your favour unless they have a lot of backrow. It is ideal to play 2 Silent Swordsman and 1 Silent Swordsman LV7.
- Could potentially lock your opponent out of using any spell cards.
- All Gouki monsters are warrior type so it’s incredibly easy to summon
- Decreases combo consistency by often resulting in bricky hands.
- Samurai Destroyer and Armades, Keeper of Boundaries can negate the effect of the Silent Swordsman to special summon the Silent Swordsman LV7
Examples of Silent Swordsman deck:
RayKing SoRoyal King of Games June 2020
grucius 1st Place Anytime Season #26
Here we will be mentioning the other generic tech cards that can be run in the deck.
Wall of Disruption
A generic backrow that helps against high attack monsters and boards with many monsters such as shiranui, heroes or blackwing by permanently reducing the attack of your opponent’s attack position monsters.
Mirror wall is similar to Wall of Disruption in the sense that it helps reduce the attack of your opponent’s monsters to either protect your monsters or prevent high damage.
When going up against a deck that summons many monsters on the board, Needle Ceiling can help reduce the pressure by destroying all face up monsters on the field and in turn helping you search for a Gouki monster.
Most archetypes revolve around dark monster effects. Decks such as Blackwing or Elementsaber-Invoked utilize dark monster effects. Therefore, this card generally forces your opponent to destroy it.
One of the best backrow to be released, Fiendish Chain was released in the Selection Box Vol.03. Negating a face up monsters effect and letting it sit on the field unable to attack is very powerful in the current meta. Very difficult to obtain yet incredibly powerful.
Sealed Tombs, much like Necrovalley can be played without any downside in Gouki decks. While Gouki monsters’ effects trigger upon being sent to the graveyard, they draw upon their deck and not their graveyard for continued resources and needn’t play any cards that Sealed Tombs would restrict, making this a one-sided lockdown against decks that depend on their graveyard. Indeed, the decks capable of out-resourcing Goukis mainly do so by drawing upon resources from the graveyard, making Sealed Tombs a natural fit for Goukis to level the playing field against any decks. You’ll want to play cards such as Cosmic Cyclone and Herald of the Abyss to help trigger this skill. Cards such as Unending Nightmare can also be used to trigger the skill.
The Tie that Binds
A very generic and all-purpose skill, The Tie that Binds boosts the current board of monsters by 100x attack points for every monster on the field. This can be an important factor in Gouki decks to help clinch lethal damage, as a Gouki Twistcobra Tributing itself to boost the ATK of Gouki Riscorpio or vice-versa will result in 3900 ATK, as will a Gouki Suprex boosted by both a Gouki Twistcobra and Gouki Iron Claw which would do 3900 damage when attacking over a monster with an ATK reduced to 0 by for example World Legacy Clash. The Tie that Binds not only helps clinch the game in those cases that are tantalizingly close where you don’t want to lose by 100 LP, but also helps swing the outcome of key battles such as Gouki Suprex vs Elementsaber Molehu or Gouki Twistcobra vs Magician’s Rod in your favour.
Endless Trap Hell
What’s better than having self-replenishing monsters? How about having both self-replenishing monsters and self-replenishing traps? In Gouki decks that run heavy backrow, Endless Trap Hell allows you to add a random trap from your graveyard if you have 3 or more traps in your graveyard. This skill is more experimental than standard, but provides an additional layer of resiliency that will make your deck hell to play against while taking advantage of the natural synergy of Goukis witch certain traps like Ballista Squad and Needle Ceiling as your monsters are self-replacing and your opponent’s aren’t necessarily.
This skill is used in the synchro version of the deck. The skill allows you to draw a psychic monster from your deck in your draw phase each time your life points decrease by 1000 LP. This skill is very good seeing as like, Sealed Tombs, it can be triggered by Cosmic Cyclone, Unending Nightmare or Herald of the Abyss. It can consistently provide a next turn synchro play if you already have a Gouki Twistcobra in hand. The effect is not once per duel as well. Meaning that you can potentially draw another Psychic Wheeleder to keep setting up synchro combos do pummel your opponent!
This skill will guarantee the most consistent hands available for the deck. Guaranteeing a monster, spell and trap is almost crucial in the current meta. This gives you the option to start setting up your main combos early as well as providing a chance to draw cards such as Enemy Controller to force pressure or Necrovalley to start locking your opponent out of plays. This skill will only activate if there is a combination of at the very least ⅓ spells, ⅓ traps and ⅓ monsters. So for example, if you run a 20 card deck, you would require at least 6 of each card to trigger the skill.
Due to the usage of cards like Cosmic Cyclone and Herald of the Abyss, this skill can be easily triggered. It isn’t the most consistent skill and is obsolete compared with the other skills in this list. However, the option to return a card from your hand to the deck and draw a fresh card can potentially lead to a win condition where there was none. If only one card of the main combo of Gouki Suprex and Gouki Twistcobra is in your hand, you could return a card to have a chance of drawing the other one. An all purpose skill that can be used twice a duel, this skill can shift the tides of a game and swing it in your favour.
The main combo of the Gouki deck starts with Gouki Suprex. He is the combo starter and makes the plays possible. The best possible combo to start off with is Gouki Suprex and Gouki Twistcobra. When one of them attacks, you can boost the attack of the Gouki monster thanks to the effect of Gouki Twistcobra. If you do not have these 2 in your starting hand, you should use what’s in your hand to try to search for them. As long as Gouki monsters are being sent from the field to the graveyard, it’s a free search for the 2 main combo pieces. To do this, you can use cards such as Ballista Squad or Enemy Controller to tribute the Gouki monster on field to search for the pieces.
There are a few combos that you can do with the Psychic Wheeleder version of the deck. If the main combo of Gouki Suprex and Gouki Twistcobra, you can special summon Psychic Wheeleder from your hand. From here, you have access to level 6 and level 7 synchros. So you can either go into Naturia Barkion, Brionac, Dragon of the Ice Barrier, Samurai destroyer, Black Rose Dragon or PSY-Framelord Zeta depending on the matchup and game state.
For the Silent Swordsman version of the deck, as long as there is a Gouki monster in hand, the Silent Swordsman becomes summonable and automatically becomes a nuisance for the opponent. Setting up with some solid backrow is recommended to present a strong board and enable an easy game state and win condition for yourself.
Here we will be discussing resource management with the deck. Unlike any other deck that is currently on the tier list, Gouki requires a lot of planning in terms of what play you are going to perform. The reason for this is that you don’t want to deplete your resources without using them effectively. This means you don’t blindly just keep searching for monsters from your deck without making a play with them.
The key to resource management is to know when to pull the trigger and when to hold back on a play. Decision making is key. Let’s take a look at an example. A Shiranui player who’s running Level Augmentation summons Shiranui Squire and then special summons Shiranui Spectralsword. You have a Ballista Squad set and a Gouki monster on field. Which one do you destroy? It’s these kinds of decision making that are crucial in order to win.
The Gouki deck requires you to put yourself 1 step back in order to go 2 steps forward. You have to sacrifice board presence sometimes in order to create an advantage in the preceding plays. You should only tribute a monster as cost if you have a follow up play available to you next turn. Ideally, you’ll want to have Gouki Suprex and Gouki Twistcobra on the field on in the hand at all times. However, this is more easily said than done. One thing to note is that you should alternate the tributes between the 2 monsters. So for example if you first tribute Gouki Suprex to increase the attack of Gouki Twistcobra, then you search for a Gouki Twistcobra and tribute it next turn to get a Gouki Suprex. Repeat this process whilst clearing your opponents board and you will dictate the pace of the game.
Alternatively, you can also tribute the Gouki Twistcobra in the above situation with a card such as Enemy Controller to have a Gouki Suprex available for the next turn as well as a Gouki Twistcobra. So is this the most optimal play to do? Well this is where decision making comes in. Depending on the opponent’ board and your hand/board, you have to decide whether leaving the monster on field is the best option.
KidsSeeGhost King of Games June 2020
Dahiyon Top 8 Meta Championship Series #31
0sincara Top 32 Meta Championship Series #31
Riqu 2nd Place Battle Phase! #67
Crystrons (Tier 1)
Gouki has a favoured matchup against Crystrons.
- Necrovalley and Sealed Tombs lock the Crystron Player out of their Graveyard completely, which is needed for the Crystron player to enable core plays. Your opponent’s synchro summon using Crystron Citree during your turn is negated, Crystron Sulfefnir cannot Special Summon itself from the Graveyard, Crystron Impact cannot banish itself from the Graveyard to negate an effect that targets a Crystron Monster they control and Crystron Thystvern, Crystron Smiger, Crystron Rosenix and Crystron Prasiortle cannot banish themself from the Graveyard to search their deck for Crystron cards.
- Furthermore Crystron Ametrix will not be able to change your attacking monsters into Defense Position since most of your Gouki Monsters will be Normal Summoned. With Gouki Suprex and Gouki Twistcobra on the field it is safe in most cases to attack Crystron Ametrix when Necrovalley is on the field or Sealed Tombs is active since the revive effect of Ametrix will be negated by them.
- Keep in mind that Crystron Decks tend to play 3 Cosmic Cyclone, so do not play too aggressively or else you might get overrun by a Crystron Quariongandrax out of nowhere. If they summon their boss monster, it will be very hard to get rid of unless you have cards such as Herald of the Abyss. Artifact Lancea can also prevent the effect of Crystron Quariongandrax to banish cards.
- Even if Necrovalley gets removed, disruptive Traps such as Floodgate Trap Hole or Paleozoic Canadia can stop their Synchro plays. Usual targets for those traps are the Crystron Tuners Crystron Citree and Crystron Rion.
- With the SSA version of crystrons, it is important to disrupt any sort of play with Brionac, Dragon of the Ice Barrier and Citadel Whale. When playing against the SSA version of crystrons, it is important to either destroy the field spell Umi or the trap card Sea Stealth Attack as this will hinder your plays greatly. The only positive outcome for the SSA version of crystrons is that since the monster is destroyed at the start of the damage step, you won’t take battle damage and you’ll be able to use the search effect of your Gouki monsters to extend your plays. Keep in mind, this is one of the hardest Crystron matchups for Goukis due to the fact that you HAVE to deal with the backrow before making any plays. However, there is an exception. If they only control only one monster, you can activate Herald of the Abyss in order to bait their SSA so that they banish their monster. This leaves them wide open for an OTK attack granted they have no Crystron Impact set.
- A great card to use against crystrons as well is System Down. Not only does it banish all face up machine monsters on the field as well as in the graveyard, but it also triggers Sealed Tombs to further your plays.
Note: In certain situations, it is worth using Enemy Controller to take control of your opponent’s monster in order to disrupt plays. Usually when they’re trying to go into Crystron Quariongandrax. Ballista Squad can also be used to disrupt their plays. Should be especially used on Crystron Citree and Crystron Rion. The presence of the trap Crystron Impact helps mitigate the effect of Ballista Squad to destroy the crystron monsters unless Necrovalley is present.
Blackwings (Tier 2)
- As with any deck, the main goal against Blackwings is to limit their plays as much as possible and disrupt them. Most of the time they will start off with Blackwing - Simoon the Poison Wind to initiate their combo. If they do this, they make it so that either a level 1 tuner Blackwing - Oroshi the Squall or the level 3 Tuner Blackwing - Gale the Whirlwind is used to synchro summon. After they use up all their normal summons, you can disrupt their play by targeting the Tuner they’re using and destroying it.
- Alternatively, you can use cards such as Floodgate Trap Hole or Paleozoic Canadia to flip the Tuner face down. Cards like Needle Ceiling are also very good as the Blackwing archetype likes to clog their field with monsters. Hence, as long as you have a monster on your side of the field, their whole board will be wiped and they’ll be left exposed.
- If they go first and don’t start with Blackwing - Simoon the Poison Wind and instead start with a level 4 monster, they can go into an Ancient Fairy Dragon. This will allow them to play the field spell card Necrovalley. This does not negatively impact the Gouki deck so you don’t have to worry about it.
- Ancient Pixie Dragon is a problematic card if left on the field as it can destroy a face up attack position monster as long as a field spell is on the field. Hence you either have to deal with the field spell or the monster itself.
- Blackbird Close is the most problematic card for Gouki. Due to the reliance of Gouki Suprex and Gouki Twistcobra effect, there is a need to be very careful when playing around the counter trap. It is recommended to cosmic the backrow if they do not have a Blackwing synchro on the field. If they do have a synchro on the field, they will activate it from their hand. For this reason, it is recommended to not leave your board open by summoning Gouki Suprex and activating his effect. This will negate and destroy your Gouki Suprex, leaving you wide open for an attack.
Note: Fiendish Chain is also useful as it will lock up their monsters and make them unable to attack. This is ideal to use on the synchro monsters in the deck such as Assault Blackwing - Raikiri the Rain Shower or Blackwing Tamer - Obsidian Hawk Joe. All Blackwing monsters are DARK Winged Beasts except Blackwing Tamer - Obsidian Hawk Joe which is a DARK Warrior. Therefore, he makes a good target for Herald of the Abyss and his effect is dodged that way. It is also worth using Artifact Lancea in the standby phase by having your toggle set to on in order to prevent Blackwing - Simoon the Poison Wind effect from activating
Dark Magician (Tier 2)
An often troublesome deck for other archetypes, Dark magician is usually on the backfoot vs Goukis.
- The first thing to note is Gouki Suprex interaction with Dark Magical Circle. When Gouki Suprex is summoned to the field, you’ll be able to special summon another Gouki monster on the board which already gives you an extra piece of board presence. If they activate Magician Navigation and summon a Dark Magician on the field, they’ll be able to banish one of your monsters that you summoned. This means you’ll still have extra backrow protection. If the monster summoned by Gouki Suprex effect is Gouki Twistcobra, you can chain the effect of Gouki Twistcobra to dodge the banish but also become higher attack than a Dark Magician to take it out.
- Due to the fact that Gouki relies heavily on backrow, another really problematic card is Magician Navigation. The negate effect of the trap while it is in the graveyard is very troublesome and can actually halter your game. There are ways to deal with this. Necrovalley is a key card that can prevent the banishing of the trap allowing you to make your plays. Likewise, if you know the only card set is Magician Navigation, you can use Cosmic Cyclone on it directly, banishing the card.
- A very problematic card if brought out is Dark Cavalry. This boss monster of theirs prevents targeting effects such as Gouki Twistcobra effect by discarding a card from the hand. Even traps like Ballista Squad are negated due to the effect of the Dark Cavalry. The way to deal with this is either with Herald of the Abyss, or you can use Floodgate Trap Hole when it’s first summoned. If neither options are available, you have to deplete your opponent’s resources by activating many targeting traps until he has no cards left in hand. Then the monster can be destroyed. This is easier said than done so keep that in mind.
- When going first against them, you have to make sure to disrupt their play if possible. If they activate Dark Magical Circle and you either have a Ballista Squad or Cosmic Cyclone, it’s worth chaining it to destroy the spell so they cannot search for an extra card. Magician Navigation is only a problem when paired with Dark Magical Circle and when it is in graveyard. Dark magician runs out of resources pretty quickly so as long as you manage your board well and control the pace of the game, you’ll win the war of attrition.
Notes: Damage step cards such as Mirror Wall are non targeting and cannot be negated by the Magician Navigation if used in the damage step. This means it’s a very good backrow to run against them since they have no out to the traps effect. To do this, you’ll have to set your toggle to on and wait until it says “entered the damage step”. Once it says this you can activate the card and they won’t be able to respond to the activation.
Elementsabers (Tier 2)
Elementsabers are a very weird matchup for Gouki. On one hand they have the advantage as they have access to backrow removal and can out many of the combos, but on the other hand, they are at the disadvantage due to problematic cards such as Elementsaber Molehu or Invoked Cocytus being very oppressive whilst on the board.
- All the Gouki monsters are also at 0 Defense. Which means that if they get hit by Floodgate Trap Hole or the effect of Elementsaber Molehu, Invoked Purgatrio will have easy pickings and deal high damage unless disrupted. Therefore keeping your monsters protected from the many attacks of the Invoked Purgatrio is crucial.
- However, there are many cards that can help this matchup. Firstly, with the combo of Gouki Suprex and Gouki Twistcobra, you can ensure that you destroy an Elementsaber Molehu granted there is no backrow present. Because Gouki Twistcobra is a quick effect, you can activate the effect in response to the Elementsaber Molehu activation. This means that you can destroy the monster and set up for the next combo.
- Elementsabers play heavy backrow. It is recommended to play Cosmic Cyclone or Night Beam for this reason as that will remove the backrow. Cards such as Galaxy Cyclone and Typhoon are also very good against the field spell Palace of the Elemental Lords.
- The main out to Invoked Cocytus is Herald of the Abyss. However, you can also use Floodgate Trap Hole to flip the monster face down on summon. This non-targeting card will flip the monster face down enabling you to deal with it easier later on using cards like Ballista Squad.
- It is also very important you play around Destiny Draw. If you do not have lethal, you should consider not triggering the skill as it might lead to your opponent being able to outplay you.
- A few cards can mitigate their fusion summon using Invocation. Forbidden Lance can be chained to the activation of Invocation. If you target the Aleister the Invoker that is on the field, the opponent is forced to use an Aleister the Invoker in the hand or the spell fizzles. Artifact Lancea has the same effect where if it is used when Invocation is activated, the opponent has to use both a monster from the hand as well as an Aleister the Invoker from the hand.
Note: If you have an Enemy Controller set and the opponent activates Invocation with Aleister the Invoker on their side of the field, as long as you have a monster on your side of the field, you can take control of the Aleister the Invoker forcing the Invocation to be wasted or for your opponent to use an Aleister the Invoker in the hand which also burns the Invocation. It is also worth noting that Elementsabers have a hard time dealing with Necrovalley and Sealed Tombs so the usage of those will handicap the opponent. If Elementsaber Nalu is sent to the graveyard by Elementsaber Molehu, they do not have access to Invoked Cocytus under Necrovalley anymore.
Shiranui (Tier 2)
- Shiranui is a very hard matchup for Gouki due to their presence of many backrow. However, this does not mean you can’t outplay them and win. The main points to keep in mind are that most Shiranui players are playing Level Augmentation which allows them to summon Shiranui Sunsaga on the first turn. This monster can banish a Shiranui monster from the graveyard in order to prevent a Zombie monster they control from getting destroyed by battle or card effect.
- This is completely negated by the effect of Necrovalley which is a huge counter to the deck. As long as Necrovalley is protected, the plays your opponent can make are very limited. There are some other cards that can deal directly with the Shiranui Sunsaga such as Herald of the Abyss.
- As the archetype heavily relies on recycling the tuner in the graveyard for plays, Artifact Lancea is a perfect card to disrupt said plays. It should be used when your opponent has a Shiranui Spectralsword in the graveyard along with another level 4 zombie monster in order to disrupt their synchro using the grave.
- The Shiranui synchros can also be stopped by Fiendish Chain. Main targets should be the Shiranui Sunsaga and Shiranui Shogunsaga.
- You should play your backrow removal such as Cosmic Cyclone or Night Beam to destroy the backrow before initiating your plays. If going first, disrupting the play of your opponent is critical. If they summon Shiranui Squire, you should look to disrupt the tuner and not the Squire itself. Establishing board dominance and control is the way to win against Shiranui with Gouki.
Note: Many Shiranui players play Forbidden Lance. It is for this reason you should be careful when attempting to take control of their monster using Enemy Controller or targeting them with card effects as they will simply dodge the effect using Forbidden Lance. It is also not recommended to use Herald of the Abyss with many Shiranui on the board. Reason being they are all FIRE Zombie monsters so your opponent can choose any that they please, not necessarily your desired target.
Cyber Dragon (Tier 3)
This matchup is very coinflip dependent because of Cybernetic Overflow.
- If the Cyber Dragon player starts with 2 Cyber Dragon monsters on the field and with multiple Spells/Traps set (likely Cybernetic Overflow and Cyberload Fusion), your chances of winning are low. Cybernetic Overflow allows the opponent to destroy cards you control without targeting by banishing Cyber Dragons with different levels from their hand, field and/or graveyard. Since Cybernetic Overflow does not target, Gouki Twistcobra cannot preemptively tribute a Gouki monster that is going to be destroyed to save you from an OTK.
- When you end your turn after Normal Summoning a monster and setting Backrow, Cybernetic Overflow will destroy all monsters you control. Then, Cyberload Fusion will be activated to Fusion Summon Chimeratech Rampage Dragon. Upon Summoning, Chimeratech Rampage Dragon will destroy 2+ Spells/Traps you control, leaving you vulnerable for an OTK on the upcoming opponents turn. A great card to have against them is Sphere Kuriboh to prevent the OTK.
- One way of swinging the match in your favor is by removing the set Cybernetic Overflow from the field before summoning any monster. This can be achieved by playing Cosmic Cyclone and having a bit of luck. Banishing Cybernetic Overflow with Cosmic Cyclone will also not let your opponent search for another “Cyber” Spell/Trap, which will put you ahead in the resource management battle. After removing Cybernetic Overflow you should be able to safely set up your board.
- The other way of combating this board is by baiting Cybernetic Overflow. You need to Summon a monster, set a couple of not so useful Spells/Traps and end your turn. Your opponent will then clear your board with Cybernetic Overflow in your End Phase and Fusion Summon Chimeratech Rampage Dragon. Now you need a card like Sphere Kuriboh to prevent your opponent’s monster from dealing lethal damage. If you summoned a Gouki monster to bait Cybernetic Overflow, you could have searched for another Gouki card, preferably Gouki Riscorpio as it is a very high attack that most Cyber dragon cards cannot attack over.
- If you are going first, your primary goal is to disrupt the Fusion Summon or the Fusion monster itself with your backrow. If your opponent ends his turn with Cyber Dragon monsters on the field and multiple Spells/Traps set, try to remove the set Spells/Traps from the field with Cosmic Cyclone or Ballista Squad. Keep in mind that Cyber Dragon players tend to have multiple Cosmic Cyclone in hand. For this reason you should be wary of how many backrow you set.
- With the Silent Swordsman build of Goukis, as long as it is face up on the field, you can negate one of their fusion spells. If Silent Swordsman LV7 is summoned due to the Silent Swordsman being destroyed by battle/Cybernetic Overflow, then your opponent will not be able to activate any spell cards. This is a massive counter to their deck and is recommended in the matchup.
Notes: Gouki Riscorpio is an important card in this matchup because of its 2300 ATK. It can attack Chimeratech Rampage Dragon without needing a boost from Gouki Twistcobra. Cyber Dragon Decks play the skill Cyber Style, so it is advised to not lower the opponents LP until it is safe to do so (e.g. your opponent does not have many cards set/in hand or you have multiple ways to OTK).
Masked Heroes (Tier 3)
Masked Heroes takes pride in being able to OTK on the second turn. It is for this reason this matchup can be a coinflip as well.
- The main goal is to prevent them from summoning Vision HERO Trinity as that is the only monster that still has higher attack than your Gouki monsters even after the Gouki Twistcobra effect. To do this, you can use cards such as Ballista Squad to destroy the Vision HERO Trinity on summon or you can even use Enemy Controller to take control of it to survive the turn. This is a risky play as they might have Mask Change to follow up with a Masked HERO Anki. Therefore you should still have board presence in the terms of spell or traps or have a Sphere Kuriboh in hand to prevent lethal damage.
- On the first turn, the most common play they do is to fill their board with many monsters to set up for their next turn. The monsters usually summoned are Elemental HERO Stratos, Vision HERO Increase and Vision HERO Vyon. The main priority target in this scenario is the Vision HERO Vyon.
- Although they have access to Cosmic Cyclone, backrow is very important in the matchup. As long as you have heavy backrow, they cannot deal with it all and you’ll have some level of protection against their OTK power. However, they can mitigate the effect of your backrow by summoning Elemental HERO Stratos which will destroy a backrow card upto the number of HERO monsters controlled. This can be dodged by cards like Fiendish Chain.
- Although it may not seem like it, the HERO deck struggles a lot against Necrovalley as they rely on banishing monsters from grave to add more cards to their hand. This means by having Necrovalley on the field, they’ll have to rely on the plays they have in hand which puts you in control as you have access to backrow in order to protect yourself.
- The Silent Swordsman version of Gouki is the biggest counter to heroes. The fact that you can negate a spell card means that you’re in control of their plays. And when he gets destroyed and sent to the grave, the summon of Silent Swordsman LV7 means that they can not activate any spell cards at all which is an insta-loss for them.
Note: Resource management is key to winning this matchup. You have to be able to play around the Mask Change that’s in their hand to prevent the damage but not leaving yourself exposed to their attacks. Keep in mind that you can beat over all their HERO monsters with the effect of Gouki Twistcobra. This means you’ll want to search for him at any chance you can get. You can also chain Ballista Squad or Cosmic Cyclone to Vision HERO Increase effect to negate it.
Ritual Beasts (Tier 3)
- Ritual Beasts are a relatively close matchup. They share some of Goukis’ strengths in being able to generate resources without depending on the Graveyard and being largely unscathed by the likes of Sealed Tombs and Necrovalley as a result. Instead, their focus is on banishing cards and drawing upon their banished pile. As such Artifact Lancea and Chaos Hunter are particularly effective in this matchup.
- The best time to use your backrow is generally early on, hitting Spiritual Beast Cannahawk before it can use its ignition Gold Sarcophagus-like effect. Ritual Beast Tamer Elder and the fusions tend not to be good to hit with backrow, as Elder will grant an additional Normal Summon regardless and the fusions can tag out as long as they have both a Spiritual Beast and Ritual Beast Tamer that they’ve not yet Special Summoned that turn still in their banished pile. If they don’t, feel free to hit their Fusion as it will then be unable to tag out.
- Also of note is that (Ritual Beast Ulti-Apelio) is unaffected by anything when it attacks until the end of the Damage Step, so (Sphere Kuriboh) won’t be as effective here and can be sided out. If playing Synchros, (Samurai Destroyer) is a great choice here to swing over a facedown Spiritual Beast Tamer Winda to negate its potent floating effect. Enemy Controller and Herald of the Abyss can also prove effective to play around Winda and problematic follow up.
- Ritual Beasts also have a notable weakness to Counter Traps such as Divine Wrath as they are unable to respond with Quick Effects to play around it. All in all, this matchup can go either way with the early game and momentum being key factors. The key to winning is depleting your opponent’s resources while making sure your resources are still topped up.
- Even though Necrovalley is not a large hindrance to their playstyle, the more monsters you get into the graveyard, the less plays they can make with Necrovalley on the field. They rely on the effect of Spiritual Beast Apelio to banish a monster from the grave in order to make comeback plays later on into the game. Therefore, it is still a good tech card in case needed.
- Chaos Hunter is by far the best card to use against them seeing as they can no longer banish any cards until the monster is dealt with. It is recommended to side this card against Ritual beasts in tournaments.
Notes: If you have Needle Ceiling set and have 2 monsters on your side of the field, as long as they don’t summon Spiritual Beast Tamer Winda with the effect of Ritual Beast Tamer Elder, you can preemptively use the trap to destroy all monsters on field. This prevents your opponent’s play while giving you a free search. However, if they have Ritual Beast’s Bond, you should refrain from doing this as they can chain the effect of the quick play spell to dodge destruction and set up for following plays.
- The key to beating Blue-Eyes lies in the backrow usage. Even though they can summon Dragon Spirit of White to clear backrow, you should have enough at your disposal to deal with them. Most also use Cosmic Cyclone so even though your backrow can be a hassle for them to beat through, they’ll have the resources to deal with it slowly. However, you should do your best to keep them in check using your backrow.
- As long as you use Gouki Twistcobra effect, you can beat over any monster they have.
- Karma Cut is a massive problem as it will banish your monster and all copies in grave. This means you cannot get the search effect off. To mitigate this, you can use Gouki Suprex effect to special summon another monster to at least provide board presence.
- Blue-Eyes decks use Sphere Kuriboh a lot so be sure to go for lethal when you can.
- The biggest problem is if they discard The White Stone of Ancients to special summon a dragon type monster from the deck. Or if they use Sage with Eyes of Blue’s effect to send one on the field to graveyard. If you’re going first, cards like Chain Disappearance can banish the tuner summoned and put you ahead in the matchup.
- Try to prevent the synchros as much as possible. If they manage to go into a synchro, your matchup will become harders such as Vermillion Dragon Mech. This will be able to destroy any card on the field after banishing a tuner from graveyard. It’s incredibly versatile so it should be dealt with rather quickly if it cannot be prevented.
- This is a very tricky matchup for Gouki due to the fact that the monsters all have high attack. Therefore, regardless of Gouki Twistcobra effect, they’ll have a lot of board presence to beat through.
- They rely on the graveyard to make plays as well as their hand. You can use Necrovalley or Sealed Tombs to mitigate this.
- Backrow is key in this matchup and is usually your winning condition. Unless they have D/D/D Dragonbane King Beowulf, your backrow will be the man defying factor in the matchup.
- Their deck usually runs out of resources faster than yours, therefore you should outlast them in the long run and you’ll take the win.
- Another problematic card is their trap card Dark Contract with the Witch, which can discard a card from hand to destroy a card on field. This might hinder your plays so play around it. However, if they don’t have D/D/D Oracle King d’Arc, they’ll take damage every standby phase until the trap is destroyed so it’s a double edge sword.
- A very fast paced deck that has high OTK power, the strength in dragunity relies on their hand. Because they can OTK very easily thanks to their Hey, Trunade! and Cosmic Cyclone, they can push over a lot of backrow just to banish monsters on the field and go for OTK.
- The way to play around their OTK is with cards like Mirror Wall or Sphere Kuriboh. Mirror Wall will not get affected by Hey, Trunade! if it’s face up. They’ll have to deal with it using either Cosmic Cyclone or Dragunity Divine Lance. In this case Sphere Kuriboh is the best option as it’ll put the Dragunity Knight - Ascalon into defense.
- On the rare occasion they don’t have backrow clearance, you should disrupt their plays by using Floodgate Trap Hole on the regular level 4 monsters so that the tuner doesn’t equip onto them. You can also use Enemy Controller to disrupt their synchro by taking control of their monster.
- Dragunity decks play Sphere Kuriboh at a high rate so be careful when attacking for lethal.
- Necrovalley counters them very heavily as they will not be able to equip tuners from the grave. They’ll need to have Dragunity Divine Lance in order to make plays but it’ll be very difficult to get to Dragunity Knight - Ascalon.
- One of the most common ladder decks, lightsworn is an archetype/engine used in many decks. From pure lightsworn to any deck that requires milling, lightsworn is the way to go.
- As with any deck that requires the graveyard, the deck struggles against Necrovalley with the exception of Judgment Dragon.
- Resource management is in their favor due to their many cards they have at their disposal. This does not mean you can’t waste their resources. Rather it means that you should be able to match them in the resource game.
- A problematic card that is usually brought out first turn is Fortune Lady Every. This is a very hard card to deal with unless you have Necrovalley on the field. Even though Gouki Twistcobra can use its effect to beat over the Fortune Lady Every, if there is no Necrovalley, then it’ll be able to summon itself back onto the field.
- The deck uses Kiteroid and Sphere Kuriboh as well so be careful when going for direct damage and read the delays.
- Floodgating the Lumina, Lightsworn Summoner is a good idea as it won’t be able to special summon from graveyard then.
- In general, backrow is very key in the matchup and as long as your backrow is healthy, you’ll be able to chip away at your opponent.
- Against Neos, Necrovalley is your best friend. They need the graveyard in order to make plays and if you lock it down, you’re in a good position. Even though they also run the field spell, it hinders them more than it hinders you.
- Favorite Hero is a problematic card as it’ll make the monster equipped unaffected by card effects as long as they have a field spell active. You’ll have to chain something like Ballista Squad to the equipped monster to destroy it before Favorite Hero activates.
- Be careful with the effect of Lunalight Crimson Fox as it will make your monsters attack 0, which will make it an easy target for an OTK. Cards that can help against this are Sphere Kuriboh or any backrow that will hinder the attack.
- Even if they go into Masked HERO Koga, as long as Necrovalley is on the field, they cannot use it’s effect. Therefore they will attempt to clear out the field spell using Cosmic Cyclone.
- You can Floodgate Trap Hole or Paleozoic Canadia the Elemental HERO Brave Neos to make it easier to destroy.
- Besides their Elemental HERO Brave Neos, they don’t have any other boss monsters they can use so you’ll win out the utility game by destroying them. Keep in mind the continuous protection effect of Neos Fusion while in grave.
- A popular ladder deck used to stall, yosenju is a very hard matchup for Goukis. The deck relies heavily on backrow usage and monster searches. Therefore Shadow Game is a detriment to the playstyle.
- A thing to note is that they run a lot of Kiteroid, hence you should bait them out before committing to game if you’re not sure. The use of Necrovalley makes it so that the Kiteroid can only negate 1 attack each.
- The boss monster Yosenju Oyam can be beaten over by using the effect of Gouki Twistcobra seeing as the monster boosts the original attack allowing you to swing over.
- Yosenju depends also on backrow so you should remove it any chance you get. Yosenjus’ Sword Sting and Drowning Mirror Force can be a nuisance if left untouched.
- The 2 most problematic monsters for yosenju are Yosenju Kama 1 and Yosenju Kama 2 which can return a card to the hand and attack directly respectively. They should be your main priorities for Floodgate Trap Hole and/or Ballista Squad.
- The Gouki mirror is a battle of who uses the resources best. Whoever depletes their resource before the other tends to lose.
- It is important to clear the backrow of your opponent as they rely heavily on it as well as you. Therefore Cosmic Cyclone is a key card in the mirror.
- Likewise, whoever gets the combo of Gouki Suprex and Gouki Twistcobra usually dictates the pace of the game. This does not mean the other player cannot come back. However, it is also a double edged sword as they will usually deplete their resource as well. Therefore, a healthy balance is needed.
- Cards such as Sphere Kuriboh are good in the matchup to prevent your opponent dealing damage/ destroying your monster.
- When considering which variant of Gouki is most effective, the most consistent is usually the synchro version. However, every version is almost equal in skill and consistency and it comes down to personal preference as to which version you want to use.
Gouki is a brand new archetype from the recent mini box, Flames of the Heart. They are one of the coolest archetypes in Yugioh, everyone likes suplex city and big punches. The deck has its ups and downs, but it’s arguably one of the best decks coming out of the previous boxes. Due to its small core, the deck can run a big variety of tech cards, depending on the meta. The deck can recover easily, since every Gouki monster can search for another one, when they are sent to the Graveyard. The current successful lists are all control orientated, with a high amount of powerful traps, such as Ballista Squad and Fiendish Chain, but there are more combo orientated lists with Psychic Wheeleder and Silent Swordsman. Overall I think it’s a really cool deck that needs a little more optimization and attention to hit Tier 3, and be the part of the meta.
The addition of the Gouki archetype into Duel Links should not be slept on. Even though many consider the deck weak, the fact that you are able to regenerate resources while making room to play many tech cards is extremely powerful in the Duel Links format. Many should keep their eye on this deck as it continues to be perfected day by day. Soon enough, with a bit more optimisation, Gouki will make its way on the tier-list where it rightfully belongs.
- Major thanks to Dylligraphy and Riqu for helping write this guide. I couldn’t have done it without them.
- Thanks to Blacky and Rezileen for helping to proof-read the guide as well as suggest improvements.
- Thanks to Herbel for taking time to leave a comment for the Gouki deck.
- Thanks to RandomPl0x for helping us format the guide and making this guide possible.
- Thanks to Dkayed for creating such an amazing community filled with the toughest competition.
- Finally, thanks to whoever read even a small part of this guide as a lot of effort was put into making this.