Sky Striker Guide

Sky Striker is a deck specializing in controlling the board, generating advantage and snowballing in power to win games through their grinding capabilities. The deck focuses on its powerful Spell and effects to pick apart the opponent's board and using its monsters to cycle through cards, via sending, adding and recovering. The deck was introduced in Singular Strike Overthrow and immediately found its place in the meta, comfortably sitting in the lower tiers. The deck is primarily a small engine that can be supplemented with other cards such as power handtraps and board breakers, or engines such as the Loading... package or Adventurer engine.

Main Deck Sky Striker Monsters

The Main Deck Striker monsters are small in quantity but carry more than their own weight in the deck. Being your main starters of the deck, Raye acts as a recoverable monsters to allow for Link plays on any and every turn and Roze as a power card that can turn the game in your favour through both of her Special Summon effects.

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Sky Striker Ace - Raye

Raye is the main card of the deck and is the primary Striker monster. Raye's effects allows her to dodge other effects by tagging out on a Quick Effect, and to resummon herself whenever a Sky Striker Link Monster leaves the field by an opponent's card (battle or effect). Raye tributes herself for cost, so she will resolve under Skill Drain and can not be targeted with cards on activation like Loading... and Effect Veiler. Unfortunately, this plays into cards such as Loading... or an opponent Striker's Sky Striker Mecha - Shark Cannon. The Quick Effect tag out also allows you to play around card such as Effect Veiler by Summoning Loading... during the End Phase.

Sky Striker Ace - Roze

Roze is the other Main Deck Sky Striker monster. While it doesn't have the same flexibility as Raye, being able to tag out on a Quick Effect, it still provides a starter to a deck that requires one to start its advantage snowball. Ratios for the card are flexible, starters are very important to draw into with the deck but with the 9 the starters and draw cards like Upstart Goblin and Loading..., you often enough see one where Roze is useless. Some also opt to run only 1 because seeing multiple starters, while safe in the grind game, can hinder the ability to break boards due to lack of other power cards. Roze's main application is Summoning herself when you're aiming to close games, such as sending it off Hayate when you destroy an opponent's EMZ monster, or Summoning it from hand on the Summon of another Striker monster to facilitate Link climbing.


Sky Striker Spells

The Sky Striker Spells are the focus of the archetype. Providing you with many interactions such as monster negation, revival, and destructive capabilities, these define the deck and allow it to be very adaptable to different metas or different matchups. Most of the cards also have additional powerful effects depending on if you have 3 other Spells in the GY upon resolution.

The useful Spells

Sky Striker Mobilize - Engage!

Engage is the best Striker card in your deck acting as the supplementary Loading... for the archetype. It allows you to add any Sky Striker card from your deck to your hand, and with 3 Spells in GY, allows you to draw an additional card. The card is essential in your strategy, allowing you to search out cards like your starter monsters, board breakers such as Afterburners or Jamming Waves, or game closers such as Widow Anchor or Shark Cannon. It boosts the consistency of the deck and generates more advantage than any other card in the deck. As the game progresses Engage's power only increases, even as you run out of targets the draw 1 effect alone is enough to outpace your opponent.

Sky Striker Mecha - Hornet Drones

Hornet Drones is another starter of the deck, allowing you to Summon Links without using up your Normal Summon, letting you saver it for other monsters, such as using handtraps to Summon Charmer Links or Knightmares. It can also be set and used defensively, allowing you to flip it in the Battle Phase to prevent an OTK and save a turn, but this use is not highly recommended. The Token is also restricted into only being Summonable in Defense Position, so it cannot be used offensively outside of its Link Summoning abilities.

Sky Striker Mecha Modules - Multirole

Multirole is one of the best cards to help you in the grind game. It provides 2 effects, both of which heavily contribute to the strategy. The first effect allows you to send 1 card you control to the GY in order to make all your Spell card activations unable to be responded to by opponent's card or effects. The ability to send a card you control to the GY can help generate advantage when used in conjunction with cards like Hercules Base and Area Zero, activating both of their effects when sent from field to GY. It can also protect Engage from Ash Blossom if you're afraid of losing that effect. The second effect sets Sky Striker Spells from your GY to your field during the End Phase, up to the number of Sky Striker Spells you activated while this card was face-up on the field for that turn. This effect can be used for explosive turns, setting cards like Widow Anchor for interruptions and Engage or Afterburners for play within the next 2 turns to break boards and push the gamestate in your advantage.

Sky Striker Airspace - Area Zero

Area Zero is the only Sky Striker field Spell, and serves as a pseudo-searcher, pseudo-starter and extender. By targeting another card you control, the card can excavate 3 from the top of your deck, and add any revealed Striker card at the cost of sending the targeted card to the GY. Getting Area Zero from field to GY is not a difficult feat to accomplish, and is an often used technical play to get a Striker monster from your Main Deck to facilitate Link plays.

Sky Striker Mecha - Widow Anchor

Widow Anchor serves as your a Quick Effect monster negate, and with at least 3 Spells in the GY, allows you to take control the monster upon resolution. Widow Anchor facilitates your Link climbing plays, granting extra materials, allowing the Summoning of higher Level Link Monsters such as Lyna and Dharc, the LIGHT and DARK Link-2 Charmers. Stolen monsters will be given back to your opponent during the End Phase, so Linking the stolen monster off is very valuable. You can also use the card in conjunction with other Spells, such as sending it off your Area Zero to potentially excavate a Striker card (this will not work the turn Widow Anchor is set). The card can also contribute towards closing games, able to steal a high ATK monster to remove walls your Strikers cannot beat over and giving you another monster with a high ATK value.

Sky Striker Mecha - Shark Cannon

Shark Cannon acts as a searchable Loading... but without the monster negate. It can be used to banish key combo pieces from your opponent's GY or to Summon monsters for Link climbing. A monster Summoned by this card cannot attack and cannot be used to close games, but will not have its effects negated. While the card is highly searchable the prevalence it has in many matchups can often lead to running 2 copies to increase the chances of seeing it, or to avoid Desires banishing a singular copy.

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Card not found (Sky Striker Maneuver - Afterburners!)

Afterburners is a simple card, allowing you to pop a face-up monster, and a Spell/trap as well if you have 3 or more Spells in the GY. Trading with Afterburners is huge after you amass card advantage, as you will quickly outpace your opponent. A lot of technical play can be done with Afterburners as well, such as popping your own Area Zero for a free Special Summon or destroying an opponent's EMZ monster to Special Summon Roze from the GY. Afterburners is usually ran at 1-2 copies by preference.

Sky Striker Maneuver - Jamming Waves!

Jamming Waves is the dedicated Spell and trap removal of the archetype. Searchable in a pinch by many of the cards, it works well in certain matchups such as Eldlich and Tri-variants. It also acts as monster removal, not having a targeting restriction on it like Afterburners does if there are 3 Spell in the GY, being able to remove un-targetable boss monsters such as Loading... and Loading....

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Card not found (Sky Striker Mecha - Eagle Booster)

Eagle booster is a card that can make any card on the field unaffected by card effects, as long as you control no monsters in the Main Monster Zone. Additionally, with 3 Spells in the GY, it makes the monster battle immune, giving this card the ability to provide the best protection in the game. The card can be used to disrupt combos by preventing destruction effects like Loading... setting up combos, or offensively to make your Accesscode Talker unaffected by card effects, preventing your opponent from negating any of its effects, a powerful way to close games. While powerful, its applications are not common, often when closing games your opponent already has no way to counter your Accesscode Talker, proving to be a useless search especially over a card like Afterburners or Widow Anchor to further breaks board or close games quicker.

Sky Striker Mecharmory - Hercules Base

Hercules Base is run in some builds for the purpose of recycling your singular Kagari. Cards like Multirole, Afterburners, and Area Zero can help in put Hercules Base in GY, allowing it to shuffle back 3 of your Striker cards into the deck. The card is not primarily ran for its equip Spell applications, and the ability to draw whenever the equipped monster destroy another by battle rarely comes up. Most deck builds opt to not play the card, as it requires a valuable search and doesn't immediately generate advantage unlike other cards.

The Useless Spells

Both the following Spells have shifted out of that strategy, as they don't have the same advantage generation capabilities as the other Striker cards. Both are playable in the deck but don't provide any worthwhile advantages and are not common inclusions.

Sky Striker Maneuver - Vector Blast

Vector blast is a card that does not provide immediate advantage. While sending 2 cards from the deck to the GY is on-paper, very powerful, most of the time you will have enough in the GY by the time you get to the point where the 2nd effect of Striker Spells really shines. The additional ability to remove an opponent's monster in the extra monster zone also rarely comes up, being unreliable turn 1 to break boards, and useless in later turns where you already have control of the board and answers for explosive plays.

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Card not found (Sky Striker Maneuver - Scissors Cross)
Scissors cross is a Monster Reborn in an archetype with more than just Level 4 'Sky Striker Ace' monsters. The inability to add back or Summon any of the Link Monsters makes it less applicable than a card like the vanilla Monster Reborn, even if it is searchable. Raye, the primary Striker you will have in your GY is already self-recurring, so you often don't have a target in your GY unless you have had your board and follow-up broken.

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3 years ago

No sample deck?! Come on man πŸ™

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3 years ago

I considered sample decks but I came to the conclusion the deck was just too subjective, and with the ever-shifting format of MD, a list today might not be as good tomorrow. I also figured people would have the sensibility to play 3x of HTs/board breakers, 1x of the ED monsters, etc. Ratios of engine and archetype cards are in the guide, the rest is filling the deck with what belongs.

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3 years ago

You want a list? Here is a list. 3 Raye, 1 Roze, 1 ROTA, 2 Engage, 1 Drones, 2 Widow, 3 Upstart, 1 Terraforming, 1 Area Zero, 2 Multirole, 1 Kagari, 3 Shizuku, 2 Hayate, 1 Kaina, 1 Zeke and the rest is personal preference from the cards/engines in the guide. You can even increase ratios if you want. The deck is that flexible.

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3 years ago

Hello! Helpers have made some lists pinned in #sky-striker of the discord server if you'd like to see some

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3 years ago

Some people were pointing out that some of this information was incorrect or poorly worded. It has been rectified, and apologies for the delay.

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This is EXACTLY what I was looking for earlier this week. Thank you!

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3 years ago

Even though i built this deck ages ago i'm more confused now XD

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3 years ago

Who posted this? Noone talks about Sky Striker anymore in Sky Striker channel. :worrytoad:

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3 years ago

Just a small note on the Ghost Ogre explanation. It can't negate the Sunny's Snitch search effect, as it searches on activation of the card. Otherwise, great guide.

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3 years ago

I got that fixed up. I was writing most of this guide at like 3am-8am when I was sleep deprived form staying up all night, so the on activation part slipped my mind.

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3 years ago

Great Guide thanks for the hard work, when do you think we could see linkage and h.a.m.p in master duel ?

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3 years ago

triple tactic talent is good

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3 years ago

Using Ghost Ogre on Liveβ˜†Twin Sunny's Snitch is not a good idea. Other than that pretty comprehensive guide

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3 years ago

thank you ^^

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3 years ago

me likey

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2 years ago

I wanna correct something about the double attack with borrelsword+Raye. After changing Ray to defense you CAN'T use her effect to tag out, because the link monster needs to be summoned on the Extra Monster Zone. It's not like "oh but a link monster points downwards so she can use her effect". That's wrong because Raye specifically states in her text that the monster should be summoned in the EMZ.

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3 years ago

Toon spell card can also be used, as it will fill the grave with 3 spell cards (Engange + Toon search = Pot of greed). That if you didnt draw 2 or more toon card in your hand already, in that case those can be use as a cost for the area zero or multirole.

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3 years ago

it's not worth to run, and totally useless when you already have 3 spell card in gy, just use upstar goblin

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3 years ago

Agree, just giving people an option

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3 years ago

This post is a pretty decent introduction to the sky striker deck. However, it is far away from an "in-depth" guide. Sky striker as a deck in the "rogue" tire, requires players more than simply copying a sample deck and remembering combos. Instead, it is a deck that needs you to play a lot to master. And even if you have mastered the deck, there will be more to learn when the format changes. Therefore, a good guide to sky striker deck should include more sharing of the experience instead of teaching combos or providing a sample deck.

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3 years ago

Sky Striker as a deck has essentially 0 combos. Halqifibrax for Accesscode Talker climb was the only real combo of the deck, unless you want to argue for the shizuku shuffle. Without halq, simply mentioning that selene is used to climb into accesscode is enough for that consideration, and I personally feel like the note under Multirole was satisfactory enough to cover the shizuku shuffle. I don't know why you mentioned sample decks when there are none, I explained it in a reply to another comment but the TLDR is: the deck is subjective, my building is different to everyone else's. As for sharing experiences, I agree, it's a good idea and I may consider an update in the future to try and talk about it, but again, it's quite subjective. Learning the best way to utilize the spells in your hand to turn the tide in your favour is not something you can apply to every board state. Sometimes you want to afterburners one card, others you would want to use droplets instead. Giving an objective "you this card here, here and here" leads to not learning the deck, as a personal philosophy I don't think you can apply the same logic and knowledge to everything situation without bias.

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3 years ago

Sorry for causing you concern. I did not organize my language very well. My comment about combos and sample decks are mainly speaking toward the other negative comments. I do appreciate this post as an introductory guide for sky striker, though I feel that more detailed strategies for playing sky striker deck could be added to make it more "in-depth."

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3 years ago
β€’
[deleted comment]

What does this have to do with the guide?

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3 years ago

I hope you understand what I am going to say because what is happening in the yugioh community is so unfair . PLEASE STOP abusing the HERO cards because stupid Konami is always punishing the deck by banning too many cards that are meant to support the HERO deck and I as a HERO player have my deck becoming weaker and weaker because too many HERO cards are being abused in such a greedy way and in the end HERO players like me take the hit with the ban list despite the fact that we did NOT do anything wrong OR abuse any core card from any archtype the way those stupid abusers do with the HERO cards so PLEASE STOP and be brave enough to build YOUR deck using cards only from your favorite archtype .

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3 years ago

Cry about it DPE go BRRR

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3 years ago

suck it big boy :jigglypuffteabag:

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3 years ago

Thank you for standing up for us archetype rationalists. Never had I thought to arrange my words in such a disarrayed and confusing manner that both captures the nonsensical principles of our ideology and manages to insult another so-called "deck" using so-called "archetypes" while earning itself the title of a so-called "control deck" (Oxymoronic in and of itself, really. What does it mean to "control" the game? Don't all decks do this? Why limit this distinction to only a few of them? Such a silly convention.).

Anyways. Yugioh players today have absolutely no respect for their archetypes anymore. Eldlich players playing "Golden Land" and "Eldlixir" cards; Liveβ˜†Twin players playing Evilβ˜…Twin cards; whatever the **** "Zombie" decks are meant to be... it's disturbing and unbeknownst to them only makes all decks in the game weaker. If only people would stick to playing the new decks Konami releases like Tearlaments the way they are meant to be played (with only their own cards) instead of "making them stronger" with Danger!s and other archetypes (What do Danger! cards even do in a Tearlaments deck? They can't even search each other? WTF?).

And then these same players will turn around and wonder why Konami stopped making Danger! support... I pity them. They are, literally, lambs to the slaughter... the slaughter of their intellectual ability at the hands of these "guide creators" that prescribe methods of playing this hugely expansive game to them... it is all very sad. Thankfully, we still have rational and reasonable people like you who can point out how best to lick Konami's boot while they print the next Secret Rare-only hand trap that targets the next Tier 0 deck the players make (Which, BTW, ALL Tier 0 decks are only Tier 0 because people refuse to play other decks. No deck has actually been so powerful that you can't play anything else. But nobody ever thinks to play other decks of course... but will complain about being in a "Tier 0 format." LOL.)

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3 years ago

Can you explain briefly what do you mean instead of writing a report ??

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2 years ago

Don’t be a hypocrite lab. Take that chain imp package and Predaplant out of your Despia deck.

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3 years ago

If it makes you feel better, you can get angry at predaplants and Konami for Verte's existence, not the writer of this guide, not Heros, not Sky Strikers, but the existence of a generic link 2 that allows DPE to be good in a lot of decks

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