Adventure

Master V from on December 26th, 2025
Owned Cards
40 cards

Notes & Combos

Start with the adventure or knightmare engine before the orcust one lock you. Don't activate Girsu's normal summon effects if you want to use Rite of Aramasir that turn.

Water enchantress can be used from gy, so starting with Galatea-I to discard the enchantress works well, then fateful adventure can discard the equip spell or orcust monsters as needed. Enlilgirsu can also shuffle the equip spell back into the deck, letting you get it again later.

Normal endboard is Enlilgirsu, Dingirsu, Gryphon and its token. add wand to hand with Enlilgirsu and have orcust knightmare in gy.

On your opponent's turn, summon Galatea-I, then activate Orcust Knightmare to send NT8000 to gy and summon it. After a space on your board clears, usually by activating gryphon, activate Galatea-I to discard wand for crown, which triggers wand to summon crown.

There's a few replays on my masterduel account: 475-918-598

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