Introduction
Hi there, I'm
, a 19 year old university student from Portugal. Ever since Crystrons were added to Duel Links I immediately loved the deck. I like combo and control decks, and Crystrons are a combo heavy deck, one of the hardest to learn in Duel Links, with a bit of control added to it. Combine that with one of the best mechanics in the game, which we'll talk about later, and there's a deck I can't ignore. I've been playing Crystrons since their first release, and with some help from we're here to give you an updated guide on Crystrons. Enjoy!Crystrons are a WATER-Attribute, MACHINE-Type archtype that is very defensive and can be pretty explosive as well with the right setups. The deck got first introduced in the Cybernetic Rebellion Main BOX, then getting crucial support in the Spirit of the Beast Mini BOX. Unfortunately, because of its nerfs over time (3 semi-limited core archetypal cards and 2 semi-limited core tech cards) the deck has lost a lot of its grind game, so it's not as defensive anymore. Semi-limiting these core cards, alongside some skill nerfs throughout the time, created a constant need to adapt the deck, resulting in the appearance of multiple different versions of the deck, which had a consequence of making the deck even more expensive. But the main focus of Crystrons has always remained the same: Synchro summoning.
A core mechanic of the deck is being able to Synchro summon during your opponent's turn. The cards responsible for this are the archetypal Tuners of the deck, shown a bit later in the guide. There are restrictions though: you can only Synchro summon MACHINE-Type monsters this way and it can only be done during your opponent's Main Phase or Battle Phase. You will probably use this tool almost every duel.
This guide will cover everything in categories: cards used in the various decks, including and explaining the core and the techs for each version, deck examples, both basic and more complicaded combos, including turn 1 and turn 2 plays, choices to make during combos, cards to look out for, matchups and a few extra tips at the end.
NOTE: as of the time making this guide, there's 1 competitive version of the deck, so only that one will be displayed. If another one appears later down the line it'll be added to the guide. The reason to not put every existent version in the guide is because there's too many of them, so covering them all in one guide wouldn't be wise.
Cards
Despite covering 1 version of the deck only, this part of the guide will be divided into cards that are core in any one of the deck versions and cards that are specific to the deck version displayed here (the Mudragon version), both the archetypal and non-archetypal ones.
Main core cards
By coincidence, all the main core cards are archetypal ones, so let's get to it.
Main deck monsters:
All the main deck non-tuners (from the archtype), except Loading... , share the similarity of being able to destroy one face up card on your side of the field to special summon a Crystron tuner from the deck, as well as having a graveyard effect. Keep in mind if you use the first effect you will be locked into only being able to special summon MACHINE-Type Synchro monsters for the rest of the turn.
On the other hand, all the main deck tuners (from the archtype) can Synchro summon during your opponent's turn, as stated before. Each one of the 3 tuners uses a different place (hand, graveyard or banished pile) from where they get the non-tuner to Synchro summon. Remember you can only Synchro summon MACHINE-Type monsters this way.