Burning Nova is the 13th Main Box released in Duel Links. It brings in a lot of Gemknight, Laval, and Brotherhood of Fire Fist Archetypes as well as a lot of FIRE Attribute monsters.
This list is to go over the top 10 best cards in the box. However, keep in mind this list is in no particular order and each card is based on their ability to be used alone and in combos.
Nova Master is the signature card for Burning Nova and is an Elemental HERO Fusion monster. It has a high ATK of 2600 and a DEF of 2100.
Its effect allows you to draw 1 card each time it destroys an opponents monster. So it’s a great offensive monster but also good for filling up your hand.
This is a classic card that is great for utility. It’s not used for any offense or defensive purposes and really only exists for its effect.
When this card is flipped you can target one Spell Card in your graveyard and add it to your hand. It’s very much a utility card used to get any help spell from your graveyard.
A very good utility trap giving you a good Spell/Trap trade effect. It can target one Spell/Trap card your opponent has and destroy it.
After that, you can then set a Spell/Trap on your field. So it’s good for getting rid of a card in your opponent’s Spell/Trap zone while also letting you play one even if it’s on your opponents turn with its effect.
This is a really good monster though it does require one tribute in order to summon. If this card in your possession is destroyed by your opponent’s card and sent to your Graveyard you can shuffle this card into the deck.
While you have no monsters in your Graveyard, this card gains 800 ATK and DEF. After damage calculation, when this card battles an opponent’s monster: You can target 1 card your opponent controls; destroy that target.
This is a great card for the Lightsword Archetype but also good for her destruction effect. She’s a good offense monster as well with 2300 ATK.
When you Tribute Summon this card by Tributing a Lightsworn monster, you can send the top 4 cards of your deck to the graveyard. Then target up to 2 cards your opponent controls and destroy those targets.
So her effect only works when paired with a Lightsworn monster. But it’s a very good one especially if you’re running a Lightsworn deck.
This is a good 4-star monster with 1800 ATK making him a great low-level offensive monster. When this card inflicts battle damage to your opponent you can target up to 2 monsters in their Graveyard and banish those targets.
Your opponent cannot banish cards from either player’s Graveyard. So this card is great to keep your opponents graveyard empty while protecting yourself from banishing effects.
This is a very powerful fusion that takes a bit of work to get on the field. It requires 3 Gem-Knight monsters to fuse it so if you’re running a Gem-Knight deck it’s not too taxing.
Once per turn, you can send 1 Gem-Knight monster you control to the Graveyard, and if you do, Special Summon 1 Gem-Knight Fusion Monster from your Extra Deck ignoring its Summoning conditions. So this effect is extremely powerful because it lets you replace a normal Gem-Knight monster for a Fusion Gem-Knight and they’re all pretty powerful in their own right.
Add the 3400 ATK points this card has and you have an incredible offensive monster with a great field building effect. This is definitely one of those game-changing cards if it gets on the field.
This is a great defense utility card though it does only work with the Laval archetype so keep that in mind. When this card is activated you can banish any number of Laval monsters from your Graveyard.
Then Special Summon an equal number of “Laval Tokens” (Pyro-Type/FIRE/Level 1/ATK 0/DEF 0) in Defense Position. So if you’re in a tight spot and have no defenses this can give you a full field if your graveyard is packed with Laval monsters.
A good card for giving some weakness to your opponent’s monsters. However, it does require LIGHT Attribute monsters in order to be summoned.
This card can only be Special Summoned by removing from play 2 LIGHT monsters in your Graveyard. All monsters your opponent controls lose 300 ATK during their Battle Phase only.
So the combined facts that this card has a base 2000 ATK while decreasing all opponent’s monsters by 300 ATK is just a great thing. It makes this card a great offensive monster, plus, it can only be Special Summoned so you still get your Normal Summon of another monster in the same turn.
Another classic and great Trap card with a very good defensive effect. It’s a dual effect so being able to use either one gives you a bit of freedom depending on your situation.
When an opponent’s monster declares an attack you target the attacking monster and change that target to Defense Position. The second effect lets you target 1 face-up monster you control and equip this card to that target. It gains 500 ATK.
So this trap either lets you shut down an attacking monster by switching it to Defense Position. Or you can buff your monster with 500 ATK points and in most cases beat out the attacking monster if planned out correctly.