Crusaders Battlegrounds is the 12th Main Box released in Duel Links. It contains many Warrior-Type monsters as well as introducing the Noble Knight, Bujin, and Six-Samurai archetypes.
This list will go over 10 of the best cards in this box. Keep in mind they are in no particular order and are based on their ability to be used alone and with other cards.
This card is a very powerful monster with 2800 ATK points. It is, however, a bit of a trial to get it onto the field being part of the “LV” Archetype.
To summon LV7, Silent Swordsman LV5 must deal battle damage to your opponent and then on your next standby phase you can special summon LV7. LV7 is a powerful offensive monster and negates all spell cards making them completely useless for both sides effectively removing one of the three main offensive/defensive methods from the game.
This is a great card to have for using the “Six-Samurai” archetype. It’s a powerful monster with 2100 ATK points making it a good offensive monster.
If you control a face-up “Six Samurai” monster, you can Special Summon this card from your hand. When this card is destroyed by your opponent’s card effect you can target 1 “Six Samurai” monster in your Graveyard and add that target to your hand.
The Dark Creator is a powerful monster with 2300 ATK points and a very impressive effect. It’s the perfect card to have while running a DARK attribute deck because it requires five or more DARK monsters in your graveyard to be special summoned.
Once per turn, you can banish 1 DARK monster from your Graveyard to target 1 DARK monster in your Graveyard and Special Summon that target. This is a great card to get powerful DARK monsters into the field with little issue.
It’s very easy to set up a field control strategy with this card.
This Spell card is a good utility card for clearing out copies of the same monster from an opponents deck. With its effect, you can target 1 face-down monster on the field and destroy that target, and if you do, banish it, then, if it was a Flip monster, each player reveals their Main Deck, then banishes all cards from it with that monster’s name.
Not only does it let you banish any face-down monster on the field. But also removing all copies if it happens to be a Flip monster.
This is a really good card for dealing with Special Summoned monsters. Discard 1 card from your hand. Destroy all Special Summoned monsters on the field.
It’s basically a defense for any monsters that have been Special Summoned. Whether it’s by card effects, Fusion, Synchro, etc. This is a great Spell for quickly getting rid of a troublesome monster.
This is a spell card specifically made for the “Silent Swordsman” monsters. You can target 1 “Silent Swordsman” monster you control; that target gains 1500 ATK and DEF, and if it does, it is unaffected by your opponent’s card effects until the end of this turn.
This card’s activation and effect cannot be negated. You can banish this card from your Graveyard and add 1 “Silent Swordsman” monster from your Deck to your hand. So one effect makes it a great buff Spell for the “Silent Swordsman” monsters while the second effect allows you to bring one of the LV variants to your hand making them easier to summon.
A staple card for the “Noble Knight” archetype. This card has 1700 ATK points making it a decent offensive monster but its effect is a very impressive one.
This card is treated as a Normal Monster while face-up on the field. While equipped with a “Noble Arms” Equip Spell Card, this card becomes an Effect Monster with this effect.
This card becomes DARK and its Level is increased by 1. Once per turn, if you control no other monsters: You can Special Summon 1 “Noble Knight” monster from your Deck in Defense Position, except “Noble Knight Medraut”, and if you do, destroy 1 Equip Spell Card you control.
It’s a great field control card allowing you to fill up your side of the field by special summoning other “Noble Knight” monsters. With the cost only being 1 Equip Spell it’s very easy to get a powerful force going quickly.
This is a powerful monster, as are most of the “Monarch” cards. It has 2400 ATK points and only requires one monster to tribute summon it.
If this card is Tribute Summoned: Discard 1 random card from your opponent’s hand, then, if it was a Monster Card, inflict damage to your opponent equal to its original Level x 100.
Its attack alone makes it great for offense but its effect adds an additional damaging effect. Not only removing one card from your opponent’s hand but also potentially dealing damage as well.
Belial – Marquis of Darkness
A powerful monster with 2800 ATK points. It requires two monsters in order to summon it so it can take some planning in order to get it on the field.
But once it’s out, the effect of this card makes it so it is the only monster that can be targeted by attacks or Spell/Trap effects. Effectively making it a powerful wall to protect your other monsters while also being able to destroy your opponent’s monsters and deal damage. It’s a real offensive tank kind of card.
This is a good utility trap card that can set up a zone block for your opponent. You can select 1 Set Spell/Trap Card on the field. It cannot be activated.
Cards and effects cannot be activated in response to this card’s activation. By selecting one Spell/Trap card you keep it from being used but also it keeps occupying the slot it’s in on the Spell/Trap zone.
It takes away one of the slots for your opponent to use. Effectively forcing them down to only two slots but if you have multiples of this card you could wipe out their Spell/Trap zone entirely.