Revolution Beginning is the 17th Main-Box released in Duel Links. It brings a lot of Koa’ki and Karakuri monsters into the game along with some DARK and EARTH attributes.
This list will go over ten of the best cards released in this box. Keep in mind they are in no particular order and are judged on their ability to be played on their own and in combos with other cards.
The signature card of this box, Junk Destroyer is a Synchro monster with 2600 ATK points. His effect is pretty decent though it requires a bit of planning.
When you Synchro Summon him you need 1 tuner and 1 or more non-tuners like most Synchros. But really emphasize on the “1 or more” part with the non-tuners.
For each non-tuner used in his summon you can destroy up to the same number of cards on your opponent’s field. So if you use two non-tuners then you can destroy two cards.
It’s a good effect for clearing the field right when you summon it. Makes it easy to wipe out Spell/Trap defenses or clear the field of monsters for a direct attack.
Another Synchro monster, this card comes in with a 2100 ATK value. His effect is an interesting one that takes some planning to make work but it’s a deadly one when used right.
While your Life Points are higher than your opponent’s, this card gains ATK equal to the difference. While your Life Points are lower than your opponent’s, this card loses ATK equal to the difference.
That basically means if you can keep a healthy lead over your opponent then you’re gonna have an extremely powerful monster. Whether it’s through dealing flat damage or boosting your own Life Points with Spells and effects.
His secondary effect allows it so that when this card is destroyed by battle and sent to the Graveyard you can pay 1000 Life Points to Special Summon this card.
Now this one is specific to the Elemental HERO Archetype but even with that, it’s probably the most useful card for that archetype. Miracle FUsion allows you to Fusion Summon 1 Elemental HERO Fusion Monster from your Extra Deck by banishing Fusion Materials listed on it from your side of the field or your Graveyard.
This basically lets you Fusion Summon straight from the graveyard. So by throwing your weaker Elemental HERO’s out to be destroyed, you can bring out powerful fusions regardless with this card.
Fabled Raven is a great Tuner utility monster. It only has 1300 base ATK but his effect overrides that entirely.
Once per turn, you can discard any number of cards and if you do this card gains 1 Level and 400 ATK for each discarded card until the end of this turn. So for each card discarded this card gains 400 ATK, so it’s really simple math at this point.
Discard 3 cards and you got a monster with 2500 ATK in one turn as well as it being a 5-star monster. Not only does this make him a good offensive attack monster but the perfect Synchro Tuner for the higher level Synchro monsters.
Koa’ki Meiru Rooklord
A lot of the Koa’ki cards are good due to their low levels but high ATK. Of course, they all come with the back draw of having to reveal a certain card or type of monsters in order to keep from being destroyed at the end of the turn.
Rooklord is one of the high-level Kao’ki monsters and when used with others in the archetype he’s a pretty good game ending card. For one thing, you can tribute summon this card with only 1 Koa’ki monster instead of needing the typical 2 monsters for a 7-star.
When this card is Normal Summoned you can remove from play 1 Koa’ki Meiru card in your Graveyard to destroy up to 2 cards your opponent controls. So upon being summoned you can destroy up to 2 cards on your opponents field giving you a way to clear Spell/Trap defense or the monsters on the field for an easy direct attack.
A very good Synchro utility Trap Card. Its effect is very straight forward and acts a lot like the card Soul Exchange.
You can select 1 face-up monster your opponent controls then if you Synchro Summon that turn you can use the selected monster as a Synchro Material Monster. However, you cannot conduct your Battle Phase during the turn you activate this card.
So with this card, you can get rid of one of your opponent’s monsters on the field by using them as Synchro material. Not only does this remove enemy defense but it’s also a good way to get stronger Synchros out on the field if your opponent uses higher level non-tuners.
So by itself, this card is nothing astounding or special. It’s a Synchro with 2100 ATK points making it good for offense but its effect has a good utility aspect.
When this card is destroyed by a card effect and sent to the Graveyard you can target 1 Level 4 or lower monster in your Graveyard, except this card and Special Summon that target.
So as an offensive monster, you can use it for attacking. But if it’s destroyed it’s an easy way to get another monster immediately on your field for some defense. There are a ton of powerful 4-star monsters you can use in strategies with this card.
Gene-Warped Warwolf is a good example. It’s a 4-star monster with 2000 ATK points and a perfect monster to be used with Equip spells.
So many Synchros in this pack with a lot of good uses. Iron Chain Dragon relies on the Iron Chain archetype for his effect and has 2500 ATK points making him a good offensive monster.
With its effect, You can remove from play all Iron Chain monsters from your Graveyard to have this card gain 200 ATK for each card removed until the End Phase. When this card inflicts Battle Damage to your opponent send the top 3 cards of your opponent’s Deck to the Graveyard.
So for one turn, you can boost its ATK by quite a bit if your grave is full of Iron Chain monsters. But what’s even better is the battle damage effect.
Even if it’s chip damage trough battle damage, 3 cards on every attack will make it very easy to win by drawing out. A great card to combo with this one is Fairy Meteor Crush because it gives the piercing effect which will allow damage to be dealt out even when attacking Defense position monsters.
A fairly simple card with a really powerful effect when it comes to the stronger monsters in the game. It’s a 4-star with 1700 ATK so it’s not bad for some offense either.
Once per turn when a Special Summoned monster your opponent controls activate its effect you can negate the activation. This is a massively useful effect because of how many monsters fall under the term “Special Summon”.
This means he can stop the effects of any card naturally Special Summoned, Fusion monsters, and Synchro monsters. And a lot of those Synchro and Fusion cards have some pretty dangerous effects so he’s a great counter to most of those.
This spell card is a bit of a hefty one with a great effect and a huge downside if used wrong. It’s an Equip spell so it can be used on most any monster.
While the equipped monster battles your opponent cannot activate any Spell/Trap Cards until the end of the Damage Step. When an attack is declared involving the equipped monster all face-up Spell/Trap Cards your opponent controls have their effects negated until the end of the Damage Step even if this card leaves the field.
When the equipped monster destroys an opponent’s monster by battle you can destroy all Spell and Trap Cards your opponent controls. When this face-up card in a player’s Spell & Trap Zone leaves the field that player takes 3000 damage.
So basically this card is a crazy good Spell/Trap counter by just making them useless in battle. Gives you defense against all your opponents in terms of trying to counter your attack and allowing you to destroy their Spell/Traps if you destroy a monster.
The downside is that heavy 3000 Life Point drain if the card is removed from the field. So it takes a bit of planning to keep this card out with other card effect protecting it from being destroyed.