Warriors Unite is the 19th main-box released in Duel Links. It contains many Six Samurai and Deskbot cards along with the signature card Road Warrior.
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 powerful Synchro monster with 3000 ATK points. It requires Road Synchron and two Machine monsters to summon.
Once per turn you can Special Summon 1 Level 2 or lower Warrior or Machine-Type monster from your Deck. This is a great card for setting up a strong field for Tributes or defense.
Legendary Six Samurai – Shi En
Shi En is a powerful Synchro monster with 2500 ATK points. It requires 1 Warrior Tuner monster and 1 “Six-Samurai” monster to be summoned
Once per turn, during either player’s turn, when your opponent activates a Spell/Trap Card: You can negate the activation, and if you do, destroy it. If this card would be destroyed, you can destroy another face-up “Six Samurai” monster you control instead.
This is a great card for locking down your opponents S/T zone. As well as being able to prevent destruction by sacrificing another Six-Samurai.
This is a must have for any Scrap Archetype deck. It is a Field Spell designed for boosting the Scrap monsters and it’s essential for many Scrap strategies.
All Scrap monsters gain 200 ATK and DEF. When a face-up Scrap monster on the field is destroyed by a card effect and sent to the Graveyard, except during the Damage Step, You can Special Summon 1 Scrap monster from your Deck. You can only use this effect of “Scrap Factory” once per turn.
It’s a great field spell to get monsters onto your field quickly as well as giving a small boost to their ATK/DEF. It makes it very easy to get Scrap monsters from the deck onto the field.
Scrap Twin Dragon is a powerful Synchro monster with 3000 ATK points. It requires 1 Scrap tuner and 1 non-tuner monster to summon.
Once per turn, you can select 1 card you control and 2 cards your opponent controls. Destroy the one you control and return the two your opponent controls to the hand.
When this card is destroyed by your opponent’s card, either by battle or by a card effect, and sent to the Graveyard, select 1 non-Synchro “Scrap” monster in your Graveyard and Special Summon it.
With the effect of this card, you can very easily control your opponent’s field by returning up to 2 of their cards to their hand. This is a great stall card to either go for a draw out or set up your field how you want.
One of the Monarch cards, Mobius is a powerful monster with 2400 ATK. It requires 1 monster to tribute summon it but cards like Cost Down make it easy to summon without a tribute.
When this card is Tribute Summoned, You can target up to 2 Spell/Trap Cards on the field; destroy those targets.
Needless to say, this card is great for clearing your opponent’s S/T zone. It works really well if you have any cards that can return Mobius to your hand so you can play it again to benefit from his effect more than once.
This card is a Synchro with 2800 ATK making it great for the offense. He requires one Nitro Synchron and 1 or more non-Tuner monsters.
Once during each of your turns, if you activated a Spell Card, this card gains 1000 ATK during the next attack this turn involving this card, during damage calculation only. If this attacking card destroys an opponent’s monster by battle, after damage calculation: You can target 1 face-up Defense Position monster your opponent controls; change that target to Attack Position, then this card can make a second attack in a row, on that monster.
The offense is the name of the game with this card. Getting a boosted 1000 ATK from activating a spell card as well as getting a double attack if you destroy an opponents monster
Megaroid City is a field spell for the “Roid” archetype.
You can target 1 other card you control; destroy it, and if you do, add 1 “Roid” card from your Deck to your hand. During damage calculation, if your “Roid” monster battles: You can send 1 “Roid” monster from your Deck to the GY; switch the original ATK and DEF of your battling monster during the damage calculation only.
You can only use each effect of “Megaroid City” once per turn. You cannot Special Summon monsters from the Extra Deck, except Fusion Monsters, the turn you activate either of this card’s effects even if this card leaves the field.
It’s definitely essential for any “Roid” deck out there. With the ability to card them to your hand from the deck as well sending them to the graveyard.
An extremely powerful Fusion that isn’t incredibly hard to get out if you’re running a Machine deck. It has 4000 ATK and DEF and requires 5 Machine monsters to fuse.
This card can make a second attack during each Battle Phase. This card cannot attack your opponent directly. After damage calculation, if this card attacked an opponent’s monster: Negate the effects of that monster including in the Graveyard. If this card destroys an opponent’s monster by battle: Inflict 1000 damage to your opponent.
This card is great for offensive damage. Even without it attacking directly you can deal some damage by dealing battle damage.
Pair it with any card that can force monsters into Attack Position. Enemy Controller is a good card for this.
This is a normal spell card that affects your opponent’s monsters.
Pay 1500 LP and declare 1 Monster Type and Attribute; your opponent must send 1 face-up monster with the declared Type and Attribute from their field to the GY, if possible. For the rest of this turn, your opponent cannot activate the effects of monsters with that sent monster’s name. You can only activate 1 “Herald of the Abyss” per turn.
This is a great card for ruining a strategy. It makes it very easy to take a monster and limit their effects especially since most Archetypes share the same Monster Type or Attribute.
One of the better fusion cards that is great for decks that focus on throwing cards to the graveyard.
Fusion Summon 1 Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY face-down, but it cannot attack this turn.
For heavy fusion decks (E-Hero, Roids) this is a great card to use. It banishes the monsters to get the fusion out so it’s a bit of a cost but not a big one.
The inability to attack isn’t an issue either since it is only in effect for one turn. Overall, this is a great defensive card to use on your opponent’s turn if you need to get a powerful monster out for a counter.