Foreword
Konami has just unleashed a brand-new Selection Pack (Onslaught of Emperors) in Yu-Gi-Oh! Master Duel, delivering a wave of intriguing staples and powerful archetype support. As a result, the competitive landscape seems poised for a major transformation. This update unveils several standout cards that promise not only to diversify deckbuilding options but also to revitalise strategies, particularly in decks like Blue-Eyes White Dragon.
First and foremost, archetypes such as Memento and Shark decks receive critical reinforcements. For instance, newly introduced boss monsters dramatically boost their offensive capabilities, allowing these decks to pressure opponents more consistently. Moreover, versatile staples like the Primite cards offer potent tools that many Normal Summon-focused decks are likely to integrate immediately.
It also enhanced decks like Centur-Ion, Valmonica, and brought a new fusion to make a combo with Fiendsmith.
Let’s break down what this update brings and how it might affect the meta.
Onslaught of Emperors Highlights
All artwork, card frames, and Yu-Gi-Oh! imagery remain property of Konami Digital Entertainment. All card effect texts are simplified adaptations by the author.
I’d argue the most significant addition to this set is the Primite cards. This engine turbocharges Normal Monster strategies with versatile recursion and disruption. Maybe the standout monster of the box would be:
Primite Imperial Dragon see
EARTH|Level 6|Dragon/Effect
Special Summon Condition: Must be Tribute Summoned using 1 Normal Monster (but can be Normal Set).
Quick Effect: During your opponent’s Main Phase, reveal this card to immediately Normal Summon 1 “Primite” monster (once per turn).
Tribute Summon Effect: 1 – Negate all face-up monsters your opponent controls. 2 – Banish their monsters that match a Normal Monster in your GY in Type/Attribute.
Primite Dragon Ether Beryl – a Level 4 EARTH Dragon.
When Normal Summoned, it lets you immediately set a ‘Primite’ Spell/Trap straight from your Deck. What’s more, you can tribute it once per turn to dump a Normal Monster from your Deck to the GY. During your Standby Phase (if you control a Normal Monster or have one in your GY), you can snap this card back from the GY to your hand – again, once per turn.
Perhaps this card is even more requested than the previous one, since it is a searcher and sends cards to the graveyard.
“Primite Lordly Lode”, continues spell, fetches any “Primite” card on activation, then lets you cheat out a declared Normal Monster from anywhere (hand/Deck/GY) each turn – though it locks your Special Summoned monsters’ effects. Plus, it gives your Normals and “Primite” monsters a +300 ATK boost per unique Normal Monster in your GY.
“Primite Drillbeam”, Quick Play Spell, works as a quick banish-negate (reveal a card or skip the cost if you meet conditions), then recycles itself from the GY if you control a “Primite” monster.
“Primite Roar” pays 2000 LP to protect your declared Normal/”Primite” monsters from battle destruction, with a bonus Special Summon if your field’s empty. Its GY effect punishes opponent’s Normal Summons by banishing weaker monsters.
“Primite Scream”, a counter trap that nukes problem summons (if you control a Normal/Level 5+ “Primite” monster), then re-sets itself from the GY during your Standby Phase.
The entire toolkit rewards you for playing Normal Monsters, so prepare yourself to find it working in Decks of Blue Eyes White Dragon.
Theia, the Primal Being see
DARK|Level 11|Rock / Effect
Quick Summon: During either player’s Main Phase, tribute monsters totalling Level 11+ to Special Summon this card from your hand. If you control no other monsters, you can destroy the highest ATK monster on the field (your pick if tied).
Summon Limit: While this card’s on the field, both players get hard-capped at 4 summons per turn (Normal + Special combined).
Necroquip Princess see
DARK|Level 6|Fiend / Fusion / Effect
1 monster equipped with a Monster Card + 1 Fiend monster
Must be Special Summoned from your Extra Deck by sending the materials from your hand/field to the GY.
Restriction: You can only control 1 “Necroquip Princess” at a time.
Trigger Effect: When a monster is sent from hand to GY to activate a card/effect: Equip 1 of those monsters to this card as an Equip Spell (+500 ATK), or Draw 1 card. (This effect is once per turn.)
Varar, Vaalmonican Concord see
WATER|Spellcaster/Link-2/Effect
2 monsters (including 1 “Vaalmonica” Link Monster)
Protection: Unaffected by non-“Vaalmonica” card effects while you control 6+ Resonance Counters.
Multi-Attack: Gains +1 attack per Battle Phase for each Level 4 “Vaalmonica” monster you control (e.g., 3 Level 4s = 3 total attacks).
Quick Effect: When opponent Special Summons, you may, in order: Negate the Summon. Destroy the monster(s). Remove 3 Resonance Counters from your field(Once per turn).
Succumbing-Song Morganite see
Normal Spell
Duel-Long Effects: Hand Lock; You can’t activate monster effects in hand
Battle Boost:
• Your monsters gain 2 attacks per Battle Phase (vs. monsters only)
• All battle damage you deal is doubled when your monsters battle
Banish this card form GY: Add 1 “Morganite” card from Deck to hand. Place 1 card from hand on the Deck’s bottom
Memento Archetype Boosters
This pair of Memento monsters brings potent recursion and explosive Fusion plays to the strategy:
Mementomictlan Tecuhtlica – Creation King see
EARTH|Level 9|Illusion/Fusion/Effect
3 “Memento” monsters
GY Utility: Banish this card to fetch any “Mementomictlan” card from your Deck.
Fusion Summon Trigger: Send 3 “Memento” cards from your Deck/Extra Deck to the GY (great for setup).
Quick Effect Board Control: Destroy an equal number of your “Memento” monsters and opponent’s cards (synergises with floating effects).
Each effect once per turn, and you can’t chain multiple effects together.
Mementotlan Shleepy see
EARTH|Level 3|Beast/Effect
Special Summon Condition: If your monster was destroyed by effect this turn, drop this from your hand.
Summon Trigger: Immediately Fusion Summon a “Memento” Fusion Monster using hand/field materials (no Polymerisation needed!).
Destruction Payoff: When destroyed (battle or effect), send another “Memento” card from Deck to GY (except itself).
New Shark & Water Toolkit
Now’s the perfect time to snap up these high-impact WATER support cards – ideal not just for Shark decks, but any strategy running Fish, Sea Serpent, or Aqua monsters.
Number C32: Shark Drake LeVeiss see
A devastating finisher that can be Xyz Summoned directly over “Number 32: Shark Drake” (a generic Rank 4 accessible to most decks). This card negates a effect of a Monster and changes the ATK to Zero. Beyond that, it performs a second attack each Battle Phase.
“Xyz LeVirtue Dragon” Acts as instant recursion, retrieving any Fish, Sea Serpent, or Aqua monster from your GY (except itself) – perfect for recycling key combo pieces or extenders.
“Surfacing Big Jaws”, this versatile Level 4 Fish: Flexes as Level 3 or 5 for WATER Xyz plays. Special Summons itself when a Spell is activated (handy for quick extensions). Searches any Fish-type “Shark” monster on Summon. Restricts you to Xyz Summons from the Extra Deck that turn.
“Virtue Stream” (Trap): Destroys 1 WATER monster + 2 opponent cards. GY effect: Banish to protect a monster; Makes it WATER (if not already). Grants destruction immunity.
This box contains at least 11 new supports for Fish, Sea Serpent and Aqua decks or for Water attribute decks.
Centur-Ion Archetype Boosters
This pack brought 4 new Centur-Ion cards, 3 Monsters and 1 Quick-Play Spell. Let’s take a look:
Centur-Ion Primera Primus see
LIGHT|Level 8|Synchro/ Tuner/Effect
Battle protection (unless Special Summoned from Extra Deck)
On Synchro Summon: Searches any “Emblema” card (Deck/GY). Optional dual-field destruction (1 your card + 1 opponent’s)
GY Revival: Special Summons itself when your “Centur-Ion” cards are removed by opponent’s effects
Centur-Ion Atrii
DARK|Level 4|Dragon Tuner/Effect
Flexible Synchro Material: Can count as non-Tuner.
Summon Effect: Draws 1 if you have “Emblema” + “Centur-Ion” in GY (but locks out further Atrii Special Summons).
Trap Transformation: Can Special Summon itself from Continuous Trap state during Main Phase.
Centur-Ion Chimerea
DARK|Level 4|Pyro/Effect
Disruptive Quick Effect: Turns opponent’s Chain Link 2+ monster effects into forced “Centur-Ion” Trap transformations (from their field/GY).
Trap Transformation: Like Atrii, can Special Summon itself from Continuous Trap state.
Emblema Salvation
Quick-Play Spell
Removal: Banishes 1 “Centur-Ion” Trap to banish opponent’s card.
Recovery: If destroyed/banished by opponent, sets up 2 “Centur-Ion” Traps from anywhere (hand/Deck/GY/banish).
An Overlook and Conclusion
This box presents exceptional value for both competitive duelists and casual enthusiasts alike, offering high-impact cards that enhance multiple playstyles.
Centur-Ion Synchro Package (Primera Primus, Atrii): A self-sustaining engine with formidable search power and disruption. Its synergy with existing Synchro tools ensures long-term viability.
Primite Normal Monster Support (Lordly Lode, Ether Beryl): An efficient boost for Blue-Eyes and other Normal Monster-centric decks. Given Blue-Eyes‘ enduring popularity and recurring support, this engine represents a interesting long-term acquisition. At least, until the coming of Ryzel.
WATER Toolkit: A hidden gem for Fish, Sea Serpent, and Aqua strategies. Number C32: Shark Drake LeVeiss stands out as a devastating finisher, capable of closing games when ranked up from the generic Shark Drake. Big Jaws is a safe choice if WATER strategies appeal to you.
At the end, Let your preferred approach guide your crafting.