Card Tips:Arcana Knight Joker
- This card can be Special Summoned with "Summoner of Illusions".
- After all three Fusion Materials have attacked (which can be possible due to the effect of "King's Knight") on an empty field, fuse them with "Super Polymerization" (Traditional Format only) or "Flash Fusion" to attack with "Arcana Knight Joker" for an OTK.
- If that strategy hasn't wiped out your opponent's Life Points, defuse "Arcana" back into its Materials using "De-Fusion", then attack using the 3 "Knights".
- Cards that can get specific cards in your hand can be good. "Sangan" (Traditional Format only) for monsters, "A Cat of Ill Omen" for Traps, and "Toon Table of Contents" for Deck thinning and a left over Spell Card. Another good card is "Gold Sarcophagus" which can search out any type of card, but it takes a few turns to get the card.
- Use cards like "Thunder Dragon" and "Night Assailant" to maintain hand advantage and negate monster effects.
- This card works well in Decks with "Jinzo", "Tyrant's Tirade", "Royal Decree", and/or "Trap Stun". By removing your opponent's ability to use Traps, focus on having a hand full of Spells and monsters to negate those effects.
- If using "Tyrant's Tirade", use "Skill Drain" to prevent your opponent from using monster effects while still being able to use your own monster effects, allowing yourself to not have to worry about keeping monsters in your hand to protect your monster.
- Using "Horus the Black Flame Dragon LV8" will cut off your opponent's ability to use Spells, so focus on having a hand full of monsters.
- Equipping this card with "Wicked-Breaking Flamberge - Baou" to protect it from Flip monsters this monster destroys.
- Discard "Ojamagic" to negate a Spell effect, then use the three "Ojama" monsters gained to negate three monster effects.
- Use "Sinister Serpent" to maintain hand advantage and negate monster effects.
Traditional Format[edit]
- This card can be Special Summoned with "Cyber-Stein".