The Legend of the Star Heroes

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Witness the epic story of the World Heroes.

The Legend of the Star Heroes is a Solo Mode Gate in Yu-Gi-Oh! Master Duel, and focuses on the World Legacy subplot.

Like most Gates in Solo Mode, each Duel can be played with either the player's own Deck or a provided Loaner Deck fitting the theme of the Gate, with separate rewards for each. This Gate is larger than the rest, having four sub-gates for each part of the World Legacy storyline. Completing the first two sub-gates unlocks the "Cosmic Mechanical Entities" Secret Pack, while completing the third and fourth sub-gates unlocks the "Star-Studded Futures" Secret Pack.

Contents

Chosen by the World Legacy[edit]

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Channel the "World Chalice" with Link Summons that utilize Normal Monsters to Summon more powerful Monsters, and face off against the "Krawlers" using the "World Armor," which has a powerful effect when Flipped.

The battle for the World Legacy begins...!

This sub-gate summarizes the first part of the World Legacy plot, with focus on the World Chalice and Krawler archetypes.

Chapter 1: World Legacy Discovery[edit]

In a world ruled by the Mekk-Knights and enforced by the Krawlers, mankind is forced into hiding for survival. The remnants of humanity live in a village in the "Forest of the Stars", protected by a barrier that wards off mechanical invaders. Ib is the bearer of the ritual wand that maintains this barrier, and despite its strength, the mounting Krawler menace threatens to shatter the barrier and overrun the village. To attempt to lighten the burden of maintaining the barrier, her brother Ningirsu and childhood friend Auram patrol the forest, hoping to at least slay a Krawler despite their meager strength. One day, Ib hears a voice beckoning her out into the wilderness, and Auram and Ningirsu, accompanied by baby dragon Imduk, escort her into the forest to investigate.

Chapter 2: World Legacy's Heart[edit]

Guided by the mysterious voice, the trio discover a mysterious overgrown structure. As they approach, Ib's wand responded to the building, activating it and engulfing the surroundings in a blinding light. They are introduced to Lee the World Chalice Fairy, who had been sealed within the World Chalice, awaiting for a group of heroes to arrive for her to guide. Her mission is to save the world from the "Great Darkness" but she was obstructed by the efforts of the Mekk-Knights. The group accepts Lee's guidance and awaken to new powers as World Heroes.

Chapter 3: Practice[edit]

Learn the ins and outs of the "World Chalice" Deck.

This chapter serves as a tutorial for using the World Chalice cards.

  • Reward: 150 EARTH Orbs

Chapter 4: Duel 1[edit]

Loaner Deck[edit]

A Deck that teaches you the basics of "World Chalice." "Imduk the World Chalice Dragon" can be Link Summoned with just 1 Normal Monster, allowing you to unlock even more powerful Link Monsters. If your opponent has a Monster in face-down Defense Position, you can take care of it with "Ningirsu the World Chalice Warrior" or "Nobleman of Crossout."

Opponent's Deck[edit]

A Deck that teaches you the basics of "Krawlers." As this Deck does not use an Extra Deck, make full use of the two Effects "Krawler" Monsters have to destroy your opponent's Cards and to make your own Monsters go further in battle. "Krawler Spine" plays an especially important role in helping to destroy your opponent's Monsters.

Chapter 4.1: Locked[edit]

This chapter becomes available after completing the first Duel. It can be unlocked by spending 100 LIGHT Orbs and 100 WIND Orbs.

Chapter 4.2: Duel 2[edit]

Loaner Deck[edit]

A Deck that combines the "World Chalice" series that revolves around Normal Monsters, and "Paleozoics." The versatile "Paleozoic" Cards can help you out in situations that are hard to pull yourself out of with "World Chalice" Monsters alone. When Special Summoning from the Extra Deck, survey the situation first before making your choice.

Opponent's Deck[edit]

A Deck that combines Gemini Monsters with the "World Chalice" archetype that revolves around Normal Monsters. By using the Effect of "Ningirsu the World Chalice Warrior" to send "Supervise" to the Graveyard (while equipped to a Gemini Monster), you will be able to Special Summon a "World Chalice" Normal Monster from your Graveyard. Take advantage of the multiple Normal Summons you gain to get ahead in the Duel.

Chapter 4.3: Duel 3[edit]

Loaner Deck[edit]

A Deck that combines "World Chalice," an archetype that uses a lot of Normal Monsters, with Normal Monster support like "Princess Cologne" and its related Cards. The best part about this Deck is that it creates a lot of opportunities to Summon "World Chalice" Link Monsters and Rank 4, 6, and 8 Xyz Monsters. Triumph over your opponent with your army of Monsters!

Opponent's Deck[edit]

A Deck that uses many "World Legacy" Monsters to boost the ATK of "Auram the World Chalice Blademaster." The basic strategies don't differ much from a regular "World Chalice" Deck, but you can use the discard costs you must pay to activate Card Effects to send lots of "World Legacy" Monsters to the Graveyard.

Chapter 5: World Legacy Landmark[edit]

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With Lee's guidance the World Heroes begin venturing out across the world, making short work of the Krawlers they encounter. They are told to seek out the other six World Legacies and activate them, as the combined might of the seven World Legacies will give them the strength to not only defeat the Krawlers but also potentially end the Mekk-Knights' fearsome reign.

Chapter 6: World Legacy in Shadow[edit]

The World Heroes set off in search of the next World Legacy, venturing into new lands they had never seen before. Their next destination is a swamp, where the World Armor rests. But they are not alone, as countless Krawlers also inhabit the hollows of the Armor.

Chapter 7: Duel 4[edit]

Loaner Deck[edit]

Whenever your opponent Special Summons a Monster or activates a particularly troublesome Effect, stop them with "Solemn Strike." Doing this will shave down your LP (Life Points) considerably quickly, so keep a sharp eye on the battle damage you receive too. Other cards that will support you greatly in your Duel include "Draining Shield" and "Compulsory Evacuation Device."

Opponent's Deck[edit]

With the Effect of "World Legacy in Shadow," you can gather 2 "Krawler" Monsters to the Field to prepare for a Link Summon. Make good use of Cards like "Lair Wire," a Trap Card that can destroy a Monster your opponent controls at the cost of Banishing 1 Insect-Type Monster from your Graveyard, and "World Legacy - "World Armor"" which you can Special Summon from the hand when a Monster is Flip Summoned.

Chapter 7.1: Locked[edit]

This chapter becomes available after completing the fourth Duel. It can be unlocked by spending 100 DARK Orbs and 100 EARTH Orbs.

Chapter 7.2: Practice[edit]

Learn the ins and outs of the "Krawler" Deck.

This serves as the tutorial to Krawlers.

  • Reward: 250 EARTH Orbs

Chapter 7.3: Duel 5[edit]

Loaner Deck[edit]

A Deck that combines two Flip Monster archetypes, "Krawler" and "Tindangle." "Tindangle" Monsters can help you Link Summon "Subterror Behemoth Fiendess" and "Tindangle Acute Cerberus" that can help push "Krawlers" to greater levels of power.

Opponent's Deck[edit]

A Deck that combines two EARTH archetypes, "Krawler" and "Naturia." Special Summon "Krawler" Monsters face-up with the Effect of "World Legacy in Shadow," then Summon a "Naturia" Tuner to execute a Synchro Summon. This Deck's strength lies in being able to both destroy your opponent's Cards and negate their activations.

Chapter 8: World Legacy Pawns[edit]

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The World Heroes are overrun by the endless swarm of Krawlers and are forced to put up a last stand when their means of retreat are cut off. Lee tells them that the X-Krawler commands the Krawler armies, and they focus their efforts on taking it down. With the X-Krawler shut down, the Krawler army collapses, motionless. But before the Heroes can celebrate, they are greeted by the seven Mekk-Knights, who reach out and abduct Ib, who had been exhausted from the battle. Lee cautions that Ib's wand is key to activating the other World Legacies and should not fall into the wrong hands, and urges the Heroes to rescue Ib.

Gift of the Martyr[edit]

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Now standing in their way are the "Mekk-Knight," who employ tactics using columns and the "World Shield," as well as the "Knightmare," who control the World Lance and nightmarishly powerful Link Monsters.

The battle for the "World Legacy" rages on..!

This sub-gate summarizes the second part of the World Legacy plot, with focus on the Mekk-Knight and Knightmare archetypes.

Chapter 1: World Legacy Key[edit]

Ib is held captive by the Mekk-Knights, her wand confiscated and sealed in the core of Mekk-Knight Blue Sky. However, aside from taking away the wand, the Mekk-Knights did not lay a hand on Ib. She wonders if the Mekk-Knights were truly evil as they first thought.

Meanwhile, the rest of the World Heroes follow the Mekk-Knights to their base, situated within the ruins of a forgotten civilization, flanked by the World Lance and the already active World Shield. However, before they could approach the Shield, they are ambushed by the Mekk-Knights, and fight with all their might, driven by the desire to rescue Ib. The Mekk-Knights respond by fusing into their strongest form - Mekk-Knight Spectrum Supreme.

Chapter 2: Duel 1[edit]

Loaner Deck[edit]

Freeze your opponent's high-Level Monsters in their tracks with "Grave of the Super Ancient Organism." They will not be able to attack or activate their Effects. For Monsters without Levels like Link Monsters, Cards like "Solemn Strike" and "Compulsory Evacuation Device" are recommended. Use Cards like "Spell Strider" and "Trap Eater" to deal with your opponent's Continuous Spell and Trap Cards.

Opponent's Deck[edit]

A Deck that teaches you the basics of "Mekk-Knights." Be conscious of column placements when Special Summoning "Mekk-Knight" Monsters and using their supporting Continuous Spell and Trap Cards. As there are a lot of Level 8 Monsters, use "Trade-In" to bring forth the Card you need.

Chapter 2.1: Locked[edit]

This chapter becomes available after completing the first Duel. It can be unlocked by spending 100 EARTH Orbs and 100 FIRE Orbs.

Chapter 2.2: Practice[edit]

Learn the ins and outs of the "Mekk-Knight" deck.

This serves as the tutorial to the Mekk-Knights.

  • Reward: 250 EARTH Orbs

Chapter 2.3: Duel 2[edit]

Loaner Deck[edit]

A Deck that combines "Mekk-Knights" and "Ursarctics." Use high-Level "Mekk-Knight" Monsters that can easily be Special Summoned to bring out "Ursarctic Polari," a key player in Synchro Summoning high-Level "Ursarctic" Synchro Monsters. Harness the power of Links and Synchros to adapt to any hand or Field situation!

Opponent's Deck[edit]

A Deck made up of "Galaxy" and "Mekk-Knight" Cards, utilizing lots of high-Level LIGHT Monsters. One of the most powerful things it can do is Summon two or more Level 5 and above Monsters with ease for Xyz Summoning. This Deck is built to make Xyz Summoning Rank 5 and Rank 8 Monsters simple.

Chapter 2.4: Duel 3[edit]

Loaner Deck[edit]

A Deck that combines "Mekk-Knights" and "Sky Strikers." Fulfill the activation conditions of "Sky Striker" Spell Cards quickly and easily with Link Summons and the Effect of "Mekk-Knight Purple Nightfall." There are limited ways for you to boost your ATK, so take care not to let your opponent Summon anything too strong.

Opponent's Deck[edit]

A Deck that combines "Mekk-Knights" and "PSY-Frames." Most "Mekk-Knight" Monsters are Psychic-Types. Using the Effect of "Mekk-Knight Purple Nightfall" while "PSY-Framelord Lambda" is on the Field will make it easier to use the Effect of "PSY-Framelord Lambda"!

Chapter 3: World Legacy's Secret[edit]

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As the battle rages on, the force of Ningirsu's and Spectrum Supreme's attacks colliding blows open a hole in the Mekk-Knight base. Ningirsu signals to Lee to infiltrate the Mekk-Knight base to find Ib. As Lee reunites with Ib, Ib calls out to her and suggests that there should be no reason to continue fighting the Mekk-Knights, and proposes they halt the battle. Lee reveals her true nature, and a shadow engulfs the both of them...

Chapter 4: World Legacy's Corruption[edit]

An explosion at the Mekk-Knight base is heard and all combatants briefly stop fighting to assess the commotion. Ib had broken out, but her body has been taken over by Lee, becoming Knightmare Corruptor Iblee. Iblee deprives the Heroes of their powers and threatens to take their lives, only for the Mekk-Knights to step in and take the brunt of the blow. Spectrum is split apart and Iblee begins extracting the Mekk-Knights' cores. In a moment of desperation and compassion, Blue Sky bestows its core and the ritual wand to Auram, merging with him to form Mekk-Knight Avram.

Chapter 5: World Legacy's Nightmare[edit]

With the power of the key split between Avram and Ib, Iblee makes a beeline for the World Lance to activate it before Avram can. However, Avram's pursuit is halted by the Knightmares, formed from the cores of the Mekk-Knights. Ningirsu, despite his lack of power, bravely steps in to hold off the Knightmares, instantly destroying Knightmare Mermaid and drawing the attention of all the other beasts.

Chapter 6: Duel 4[edit]

Loaner Deck[edit]

As this Deck does not use an Extra Deck, you will be relying on Monsters with high ATK like "Mekk-Knight Blue Sky" and "Mekk-Knight Avram" to carry your battles. Pinpoint your opponent's Effects to stop them in their tracks and take them on with your array of Monsters, Spell Cards, and Trap Cards. Your key to victory will be to efficiently deal with high-level Monsters and Link Monsters.

Opponent's Deck[edit]

"World Legacy - "World Armor"" can be Special Summoned from the Graveyard, and "Mekk-Knight" Monsters can be Special Summoned from the hand depending on what Cards are in which columns. Use these Effects to Link Summon powerful "Knightmare" Link Monsters! Some of these Link Monsters don't have very high ATK, so give them some extra protection when needed with "World Legacy - "World Lance"."

Chapter 6.1: Locked[edit]

This chapter becomes available after completing the fourth Duel. It can be unlocked by spending 100 DARK Orbs and 100 FIRE Orbs.

Chapter 6.2: Duel 5[edit]

Loaner[edit]

A Deck that combines "Knightmare" and "Unchained," two archetypes with Fiend-Type Link Monster powerhouses. Use the Effects of "Unchained" Monsters to gather the Link Materials you need. The Link 4 Monsters of the Deck include "Knightmare Gryphon" and "Unchained Abomination." Choose which one to Summon depending on what your opponent is planning.

Opponent's Deck[edit]

A Deck that combines "Knightmare" and "Fabled" Cards. By discarding the "Fabled" Monsters in your hand for your "Knightmare" Link Monster's Effects, you will be able to use a wide range of Effects. Many of these Monsters have Effects where you can Special Summon them by discarding Cards from your hand, so use them to make Summoning even more Link Monsters easier!

Chapter 6.3: Duel 6[edit]

Loaner[edit]

A Deck that uses "Knightmare Corruptor Iblee" alongside the similarly Cyberse-Type archetype, "@Ignister." Survey the situation, then use "Cynet Mining" to bring the most suitable Monster to your hand. Take full advantage of the range of Extra Deck Monsters. There's one for almost every scenario!

Opponent's Deck[edit]

A Deck that combines "Knightmare" and "Predaplant" Cards. Turn "Knightmare Corruptor Iblee" into your Fusion Material even after it is Summoned to your opponent's Field by using "Super Polymerization" or "Predaplant" Monster Effects. Choose to Special Summon either a Fusion or Link Monster depending on the situation you're in.

Chapter 7: World Legacy's Sorrow[edit]

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Avram reaches the base of the World Lance but is too late to stop Iblee from activating it. With the Lance, Iblee trounces Avram and collects his swords that hold his half of the ritual key. Before she can kill off Avram, Imduk intervenes and briefly breaks Lee's influence on Ib. To prevent Lee from taking over again, Ib thrusts Avram's sword into her own body despite Avram's protests. Ningirsu arrives only to be greeted with the tragic sight of Avram cradling Ib's dying body...

The Secret Powers of the Planet[edit]

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Auram and his linked comrades, the "Crusadia", are up against a new foe, the "Orcust" who can be called back from the GY even after they are destroyed. One question remains: who is the mastermind behind these menacing machines?

A new "World Legacy" battle is about to be unleashed!

This sub-gate summarizes the third part of the World Legacy plot, with focus on the Crusadia and Orcust archetypes.

Chapter 1: World Legacy's Mind Meld[edit]

A few years have passed after Ib sacrificed herself to stop Lee, and the memory of that moment still haunts Auram. Having also lost contact with Ningirsu since that day, Auram continues journeying the world with Imduk in search of his missing friend. Stumbling across a dormant Krawler, Auram attempts tapping into it, hoping that it may yield a clue that leads him to Ningirsu...

Chapter 2: Crusadia Revival[edit]

Accessing the Krawler opened Auram up to its systems, showing him maps where Krawlers still roam active. Armed with this new clue, Auram and Imduk set off towards uncharted lands in search of Ningirsu. His journey is arduous, but brings him into contact with other tribes across the world — the fiery recluses, the stalwart beasts, and lakeside trees. By bringing the tribes and their folklore together, Auram unlocks their hidden potential, akin to the World Chalice powers that were once bestowed upon him.

  • Reward: "Crusadia Maximus" sleeves

Chapter 3: Creation Myth[edit]

There was once a god that ruled the skies, using dragonkind to maintain the balance of the realms through the cycle of destruction and rebirth. However, with each iteration of the cycle, more and more destruction was wrought, and thus the god decided to descend to the earth and encase the everlasting destructive forces in the planet's core. The powers of creation and destruction raged within the planet but were successfully contained, and a trickle of creation was allowed to leak to the surface to let life flourish. The god turned the last of its power into a Key, bestowing it as a focus of its own power, through which civilization on the planet's surface would combat the forces of destruction.

  • Reward: 150 FIRE Orbs

Chapter 4: World Legacy's Memory[edit]

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As time passed, humanity began to populate the world, and their scientific knowledge and technological knowhow brought themselves prosperity. Their advancements had adverse effects on the environment, however, which weakened the dragons that protect the planet. When humankind excavated the Key, Lee, a leading scientist in that world, spearheaded research on it. The organization studying the Key, named "Crusadia", used the knowledge obtained from the Key to develop the Mekk-Knights, mechanical defenders of the planet. Lee, however, was fascinated by the legend surrounding the Key, and sought to use it to draw out the Great Darkness from within the planet and claim its divine powers.

  • Reward: 150 WATER Orbs

Chapter 5: Project Mekk-Knight[edit]

Following the commencement of "Project Mekk-Knight", Mekk-Knight of the Morning Star was completed, imbued with the power of the Key. While Lee was giving it a test run, she took the opportunity to realize her ambitions, directing the Key's celestial powers into the planet's core to awaken the Great Darkness. The Great Darkness, through Morning Star, wrought destruction across the world, and the seven other Mekk-Knights quickly rose to oppose and destroy it. To contain the Darkness, the other members of the Crusadia developed physical vessels of their own — the World Legacies — and reprogrammed the Mekk-Knights to erase the remnants of humanity so that the planet can flourish again unimpeded. Meanwhile, Lee, who was killed in the cataclysm, had already uploaded her soul into the World Chalice, so she may once again attempt to claim the divine powers in the future.

  • Reward: 150 EARTH Orbs

Chapter 6: Crusadia Power[edit]

Auram begins to notice the presence of the Great Darkness, and feels that he is being beckoned to it. When he notices that the perpetrator is Ningirsu, he turns to his new companions for help. Together, they unite as the Crusadia, activating the World Crown to awaken to new forms, and advance towards the giant tower in the distance, Orcustrated Babel. There, they are opposed by the Orcust, led by Ningirsu, who is focused on activating the World Wand. Casting aside his doubt, Auram gathers all his courage to oppose his former friend and avert another disaster.

Chapter 6.1: Longirsu's Motives[edit]

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When Ningirsu saw Auram cradling his sister's lifeless body, he was struck with despair, and his mind filled with a desire to revive Ib at any cost. He struck Auram unconscious, collected Ib's body, and fled with Auram's second sword. He proceeded to analyze the Mekk-Knight cores and Auram's sword to understand the powers of the World Legacies and even maybe find a way to revive Ib. His efforts lead him to learn of a number of abandoned facilities scattered across the world, and he sets off to check each one for answers. While most of what he found were unhelpful, Ningirsu eventually reaches fully functional facility...

  • Reward: 150 DARK Orbs

Chapter 6.2: Orcustrated Return[edit]

Ningirsu has learned of all the secrets of the world. Using the ancient technologies, he tries creating a vessel for Ib's soul. After numerous failures that would be repurposed as his Orcust army, his one successful creation is "Galatea, the Orcust Automaton", and this also revitalizes the sword he stole from Auram. Now, he commences the next step of the plan: to build "Orcustrated Babel" and use it to create a new world for his resurrected sister.

  • Reward: "Longirsu, the Orcust Orchestrator" sleeves

Chapter 7: Locked[edit]

This can only be unlocked once you have obtained the Longirsu sleeves from chapter 6.2.

Chapter 8: Practice[edit]

Learn the ins and outs of the "Crusadia" deck.

This serves as the tutorial to the Crusadia archetype.

  • Reward: 150 WIND Orbs

Chapter 9: Duel 1[edit]

Loaner[edit]

Use the power of your "Crusadia" allies to defeat powerful enemies! The basic strategy is to Summon a Link Monster and then place another monster in a zone that the Link Monster points to. This will boost your Link Monster's attack, and so you can go on the offensive. When the opponent is on the defensive, use the effect of "Crusadia Leonis" to penetrate their defenses and inflict battle damage.

Opponent's Deck[edit]

A Deck that teaches you the basics of "Orcust." Shoot for a Link Summon by gathering monster on the field with the effects of "Orcust" monsters that are activated by banishing them from the Graveyard.

Chapter 9.1.1: Locked[edit]

This chapter becomes available after completing the first Duel. It can be unlocked by spending 300 DARK Orbs.

Chapter 9.1.2: Practice[edit]

Learn the ins and outs of "Orcust" decks.

This serves as the tutorial to the Orcust archetype.

Chapter 9.1.3: Duel 2[edit]

Loaner[edit]

Center your strategy on "Orcust" monsters, and try to block Traps on the opponent's field with the effect of "Jinzo". When facing monsters that cannot be destroyed by effects, counter them by sending them to the Graveyard with the effect of "Longirsu, the Orcust Orchestrator" or by gaining control of them with "Jinzo - Layered".

Opponent's Deck[edit]

Play "Orcust" monsters and try to call forth "Cracking Dragon" when needed. When your opponent Normal or Special Summons a single monster, this card lets you reduce its ATK and inflict damage.

Chapter 9.1.4: Duel 3[edit]

Loaner[edit]

A Deck that combines DARK Machine-Type "Orcust" and "Gimmick Puppet" cards. After activating the effects of certain cards, only "Gimmick Puppet" monsters can be Special Summoned, so be careful about the order in which your activate their effects.

Opponent's Deck[edit]

A Deck that combines DARK Machine-Type "Cyberdark" and "Orcust" cards. Since "Orcust" monsters are mainly Special Summoned, use a "Cyberdark" monster for your Normal Summon and take advantage of their respective effects.
Previous List[edit]

Chapter 9.2.1: Locked[edit]

This chapter becomes available after completing the first Duel. It can be unlocked by spending 150 each of LIGHT, EARTH, WATER, FIRE, and WIND Orbs.

Chapter 9.2.2: Duel 4[edit]

Loaner[edit]

A Deck that combines "Mathmech" and "Crusadia" with Cyberse-Type monsters in the Extra Deck serving as ace cards. "Crusadia Equimax" can also be equipped with "Mathmech Billionblade Nayuta," allowing you to give it a further ATK boost when you already have monsters in zones that it points to.

Opponent's Deck[edit]

A Deck that combines "Crusadia" monsters with Cyberse-Type monsters that have effect to Special Summon themselves. Link Materials for Link-2 or higher "Crusadia" Link Monsters can include monsters other than "Crusadia" monsters, so choose your Link Materials while keeping in mind the effects they will have on the field.

Chapter 9.2.3: Duel 5[edit]

  • Reward (Loaner): "Crusadia Equimax" icon
  • Reward (My Deck): 200 Gems

Loaner Deck[edit]

A Deck that combines "Crusadia" and "Mekk-Knight." There are an abundance of high-ATK "Mekk-Knight" monsters, and if you can Special Summon them to a zone that a "Crusaida" Link Monster points to, you'll be able to atack with even higher ATK.

Opponent's Deck[edit]

Try to strengthen your field by Link Summoning "Crusadia" Link Monsters and Synchro Summoning Synchro Monsters to where a Link Monster points to. Changing the Level of monsters through the effect of "Risebell the Star Adjuster" will allow you to Summon a high-Level Synchro Monster.

Chapter 10: Orcustrated Attack[edit]

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As the Orcust army opposes the Crusadia's advance, Auram notices that Babel is emanating a power that resembles his Key. The mechanical vessels use this to activate Babel, releasing a bright pillar of light aimed at the World Wand. Auram, realizing that this would threaten the planet, tries to stop its activation but is intercepted by Ningirsu. The two former friends clash, neither gaining any ground over the other. With a resounding crash, the World Wand smashes into the planet's crust...

Where the World Legacy Leads[edit]

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With the fall of "World Legacy - "World Wand"" the Guardragons awaken, and the advent of the "Great Darkness" draws closer.

Will Auram's choices change where the "World Legacy" will lead us?

The sub-gate summarizes the finale of the World Legacy plot, and introduces the Guardragon archetype. Completion of this sub-gate unlocks the "Star-Studded Futures" Secret Pack.

Chapter 1: Guardragon Shield[edit]

The World Wand crashes into the planet's crust, sending tremendous aftershocks rippling across the planet. To protect his Crusadia companions, Imduk invokes the power of the gods, sacrificing himself to create a barrier to defend them. As Auram cradles Imduk's lifeless body, the World Ark, which had been activated by the Wand, begins absorbing Imduk's power. The merger creats the fearsome two-headed "Guardragon Andrake," which then reforms each World Legacy into a draconic form. The Guardragons have awoken.

Chapter 2: Orcustrated Release[edit]

Ningirsu is unfazed by the Guardragons, and focuses on Ib's revival. He brings Ib's dead body to Galatea and intends to use the remnants of the Key's power to enact his plan. Galatea absorbs Ib's body, but the revival goes awry - the remnants of Lee's soul had taken over the fusion, transforming Galatea into Orcust Knightmare. Taking the Key's power for herself, Lee decimates Ib's soul and consumes the Guardragons, growing into the monstrous "Knightmare Incarnation Idlee," and then creating an enormous Krawler, named "Deus X-Krawler." Auram and his allies notice the giant Krawler is connected to the Great Darkness below, but their advance is held off by Imduk, now transformed into "World Legacy Guardragon Mardark."

Chapter 2.1: Locked[edit]

You must have the "Longirsu" icon from Chapter 4 of this sub-gate to unlock this chapter.

Chapter 2.2: Duel 1[edit]

Loaner Deck[edit]

Many of the "Guardragon" monsters have effects associated with Normal Monsters or effects that Special Summon monsters. The effect of "Guardragon Pisty" is particularly noteworthy. If two or more Link Monsters can be played, you can activate effects that Special Summon a Dragon monster to the Monster Zone where they point to. When Special Summoning monsters, be aware of the zones to Special Summon them to.

Opponent's Deck[edit]

A Deck that utilizes many Level 4 or lower Normal Monsters, and focuses on the effects of "Guardragon" monsters that have effects related to the Normal Monsters. A single Normal Monster can easily lose in a matchup, but you can use Link Summons and the effects of "Guardragon" monsters to build them into powerful monsters! Use Normal Monsters sent to the Graveyard to Special Summon "World Legacy Guardragon Mardark."

Chapter 2.3: Duel 2[edit]

Loaner Deck[edit]

A Deck that combines "Dragonmaid," a Dragon archetype with excellent deployment capabilities, and "Guardragons." If you use a Dragon Normal Monster as Fusion Material for "House Dragonmaid," you can further expand your strategy. Furthermore, "World Legacy Guardragon" can add a level 4 or lower Dragon monster in your Graveyard to your hand, or Special Summon it. Use it to play not only "Guardragon" monsters but "Dragonmaid" monsters as well.

Opponent's Deck[edit]

A Deck that combines the Dragon Pendulum Monsters such as "Dracoslayers" with "Guardragons." combine Pendulum Summoning and Link Summoning to try to Special Summon multiple monsters. The key to win is using the Extra Monster Zone and the Link Arrows on Link Monsters. Once you have "Dracoslayer" monsters and "Dracoverlord" monsters on your field, try to Special Summon "Master Peace, the True Dracoslayer."

Chapter 2.4: Duel 3[edit]

Loaner Deck[edit]

A Deck that combines "Rokket," which use Link Summoning to deploy powerful Dragon monsters, and "Guardragons." Once you play "Rokket" monsters with "Boot Sector Launch," which can Special Summon multiple "Rokket" monsters from the hand or Graveyard, aim to Special Summon "Borrel" monsters with high ATK and powerful effects by utilizing Link monsters such as "Guardragon Pisty."

Opponent's Deck[edit]

A Deck that combines "Red-Eyes," which trumps powerful Fusion Monsters, and "Guardragons." "Red-Eyes Black Dragon" is not only a mainstay, but can also be sent from the Deck to the Graveyard with "Red-Eyes Insight" to connect to "Guardragon" monsters, taking advantage of the fact that it is a Normal Monster. The "Red-Eyes Black Dragon" sent to the Graveyard can be Special Summoned by "Guardragon Pisty." In other words, utilizing the Graveyard is the key to victory.

Chapter 3: Guardragon Reincarnation[edit]

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The previous clash with the Orcust has left the Crusadia too fatigued to push past Mardark. When all hope seems lost, a glowing dragon, "Guardragon Justicia," approaches Idlee. With its power, it removes Ib's body from Idlee and merges with it, resurrecting her as "Ib the World Chalice Justiciar." Before Auram or Ningirsu can celebrate their reunion, they have to address Idlee, who has lost control of the World Legacy and has gone on a rampage. Ib and Auram call out to Imduk's soul, reawakening the lost dragon as "World Chalice Guardragon Almarduke." Meanwhile, Deus X-Krawler finally unearths the true form of the Great Darkness - "World Gears of Theurlogical Demiurgy."

Chapter 4: Galatea's Will[edit]

Ningirsu had intended to use the Key to control the powers of the Guardragon to facilitate Ib's revival, but the procedure went awry due to Lee's soul hijacking the whole process. As Ningirsu fell into despair, he witnessed Guardragon Justicia bringing his lost sister to life. As Ningirsu collects himself after witnessing the miracle, he hears the final thoughts of Galatea, who had somehow gained a soul of her own. Out of a love for its master, the doll discretely transferred Ib's soul into the World Chalice and gave itself up to Lee. Motivated by the sacrifices that were made for this miracle, Ningirsu clutches Ib's sash and faces the threat with newfound determination.

Chapter 5: Crusadia Testament[edit]

Gazing upon the World Gears, Auram recalls a passage from the Legend of the Star Heroes, and calls his Crusadia allies to help unite all the World Legacies into a single entity. Idlee takes notice and moves to stop their efforts, but she in turn was interrupted by Ningirsu, who forges a colossal spear from the remnants of his Orcust army and thrusts it directly at Idlee. He then merges with the remnants of his Orcust army and becomes "Dingirsu, the Orcust of the Evening Star," and gives his all to protect Ib and the Crusadia. The mad Idlee uses Deus X-Krawler to forcibly bind herself to the World Gears, causing it to lose control and wreak even more destruction across the planet. Thanks to Dingirsu buying them enough time, Auram comples his ascension, transforming into "Mekk-Knight Crusadia Avramax." It is now up to the heroes to bring a stop to the Great Darkness.

Chapter 6: Duel 4[edit]

Loaner Deck[edit]

A Deck that is centered around "Crusadia" and uses a strategic combination of seven "World Legacies." Aim to Link Summon "Mekk-Knight Crusadia Avramax," which displays unmatched strength in battle against Special Summoned monsters. If your opponent's defense is strong and you can't penetrate it with "Avramax" alone, Special Summoning "Dingirsu, the Orcust of the Evening Star" can be your breakthrough. Go all-out to defeat powerful enemies and put an end to this battle!

Opponent's Deck[edit]

"Knightmare Incarnation Idlee" can be Special Summoned from your hand if the total number of Link Arrows on the field is 8 or more. Therefore, depending on the situation, it can also have the effect of sending all Link monsters on the field to the Graveyard. Once you have exhausted your opponents, Link Summon "World Gears of Theurlogical Demiurgy" using the monsters that are played by "World Legacy Monstrosity" as its material. Its effect of destroying all cards on the field except itself is as if it embodies an overwhelming power that leaves no room for counterattack!

Chapter 6.1: Locked[edit]

You must have the "Avramax" sleeves from Chapter 5 of this sub-gate to unlock this chapter.

Chapter 6.2: Duel 5[edit]

Loaner Deck[edit]

A Deck that aims to Link Summon "World Gears of Theurlogical Demiurgy" by utilizing "Generaider" cards that line up multiple Level 9 monsters. Level 9 "Generaider" monsters come in a variety of Types and Attributes, and can be Special Summoned by the effect of "Generaider Boss Stage," as well as that of "World Legacy Monstrosity." The effect of "World Gears of Theurlogical Demiurgy" also destroys cards on your field, so be sure to watch the timing when you activate it.

Opponent's Deck[edit]

A Deck that aims to Link Summon "World Gears of Theurlogical Demiurgy" by utilizing "Gladiator Beast" monsters, which come in a wide variety of Types and Attributes. Call forth a Level 5 or higher "Gladiator Beast" monster using the effect of a "Gladiator Beast" monster that battled. It is not difficult to prepare Link Materials for "World Gears of Theurlogical Demiurgy" if you combine the effect of cards such as "Gladiator Rejection." If there are cards on the opponent's field that are difficult to deal with, try to go for a Link Summon.

Chapter 6.3: Duel 6[edit]

Loaner Deck[edit]

A Deck that aims to Link Summon "World Gears of Theurlogical Demiurgy" by utilizing "Therion" monsters, which are diverse in Type and Attribute, and are often high-Level. The "Therion" monsters can be Special Summoned from the hand by using a monster sent to the Graveyard, such as "Endless Engine Argyro System." The key is to be able to quickly take advantage of the effect that send cards to the Graveyard in order to keep monsters on the field.

Opponent's Deck[edit]

A Deck that aims to Link Summon "World Gears of Theurlogical Demiurgy" by utilizing "Chemicritter" monsters. Equip it to a Gemini monster, then advance your strategy with "Supervise" that treats it as if it were Summoned once more, or deploy a Gemini Normal Monster in the Graveyard, while supporting them with "World Chalice" monsters. If you can Special Summon a Level 8 "Chemicritter" monster from your hand with the effect of "Chemicritter Oxy Ox," you will have more options for Link Summons and Xyz Summons.

Chapter 7: World Legacy Bestowal[edit]

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Auram, using his newfound powers, plunges into the planet's core to access the World Gears. In its core, he finds Lee in her original human form, and he asks her why she chose to do all this. Lee doesn't answer, but Auram can feel her memories and motives — her thirst for knowledge and pursuit of truth, all perverted by a lust for divine power. He also learns of Lee's nightmarish plan — how she learned of the Key in her time, and everything she did to acquire its divine powers, and the destruction she caused so that a true successor can be found. Auram is appalled at the suffering she wrought all for the sake of sating her curiosity.

Chapter 8: World Reassembly[edit]

Among Lee's discoveries is "The Program of Transformation" that can be used in accordance with its controller's will. The previous successors to the Key who had ascended to godhood eventually lost control of the World Gears, creating cycles of destruction and rebirth until the next successsor claims the Key. Despite not being a successor, Lee had planned to use the Key and the Krawlers to forcibly integrate the divine power into herself... but all this was for nought, as Auram, backed by the determination of his allies, had truly become the Key's successor who can fully control the World Gears. As the last of Lee's mind vanishes, Auram has to make a quick decision before the World Gears lays complete waste to the planet.

Cherishing the memories of everyone he had met and lost on his journey, Auram finally seizes the divine power before him, merging with the World Gears to become "Avida, Rebuilder of Worlds." His first and last order as the new god: "Bring back all those lives lost amidst the war over the World Legacy, and allow me to end the reign of gods to prevent conflict over divine power from happening ever again." The Program starts, and his will is enacted...

Chapter 9: Epilogue[edit]

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The world is reborn, along with everyone who was lost in the war over the World Legacy. But in choosing to end the vicious cycle of destruction and rebirth, Auram has inevitably erased himself from this world. Life now blossoms across the reborn planet, without a trace of the scars of war. The only remnant of divine power was bestowed to Ib — the World Key. Ib, now reborn as "Lib the World Key Blademaster," sets off on a journey with Imduk to seal away the final fragment of the World Legacy. Meanwhile, Ningirsu, now reborn as "Girsu, the Orcust Mekk-Knight," watches over his sister from afar, tasked with protecting Ib and the new world with his companion Galatea at his side. Ib, clutching the World Key, watches as its glow leads her across the world to its next destination...