Introduction
Sky Striker is a Link-focused control deck that benefits from having 3 or more Spell Cards in your GY for additional effects for their Spell Cards. The deck benefits from generating resources with Sky Striker Mobilize - Engage and Sky Striker Mecha Modules - Multirole and breaking boards turn 2 with their arsenal of Spell Cards. With the new additions of Sky Striker Mobilize - Linkage! and Surgical Striker - H.A.M.P., it enables the deck to remove problematic monsters and OTK easier.
#Sky Striker Guide (2025-09-26)
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Monsters
Sky Striker Ace - Raye (1-2): This is the main monster you will summon to go into your Link Monsters. Raye can tribute herself as a Quick Effect to Special Summon a "Sky Striker Ace" Link Monster to the Extra Monster Zone. Raye also has the additional effect of summoning herself from the GY if your "Sky Striker Ace" Link Monster leaves the field because it was destroyed in battle or removed by an opponent's card effect. Keep in mind that the effect to Special Summon a Link Monster is not a Link Summon so she is unable to use it to summon Sky Striker Ace - Zeke.
Sky Striker Ace - Roze (1): Roze is the other Main Deck "Sky Striker Ace" monster that you can use to go to your Link Monsters. If either player summons a "Sky Striker Ace" monster, you can Special Summon Roze from your hand to the field. The second effect lets you Special Summon Roze from the GY if an opponent's monster in the Extra Monster Zone leaves the field due to your card effect and negates a monster on the field until the end of the turn. Roze is a good counter in a mirror since she is able to negate Raye on the field if she is summoned from the opponent's GY to their field during your turn due to priority.
Surgical Striker - H.A.M.P. (1): HAMP is a level 8 monster that is always treated as a “Sky Striker” card and if you control a “Sky Striker Ace” monster, you can Tribute 1 monster from either field to Special Summon this card to that field, similar to a "Kaiju" monster. When this monster gets destroyed by battle, you can target 1 card your opponent controls to destroy it. If you destroy this monster on your opponent’s field, the original owner of the card chooses which card to destroy.
Sky Striker Ace - Kagari (1): Kagari is the best Link-1 for Sky Strikers, being able to add a "Sky Striker" Spell Card from your GY to your hand when Special Summoned and gaining 100 ATK for each Spell Card in your GY.
Sky Striker Ace - Shizuku (2-3): Shizuku is the monster you'll leave on your end board due to searching for a "Sky Striker" Spell Card from your Deck with a name different from the cards in your GY on the turn Shizuku was Special Summoned and your opponent's monsters lose 100 ATK/DEF for each Spell Card in your GY.
Sky Striker Ace - Hayate (1-2): Hayate is able to attack directly and after damage calculation, you can send 1 "Sky Striker" card from your Deck to your GY to send whatever resource you want such as a Spell Card to set with Multirole or either Raye or Roze for Linkage.
Sky Striker Ace - Kaina (0-1): Kaina, when Special Summoned, allows you to target 1 face-up monster your opponent controls and prevent it from attacking until the end of the opponent's turn. It is helpful to summon with Raye during your opponent's turn to keep a monster on your field or to take less damage from your opponent. Kaina also lets you gain 100 LP each time a "Sky Striker" Spell Card resolves.
Sky Striker Ace - Zeke: (1-2): Zeke is a Link 2 monster that can only be Link Summoned. If it was Link Summoned, you can target 1 face-up monster on the field to banish it until the opponent’s next End Phase. You can also once per turn target 1 other card on your field to send to the GY and gain 1000 ATK.
Spells
All "Sky Striker" Spell Cards excluding Area Zero and Multirole all share the same effects of being able to activate if there are no monsters in your Main Monster Zones and gaining additional effects if there are 3 or more Spells in your GY.
Sky Striker Mobilize - Engage (3): This is the best spell card in the archetype, being able to search any "Sky Striker" card you need with the additional effect of drawing an extra card if there are 3 or more Spells in your GY.
Sky Striker Maneuver - Afterburners! (1-2): Afterburner targets 1 face-up monster on the field to destroy it and non-target destroys a Spell/Trap Card on the field if there are 3 or more Spells in your GY.
Sky Striker Maneuver - Jamming Waves! (0-1): Jamming Waves targets 1 face-down Spell/Trap Card on the field to destroy it and non-target destroys a monster on the field if there are 3 or more Spells in your GY.
Sky Striker Maneuver - Scissors Cross (0-1): Scissors Cross targets 1 Level 4 "Sky Striker Ace" monster in your GY and adds the monster to your hand or Special Summon it to your field if there are 3 or more Spells in your GY. Scissors Cross helps with link climbing or to summon Raye from your GY to be able to summon another Link Monster.
Sky Striker Mecha - Widow Anchor (2): Widow Anchor is a Quick-Play Spell Card that targets 1 face-up Effect Monster on the field to negate its effects until the end of the turn and can take control of the monster until the End Phase if there are 3 or more Spells in your GY. Keep in mind that you cannot target a monster whose effect is already negated.
Sky Striker Mecha - Shark Cannon (1-2): Shark Cannon is a Quick-Play Spell Card that targets 1 monster in your opponent's GY to banish it or Special Summon that monster to your field if you have 3 or more Spell in your GY, however, the monster won’t be able to attack.
Sky Striker Mecha - Eagle Booster (1-2): Eagle Booster is a Quick-Play Spell Card that targets 1 face-up monster on the field to make it unaffected by card effects for the turn, except its own, and cannot be destroyed by battle for the turn if there are 3 or more Spells in your GY.
Sky Striker Maneuver - Vector Blast (0-1): Vector Blast sends the top 2 cards in both players’ decks to the GY and shuffles all your opponent's monster from the Extra Monster Zones back into the Deck if at least 1 card was sent to the GY and if there are 3 or more Spells in your GY. Keep in mind that you cannot activate Vector Blast if there are less than 2 cards in either player’s Decks.
Sky Striker Mobilize - Linkage! (1-2): Linkage sends 1 other card on your field to the GY to Special Summon a “Sky Striker Ace” monster from your Extra Deck to the Extra Monster Zone and if you have at least 1 LIGHT and 1 DARK “Sky Striker Ace” monsters on your field and/or in your GY, the Summoned monster gains 1000 ATK.
Sky Striker Airspace - Area Zero (0): Area Zero is a Field Spell Card that targets 1 other card you control and excavates the top 3 cards of your deck, then if you excavate a "Sky Striker" card, you can add it to your hand. If you excavate a "Sky Striker" card, the targeted card will be sent to the GY, regardless if you add it to your hand or not. If Area Zero is sent from the Field Zone to the GY by a card effect, you can Special Summon 1 "Sky Striker Ace" monster from the Deck. Due to the Skill “Sky Striker Ace Defying Fate”, at the start of your first turn, it will place a copy of Area Zero to your Field Zone from outside your Deck so you don’t need to run any copies.
Sky Striker Mecha Modules - Multirole (1-2): Multirole is a Continuous Spell Card that states once per turn, you can target 1 other card on your field, and send that card to the GY, and your opponent cannot activate cards or effects in response to your Spell Card activations for the rest of the turn. During the End Phase, you can set "Sky Striker" Spell Cards with different names from your GY up to the number of "Sky Striker" Spell Cards you activated this turn while this card was face-up on your field, but they get banished when they leave the field.
Sky Striker Mecharmory - Hercules Base (0-1): Hercules Base is an Equip Spell that allows the equipped monster to make a second attack on monsters during each Battle Phase, however, the equipped monster cannot attack directly. If the equipped monster destroys a monster by its attack while you have 3 or more Spells in your GY, you can draw a card. If this card is sent to the GY by a card effect, you can target up to 3 "Sky Striker" cards in your GY and shuffle them back to the deck. Hercules Base isn't played by many people, but it's a decent option since it's a searchable recycling tool that you can send to the GY using Area Zero or Multirole, which would let you recycle your Link Monsters and Spells. However, I personally believe the deck doesn’t need to recycle cards if you manage your resource properly.
Skills
Sky Striker Ace Defying Fate: This is currently the best Skill for Sky Strikers because it adds a copy of each Link 1 Sky Striker Ace monsters to your Extra Deck if there aren’t already 3 copies and places a copy of Area Zero to the Field Zone at the start of your first turn. The skill also lets you send up to 2 “Sky Striker” cards from your hand and/or field to the GY to draw 1 card once pre Duel. The Skill does require you to play 1 Roze and 9 or more “Sky Striker” Spell Cards, but they aren’t hard to reach.
Techs
Main Deck Monsters: Most monsters techs are generally handtraps (because of the restrictions on the Sky Striker Spells) such as Wightprincess(Since your Link Monsters doesn’t have a Level or Rank), Lord of the Heavenly Prison to protect your Set Spell Cards, or Nibiru, the Primal Being which you can use Eagle Booster to prevent your own Link Monster from being tributed.
Spells: Toon Table of Contents is a good card to fill up your GY with Spell Cards since it’s able to search a copy of itself and Forbidden Droplet can be used to chain with your own Spell Cards so the extra effects on the Sky Striker Spells can be used and act as a non-target negate.
Extra Deck Monsters: Underclock Taker and Crusadia Equimax are used as another OTK option by tributing an opponent’s monster with HAMP and have Equimax point to it and using Underclock Taker to reduce HAMP’s ATK. Abyss Dweller and Tornado Dragon are also being used as a Rank 4 when going first and Gallant Granite for searching Nibiru and Heavenly Prison. Other Link Monsters that can be used are Knightmare Phoenix and Knightmare Unicorn as generic monsters if you have the option to.
Tips and Tricks
Sky Strikers don't have a consistent end board and it usually ends on Shizuku and any Quick-Play Spell Cards set, so I'll be listing tricks that can come up to time.
● If you have Shizuku on the field with Multirole, you can use Shizuku to search for Widow Anchor/Eagle Booster and target herself, then use Multirole to set the Spell Card you activated back to the field for the next turn.
● You can use Area Zero or Multirole to target Raye, a set Quick-Play Spell Card that can be activated that turn, or a monster you control that is immune to card effects to use their effects for free.
● If you have 2 Spell Cards in your GY, you can use Jamming Wave on your set Spell Card to destroy it and then be able to non-target destroy 1 monster your opponent controls.
● Eagle Booster can be used on your opponent's monsters so it would be unaffected by card effects such as Polymerization.
●A common combo with Raye and Linkage on an empty board is Normal Summon and attack with Raye dealing 1500 damage, Raye’s effect to summon Hayate, Hayate attack, dealing 1500 damage again and foolish Roze, Linkage sends Hayate to summon Kagari and Kagari adds Linkage back to hand, Kagari attacks dealing 2500 damage and activate Linkage again to summon Shizuku and deal 2500 more damage.
How to Obtain
Note: Majority of the cards can be obtained from the Friend Campaign Starter Deck, but they are missing cards from the Millennium Duel Main Box, a third copy of Sky Striker Mobilize Engage, and the bundle cards.
Striker Expansion [2-3 Runs]
Sky Striker Ace - Raye [UR] (2 from Starter Deck)
Sky Striker Ace - Shizuku [UR] (2 from Starter Deck)
Sky Striker Mecha Modules - Multirole [SR] (3 from Starter Deck)
Sky Striker Airspace - Area Zero [R] (3 from Starter Deck)
Sky Striker Maneuver- Afterburners! [R] (2 from Starter Deck)
Sky Striker Mecha - Shark Cannon [R] (2 from Starter Deck)
Sky Striker Mecha - Eagle Booster [R] (3 from Starter Deck)
Sky Striker Mecharmory - Hercules Base [N]
Ray of Aura [3 Runs]
Sky Striker Mobilize - Engage! [UR] (2 from Starter Deck)
Sky Striker Ace - Hayate [SR] (2 from Starter Deck)
Sky Striker Maneuver- Vector Blast [R]
Millennium Duel [2 Runs]
Sky Striker Mobilize - Linkage! [UR]
Surgical Striker - H.A.M.P. [SR]
Majestic Magic [1 Run]
Sky Striker Ace - Roze [UR] (1 from Starter Deck)
Sky Striker Maneuver- Scissors Cross [N]
Fortress of Gears [1 Run]
Sky Striker Maneuver- Jamming Waves! [SR] (2 from Starter Deck)
Scarred Resonance [1 Run]
Sky Striker Ace - Kaina [SR] (1 from Starter Deck)
Bundles
Sky Striker Ace - Kagari [UR]
Sky Striker Mecha - Widow Anchor [UR] (2 copies)