Easy to miss in the absolute madness that happened with the patch, but Master Duel has added more content to the Solo mode of the game. Read on for more details!
New Advanced Mechanics Gate - Duel Strategy 2
The first is Duel Strategy 2 inside the Duel Training gate, which focuses on the more advanced concepts of the game, such as Chaining and the Damage Step. Completing this will net you the following rewards:
- 3x Mausoleum of the Emperor
- 3x Dig of Destiny
- 3x Tremendous Fire
- 3x Interdimensional Matter Transporter
- 3x Ghosts From the Past
- 3x The Rock Spirit
- 3x Performapal Bubblebowwow
- 3x Linkerbell
- 3x Puzzlomino, the Drop-n-Deleter
- Book of Moon Mate
- 200 Gems Total
New "Danger!" Archetype Gate - The Danger Files
The other Gate added revolves around the Danger! archetype (yes, the exclamation mark is part of the name). This is an archetype inspired by cryptids, whose playstyle revolves around making your opponent choose a card in your hand in order to summon a specific monster and then draw a card. They're a great engine to splash in other decks if you want some card draw. The gate rewards are as follows:
- 3x Rope of Life
- 3x Escape from the Dark Dimension
- 3x Dark Illusion
- 3x Dark Sacrifice
- 150 DARK EARTH Orbs
- Rewards after opening the 300 DARK Orb Gate
- 2 Legacy Pack tickets
- Danger! Nessie! Icon
- Danger!? Jackalope? Mate
- 200 Gems
What do you think of these gates? What about the rewards? Let us know in the comments below!
Comments
Be nice to see solo gates more often, but I'm interested in messing with the Danger! archetype.
They're pretty fun! And can splashed in a bunch of stuff. Fun fact, the discard effect isn't once per turn, and most people don't know that, so they waste Ash Blossom & Joyous Spring on it, and you can just retry the discard immediately after. It's really funny!
They're also in the same Secret Pack as the Kaijus.
Yea, it's something that I never caught on with the TCG and only have been slightly as I watch, and sometimes play, MD. Your main archetype is maybe a third of the deck, the other two thirds are disruption (hand trap, trap, spell negates, etc).