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Released in Duel Terminal - Raid of the Inverz!!, the Gusto archetype is a series of Wind monsters focused primarily on defense due to their abundance of floaters.



A Gusto deck's core is based around 3 monsters: Winda, Priestess of Gusto, Gusto Gulldo. and Gusto Egul. These three cards form a loop, leaving only small gaps in their defense. Then, with Caam, Serenity of Gusto, the floaters can be placed back into the deck, netting you a draw, and more often than not, an opportunity to Synchro Summon. It is under this basic combination that all Gusto decks play.

The Mindset

Unlike most decks, Gusto decks primarily defensive. The key when playing Gusto is to adapt, using your floaters to summon the appropriate monster in any situation that prevents itself, intending to end the chain of summoning on something you can use during your next turn (or in your Main Phase 2 if done during your own Battle Phase).

However, this is not as simple as it sounds. It's important to be able to read your opponent's moves and adapt in case you make a mistake. Furthermore, there is no guarantee that your opponent will attack your monsters. When playing Gusto, this is extremely important to note. Think of what your opponent may do and how to make the best of it. Being able to formulate a plan at any given moment during a duel will lead to success when playing Gusto.

Use of the Extra Deck

Like many archetypes, Gusto have access to Tuner monsters, allowing them to use Synchro monsters as well as Xyz. However, despite their ease in accessing the Extra Deck, one should not Synchro or Xyz Summon at every opportunity. One must always analyze the situation thoroughly - unlike many decks, Gusto do not summon tons of monsters from nothing and therefor it is paramount to calculate the risk of the summon. While Gusto can recover from many player errors, making a misstep of when to Synchro or Xyz Summon can easily lead to defeat.

Building the Deck

The Core

3 Winda, Priestess of Gusto
"When this card is destroyed by battle with an opponent's attacking monster and sent to the Graveyard: You can Special Summon 1 "Gusto" Tuner monster from your Deck."
2-3 Gusto Gulldo
"When this card is sent from the field to the Graveyard: You can Special Summon 1 Level 2 or lower "Gusto" monster from your Deck."
3 Gusto Egul
"When this card is destroyed by battle and sent to the Graveyard: You can Special Summon 1 Level 4 or lower non-Tuner "Gusto" monster from your Deck."

These three monsters offer the backbone of every Gusto deck, making for a very flexible defense that can quickly shift to offensive on your turn, depending the situation.

2-3 Caam, Serenity of Gusto
"Once per turn: You can shuffle 2 "Gusto" monsters from your Graveyard into the Main Deck; draw 1 card."

Caam finds its place amongst the four cards that always remain a constant in the main deck. and for good reason/ Caam is easily summoned by Egul, and in turn, places your monsters back into your deck. At almost every point in a duel, Caam is able to use its effect and essentially give you a free card. While one extra card may not make the most difference, what makes Caam shine is how often it can do so and how effective it is at doing its job. Do not underestimate this card.


1-3 Cardcar D
"Cannot be Special Summoned. During your Main Phase 1, if this card was Normal Summoned this turn: You can Tribute this card; draw 2 cards, then it becomes the End Phase of this turn. You cannot Special Summon during the turn you activate this effect."

A card which fits so well in Gusto that it bears mentioning before others of the theme. The negative aspects of this card aren't exactly relevant when played in Gusto for two primary reasons. The first being that your monsters float, keeping you well defended. The second, being that with Daigusto Gulldos and Daigusto Eguls, you still have control over your opponents field without relying on your battle phase. So, at nearly any point in the duel, Cardcar D is a very powerful resource. In conjunction with Caam, this card adds a lot of speed to the deck.

1-2 Kamui, Hope of Gusto
"FLIP: Special Summon 1 "Gusto" Tuner monster from your Deck."

Kamui adds a lot of Synchro capability to Gusto decks and it's easy to imagine why. If Kamui isn't destroyed in battle, its effect can easily lead to an imposing field. Still, this card is very much a preference card.

0-2 Gusto Thunbolt
"At the end of the Battle Phase, if this card is in the Graveyard because it was destroyed by battle and sent to the Graveyard this turn: You can banish 1 "Gusto" monster from your Graveyard; Special Summon 1 WIND Psychic-Type monster with 1500 or less DEF from your Deck."

While similar to the other Gusto floaters, Thunbolt is a little different. Namely, that instead of letting you have a constant wave of defense, it summons a monster at the end of the Battle Phase. While this may not be all that unusual, with the heavy reliance on Caam, overuse of Thunbolt won't allow you to gain cards with her effect. However, it does ease the predictions put on a Gusto player, allowing you to always have the monster you want at the end of your opponent's Battle Phase. In addition to that, it's a level 4 monster. This gives easier access to the imposing Daigusto Eguls.

0-1 Sangan
"When this card is sent from the field to the Graveyard: Add 1 monster with 1500 or less ATK from your Deck to your hand."

Just as the Gusto float, so does Sangan. While not an essential part to the deck, it adds even more search power an archetype filled with it. The ability to search Cardcar D, Effect Veiler, or any of the key Gusto monsters, bar Caam, is quite useful.

0-2 Ryko, Lightsworn Hunter
"FLIP: You can target 1 card on the field; destroy that target. Send the top 3 cards of your Deck to the Graveyard."

Ryko can be a very nasty surprise to an opponent of a Gusto player. While all Gusto decks won't want to use it, those that use more monsters will likely find good use of it - its effect will allow you to set up your graveyard for Caam while providing advantage to you by destroying an opponent's card. This is a very good option to consider.

0-2 Lyla, Lightsworn Sorceress
"During your Main Phase: You can target 1 Spell/Trap card your opponent controls; change this card you control from face-up Attack Position to face-up Defense Position, and destroy that target, but this card's battle position cannot be changed until the end of your next turn, except with a card effect. During each of your End Phases: Send the top 3 cards of your Deck to the Graveyard. You must control this face-up card to activate and to resolve this effect."

Similar to Ryko, Lyla fills a niche in certain Gusto decks, particularly if you opt to include more monsters than normal. However, even in those that don't, it is a solid option to include. Unlike Ryko, Gusto have more of a choice when it comes to Lyla's milling - due the playstyle of the Gusto, having a Tuner out is a very common occurrence. And in that case, it's simple enough to use Lyla's effect then perform a Synchro Summon.

0-2 Junk Synchron
"When this card is Normal Summoned, you can Special Summon 1 Level 2 or lower monster from your Graveyard in face-up Defense Position. That monster's effect(s) is negated."

A solid addition in decks with many low level monsters, Junk Synchron bears recommendation in Gusto as well. While many see that it can make for an easy level 5 Synchro Summon from just one card, Junk Synchron has far more utility in here than normal. The nature of the deck allows for level 7 and 8 Synchro Summons as well. But, that's far from Junk Synchron's primary usage: making Daigusto Gulldos. Gulldos, similarly to Caam, puts your monsters back into your deck. An unquestionably useful quality. However, unlike Caam, Daigusto Gulldos has an offensive effect. Being able to summon this monster at a whim from a single card is not to be underestimated. If you wish to play multiples, Junk Synchron is better used when Ryko and Lyla are present as well.

0-1 Quill Pen of Gulldos
"Target 2 WIND monsters in your Graveyard and 1 card on the field; shuffle both of those first 2 targets into your Deck and return the other to the hand."

While this card does have a useful effect, a player must be careful to remember Caam. Caam is an integral piece of playing Gusto successfully and too many cards that remove the Gusto from the graveyard don't help her do her job. Still, this card is great if you choose to use it. The fact that it does not destroy can help against common cards like Wind-Up Zenmaines and Maestroke the Symphony Djinn. This card's usefulness increases a lot when incorporating Lightsworn into a Gusto deck.

0-1 Contact with Gusto
"Target 2 "Gusto" monsters in your Graveyard and 1 card your opponent controls; shuffle both targets in your Graveyard to the Deck, then destroy the opponent's target."

Very similar to Quill Pen, but different enough. The choice between the two is merely preference.

0-2 Icarus Attack
"Tribute 1 Winged Beast-Type monster to select 2 cards on the field. Destroy them."

While it may not trigger the theme's effects, with their easily accessible Winged-Beasts, Gusto decks can run Icarus Attack to good success. Overall, a very self explanatory card with what it does and what it can add to a deck.

0-2 Spiritual Wind Art - Miyabi
"Tribute 1 WIND monster on your side of the field. Select 1 card on your opponent's side of the field, and return it to the bottom of the owner's Deck."

While not the most popular of options, Miyabi is an extremely solid one for quite obvious reasons: sending cards back to your opponent's Deck can hurt them quite a bit. And similar to Quill Pen, being able to send Zenmaines and Maestroke back to the Extra Deck is a very alluring quality.

Last edited by tnek on 8 July 2012 at 08:46
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