Clear
5 cards in this archetype
Playing Style
The Clear archetype is built on a deliberate inversion: the continuous field spell Clear World punishes both players based on the Attributes of the monsters they control, yet every Clear monster carries a blanket immunity to those penalties. This immunity lets the deck weaponise Clear World as a one-sided suppression tool, taxing the opponent with hand discards, attack restrictions, and other drawbacks while the Clear monsters operate without interference.
The deck assembles its board by stacking search and summon effects in quick succession. Clear Phantom can discard two cards to fetch up to two copies of Clear World or any spell or trap that references it, loading the hand with the pieces needed to sustain the field spell. Clear Cube adds a supplemental Normal Summon each turn and replaces itself with a free Special Summon if an opponent removes it. Clear Rage Golem punishes any attempt to hold a large hand, dealing 300 damage per card whenever it connects in battle, and grants every Clear monster direct attack access the turn it hits the field. Clear Wall then layers on additional durability, preventing the entire front line from being destroyed by battle.
The late game rests on Clear Vicious Knight, which only needs a single tribute from among the archetype's own members, scales its ATK to match the strongest monster the opponent controls, and locks down the effects of every Special Summoned monster beneath it. Clear Wall extends this pressure further by redirecting all of Clear World's penalties onto the opponent regardless of what Attributes that player's monsters happen to be.




