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Aim for combos by repeatedly casting spells with the Gospel Deck [Light Water Fire Gospel]

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1. Deck Overview

A spell-axis combo deck based on the well-known "Fire Water Light Gospel." It chains 1–3 mana light spells, building spells in the graveyard while fixing the hand, and ultimately connects into deploying Codecrystal Gospel.

As spells pile up in the graveyard, Codecrystal Gospel's cost is reduced, and you grant it Speed Attacker with Kirimomi Yamarashi to attack. Its attack-trigger ability casts a large spell to gain an extra turn, and by involving Revolution Change, it's a combo deck that keeps putting out Codecrystal Gospel. The build is highly polished, playable even unmodified, and with tuning can aim for a CS finish.

2. How to Win

Repeatedly cast light spells to build spells in the graveyard → land Codecrystal Gospel early via cost reduction → make it a Speed Attacker with Kirimomi Yamarashi to attack → with its attack trigger, cast extra-turn spells (Gekabankai Ga Ryumizu 卍, etc.) or spell locks, continuing to attack without giving the opponent a turn, to win.

3. Strengths

  • Overwhelming explosiveness once the combo starts running systematically — once you seize the flow, the opponent gets no room to counter.
  • Many hand-exchange spells let you dig deep into the deck, making it easy to draw Hall of Fame cards and singleton cards.
  • Extra turn → large spell → Revolution Change (spell lock / summon restriction) connect smoothly.

4. Weaknesses & Notes

  • Weak to graveyard-hate cards like Purification Sharrup.
  • Since it isn't a board-defense build, defense is somewhat shaky, and it tends to get targeted in the environment.
  • Note that your own Codecrystal Gospel is also put out via cost reduction, so you can easily get caught by the effect of Oriotis Judge yourself.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures5
Twinpact Cards1
Spells34
Total40

5. Card Guide

Codecrystal Gospel
001

Codecrystal Gospel ×4

×4 / Creature / Light/Water / Cost 9

Role: The deck's lead card / center of the combo

Cost -1 per spell in the graveyard (won't go below 1). When it enters, recover any number of spells from the graveyard, and when it attacks, cast one spell from hand for free regardless of cost or civilization. With this attack trigger, fire extra-turn spells or disruption spells and attack repeatedly to decide the game.

Kirimomi Yamarashi
002

Kirimomi Yamarashi ×4

×4 / Spell / Fire / Cost 1

Role: Speed Attacker grant + cost reduction

Reduce the next creature you summon by 1 cost and grant it Speed Attacker. For effectively 1 mana, you can give Codecrystal Gospel 2 cost worth of reduction (its own graveyard placement + the effect) plus Speed Attacker. The hand-exchange spells can be said to be the pieces for assembling this and Codecrystal Gospel.

Dragon's High
003

Dragon's High ×4

×4 / Spell / Fire / Cost 1

Role: Light removal + graveyard filling

Shield Trigger. Discard 1 card, and destroy an opponent element of that cost or less. Since it can be cast even with no target, you can use it on turn 1 going first to increase spells in the graveyard for Codecrystal Gospel's reduction. Use it accepting that the spent hand can be recovered later by Codecrystal Gospel.

Siren Concerto
004

Siren Concerto ×1

×1 / Spell (Hall of Fame card = limited to 1) / Water / Cost 1

Role: Graveyard filling + mana manipulation

Shield Trigger. Swap one card each between mana and hand. Casting it increases graveyard spells by 1 and untapped mana by 1, so for effectively 1 mana you can reduce Codecrystal Gospel's cost while recovering needed pieces from mana.

Scale of Bravery and Love
005

Scale of Bravery and Love ×4

×4 / Spell / Fire / Cost 2

Role: Hand exchange + small removal

Shield Trigger. Choose "discard 1, draw 2" or "destroy power 2000 or less." Basically the former, to drop spells into the graveyard. When you want to handle a light meta creature, choose the latter.

Burning Finger
006

Burning Finger ×4

×4 / Spell / Fire / Cost 2

Role: Hand exchange + defensive removal

A remake of Scale of Bravery and Love. In addition to hand exchange, Shield Trigger Plus lets it destroy elements up to cost 6. Note that it only responds when 2 or more shields are broken, and can't remove from hand.

Oriotis Judge
007

Oriotis Judge ×4

×4 / Spell / Light / Cost 3

Role: Cheat-meta (reset)

Shield Trigger. Send creatures with cost at or above each player's mana count to the bottom of the deck. It sends opponent trump cards put out via reduction/cheating to a hard-to-recover place. Your own Codecrystal Gospel can be a target, so handle with care.

Perfect Coldflame
008

Perfect Coldflame ×4

×4 / Spell / Water/Fire / Cost 3

Role: All-purpose spell (hand exchange / stall)

Becomes a Shield Trigger if there are 2 or more spells in the graveyard. Choose twice from "lock attack/block" / "discard 1, draw 2" / "put a cost 2 or less element into play." The most-used is hand exchange, which together with itself drops 3 spells into the graveyard. On Shield Trigger you'll often choose stalling (since this deck has no cost 2 or less elements, it's effectively 2 modes).

The Triple Three
009

The Triple Three ×2

×2 / Spell / Light/Water/Fire / Cost 3

Role: Draw 3 (generic)

Choose one from "tap 3" / "draw 3" / "reduce the next creature by up to 3 cost + grant Speed Attacker." Basically draw 3. When Kirimomi Yamarashi doesn't come, the third mode substitutes, reducing Codecrystal Gospel by a total of 4 while granting Speed Attacker.

Final Stop
010

Final Stop ×3

×3 / Spell / Light / Cost 4

Role: Spell lock

The opponent can't cast spells until the end of their next turn, and draw 1. Against a spell-based opponent it can shut them down. It can also be chained from the CIP ability of Miradante Twelve, Time Pope or from "It's coming from the future, so it's a Miracle." Use it to stop counterattacks if the opponent's mana suggests many spell triggers.

Rafululu Love, Acoustic Dragon Elemental / "It's coming from the future, so it's a Miracle"
011

Rafululu Love, Acoustic Dragon Elemental / "It's coming from the future, so it's a Miracle" ×1

×1 / Twinpact card (creature / spell) / Light/Water / Cost Creature 7 / Spell 6

Role: Revolution Change target for spell lock

Revolution Change from a Light/Water Dragon. When it enters, the opponent can't cast spells until the end of their next turn. Cast a spell during Codecrystal Gospel's attack while changing into it to prevent counterattacks. Since the change source returns to hand, you can put out Codecrystal Gospel again next turn. The spell side is a chain card that draws 3 + casts a cost 5 or less spell.

Miradante Twelve, Time Pope
012

Miradante Twelve, Time Pope ×1

×1 / Creature (Hall of Fame card = limited to 1) / Light/Water / Cost 8

Role: Finisher (lockout)

Revolution Change from a Light/Water cost 5 or more Dragon. When it enters, cast a Light cost 5 or less spell for free (or draw 1), and with Final Revolution the opponent can't summon cost 7 or less creatures. Since Shield Triggers count as summoning, it stops many triggers. With many hand exchanges, it's easy to draw into.

Endless Frozen Carnival
013

Endless Frozen Carnival ×2

×2 / Spell / Light/Water/Nature / Cost 15

Role: Pseudo extra turn

Tap all the opponent's creatures and mana and keep them tapped until the opponent's next turn (+ send the opponent's face-up non-creature cards and face-up shields to the graveyard). Originally for Snow Faeries, but it can be cast ignoring cost via Codecrystal Gospel's attack trigger. Since it contains Light/Water, placing it in mana can supplement scarce colors.

Gekabankai Ga Ryumizu 卍
014

Gekabankai Ga Ryumizu 卍 ×2

×2 / Spell (Dolszak) / Water / Cost 99

Role: Extra turn

Originally another deck's finishing spell, here it's run to gain an extra turn. 99 mana can't be paid legitimately, so cast it via Codecrystal Gospel's attack trigger. Being single-color, it's easy to place in mana — a big advantage in this deck where multicolored cards tend to get in the way (the Dolszak summon effect isn't used unmodified).

6. Basic Play Flow

Early game

Repeatedly cast 1–3 mana light spells to send spells to the graveyard and fix your hand. Assemble Codecrystal Gospel and Kirimomi Yamarashi with Scale of Bravery and Love, Burning Finger, and Perfect Coldflame. Since increasing graveyard spells itself leads to reduction, you can cast aggressively. Dragon's High can be cast even with no target, so you can use it to fill the graveyard from turn 1 going first. Don't force interaction with the board; prioritize graveyard count and combo pieces.

Mid game

Once spells pile up in the graveyard and you have about 4 mana, aim to land Codecrystal Gospel. Reduction lets it come out faster than you'd think. Granting Speed Attacker with Kirimomi Yamarashi lets it attack that turn. Don't throw it out recklessly; strike after you can see Kirimomi Yamarashi or a Revolution Change target.

Late game

If Codecrystal Gospel's attack lands, deploy continuously with large spells. Keep attacking without giving the opponent a turn via the extra turn of Gekabankai Ga Ryumizu 卍 or the pseudo extra turn of Endless Frozen Carnival. Put out Miradante Twelve, Time Pope and Rafululu Love via Revolution Change, stacking spell lock and summon restriction to seal counterattacks and close.

7. Final Summary

A highly polished combo deck that fills the graveyard with light spells, then chains extra turns and spell locks from the attack trigger of an early-reduced Codecrystal Gospel to win. Its explosiveness once it starts running is second to none. Its weaknesses are graveyard meta and thin defense. Strong even unmodified, and you can enjoy adding dream cards to taste.

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