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Chain Combos! Mono Nature Gransect Deck [Mono-Nature Gale]

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1. Deck Overview

Based on [Gale Vesper], established around 2018. A mono-Nature deck that combines the cost reduction of Gale Vesper of Heavenly Winds's Double Sympathy with the resource generation of Sieg Nachtfalter to keep deploying creatures with 12000+ power.

It's a single-focus build: "multi-deploy low-cost high-power creatures → summon Gale Vesper of Heavenly Winds and Sieg Nachtfalter for more deployment → mill your deck and finish with an alternate win via Shakogairu, Water Academy No. 9." Once it gets rolling, its charm is a solitaire-like one-sided game where you win one-sidedly without caring about the opponent's creatures or shields.

2. How to Win

Line up low-cost creatures with 12000+ power → summon Gale Vesper of Heavenly Winds to grant Double Sympathy to all creatures in your hand → summon Sieg Nachtfalter and chain "summon for 1 cost → 2 boost + 1 recovery" to grow mana and deployment → mill your deck while summoning Shakogairu, Water Academy No. 9, end your turn with 5 or fewer deck cards, and win via the alternate win on the opponent's forced draw at the start of their turn.

3. Strengths

  • An explosive combo that, once rolling, wins one-sidedly ignoring the opponent's board and shields.
  • Gale Vesper of Heavenly Winds's Double Sympathy stacks, reducing up to 4 cost per creature with 12000+ power.
  • Peerless against slow-starting opponents or those with little interaction.

4. Weaknesses & Notes

  • Very high dependence on Gale Vesper of Heavenly Winds and Sieg Nachtfalter, with the outcome heavily swayed by whether you can draw the former and keep it alive past removal.
  • Disruption that prevents early landing of key pieces hits hard. You want separate means to get past it, like removal or mana acceleration.
  • Be careful not to deck out before Shakogairu, Water Academy No. 9 due to Sieg Nachtfalter's forced boost.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures16
Twinpact Cards18
Spells4
Tamaseed/Creatures2
Total40

5. Card Guide

Juranokill, Roaring World King / Jurassic Howl
001

Juranokill, Roaring World King / Jurassic Howl ×4

×4 / Twinpact card (creature / spell) / Nature / Cost Creature 1 / Spell 3

Role: Cost-reduction piece + removal

The creature side has power 12000, can't attack (a head count for Double Sympathy). Basically play the creature side. If the opponent looks likely to put out a high-cost creature, the spell side (send creatures costing more than the opponent's mana count to mana en masse) can disrupt cheat decks.

Dedekabra
002

Dedekabra ×2

×2 / Creature / Nature

Role: Cost-reduction piece

A plain creature that just can't attack, increasing the head count for Gale Vesper of Heavenly Winds's Double Sympathy. Prioritize summoning this, which has no other role, over Juranokill, Roaring World King which you might use the spell side of from hand.

Deathmatch Beetle
003

Deathmatch Beetle ×4

×4 / Creature / Nature / Cost 2

Role: Cheat meta + cost-reduction piece

Guardman, can't attack. During the opponent's turn, if they cheat a creature into play, you can battle it (disruption). With 12000+ power it's also a head count for Double Sympathy. Guardman protects Gale Vesper of Heavenly Winds from Mach Fighters. If the opponent looks likely to cheat, put it out first.

Jumbo Rapadise
004

Jumbo Rapadise ×4

×4 / Spell / Nature / Cost 2

Role: Hand replenishment Shield Trigger

Shield Trigger. Add all 12000+ power creatures from the top 4 of your deck to hand. Unmodified, these 4 spells are the only cards that aren't 12000+ power, so it's high-probability a 2-cost 4-draw class card. The most important card to cover early hand shortage — use it with top priority when drawn.

Kolencoco Tank / Bonto Plantbo
005

Kolencoco Tank / Bonto Plantbo ×4

×4 / Twinpact card (creature / spell) / Nature / Cost Creature 6 / Spell 3

Role: Resource replenishment

The creature side is Guardman; when it enters, sort 12000+ power among the top 3 into hand or mana. The spell side Bonto Plantbo is mana acceleration (one more if a 12000+ power card is revealed). The creature side grows mana tapped, the spell side grows it untapped. If Gale Vesper of Heavenly Winds is in sight, conserving the spell side to summon it cheaply via Double Sympathy is an option.

Warner Giant / Longrun Hit
006

Warner Giant / Longrun Hit ×4

×4 / Twinpact card (creature / spell) / Nature / Cost Creature 8 / Spell 2

Role: Removal + mana acceleration

The creature side (Triple Breaker), when it enters, sends one opponent creature to mana. Basically use it to remove disruptive creatures after summoning Gale Vesper of Heavenly Winds. The spell side Longrun Hit is 1 mana acceleration (as plan B).

Gale Vesper of Heavenly Winds
007

Gale Vesper of Heavenly Winds ×4

×4 / Creature / Nature / Cost 10

Role: Star ① (cost reduction)

Double Sympathy (cost -2 per your creature with 12000+ power). Triple Breaker. It has the rare ability to grant Double Sympathy to all creatures in your hand, enabling chain deployment. Multiple copies stack the grant, reducing up to 4 cost per creature with 12000+ power (won't reach 0). Note the grant applies only to creatures in hand and doesn't affect summoning from mana.

Sieg Nachtfalter
008

Sieg Nachtfalter ×4

×4 / Creature / Nature / Cost 11

Role: Star ② (resource generation)

At the start of your turn, you can return it from mana to hand. Quad Breaker. Each time it or another 12000+ power creature enters, accelerate 2 mana + recover 1 from mana. If you can reduce a hand creature to 1 cost via Double Sympathy, repeat "summon for 1 mana → 2 boost + recover the tapped mana" for mass deployment and boost. Boost and recovery are mandatory, so watch for decking out.

Shakogairu, Water Academy No. 9
009

Shakogairu, Water Academy No. 9 ×2

×2 / Creature / Water / Cost 9

Role: Finisher (alternate win)

Triple Breaker. When it enters, return the graveyard to the deck and shuffle. At the start of the opponent's turn, draw 5 and discard 3. When you would draw the last card of your deck, you win instead of losing. The goal is "put this out, get to 5 or fewer deck cards, and end your turn." Since you need to draw the last card, placing the last card in mana via Sieg Nachtfalter's forced boost loses, so return the graveyard to the deck first. Unmodified, these 2 are the only Water mana, and when summoning via Double Sympathy, tap the first mana to summon the second.

Vam Wingdam / Sonic Dance
010

Vam Wingdam / Sonic Dance ×2

×2 / Twinpact card (creature / spell) / Nature / Cost Creature 2 / Spell 3

Role: Cost-reduction piece + removal

The creature side is a head count for 12000+ power. With Smash Burst, use the spell side for free when it attacks. The main is the spell side Sonic Dance, sending power 7000 or less meta creatures that obstruct the alternate win to mana.

Kanran! Hole In One Hercules
011

Kanran! Hole In One Hercules ×2

×2 / Tamaseed/Creature / Nature / Cost 4

Role: Multifunctional (graveyard reset + mana summon + removal)

Triple Breaker. When it enters, graveyard reset. During your turn, you can summon one creature from mana (even with 0 hand, you can summon Dedekabra or Shakogairu, Water Academy No. 9 from mana, but pay the cost legitimately). On attack, send one opponent to mana + up to 2 boost. Until you have 4 or more Nature creatures/Tamaseeds it isn't treated as a creature, during which it's hard to remove but also doesn't count for Double Sympathy and can't attack.

Na Turalgo Danger / Natural Trap
012

Na Turalgo Danger / Natural Trap ×4

×4 / Twinpact card (creature / spell) / Nature / Cost Creature 7 / Spell 6

Role: Deployment + board control, the only defensive Shield Trigger

The creature side is Mach Fighter, Triple Breaker; when it enters / when you cast the Trap spell, put a Nature cost 6 or less creature from hand/mana into play. Rather than hard-casting at 7 cost, summoning via Double Sympathy when Gale Vesper of Heavenly Winds is present to increase the reduction is better (one copy adds 4 reduction from Double Sympathy). The spell side Natural Trap is this deck's only defensive Shield Trigger, sending one opponent to mana.

6. Basic Play Flow

Early game

Summon as many low-cost 12000+ power creatures as possible to strengthen Gale Vesper of Heavenly Winds's Double Sympathy. The disruptive Deathmatch Beetle is top priority. Jumbo Rapadise's hand replenishment is also important — use it when drawn.

Mid game

Once you line up 3–4 creatures with 12000+ power, summon Gale Vesper of Heavenly Winds and grant Double Sympathy to all creatures in your hand. Before it gets removed, quickly summon Sieg Nachtfalter too. Doing it in the same turn is ideal.

Late game

Once both are assembled, it's the climax. Mill your deck while summoning Shakogairu, Water Academy No. 9, and alternate-win at the start of the opponent's turn. The summon requires "one Shakogairu, Water Academy No. 9 each in mana and hand" or "Kanran! Hole In One Hercules on the field + Shakogairu, Water Academy No. 9 in mana." If the alternate win is hard due to shield burial / bottom burial, win by charging your lined-up high-power army into the shields (a Triple Breaker can win by swinging 3 times).

7. Final Summary

A mono-Nature solitaire-type combo deck that explodes mana and deployment via the "Gale → Sieg → Shakogairu" chain and decks itself out for an alternate win. Its charm is the joy of solitaire play. Its weaknesses are key-piece dependence and low disruption resistance. Thinking about "how to reach the key-piece summon" is the key to customization.

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