Articles
Find deeper insights into the Galaxy deck.
Galaxy-Eyes Photon Lord, the defensive mainstay of Galaxy, has countless unique interactions to discuss. To preface, Photon Lord has three effects:
The materials you make Lord with matter. It wants at least one Photon and one Galaxy; one for protection and one to destroy what it negates. Galaxy-Eyes Photon Dragon fulfills both needs at once, as does the xyz monster Galaxy Photon Dragon which can be ranked up into Lord using Eternal Galaxy.
While you should strive to make Lord with one Photon and one Galaxy, it may not always be possible. In a pinch, Lord can use its third effect to attach better materials to itself. If it is missing a Photon, it can attach one in response to an effect like Raigeki. If it is missing a Galaxy, it can attach one in the Draw Phase before the opponent activates any monster effects. Notably - if you know there is an important monster in the opponent's Extra Deck to steal with Galaxy Hundred like Number 41: Bagooska the Terribly Tired Tapir, and have no other way to trigger it - you can attach Galaxy-Eyes Afterglow Dragon to provide one.
Should you require it, there are options to attach that go plus, offsetting the lack of a search.
Finally, in some grind scenarios, the attach effect can replenish the negates of a Lord without material. This can even refill a Lord summoned from the GY with the effect of Galaxy Summoner.
While the attach effect is handy, adding a card to your hand on the opponent's turn is far more common. Search targets include Galaxy-Eyes Photon Dragon to discard off Galaxy-Eyes Solflare Dragon, follow-ups for the next turn like Galaxy Summoner, and archetypal hand traps like Photon Jumper. Jumper also makes decent discard fodder.
If given the option, is it better to use Lord's search on discard fodder or follow-up?
While the answer is usually, "search whichever you don't have, or if you have neither, wait and see", there is more to it. Consider the following scenario:
Your end board is Lord and Solflare. With Solflare's effect, you have the choice of adding follow-up (Galaxy Wizard / Summoner) or discard fodder (Galaxy-Eyes Photon Dragon) from your GY to your hand. Which is the right choice?
Usually the better choice is securing follow-up; if both Lord and Solflare are crushed by a surprise board breaker before Lord's search, having follow-up in hand already is better. But if you have knowledge of the opponent's deck or know they are siding against you, it goes deeper.
Some reasons to secure follow-up and use Lord's search on discard fodder:
Some reasons to secure discard fodder and use Lord's search on follow-up:
This is just the surface. Making educated guesses on what kind of disruption the opponent is playng, such as Kaijus, Dark Ruler No More, or Kurikara Divincarnate, affects the answer as well. On that note...
Photon Lord's search can occur any time on the opponent's turn. Depending on what you predict is in the opponent's hand, the ideal moment changes. This tests your knowledge of the metagame.
Reasons to search in the Draw Phase:
Reasons to search immediately after using Lord's negate:
Reasons to to wait as long as possible:
Though it may be a sturdy wall, Photon Lord can be ranked up into Galaxy-Eyes Full Armor Photon Dragon or Galaxy-Eyes Cipher Blade Dragon to transition to offense. This is an effective way make a push, as well as detach materials with floating effects or load the GY.
Of course, the commitment this option takes - losing all the protective effects of Lord - is not to be taken lightly. Awareness is key when choosing the moment to overlay.
Whenever Nibiru, the Primal Being is a meta threat, it deserves respect. Galaxy is a deck which can play through Nibiru with a reasonable hand, but makes compromises to do so. In general, there are three approaches:
The simplest method is to secure Galaxy Trance (or a way to search it) early on, then perform your regular combo. Trance will be used as backup in case of a Nibiru attempt. The Nibiru token can be used as material for Galaxy-Eyes Solflare Dragon, so depending on what effects were used yet, it is possible to end on more than just a rank 8.
Additionally, should you opt for a Cipher X combo, Infinite Impermance or Effect Veiler can be forced out early to interfere with a Nibiru double handtrap gambit. Holding Trance is a strong and common route.
Making Galaxy-Eyes Photon Lord to negate Nibiru within five summons is not difficult in Galaxy. However, doing so reduces the ceiling of your combo, so you must analzye your hand and determine if a sufficiently strong board can be constructed this way. Important GY targets can become stuck as xyz material, and there may be fewer opportunities to trigger Galaxy Hundred.
Ways to put xyz material on the field early include Galaxy Wizard, Photon Emperor, Galaxy Expedition, Galaxy Brave revealing a level 8 monster, Galaxy Summoner summoning a Wizard or level 8, and even an early Galaxy Trance. Bujinki Ahashima is also an option. The challenge lies in setting up plays after.
Surprsingly, making Lord in 6-7 summons is sometimes ideal.
Depending on when the opponent uses Nibiru - either immediately after you summon 5 monsters, or close to where your combo ends - the damage varies, and holding Trance is not foolproof. Should you have enough gas to push through a Nibiru attempt, it may be worthwhile making Lord after 5 summons but before you commit to full combo.
The level manipulation effect of Galaxy Photon Dragon also lends itself to making Lord around this time. As a deck of extenders, ideal Galaxy lines cannot always be generalized.
Galaxy Summoner is one of the most versatile turn 3 follow-up cards in Galaxy. Even with no other cards in hand, it can set up a variety of boards or OTKs depending on the cards in your GY, deck, and Extra Deck.
Summoner can revive Galaxy Wizard from the GY, which can then search Galaxy Trance or Numbers Last Hope for a one card Rank 8. This is the simplest but least flexible play.
This play puts Bujinki Ahashima to use. Revive Galaxy Soldier from the GY and add Galaxy-Eyes Afterglow Dragon to your hand (or a different level 8 monster if it is already in the GY). Summoner then makes Soldier level 4, allowing you to link into Ahashima and make a Rank 8 using monsters from your hand and GY.
A Prime OTK can be achieved this way even if all copies of Afterglow are in the GY. Ahashima can also destroy Spell and Trap cards should you opt to climb into Galaxy-Eyes Full Armor Photon Dragon instead. Ahahsima, Full Armor, and a Galaxy-Eyes Photon Dragon summoned off Afterglow can attack for 8500 damage total. Optionally, protect yourself from floating effects which target by making Cipher X first.
Should you have an additional Galaxy Photon Dragon in your Extra Deck, reviving any monster with Summoner - particularly Galaxy Soldier, Photon Emperor or Galaxy-Eyes Afterglow Dragon - makes setting up most boards possible. There are too many potential routes to count.
The strongest one-card follow up. After summoning a high value card like Galaxy Soldier or Photon Emperor, Summoner can re-level them to 4 and make Number 39: Utopia Rising. By reviving Number 90: Galaxy-Eyes Photon Lord from the GY with Rising and instantly giving it material, this route can OTK even under Nibiru, the Primal Being with a card or two to finish the play.
Even without additional cards, you can rank up the summoned Photon Lord into monsters such as Galaxy-Eyes Full Armor Photon Dragon and detach material with floating effects to build an OTK. Remember that Utopia Rising can be linked into Galaxy-Eyes Solflare Dragon.
Summoner can summon Photon Lord from the GY directly. Photon Lord can replenish its xyz materials during the opponent's turn, but it also can be used aggressively; ranking up into Galaxy-Eyes Full Armor Photon Dragon and then Galaxy-Eyes Cipher Blade Dragon. This play has merit if you have other useful cards, as the ranked-up Lord can clear interrupts before your real OTK hits the board.
This is a weaker version of the Number 39: Utopia Rising play but without the Extra Deck requirement.
Should you always choose Summoner as your follow-up card if possible?
Not necessarily. Against decks which punish normal summons or monster effect activations, using Spell cards such as Galaxy Trance or Numbers Last Hope is better. Summoner just boasts high overall versatility.
Dark Ruler No More. Forbidden Droplet. Many breakers punish building a board of only monsters. The combos on this website only examine a slice of Galaxy; there is far more counterplay to discover.
Even under negation, many cards in standard Galaxy endboards still function.
The targeting protection applied by Galaxy-Eyes Cipher X Dragon lingers through the opponents turn, and in the TCG, even works on monsters summoned after its activation. This pairs nicely with the ability of Galaxy Hundred to banish non-targeting board breakers from the opponent's Extra Deck.
Galaxy Hundred can be triggered on either player's turn. A negated Number 90: Galaxy-Eyes Photon Lord can still detach Galaxy-Eyes Afterglow Dragon and lead to Hundred activating; a great opportunity to summon Number monsters such as Number 41: Bagooska the Terribly Tired Tapir from their Extra Deck to your field.
Photon Emperor and Photon Jumper both have floating effects when sent to the GY as xyz material. Building your board with these cards beneath monsters ensures follow-up and puts extra defenders on board. Jumper doubles as a battle handtrap too.
Galaxy has situational, but readily searchable backrow to supplement boards.
Hyper Galaxy is monster removal that doubles as a way to trigger Galaxy Hundred. The activation condition is the easiest to meet of the bunch, but may not work against low ATK archetypes like Sky Striker.
Photon Stream of Destruction is flexible removal. Though it may look difficult to activate on the opponent's turn, summoning Galaxy-Eyes Photon Dragon off Galaxy-Eyes Afterglow Dragon, Starliege Photon Blast Dragon, or Hyper Galaxy is common practice.
Eternal Galaxy is a trap which can convert rank 4 xyzs into fresh Rank 8s. You can even rank up monsters stolen from the opponent's Extra Deck with Hundred.
There is no shortage to the jank Galaxy can pull.
Though not searchable, Tachyon Transmigration - the strongest counter trap in the game - can be sided going first. Using Photon Veil to add three Effect Veilers to hand is a strategy possible while still assembling a modest board. Check the spicy combos page for more uncommon techniques.
Galactikuriboh is an infrequent choice in Galaxy decks, but offers surprise battle protection from the hand and destruction protection from the GY. Read up on relevant Galaxy cards in the card ratings.
Time rules remain an important aspect of tournaments, and should be accounted for in builds.
Galaxy Wave is a searchable burn spell that defines Galaxy's time plays. Thanks to xyz stacking tactics, it can burn for 2000 damage with a single rank 8!
Using Eternal Galaxy to rank up a monster also counts as an xyz summon and can trigger Wave.
Besides having potent burn, Galaxy also has tools to stall the following turn - all of which are searchable by Number 90: Galaxy-Eyes Photon Lord in the Draw Phase.
Photon Jumper is a main deck staple that ends the battle phase if unchecked. It is the most reliable option.
Galactikuriboh intercepts attacks and, against weaker monsters, can result in battle damage to your opponent instead.
Kuriphoton is not recommended, but warrants mention for completely preventing all damage for a turn. You must be more than 2000 life points ahead first, and the opponent can still gain life points to win.
Small but handy techniques to keep in mind.
Bystial monster effects are only spell speed 2 if the opponent controls a monster. Galaxy Wizard is great for insulating combos against them because it tributes itself as cost.
In a pinch, Galaxy Photon Dragon can mill cards instead of adding them to hand. This is helpful when Galaxy Hundred has already been used or to play through Droll & Lock Bird interruption.
Galaxy-Eyes Cipher Dragon changes the name of the monster it steals. That monster may be ranked up into different forms depending on its properties.
Regardless, all forms are achievable because Cipher X can become Full Armor, and Full Armor can become Cipher Blade.
Rulings and interactions you should know before a tournament!
Galaxy-Eyes Photon Dragon's effect to banish is once per chain, but not once per turn.
Consider a situation where Galaxy-Eyes Photon Dragon battles a Borreload Savage Dragon equipped with a Link monster. Even if Borreload negates the first attempt to banish, the Galaxy-Eyes Player can activate the effect again in a new chain - forcing it to leave the field and lose its Borrel counters.
If Galaxy-Eyes Photon Dragon would banish a set monster, that monster is not flipped face-up. It is banished face-down and returns to the field face-down.
Photon Orbital's search is unaffected by Called by the Grave because it is the activated effect of a spell card.
Galaxy Knight's effect to lose attack and (if possible) summon a Galaxy-Eyes Photon Dragon from the GY when summoned by its own procedure is mandatory.
Number 90: Galaxy-Eyes Photon Lord cannot negate monster effects activated in the damage step.
Hope Harbinger Dragon's effect to negate a spell card or effect cannot be activated in the damage step.
Harbinger cannot redirect an attack already aimed at itself.
Harbinger's attack redirection skips directly to damage calculation. Effects which activate at the start of the damage step, such as El Shaddoll Construct, miss their activation window.
Afterglow Dragon's effect when detached activates in a new chain after the effect which detached it resolves. If Afterglow is moved to a different location after it is detached but before it activates, such as by D.D. Crow, the effect will not trigger.
When two monsters with effects that activate during damage calculation battle, they must be activated in the first chain possible. Consider the following situation, where a lone Prime with Afterglow as material attacks Avramax.
With a total of 18 ranks on the field including itself, Prime can OTK over Avramax this way.
Cards which negate effects but not activations, such as Ash Blossom & Joyous Spring, cannot be used to stop Afterglow during the damage step.