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  1. True Draco is a deck that will become a thing following Maximum Crisis on May 5th 2017. Following the neutering of Zoodiac, both variants of True Draco King quickly became strong decks in the OCG, and will surely be competitive in the TCG upon release as well. That being said, Zoodiac still being very significant in the TCG will inevitably produce True Draco Zoodiac decks that the OCG currently do not have. How does True Draco work? The goal of True Draco is to summon Master Peace, the True Dracoslaying King with immunities to two of monsters, spells, and traps. This gives you a Towers-like monster who can also destroy threats like Utopia the Lightning while also granting you other card advantages. Main cards Master Peace, the True Dracoslaying King Level 8 / Light / Wyrm / Effect / 2950 / 2950 To Tribute Summon this card face-up, you can Tribute Continuous Spell/Trap Card(s) you control, as well as monsters. Unaffected by the effects of cards with the same card type (Monster, Spell, and/or Trap) as the original card type of the cards Tributed for its Tribute Summon. Once per turn, during either player's turn, if you control this Tribute Summoned monster: You can banish 1 Continuous Spell/Trap Card from your Graveyard, then target 1 other card on the field; destroy it. Dinomight Knight, the True Dracofighter Level 6 / Water / Wyrm / Effect / 2500 / 1200 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Trap Card from your Deck, and either activate it or add it to your hand. Ignis Heat, the True Dracowarrior Level 5 / Fire / Wyrm / Effect / 2400 / 1000 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can take 1 "True Draco" or "True King" Continuous Spell Card from your Deck, and either activate it or add it to your hand. Majesty Maiden, the True Dracocaster Level 5 / Wind / Wyrm / Effect / 2300 / 1500 To Tribute Summon this card face-up, you can Tribute a Continuous Spell/Trap Card you control, instead of a monster. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned monster: You can add 1 "True Draco" or "True King" monster from your Deck to your hand. Master Peace is the superboss, if you aren't summoning it on the first turn, you're not playing it right. He is basically three different monsters in the same space, with either immunity to monster/spell, monster/trap, or spell/trap. While monster/spell seems like the most obvious best combination, trap immunity is actually better because this protects you against Paleo and other True Draco decks. More on this later. Dinomight is the other True Draco monster seen most often across all True Draco decks. 2500 (2800) lets you trample most monsters, while being 2800 with Diagram also lets you survive battles with other 2800s. It can also activate the in-archetype traps instead of just searching them, which means you can immediately use the effects of Return or Apocalypse. Ignis and Majesty are seen in lesser quantities, but each give you extra advantage by grabbing either True Draco spells or monsters. Ignis has Monarch stats which let you use Tenacity, although trying to use Dominion is unpopular because it requires giving up your Diagram. Majesty is likely the weakest of the three disciples, because pulling monsters does not give you extra layers of plays the way grabbing a spell to summon on your turn or a trap to summon on your opponent's turn would do. Regardless, some people use more copies of Ignis, some use more of Majesty, some use both, some use neither. OCG lists are not going to be very helpful given how we still have a mostly-untouched Zoodiac engine, which discourage builds that play anybody other than Master Peace. Support cards: Dragonic Diagram Field Spell All "True Draco" and "True King" monsters on the field gain 300 ATK and DEF. The first time each Tribute Summoned "True Draco" or "True King" monster would be destroyed by battle each turn, it is not destroyed. Once per turn: You can destroy 1 other card you control or in your hand, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand. Terraforming Normal Spell Add 1 Field Spell Card from your Deck to your hand. True Draco Heritage Continuous Spell During your Main Phase: You can draw cards equal to the number of "True Draco" and "True King" card types (Monster, Spell, and Trap) sent from the field to the Graveyard this turn. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "True Draco Heritage" once per turn. Disciples of the True Dracophoenix Continuous Spell You can target 3 "True Draco" and/or "True King" cards in your Graveyard; shuffle them into the Deck, then draw 1 card. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy it. You can only use each effect of "Disciples of the True Dracophoenix" once per turn. True King's Return Continuous Trap If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True King's Return" in the same Chain. ● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also for the rest of this turn, you cannot Special Summon. ● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. You can only use each effect of "True King's Return" once per turn. True Draco Apocalypse Continuous Trap If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy it. You cannot activate the following effects of "True Draco Apocalypse" in the same Chain. ● You can target 1 other "True Draco" or "True King" card you control; destroy it, and if you do, the ATK and DEF of all face-up monsters your opponent controls become half their current ATK and DEF (even if this card leaves the field). ● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 "True Draco" or "True King" monster face-up. You can only use each effect of "True Draco Apocalypse" once per turn. Diagram searches every card in the deck, turns Dinomight into a 2800, Ignis into a 2700, Majesty into a 2600, and Master Peace into a 3250, each with OPT battle protection. You can also search the continuous cards you need, or set copies from your hand and then trigger their effects from the field while searching. Heritage is a card that gets better the more True Draco cards you play. If you tribute summon for Peace, ideally you can draw 2 cards and dig for more power cards. Field only though, so no big TK moves that destroy from the hand, however. Disciples also rewards playing more True Dracos, because it is an Emeral that can reload spells and traps. Great for when you want to use the monster killing effects of Return and Apocalypse as well as ensure you can win the grind game. Return and Apocalypse give you extra tribute summons in the opponent's main phase, which let you summon while also disrupting their plays. Return gives you tribute fodder, while Apocalypse is kind of a bad card that only serves as extra copies of Return with a different name. Tribute summoning a Draco on the opponent's turn and then killing their Zoodiac Xyz will probably end their turn. Because of this, Return and Apocalypse also discourage monster/spell immune Peace. Mariamne, the True Dracophoenix Level 9 / Wind / Wyrm / Effect / 2700 / 2100 If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a WIND monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were WIND, you can also banish exactly 4 cards from the top of your opponent's Deck. If this card is destroyed by card effect: You can add 1 non-WIND Wyrm-Type monster from your Deck to your hand. You can only use each effect of "Mariamne, the True Dracophoenix" once per turn. True King Bahrastos, the Fathomer Level 9 / Water / Wyrm / Effect / 1800 / 3000 If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including a WATER monster, and if you do, Special Summon this card, and if you do that, you can banish up to 2 Spell/Trap Cards from your opponent's field and/or Graveyard, if both the destroyed monsters were WATER. If this card is destroyed by card effect: You can Special Summon 1 non-WATER Wyrm-Type monster from your Deck in Defense Position. You can only use each effect of "True King Bahrastos, the Fathomer" once per turn. Mariamne gives you 2 searches off Diagram, which is useful for grabbing a 1-tribute and a spell/trap to summon it with, or outright grabbing Master Peace and a monster/trap in order to set up a good set of immunities. Bahrastos does almost the same thing, although you summon the Draco instead. Gives you a free monster to tribute for Peace. Also has a crazy bonus effect if you ever destroy Bahr + Dinomight, which is a nice scare tactic if they ever realize you're using it. Cards to consider: Stormforth is obviously strong for 141'ing your opponent's monsters away. Extra benefit from doing it on their own turn thanks to being able to go CL1 Return CL2 Storm. Brilliant Fusion is one-card setup for a monster/spell Peace. Throw in a good continuous trap, and Seraphinite can even give a free extra normal for Peace while you still get Brilliant Fusion to tribute for Dinomight. Baobaboon shuffles away dead drawn Garnets and makes 2 level 3s for Invoker. Floodgates you can turn off: Zoodiac Ending the combo however leaves you with several choices on what to tribute for Peace, Chakanine can summon a Zoo Xyz from the grave for the Fusion Sub combo, which leaves you to tribute Emeral or whatever else. Metalfoes Destroy a scale to search this, tribute it with Peace to search a scale, and then pend back whatever you destroyed. Kirin is dead, but Amorphage Sloth is still a card...! Predaplants also play well here because they can search Fullmetalfoes Fusion which lets you use it immediately. No special summons? You don't really need to special summon, and using your normal summon doesn't compete with anything because the Draco spells give you extra summons. Windwitches give a 1-card Crystal Wing or a Clear Wing and a tribute. Core: OCG decklists: http://roadoftheking.com/?s=true+draco
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