Bundle of Sticks

dragon rulers 2: electric boogaloo True Draco Discussion

44 posts in this topic

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

 

Ac5EQkg.png w7D5pT1.pngKGxtd5P.pngYSFmmWR.png

 

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:

 

Z5Z2O9a.pngjap9Y2e.pngIDN1EHt.pngsk91Kid.pngLIdotVR.pngWLKuzsX.png

 

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.

 

Gh0xEac.png 5tS3s9X.png

 

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:

6Re5OCR.pngjwz7xru.pngs2Kdj9j.png8B7Cjtu.png

 

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:

Rz0UoW8.pnghuPwaGa.pngG3xFNCl.pngGnynK9U.png

 

Zoodiac

 

1z3YO2v.png

 

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

 

UNPlZgR.png

 

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?

 

HGdrLfj.pngABbclFC.pngWKFo5MJ.pngZ0BFkja.png55BdoE6.png

 

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:

phTeGA3.png

 

OCG decklists:

 

http://roadoftheking.com/?s=true+draco

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Did you test the level 5 and level 6 True Dracos at all? They seemed really bad on paper for me at first since they're tribute monsters that also rely on your opponent to do shit but then there probably isn't any way for your opponent to NOT trigger them, and a VFD by itself with nothing backing it up doesn't seem that scary to Zodiacs considering the insanely high amount of spell based mass removal they'll be able to run under the TCG list, plus the large number of Kaijus they already run. Tho you've probably tested the deck a lot more than me so you probably know better on that.

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Have you tested planet pathfinder? The field spell is broken (not even OPT iirc) and the theme has no own normal summons.

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Also, is Succession even worth it if you're not playing the Tribute guys? It seems kind of unnecessary in this sort of build. How much is it actually doing for you, and how often does it contribute to bad hands? In your deck it just seems like another Supply Squad, with most of the same issues.

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5 hours ago, DukeLukewarm said:

Did you test the level 5 and level 6 True Dracos at all? They seemed really bad on paper for me at first since they're tribute monsters that also rely on your opponent to do shit but then there probably isn't any way for your opponent to NOT trigger them, and a VFD by itself with nothing backing it up doesn't seem that scary to Zodiacs considering the insanely high amount of spell based mass removal they'll be able to run under the TCG list, plus the large number of Kaijus they already run. Tho you've probably tested the deck a lot more than me so you probably know better on that.

 

I have a few friends who really like Dynamite because he activates (not sets) Revival from the deck. Tributing s/ts for their summons are also kind of awkward, Ignis works with Monarch cards but the amount you can do with those is limited. None of the three can search Diagram, so I don't really like them especially because summoning them with Revival doesn't do anything.

 

5 hours ago, Me. said:

Have you tested planet pathfinder? The field spell is broken (not even OPT iirc) and the theme has no own normal summons.

 

Actually forgot about that. Pretty great because it doubles as an earth for Litho.

 

4 hours ago, DukeLukewarm said:

Also, is Succession even worth it if you're not playing the Tribute guys? It seems kind of unnecessary in this sort of build. How much is it actually doing for you, and how often does it contribute to bad hands? In your deck it just seems like another Supply Squad, with most of the same issues.

 

It's currently bugged on Ygopro to do nothing so I didn't actually use it in testing, although it might be worth re-evaluating once that's fixed. I'm not optimistic about ever getting draw 2s or 3s by running the minis. Revival is too good to get rid of, while you can't draw if you tribute Succession or other cards like Tenki. Succession is probably unnecessary because it's only good when you can get yourself up and running while doing nothing if the rest of your hand is dead.

 

------

It's not letting me edit the OP but another neat combo

Hand: 003, Litho, Diagram, (King)

Diagram grabs a King

003 NS to summon 009

Litho to destroy King and 003

Make VFD

 

If you had Bar or Mar in hand as what you destroyed with Diagram, you can pull another Litho from the deck

The in-hand Litho would destroy Litho and 003 to summon

Litho 2earth effect

Litho effect to revive Bar/Mar, giving you an extra 3k body if you want a search, or a 3300 butt if you want a floating wall

Edited by Bundle of Sticks
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That rank 9 thing is crazy. Especially if the effect aplies even to monsters summoned after the activation of the effect. it's like "you cannot do anything this turn..."
Yet another example how konami knows what they are doing...


On the matter at hand, you can play Kozmos instead of Deskbots, right? Having 12 Yaksha's that trigger your ships from hand to let you summon Dark Lady or Strawman for some crazy combos sounds pretty good to me. 

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Tributing Revival to summon one of the bois is a built in form of defense, but idk how good that will be vs the field.

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I feel like Da'at is at least worth a mention since it puts quite a bit of pressure on some decks and/or forces a utopia. And if they get rid of it the wrong way, they have to deal with Exterio or other busted extra deck monster. Stats for reference:

 

 

LIGHT/Wyrm/9

3000/3000

Requires 3 monster and/or Continuous Spell/Trap Card Tributes to Normal Summon/Set. Unaffected by the effects of cards with the same card type (Monster, Spell, or Trap) as the cards Tributed for the Tribute Summon of this card. If this Tribute Summoned card is destroyed by your opponent's card (by battle or card effect): You can Special Summon 1 EARTH, WATER, FIRE, or WIND Fusion, Synchro, or Xyz Monster from your Extra Deck.

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RUVwZOt.pngnjjEmJw.pngsfeMxGQ.png

 

 

^ put them in OP please.

 

also i think speedroids deserve a mention.

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1 hour ago, buckwheatloaf said:

^ put them in OP please.

 

also i think speedroids deserve a mention.

 

For whatever reason, I'm not able to edit any posts after a couple of hours.

I offhandedly mentioned Mare as part of Denglong shenanigans, although there's also stuff you can do with Litho or Yazi. They really intentionally made Bahr unable to summon it straight from the deck :/

Using Mare to make 3 tokens, destroy 2 for Bahr (banish 2 s/t without opponent responding) and then making Denglong to mill a King to make VFD is awesome.

 

Not really sure where you'd use either Night or Allumiraj, they're neat but seem like bricks.

 

Speedroid is pretty cool because they let you go into Yazi without the normal that you don't usually use, and if you wanted, you can put 2 winds on the field for free for Mariamune.

Brilliant Fusion also does the free Yazi, and gives you a spell to tribute for one of the minis. The minis are okay but I hate how narrow they are.

Edited by Bundle of Sticks
oops
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11 minutes ago, Bundle of Sticks said:

 

 

Speedroid is pretty cool because they let you go into Yazi without the normal

how?

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13 minutes ago, Bundle of Sticks said:

 

For whatever reason, I'm not able to edit any posts after a couple of hours.

I offhandedly mentioned Mare as part of Denglong shenanigans, although there's also stuff you can do with Litho or Yazi. They really intentionally made Bahr unable to summon it straight from the deck :/

Using Mare to make 3 tokens, destroy 2 for Bahr (banish 2 s/t without opponent responding) and then making Denglong to mill a King to make VFD is awesome.

 

Not really sure where you'd use either Night or Allumiraj, they're neat but seem like bricks.

 

Speedroid is pretty cool because they let you go into Yazi without the normal, and if you wanted, you can put 2 winds on the field for free for Mariamune.

Brilliant Fusion also does the free Yazi, and gives you a spell to tribute for one of the minis. The minis are okay but I hate how narrow they are.

 

i wonder if they can change the settings so OPs could be edited forever but not posts. or if no one minds letting everyone edit their posts forever just take off the limit for everything. 

 

night and alumi just seem like good outs to stuff and they can be recurred in different ways so thats pretty neat. alumi cant be searched by the wind guy (sad cuz it would be a more reliable out to vanity fiend if it could be) but it is a wind itself and a tuner. dragolich seems the better of the two. of course how good it is depends on the meta. if the meta is zodiacs than dragolich's best place would be in the side.

 

there's some other synchros u can make with mare mare that seem decent like dewloren (to bounce field spell) and coral. and another way to get mare mare to the field is with field spell + wind + water or earth. mare mare would seriously be broken for this deck if only it wasn't a water wyrm :( 

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Posts can be edited up to 2 hours after one is made, OP's should be permanent but IDK. In the worst case scenario, tag a mod to edit the OP for you.

 

Pretty sure Night will be garbage outside of the side for rogue, and Raj just seems really, really niche since it actually just shrinks your big ass niggas down to sub 500 atk/def and there's not a lv12 synchro you can make except maybe that one blackwing. I guess you can pop it mp2 though.

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23 minutes ago, Satchmo said:

Posts can be edited up to 2 hours after one is made, OP's should be permanent but IDK. In the worst case scenario, tag a mod to edit the OP for you.

 

Pretty sure Night will be garbage outside of the side for rogue, and Raj just seems really, really niche since it actually just shrinks your big ass niggas down to sub 500 atk/def and there's not a lv12 synchro you can make except maybe that one blackwing. I guess you can pop it mp2 though.

 

Not able to edit the op at all, I think the guy from the Salvpro thread complained about the same thing?

 

Raj makes Cloudcastle with Knuckle who I believe is the best of the minis, 28 with the field and grabs Revival which is useful on the opponent's turn. Ignis has a bad search target in Succession while Maiden suffers because searching reactively is awkward.

 

Kind of lame how they don't do anything unless tribute summoned, which severely limits how useful they are on the opponent's turn.

 

Another thing Mare does is make 3 tokens, make Deng, Deng mill level 7, make Cloudcastle. A hand of Mare Bahr Litho makes this, as can Diagram + Maria + either of the three. This gets you Bahr Cloud Litho, for VFD.

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mare mare tokens are wyrms so u can make baxia easy. normally that'd be neat but since we dont use any low levels in this deck there's nothing to bring back :(

 

instead of playing raj for a tuner you could maybe try a yang zing one. its a worse tuner but it makes mare mare even better with denglong.

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IMG_2301.PNG

 

This card clears both fields, and since it destroys the True King on the board, triggers its effect as well, if the attributed monster you destroyed wasn't a second copy of the card you summoned.

 

Of course, you can also just destroy it with the field spell. You can also actually summon and attack directly with it, if you ever needed to, which is why it takes precedence over The Wicked Eraser, which boasts the same field wipe effect.

Edited by IronPirate
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3 hours ago, IronPirate said:

IMG_2301.PNG

 

This card clears both fields, and since it destroys the True King on the board, triggers its effect as well, if the attributed monster you destroyed wasn't a second copy of the card you summoned.

 

Of course, you can also just destroy it with the field spell. You can also actually summon and attack directly with it, if you ever needed to, which is why it takes precedence over The Wicked Eraser, which boasts the same field wipe effect.

How would you summon it?

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I mean it'll happen one out of 1,000 games, but you can tribute summon it to attack directly for 2,800 when you have the field spell up.

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@Exiled you dont need to summon it, just destory it in your hand

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1 hour ago, RZR_DigbickThePickleMan said:

@Exiled you dont need to summon it, just destory it in your hand

 

Oh okay then that's pretty cool then

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MACR-JP078 幽麗なる幻滝 Yuurei-naru Genrou (Etheral Wyrmterfall)
Normal Trap Card
(1) Activate 1 of the following effects.
● Add 1 Wyrm-Type monster from your Deck to your hand.
● Send any number of Wyrm-Type monsters from your hand or face-up on your side of the field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard+1.

MACR-JP023 真竜騎将ドライアスⅢ世 Shinryuu Kishou Draius Sanyo (Draius III, the True Dracoknight)
Level 6 EARTH Wyrm-Type Effect Monster
ATK 2100
DEF 2800
If this
You can Tribute a Continuous Spell/Trap Card to Tribute Summon (but not Set) this card.
(1) If this face-up card that was Tribute Summoned leaves the field: You can Special Summon 1 “True Draco” or “True King” monster from your Deck in face-up Defense Position.
(2) “True Draco” or “True King” monsters on the field, except this card, cannot be targeted or destroyed by the effects of your opponent’s cards.

Final bits of support for the theme from MACR.

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Not final, actually:

 

Master Peace, the True Dracoslaying King
LIGHT LV/8 Wyrm-Effect

ATK/2950 DEF/2950
You can Tribute face-up Continuous Spell/Trap card(s) to Tribute Summon this card.
(1) Unaffected by the effects of cards with the same card type (Monster, Spell, or Trap) as the cards Tributed for the Tribute Summon of this card.
(2) Once per turn, during either player’s turn, if this card was Tribute Summoned: You can banish 1 Continuous Spell/Trap card from your Graveyard, then target 1 other card on the field; destroy it.

 

Disciples of the True Dracophoenix
Continuous Spell Card
You can only use each effect of “Disciples of the True Dracophoenix” once per turn.
(1) You can target 3 “True Draco” or “True King” cards in your Graveyard; shuffle those cards into the Deck, then draw 1 card.
(2) During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 “True Draco” or “True King” monster.
(3) If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 Spell/Trap Card on the field; destroy that card.

 

Apocalypse of the True Dracos
Continuous Trap Card
You can only use each effect of “Apocalypse of the True Dracos” once per turn, and you cannot activate the (1)st and (2)nd effects in the same Chain.
(1) Target 1 “True Draco” or “True King” card you control, except this card; destroy that card, and if you do, halve the ATK and DEF of all face-up monsters your opponent currently controls.
(2) During your opponent’s Main Phase, you can: Immediately after this effect resolves, Tribute Summon 1 “True Draco” or “True King” monster.
(3) If this card is sent from the Spell & Trap Zone to the Graveyard: You can target 1 monster on the field; destroy that monster.

 

 

Draius seems like the only decent mini, hexproofing is pretty rude when you summon him off of Revival in response to a Raigeki or something. The other minis let you snowball advantage but this one straight up shuts down a lot of cards that would kill VFD.

Master Peace seems kind of bad, not a level 9 so it doesn't mesh with the other cards unless for some reason you use a level 1 tuner

Desciples seems alright, makes Succession and Draius better by making losing your S/Ts less bad. 

Apocalypse seems mediocre. Halving ATK lets you run over enemy VFDs with a lot more things, but they can still just activate effect and you still won't be able to attack.

 

 

And of course, Zoodiac can be played here as well, Tenki is cute because you can also feed it to Draius for the tribute summon.

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Some observations about the inevitable mirror match:

 

Succession applies to both your and your opponent's cards, if for some reason you Twin Twister your opponent's spell and trap, and then activate Succession, you can draw 2 off of that.

Draius makes it so your opponent can't nuke Dracos from their own field to summon, and of course also protects your cards from VFD

Revival/Apocalypse give you a way to out VFD during the opponent's main phase by being used as fodder for Draius or any of the other guys. Sending the trap to the grave triggers their effect to destroy a monster, so you destroy VFD while minimizing the amount of ass-whooping it can do

VFD is insane for protecting yourself in the mirror match, not only does it change the attribute of everything on the field to cockblock if you only have one color in hand but control your own VFD, also because it locks down monsters with that attribute, you can't activate the same color that they chose.

Diagram's tribute summon battle protection does a lot of shitty stuff when you try to run over Draius, and as always with Dracoslayer archetypes, both players having the field translates to +600 on every monster which makes direct attacks hurt more

 

Getting into more niche interactions now:

Mare Mare can make Dewloren, who can bounce Diagram for re-use, bounces Draius and triggers its effect

Using Zoodiac gives you 2 Rats you can summon Litho with, or make an Emeral to summon Mariamune, Zoodiac Bullhorn can search Beast-Warriors of any attribute to fill a gap (Viper for Litho, Coach Captain Bearman to make a Rank 8, Manticore of Darkness (make a second Bullhorn with the 2 Rats to do the Manticore Maxx C Deckout in a pinch). Water and Wind don't really have impressive search targets, unfortunately.

 

Zoo King:

 

ae4f93453ea04ff8f54903a0493edbb7.png

 

 

If there wasn't any doubt, this is absolutely the Victor deck. I hope you find some glorious meme techs, you absolute madman.

Edited by Bundle of Sticks
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Given how limited the Wyrm pool is, here's another set of interesting cards:

 

Magma Dragon

Level 4 FIRE

Wyrm / Effect

When this card is Special Summoned: You can target 1 Wyrm-Type monster in your Graveyard, except "Magma Dragon"; Special Summon it in Defense Position, but its effects are negated. You can only use this effect of "Magma Dragon" once per turn. You cannot Special Summon monsters the turn you activate this effect, except Wyrm-Type monsters.

 

1 copy is effectively 7 or more copies thanks to Bahr and Mar. The idea is to use Diagram to destroy Bahr and search Agni, Bahr summons this from the deck, it summons Bahr back, and then destroy it and another card with Agni to make VFD. The summon lock is irrelevant on turn 1.

 

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Pop-Up

Quick-Play Spell Card

If your opponent controls a card in their Field Zone and you do not: Activate 1 Field Spell Card from your Deck. You can only activate 1 "Pop-Up" per turn.

 

Z-ONE

Spell Card

When this Set card is destroyed and sent to the Graveyard, select 1 Continuous Spell or Field Spell Card in your Graveyard, and add it to your hand.

 

Potentially useful as extra copies of the field, Z-ONE can also retrieve spent copies of Disciples or the field. Probably not using, but if Planet Pathfinder isn't good enough...

 

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Ethereal Wyrmterfall

Trap Card

Activate 1 of these effects.
● Add 1 Wyrm-Type monster from your Deck to your hand.
● Send any number of Wyrm-Type monsters from your hand and/or face-up on your field to the Graveyard; draw cards equal to the number of monsters you sent to the Graveyard +1.

 

Might be neat since you can destroy it with Diagram and then chain it. Might also be bad because it doesn't do anything turn 1.

 

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Genex Ally Birdman

Level 3 DARK

Machine / Tuner / Effect

If this card is in your hand: You can return 1 face-up monster you control to the hand; Special Summon this card, but banish it when it leaves the field, also it gains 500 ATK if the returned monster was WIND on the field.

 

Lets you return Draius to trigger effect, makes Cloudcastle with Draius or Dynamite, which summons back another True King.

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thank you for cutting those embarrassing fucking planet pathfinders

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