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Another goodshit idea I stumbled upon today was that you can turn Mare Mare into a crazy number of things:

Summon 3 tokens, make Denglong with 1, mill Draius to become a 6, make Yazi with 1, self-destruct to summon, and then do whatever.

 

If you run 2 Mare, you can mill 1 with Deng to make it 7, then sync with the other 2 tokens to make Trishula or Cloudcastle (also accessible through Denglong milling Master Peace + 1 token)

 

 

Magma Dragon lets you revive Mare, which makes it more accessible than just through Litho, although that locks up your summons.

Now, a super neat thing this interaction does is leave you with a field of Magma, Mare, and a King.

Summon 2 tokens with Mare to become a 5, and then sync 9 with Magma to make Chaofeng.

 

Chaofeng is a synchro 9 you can summon while locked under Magma, but the real interesting part of this interaction is this:

 

Destroy Chaofeng to search tuners. This is big for the mirror match because you can search Ghost Reaper, which makes your opponent unable to make an Xyz to get over your last monster, or even run it over because then Reaper is live.

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MACR came out in Japan, and people are running Master Peace a lot more than I expected.

Normally against most decks you want to tribute monster/spell because that lets you beat Eclipse/Raigeki/etc, but interestingly you want to go monster/trap in the TK mirror because Apocalypse and Revival are searchable destruction, but also because spell immunity makes itself lose the +300 from Diagram as well as the battle protection, not to mention that 2 Diagrams on the field suddenly means that everything other than Bahrastos, Maiden, and Draius can run him over. 

 

MP is strong against VFD because it's unaffected by his stun, and also because you can just CL2 his effect to kill VFD.

MP is a way bigger in-engine Drancia, which opens up the opportunity to skip Zoodiacs in favor of other strong continuous floodgates that you can tribute off for MP, Draius, or even Knuckle.

 

Strong floodgates such as ASF, Deck Lockdown, Mistake, etc.

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DukeLukewarm    120

Dunno why you'd bother with Draius, he's actually just straight up the worst out of the small guys.

 

Also not sure why you'd want to skip Zoodiacs when this memey little fuck exists.

 

latest?cb=20170113145550

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3 hours ago, DukeLukewarm said:

Dunno why you'd bother with Draius, he's actually just straight up the worst out of the small guys.

 

How? He's the only one that does anything when summoned off of Revival which lets you counter Encore/Chalice on VFD, not to mention being an ever-important counter to Drancia.

 

The only small ones I would play in a non-Zoo build are 2 Draius and 1 Knuckle (activating Revival from the deck is pretty big). Draius also warps the mirror match which will be a big deal after people start playing the mirror.

2 level 6s also lets you get Dragulas, who also counters Drancia/VFD/etc

2 Level 6 monsters


Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then target 1 face-up monster on the field that was Special Summoned from the Extra Deck; change it to face-down Defense Position. If this face-up card in its owner's control is sent to your Graveyard or banished by your opponent's card effect: You can Special Summon this card in face-down Defense Position. If this card is flipped face-up: Send 1 card on the field to the Graveyard.

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Black Ace    22

Screenshot_3.png

 

I think a version of only True Dracos is the best/most consistent.
Knuckles is amazing, but MP is the true MVP. Draius is a little underwhelming, but that because I had highest expectation for it.

Majesty and Ignis, 3-1 now, started 2-2, but honestly because of the "low" monster count I change the ratios.

Bulb is ok because you can destroy it with Diagram in hand and get it effect after.
Duality is really nice in this version of the Deck, but maybe cut it down to 2 and bump Disciples to 3 can work too.

Fiendish Chain can by replaced with Anti-Spell or Mistake, and either of them are probably better.

 

Ultimaya+Crystal+Stardust can be anything, I just want to try that, honestly I rarelly use any extra deck monster aside from Coral and Rank 5-6.

 

Sorry for my bad english.

Edited by Black Ace

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Mr Dragon    297
11 hours ago, DukeLukewarm said:

Also not sure why you'd want to skip Zoodiacs when this memey little fuck exists.

 

latest?cb=20170113145550


OCG is already on this. The Asia Championship Qualifier for Thailand was yesterday and this was everywhere:

 

ACWQ2017Thailand_1st.jpg 

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+Satchmo    3219

I think splitting this into 2 threads might be good, since it seems the Kings and the Dracos don't exactly play nice

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Farester    814
2 hours ago, Satchmo said:

I think splitting this into 2 threads might be good, since it seems the Kings and the Dracos don't exactly play nice

 

They are two different decks but honestly is the traffic in this section sufficient to justify 2 separate threads. The last reply on this thread is from January and there has been no discussion of what the standard lists look like in the ocg currently for either true draco variants or true king dinosaurs.

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Uh, I kind of forgot that this was a thing because I was "studying for exams".

Probably a good idea to split between True Draco and Dino King.

 

Dino King is a deck that become a thing due to the Dinosmasher's Fury Structure Deck on April 14th 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.

How does Dino King work?

Dino King is a combo Karakuri-ish deck that seeks to destroy copies of Petiteranodon or Babycerasaurus in order to Special Summon a dino from the Deck, and then combo off ideally to create a large field backed by True King VFD, Evolzar Laggia, Toadally Awesome, Ultimate Conductor Tyranno, Naturia Beast, or some combination of those. 


Main cards

a77tMTo.pngGJWWtn5.png

 

Babycerasaurus
Level 2 / Earth / Dinosaur / Effect / 500 / 500 

If this card is destroyed by a card effect and sent to the Graveyard: Special Summon 1 Level 4 or lower Dinosaur-Type monster from your Deck. 

  

Petiteranodon 

Level 2 / Earth / Dinosaur / Effect / 500 / 500 

If this card is destroyed by a card effect and sent to the Graveyard: Special Summon 1 Level 4 or higher Dinosaur-Type monster from your Deck, but it cannot attack this turn.

 

These two are almost the same card. That being said, Babycera is better because being able to grab Lv 4 and lower lets you get more Babycera or Petite, or Jurrac Aeolo. Neither of them are hard OPT so activating them multiple times off of Diagram, Oviraptor, or Lithosagym generates a ton of advantage.


In order to set up Petite and Babycera, you have several cards to search them:

HabNhQe.pngETFOsDH.png

 

Souleating Oviraptor
Level 4 / Dark / Dinosaur / Effect / 1800 / 500 

If this card is Normal or Special Summoned: You can take 1 Dinosaur-Type monster from your Deck, and either add it to your hand or send it to the Graveyard. You can target 1 other Level 4 or lower Dinosaur-Type monster on the field; destroy it, then Special Summon 1 Dinosaur-Type monster from your Graveyard in Defense Position. You can only use each effect of "Souleating Oviraptor" once per turn. 

  

Fossil Dig 

Normal Spell 

Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.

 

Oviraptor is a Stratos + Armageddon Knight. It has no restrictions on what dinos it can search, so you can add Ultimate Conductor or even Dogoran the Mad Flame Kaiju. While ideally you will destroy a baby to pull Oviraptor from the deck, you can also normal Ovi to search a baby, and then destroy it off of Diagram. Fossil Dig doubles your count of this guy.

 

Z5Z2O9a.pngjap9Y2e.pngLO8uByG.pngotZvIol.png5tS3s9X.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 King Lithosagym, the Disaster 

Level 9 / Earth / Wyrm / Effect / 2500 / 2300 

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including an EARTH monster, and if you do, Special Summon this card, and if you do that, and both destroyed monsters were EARTH, you can also look at your opponent's Extra Deck and banish up to 3 monsters from it with different names. If this card is destroyed by card effect: You can Special Summon 1 non-EARTH Wyrm-Type monster from your Graveyard. You can only use each effect of "True King Lithosagym, the Disaster" once per turn. 

  

True King Agnimazaud, the Vanisher 

Level 9 / Fire / Wyrm / Effect / 2900 / 1900 

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 FIRE monster, and if you do, Special Summon this card, and if you do that, you can banish 1 monster from your opponent's field or Graveyard, if both the destroyed monsters were FIRE. If this card is destroyed by card effect: You can add 1 non-FIRE Wyrm-Type monster from your Graveyard to your hand. You can only use each effect of "True King Agnimazud, the Vanisher" 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. 

 

Diagram is one of the best cards in the game, and in Dino King not only does it search Litho, it also lets you destroy babies to summon Oviraptor.

Litho is favored because its effect lets you destroy the Earth-attribute babies, but also because of that extra deck banish. It doesn't give you any direct field advantage like Agni or Bahr would, but it can cripple the opponent when they also have to stare down a big lockout field.

Agni being fire plays nice with Miscellaneousaurus while Bahr goes with Megalosmasher (and by extension, Norden into Bahamut into Toad). You really shouldn't want to summon either one, but you want at least one color other than Litho to take advantage of Litho's effect, as well as Denglong level modding.

 

90t4clK.png

 

Miscellaneousaurus
Level 4 / Fire / Dinosaur / Effect / 1800 / 1000 

During either player's Main Phase: You can send this card from your hand to the Graveyard; during this Main Phase, Dinosaur-Type monsters you control are unaffected by your opponent's activated effects. You can banish any number of Dinosaur-Type monsters from your Graveyard, including this card; Special Summon 1 Dinosaur-Type monster from your Deck with a Level equal to the total number of monsters banished to activate this effect, but destroy it during the End Phase. You can only use this effect of "Miscellaneousaurus" once per turn.

 

This deck also has a really good protection card that shits on most cards that would stop you. Outs negation, and then you can banish dinos from the grave to grab another guy from the deck. With Aeolo as a level 1, Miscell will typically never be dead. Miscell also has some other targets, shown below:

 

sNSFqXt.pngEwgc8m3.pngUbpuDgY.pngZoGAx0r.png7AsavnS.png2zhAlgA.png

 

Tyranno Infinity
Level 4 / Earth / Dinosaur / Effect / ? / 0 

The original ATK of this card is the number of your banished Dinosaur-Type monsters x 1000. 

  

Jurrac Aeolo 

Level 1 / Fire / Dinosaur / Tuner / Effect / 200 / 200 

You can Tribute this card to select 1 Level 4 or lower "Jurrac" monster in your Graveyard, except "Jurrac Aeolo". Special Summon that monster from the Graveyard.

  

Megalosmasher X 

Level 4 / Water / Dinosaur / 2000 / 0 

  

Rescue Rabbit 

Level 4 / Earth / Beast / Effect / 300 / 100 

annot be Special Summoned from the Deck. You can banish this face-up card you control; Special Summon 2 Level 4 or lower Normal Monsters with the same name from your Deck, but destroy them during the End Phase. You can only use this effect of "Rescue Rabbit" once per turn. 

  

Unexpected Dai 

Normal Spell 

If you control no monsters: Special Summon 1 Level 4 or lower Normal Monster from the Deck. 

  

Evolzar Laggia 

Rank 4 / Fire / Dragon / Xyz / Effect / 2400 / 2000 

2 Level 4 Dinosaur-Type monsters
During either player's turn, when a monster(s) would be Normal or Special Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz Materials from this card; negate the Summon or activation, and if you do, destroy that card.

Miscell banishing 4 to summon Infinity gives it 4k off the bat, Ultimate Conductor banishing another 2 makes it 6k, other banishes make it even bigger and give you a surprise gameshot straight from the deck. Miscell can also banish just itself to grab Aeolo to make a Sync 5 off of Oviraptor. As mentioned earlier, Megalosmasher is a water for Bahrastos and Bahamut Shark, where the idea is to send it to the grave for a summon and then Instant Fusion for Norden to grab Toad.

 

You should already know what Laggia does, but the reason for Laggia over Dolkka (who has 2 negates) is because VFD usually blocks out all of their monster effects. Laggia stops Raigeki and Dolkka doesn't.

 

t2dn4yz.pngEvNmAHo.png

 

True King of All Calamities (VFD)
Rank 9 / Dark / Wyrm / Xyz / Effect / 3000 / 3000 

2 or more Level 9 monsters
Once per turn, during either player's turn: You can detach 1 Xyz Material from this card and declare 1 Attribute; this turn, all face-up monsters on the field become that Attribute, also all monsters in your opponent's possession with that Attribute cannot activate their effects or attack. Monsters that "True Draco" and "True King" monsters in your hand would destroy with their effects can be chosen from your opponent's field. 

  

Denglong, First of the Yang Zing 

Level 5 / Light / Wyrm / Synchro / Effect / 0 / 2800 

1 Tuner + 1 or more non-Tuner monsters
If this card is Special Summoned: You can add 1 "Yang Zing" card from your Deck to your hand. Once per turn: You can send 1 Wyrm-Type monster from your Deck to the Graveyard; this card's Level becomes the sent monster's. If this face-up card leaves the field: You can Special Summon 1 "Yang Zing" monster from your Deck. You can only Special Summon "Denglong, First of the Yang Zing(s)" once per turn.

 

Summon Denglong off of Level 4 + Aeolo. Mill a True King from the deck to become 9, pair with Litho to make VFD while also triggering 2 babies to summon 2 dinos from the deck for Laggia.

 

zChMpIn.png
 

Ultimate Conductor Tyranno

Level 10 / Light / Dinosaur / Effect / 3500 / 3200 

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 2 Dinosaur-Type monsters from your Graveyard. Once per turn, during either player's Main Phase: You can destroy 1 monster in your hand or field, and if you do, change all face-up monsters your opponent controls to face-down Defense Position. This card can attack all monsters your opponent controls, once each. At the start of the Damage Step, if this card attacks a Defense Position monster: You can inflict 1000 damage to your opponent, and if you do, send that Defense Position monster to the Graveyard.

 

If the opponent tries to do anything, immediately Book of Eclipse all of their cards and then wipe all of them during your BP for X000 damage on top of your other attacks. Crazy good for a thing that doesn't even negate card effects. Just drop this guy alongside whatever other field you have to instantly put game-ending pressure on the opponent either on the defensive AND offensive.

 

42DGf7p.png

 

Dogoran, the Mad Flame Kaiju
Level 8 / Fire / Dinosaur / Effect / 3000 / 1200 

You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. Once per turn: You can remove 3 Kaiju Counters from anywhere on the field; destroy all monsters your opponent controls. This card cannot attack the turn you activate this effect.

 

Searchable off of Oviraptor! It's also a Fire! You probably shouldn't need it but what if you dooooooo?

Combos

1) Requires: Diagram/Terra (6) + Baby/Fossil (9)

a) Diagram destroy Baby add Litho 

b) Baby summons Oviraptor, Oviraptor add Babycerasaurus
c) Normal Babycera, destroy it with Ovi and target the same Babycera
d) Baby summons a Baby from the deck
  

2) Requires: Diagram/Terra (6) + Oviraptor/Fossil (6)

a) Normal Ovi, add Babycerasaurus 

b) activate Diagram 

c) Diagram destroy Babycerasaurus add Litho
d) Babycerasaurus summons Babycerasaurus

 

This is basically the same combo. In any case, they both lead to the following:

 

e) Litho destroy 2 Baby, banish 3 from ED
f) Baby x2 effect, summon Aeolo and Miscell
g) Miscell + Aeolo = Denglong, Denglong mill TK become Lv 9
h) Litho + Denglong = VFD

i) Miscell banish from grave summon...

 

Literally no other useful cards in hand:

j) Miscell banish to summon Lv 4 dino (another Miscell?), Ovi + Dino = Laggia

k) END: VFD + Laggia

OR

j) Miscell banish to summon Lv 4 dino (another Miscell?),

k) VFD effect declare Water

l) Miscell + Ovi = Bahamut, Bahamut summon Toad

m) END: VFD + Bahamut + Toad

 

Instant Fusion without Megalosmasher:

j) Instant Fusion summon Norden, Norden revive Aeolo

k) VFD effect declare Earth, Norden + Aeolo = Naturia Beast

l) Miscell banish from grave summon Miscell

m) Ovi + Miscell = Laggia

n) END: VFD + Laggia + Naturia

 

Instant Fusion with Megalosmasher (more bricks):

j) Miscell banish to summon Megalosmasher

k) Instant Fusion summon Norden, Norden revive Aeolo

l) Norden + Megalo = Bahamut

m) VFD effect declare Earth, Ovi + Aeolo = Naturia Beast

n) Bahamut summon Toad

o) END: VFD + Naturia + Bahamut + Toad

 

Instant Fusion with Megalosmasher (more bricks):

j) Miscell banish to summon Megalosmasher

k) VFD effect declare Water, Ovi + Megalo = Bahamut

l) Bahamut detach Megalo summon Toad

m) Instant Fusion summon Norden, Norden revive Megalo

n) Norden + Megalo = Bahamut

o) Bahamut summon Toad

p) END: VFD + Bahamut + Toad + Bahamut + Toad

 

Other combos:

 

 

Core:

qivHNmk.png

 

OCG decklists:

 

http://roadoftheking.com/ocg-2017-04-metagame-report-1

http://roadoftheking.com/ocg-2017-04-metagame-report-2

http://roadoftheking.com/ocg-2017-04-metagame-report-3

 

Edited by Bundle of Sticks
  • Upvote 9

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+Satchmo    3219

Thanks man, I'll split the topic tomorrow

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NB96    799

It's probably just down to me being new to the deck but I can't seem to beat True Draco's with Dino Kings. Their turns last 10 minutes on the regular vs me... Master Peace is just so difficult to stop, I guess you have to bait it then drop Ultimate Conductor Tyranno but if they know you have it then can reserve the pop effect nd wait it out, and with it's built in resistance to card effects it's tough to bait out the pop first.

Any advice?

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Jujuuu.    37

Dogoran is searchable. Just tribute over it and hope they don't have it set up to where they can tribute during your turn.

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NB96    799
8 minutes ago, Jujuuu. said:

Dogoran is searchable. Just tribute over it and hope they don't have it set up to where they can tribute during your turn.

Yeah I just read that a few minutes ago and added it to my deck. Maybe it will be the solution to my woes.

Edited by NB96

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Jujuuu.    37

I'm no expert duelist or anything, but True Draco are are very complex deck to deal with simply because Master Peace is a card alongside the traps mainly. To deduce down to simplicity though: stopping the master peace and the traps will create an easier time for you. Miscellaneousaurus is another card that helps you out greatly against pure True Draco btw.

Edited by Jujuuu.
I need sleep

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petqwe    288

Don't know whether these cards are mentioned but:

 

- Skill Drain: Most Master P are summoned via additional normal summons from the traps. Chain Skill Drain to fuck them over. Can be tributed for your own Draco to turn it off.

- Macro Cosmos: Whenever they attempt to tribute their spells or traps, ALL get removed. Also stops their Draco COTH from working properly. Can be turned off.

- Mystical Refpanel: Just like your Dragon Ruler side deck, this fucks Demise Draco. They remove 10 cards and you draw 2 cards. Also works against Duality, you search and they don't special summon.

- PSYFrame Gear Epsilon / Gamma: These can be played around, but if you are not prepared you are going to lose to them HARD. Not only is your trap dead, you are also a lv8 beater behind.

 

 

With the introduction of Link mechanics, this should be a fun format.

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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:

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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?

 

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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

Edited by Bundle of Sticks
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+Satchmo    3219
On 11/30/2016 at 1:09 AM, Bundle of Sticks said:

The pack that the True Kings come in is Maximum Crisis, which comes out in January for the OCG, which is like, April for TCG.

This deck isn't even out yet, but we've already seen so many of the things that it's probably a good idea to start talking about these guys. That being said, the instant these guys were revealed, people bought up a lot of Agnimazud and Bahrastos the instant the MACR cards were shown on YGOrg.

 

True Kings are 4 level 9 Wyrms that are basically rebalanced Dragon Rulers:

SS from hand by destroying 2 monsters including 1 sharing their attribute

if you destroy 2 of that attribute they get a bonus

if they're destroyed by an effect they do something else

 

Fire / 2900 atk / banish 1 monster from field or grave / recover non-fire from grave

Water / 3000 def / banish 2 spells or traps from field or grave / ss non-water from deck

Earth / 2500 atk / banish 3 from extra deck / ss non-earth from grave

Wind / 2700 atk / banish 4 from top of deck / search non-wind from deck

 

True King Agnimazud, the Vanisher

Level 9 / FIRE

2900 / 1900

Wyrm / Effect

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 FIRE monster, and if you do, Special Summon this card, and if you do that, you can banish 1 monster from your opponent's field or Graveyard, if both the destroyed monsters were FIRE. If this card is destroyed by card effect: You can add 1 non-FIRE Wyrm-Type monster from your Graveyard to your hand. You can only use each effect of "True King Agnimazud, the Vanisher" once per turn.

 

True King Bahrastos, the Fathomer

Level 9 / Water

1800 / 3000

Wyrm / Effect

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.

 

True King Lithosazim, the Disaster

Level 9 / EARTH

2500 / 2300

Wyrm / Effect

If this card is in your hand: You can destroy 2 other monsters in your hand and/or face-up on your field, including an EARTH monster, and if you do, Special Summon this card, and if you do that, you can look at your opponent's Extra Deck and banish up to 3 monsters with different names in their Extra Deck, if both the destroyed monsters were EARTH. If this card is destroyed by card effect: You can Special Summon 1 non-EARTH Wyrm-Type monster from your Graveyard. You can only use each effect of "True King Lithosazim, the Disaster" once per turn.

 

Mariamune, the True Dracophoenix

Level 9 / WIND

2700 / 2100

Wyrm / Effect

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, you can banish 4 cards from the top of your opponent's Deck, if both the destroyed monsters were WIND. 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 "Mariamune, the True Dracophoenix" once per turn.

 

If you've been following the Maximum Crisis reveals, you might have seen this bastard:

 

 

True King V.F.D., The Beast

Rank 9 / DARK

3000 / 3000

Wyrm / Xyz / Effect

2 or more Level 9 monsters

Once per turn, during either player's turn: You can detach 1 Xyz Material from this card, then declare 1 Attribute; for the rest of this turn, face-up monsters on the field become the declared Attribute, monsters in your opponent's possession with that Attribute cannot activate their effects, also they cannot attack. If you would destroy monsters with the effect of a "True Draco" or "True King" monster in your hand, you can also destroy monsters your opponent controls.

 

Almost an Outer God Azzathoth. It only comprehensively neuters monsters your opponent controls, although it only locks the attribute for hand/grave. eg calling Water would stop a Dark Destroyer summon, but destroying it would still allow it to banish itself from grave.

 

True Draco Succession

Continuous Spell Card

During your Main Phase: You can draw cards equal to the number of different "True Draco" and "True King" card types (Monster, Spell, or Trap) sent from the field to the Graveyard this turn. During your Main Phase, you can: Immediately after this effect resolves, Tribute Summon (but not Set) 1 "True Draco" or "True King" monster. 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 Succession" once per turn.

 

Card that lets you draw for every True King you destroy with Diagram or each other. Even more draws accessible when you destroy Succession or Revival with Diagram and then use a True King.

 

Dragonic Diagram

Field Spell Card

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 in your hand or you control, and if you do, add 1 "True Draco" or "True King" card from your Deck to your hand.

 

Basically Fire King Island with no hard limit and no drawback on destruction. Lets you trigger True Kings without having to commit to a summon, and if you destroy either Bahrastos or Mariamune, you get to pull 2 from the deck to trigger with another King. Turns Agni into a 3200, and VFD into a 3300, which lets them run over a ton of things. Obvious options are Terraforming and Planet Pathfinder.

 

Revival of the True King

Continuous Trap Card

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 "Revival of the True King" in the same Chain.

● You can target 1 "True Draco" or "True King" monster in your Graveyard; Special Summon it in Defense Position, also you cannot Special Summon other monsters for the rest of this turn.

● During your opponent's Main Phase, you can: Immediately after this effect resolves, Tribute Summon (but not Set) 1 "True Draco" or "True King" monster.

You can only use each effect of "Revival of the True King" once per turn.

 

Summon a free King each of your turns and each of the opponent's turns. It locks you out of further summons but it's still super valuable, revive a VFD and start nuking your opponent's monsters.

There's also some other cards that aren't really essential, but might still be used in the deck:

 

 

Ignis Heat, the True Dracowarrior

Level 5 / FIRE

2400 / 1000

Wyrm / Effect

You can Tribute a Continuous Spell/Trap Card to Tribute Summon (but not Set) this card. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned card: You can add to your hand, or activate on your field, 1 "True Draco" or "True King" Continuous Spell Card from your Deck.

 

Dynamite Knuckle, the True Dracofighter

Level 6 / WATER

2500 / 2100

Wyrm / Effect

You can Tribute a Continuous Spell/Trap Card to Tribute Summon (but not Set) this card. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned card: You can add to your hand, or activate on your field, 1 "True Draco" or "True King" Continuous Trap Card from your Deck.

 

Majesty Maiden, the True Dracomage

Level 5 / WIND

2300 / 1500

Wyrm / Effect

You can Tribute a Continuous Spell/Trap Card to Tribute Summon (but not Set) this card. Once per turn, during either player's turn, when your opponent activates a card or effect while you control this Tribute Summoned card: You can add 1 "True Draco" or "True King" monster from your Deck to your hand.

 

Da'at Metatron, the True Dracomechsoldier

Level 9 / LIGHT

3000 / 3000

Wyrm / Effect

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.

 

Lets you summon free Exterio, or some other things. Kind of costly, but it's also a Towers that triggers the True King S/Ts.

 

 

 

The goal is to put out VFD turn 1, who is basically Outer God Azzathoth. Afterwards you kind of just beat face with enormous monsters while threatening to make more VFDs, Enterblathnir, or other rank 9s.

 

 

Other cards to consider:

Kaijus -> other big monsters of all attributes to exploit

Yang Zing -> destroy to trigger and then combo off

Brilliant Fusion -> Seraphinite -> Galaxy Serpent -> Yazi -> Mare Mare -> dank shit

 

Interrupted Kaiju Slumber

Normal Spell

Destroy as many monsters on the field as possible, then Special Summon in Attack Position, 2 "Kaiju" monsters with different names from your Deck (1 on each side), but they cannot change their battle positions, and must attack, if able. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 "Kaiju" monster from your Deck to your hand. You can only activate 1 "Interrupted Kaiju Slumber" per turn.

 

This is huge, because you have a level 9 with 3300 atk, monsters of every attribute for the true King summons, and just let you out things that you wouldn't otherwise be able to get rid of.

 

Denglong, First of the Yang Zing

Level 5 / LIGHT

0 / 2800

Wyrm / Synchro / Tuner / Effect

1 Tuner + 1 or more non-Tuner monsters

If this card is Special Summoned: You can add 1 "Yang Zing" card from your Deck to your hand. Once per turn: You can send 1 Wyrm-Type monster from your Deck to the Graveyard; this card's Level becomes the sent monster's. If this face-up card leaves the field: You can Special Summon 1 "Yang Zing" monster from your Deck. You can only Special Summon "Denglong, First of the Yang Zing(s)" once per turn.

 

On summon you could search a YZ, otherwise you can just mill any King to turn it into a level 9. Can potentially also make Cloudcastle for free King revive, or a lot of other interesting things.

 

Deskbot 003

Level 3 / EARTH

500 / 500

Machine / Effect

When this card is Normal Summoned: You can Special Summon 1 "Deskbot" monster from your Deck, except "Deskbot 003". Once per turn, during either player's turn: You can target 1 "Deskbot" monster you control; it gains 500 ATK and DEF for each "Deskbot" card you currently control, until the end of this turn.

 

People used this to make Arc Light in Nekroz format, the significance here is that you can normal summon a level 9 from the deck.

 

Deskbot 009

Level 9 / EARTH

500 / 500

Machine / Effect

Once per turn, during your Main Phase 1: You can make this card gain ATK equal to the combined ATK of all "Deskbot" monsters you currently control, except "Deskbot 009", until the end of your opponent's turn. Only this card can attack the turn this effect is activated. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card would be destroyed by battle or card effect, you can destroy 1 "Deskbot" card you control instead.

 

Both of these have 500 atk so you can use Machine Duplication, which either gives you a ton of atk to push for game (8000 for 3x 003 + 1x 009), or you can pull all 3 of your 009s from the deck, letting you make a VFD and then have 2 Earths for Lithosazim or you can re-attribute them with VFD to use the other Kings.

 

 

Neat shit you can do:

Any time there's a King mentioned, if you have Diagram and a card you can destroy you can treat that as such.

 

Dragonic Diagram + Mar/Bar

Destroy the King, grab 2 Kings of types that you need to trigger the others. Litho and Mar are super great t1, Bar/Agni for going second

Combo off with other cards in hand

 

Deskbot 003 + Dupe + King

003 summons 009

Dupe on 009, summon 2x 009

Make an R9, typically VFD

VFD to turn attributes, then summon the King in hand ideally by destroying opponent's monsters, which triggers the King bonus effect

 

Alternatively, if you have Litho

003 summons 009

Dupe on 003, summon 2x 003

Activate all three 003s on 009 (atk 6500)

Litho destroys the other two 003s

Make VFD, or attack with a 6500 atk 009 (Armades), 2500 Litho, and 500

MP2 make VFD

 

A hand of 2 Litho + Bar or 2 Bar + Litho lets you summon any King from the deck, revive Bar, and make VFD

 

Hand: Slumber, Bar/Litho, any King

Slumber gives your opponent a Kaiju and gives you any attribute or the level 9 Thunder King to make VFD, doing either is pretty useful.

 

There's a lot of other extremely cool shit that you can do with these that I'm still exploring because I only read what they did last weekend, immediately after which I built a deck and thought "holy shit"

This is absolutely insane, and if we're going to keep watching what follows Pepe, ABC, and soon to see Zodiac, holy shit doesn't even begin to cover it.

 

 

 

Agni

Mariamune

Lithosazim

Bahrastos

Core power of the deck

 

Deskbot 009

Deskbot 003

Machine Dupe

Basically stickchair that gives you VFD, an 8k Lightning, or a bunch of other gross stuff

 

Kaiju lv9

Kaiju fire

Kaiju water

Kaiju earth

Slumber

Field clears and attribute tuning

 

Mare Mare

Soul Charge

Vanity

 

True Draco Succession

Dragonic Diagram + Terraforming

Revival of the True King

Consistency and pressure

 

Don't really look at the ED too much, the important cards are:

True King VFD

Enterblathnir the r9 Trish

Nothing else actually matters too much unless you do skilly combos with other cards not in the quick build I threw together

 

 

 

Sorry if I'm jumping the gun on making the thread but these guys are insane and people have to talk about them

original OP

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»victor    6396

So correct me if I'm missing something obvious, but why doesn't the deck play Rivalry of Warlords?

 

That card protects you from Kaiju, works on established fields, and doubles as Trap trib fodder.

 

That + Master Peace seems strong to me.

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buckwheatloaf    190

its not a strong enough floodgate pretty much. deck lockdown and macro see decent amount of play in ocg atm but thats about it. it looks like the deck just really likes its own cards and needs a really good reason to use anything thats not a true draco card or draw/consistency card such as...

 

 

qVrbXHm.jpg

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+mmf    23226

did u get enough?

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turceal    28

So it seems like demise is the best variant of this to play based on what is happening in OCG. with that in mind i think in that variant you would want to play 3 majesty maiden over any copies of Ignis so that if it triggers on opponents turn you can search and summon on their turn off of traps.

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petqwe    288

I have a lot of problem understanding Demise in this deck.

- Once I play Demise I am forced to commit onto the field. I am forced to set spell traps that I don't want to set, or I am just losing whatever card advantage I just gained by playing Demise.

- I lose the option of 'wait till opponent's turn to summon Master P from hand'.

- By playing Demise I have to play much less monsters than other Draco decks. I am not abusing the effect of Dragonic D to gain advantage. Like whatever cards you draw from Demise could also be gained by destroying something that net you a card.

 

 

I guess I will go try other cards like Windwitchs or Metalfoes. I feel that Metalfoes getting two Connections to tribute summon a Draco seems pretty good.

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»victor    6396
5 hours ago, petqwe said:

I have a lot of problem understanding Demise in this deck.

- Once I play Demise I am forced to commit onto the field. I am forced to set spell traps that I don't want to set, or I am just losing whatever card advantage I just gained by playing Demise.

- I lose the option of 'wait till opponent's turn to summon Master P from hand'.

- By playing Demise I have to play much less monsters than other Draco decks. I am not abusing the effect of Dragonic D to gain advantage. Like whatever cards you draw from Demise could also be gained by destroying something that net you a card.

 

 

I guess I will go try other cards like Windwitchs or Metalfoes. I feel that Metalfoes getting two Connections to tribute summon a Draco seems pretty good.

 

If you are going to play Demise and finding an engine for it, you could consider Harpies.

 

Demise can discard Sign and Harpist and dig for Party, you have a lot of nice cards to use for Master Peace, Hysteric Party, Anti-Spell Fragrance, there are a lot of powerful cards there.

 

Harpies also work with Metalfoes so you can end with tons of searches, and so on.

 

Diagram and Metalfoes being proactive ways to destroy Sign is huge.

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»victor    6396

102475_200w.jpg77356_200w.jpg38632_200w.jpg

 

You can use Brilliant Fusion for True Dracos, Galaxy Serpent works to search Field Spells with Ancient Fairy Dragon, and you have Gae Dearg to dump/search Zephyros, or search DD Crow.

 

And stuff like Genex Ally Birdman and Windwitch Snow Bell gives the deck another way to play around DBarrier. Other stuff like Gofu lets you LV 9, so this isn't a Rank 4/7 deck anymore.

 

The ratios could be something like:

 

3 Channeler

3 Harpist

3 Queen (because 1900 ATK is bigger than Emeral)

3 Harpie Lady

 

You can play the Normal Harpie Lady because Unexpected Dai gets you fodder, and now you have cards that destroy from hand, so it's not as dead as it used to be per se. And you can play Harpie's Feather Storm from hand, then go off with Dai True Draco and they can't even Quick Effect. And Emeral recurs for Dai.

 

Harpie's Hunting Ground gives you even more for Set Rotation beyond Draconic Diagram.

 

And you have Mavelus and Norden, who works with Harpist.

 

It's worth noting that Temple of the Kings lets you activate Hysteric Party on your turn, and it works with True Dracos but not sure if folks will play it.

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