Dragunity - Discussion
Dragunity is a new decktype, formed through cards released in Hidden Arsenal 3 and Structure Deck: Dragunity's Legion. Dragunity is basically a poor man's TeleDAD, using many of the same concepts and plays TeleDAD used with more balanced cards and a far more streamlined and much less versatile monster lineup. The deck aims to drop Stardust Dragon turn 1 and ride it to victory, continously dropping Synchros while camping on the Stardust to force through their plays.
Monsters commonly played in Dragunity:
Phalanx is the heartbeat of the deck. The common play is to go Summon Dux (see below), equip Phalanx and Special Summon it to the field, Synchro Summon Dragunity Knight - Vajrayana, equip Phalanx and Special Summon it to the field, Synchro Summon for a Level 8 Synchro of your choice. Using Dragon Ravine and Cards of Consonance you can accomplish this play on your first turn frequently, normally ending your first turn with a Stardust Dragon to protect Dragon Ravine.
See Phalanx for common plays. Dux is also useful as a 1900 beater when equipped with Phalanx and being a Winged Beast for Icarus Attack if you choose to go that route.
Akyls is an alternate tuner for the deck, and 2 copies have became the standard for most Dragunity builds. The ideal play is to go summon Legionnaire (see below), equip Akyls and activate Legionnaire's effect to destroy a face-up monster. After this chain resolves, Akyls will activate and destroy another card on the field of your choosing! This play is especially useful for clearing fields to setup Dux plays next turn and clearing fields.
Ruling Note: Akyls is a mandatory effect, so if your opponent only has 1 face-up monster on the field and you send Akyls with Legionnaire's effect you must destroy 1 of your own cards.
See Akyls for common plays. Legionnaire can also be used to get Phalanx and make a LV5 Synchro of your choice.
And now we have reached the tough part. The deck essentially has 4 monsters it can run right now without problems, but even if you max all 4 you will only have 12 monsters. The key to the deck's success will be finding ways to win without Dragon Ravine and finding the right mix of monsters outside of the previously listed 4.
I would like to believe Zephyros is essentially a staple. You can dump it with Ravine, it is a Level 4 Winged Beast so you can make Vajrayana with it, and it allows you to return Ravine or Monsters that got hit by Effect Veiler to your hand for reusage.
Other Monster options:
Breaker the Magical Warrior
Dragunity Arma Mystletainn
Dragunity Arma Leyvaten
Red-Eyes Darkness Metal Dragon
Tour Guide From the Underworld
Spells & Traps commonly played in Dragunity:
You should run 3 copies of this alongside 3 copies of Terraforming. You always want to see Dragon Ravine turn 1 because opening with it drastically increases your chances of winning the game. If you have extra copies of Terraforming or Ravine, you can just pitch them to activate Ravine. Dragon Ravine makes the entire deck flow seamlessly, you absolutely need to see it as soon as you can. However, you should be wary of Mystical Space Typhoon (and Dust Tornado, which is once again increasing in popularity) on your Dragon Ravine and you should always try to avoid playing Ravine until you have cleared their backrows or believe with a strong conviction that they do not have MST set.
Essentially a Destiny Draw for the deck, Dragunity should be running anywhere between 5-6 targets for Consonance. You can Ravine targets into your hand or pitch dead copies of Consonance to activate Ravine so at least 2 copies is pretty much mandatory in here.
Pot of Duality has always been a point of contention for Dragunity players. Duality helps you get out of poor hands, but when the deck gets rolling you will most likely never want to activate it. You may be able to play Duality on your second turn if you made Stardust Dragon turn 1 to dig for more defensive removal, but you have to be careful here because if your opponent has Mystical Space Typhoon they can chain it to Pot of Duality and you will either have to sacrifice the Stardust to protect it or lose the Ravine.
Icarus Attack is also noteworthy. Legionnaire and Dux are both targets for it, but most of the time it is better to Synchro with Dux. Icarus is invalueable for clearing backrows to let you go off, but unlike Blackwing, Dragunity cannot take advantage of Icarus Attack quite as easily and does not have nearly as many targets.
Dimensional Prison versus Bottomless Trap Hole is an on-going debate. Some builds even choose to run neither. Bottomless protects Stardust Dragon from Chaos Sorcerer/Black Luster Soldier by allowing you to chain Bottomless Trap Hole to the summon and then chaining Stardust Dragon to negate Bottomless and destroy it and dodge the effect, but Prison is better if you go 2nd and they already have a troublesome monster (such as Thunder King Rai-Oh) on the field. The biggest issue with Dragunity is going 2nd and not being able to clear the field so most players prefer Dimensional Prison for this reason. 1 copy of each is also a viable choice.
Extra Deck Staples:
2-3 Dragunity Knight - Vajrayana
1 Ally of Justice Catastor
1 Brionac, Dragon of the Ice Barrier
1 Scrap Dragon
1 Stardust Dragon
1 Thought Ruler Archfiend
Common plays are listed under Phalanx, although it is also worth noting that Vajrayana can get back Aklys then send it to the Graveyard to go up to 3800 ATK and destroy a card in the process.
Colosssal Fighter and Thought Ruler Archfiend are also both viable options, but due to the release of more Extra Deck options you may find you do not have room for both. I feel this spot will become a meta pick, just choose whichever one you feel helps you deal with other meta cards better at the time.
Red Dragon Archfiend is also an option for being able to clear walls, but Scrap Dragon can normally handle this.
I see no reason to bother with Dragunity - Gae Bulg and Dragunity - Gae Dearg. Vajrayana does the same thing as Gae Bulg, except Vajrayana is infinitely better. Gae Dearg's only usefulness is if you choose to Main a copy of D.D. Crow, as it lets you search it but this is hardly worth an Extra Deck slot unless the meta develops to the point mained Crow is everywhere.
T.G. Hyper Librarian should also be included normally, as it can be very good to go into it with Legionnaire + Phalanx and make them think twice about Synchro plays.
A few things about playing Dragunity worth noting:
While Dragunity appears to most as a very simple deck to play due to the straightforward nature of the cards and builds, Dragunity is actually quite a difficult deck to play correctly. You will generally have a multitude of options for your Synchro plays and you have to make the proper decisions on which Synchro you will need. It is not always as easy as summoning Stardust Dragon and setting 4 backrow, especially now that Heavy Storm is legal.
If you do not know what you are playing against, or are playing against a deck that could be running Dimensional Prison you should avoid attacking with Stardust Dragon into backrows. The average player tends to get greedy here and will end up losing the Stardust Dragon to Dimensional Prison, which ends the lock and lets the opponent back into game. Unless you absolutely need to end the game soon or you will lose you should make safe plays and continue to camp behind the Stardust Dragon and continue pressing with other Synchros.
You must also be wary of Gorz the Emissary of Darkness, who can come down after a Stardust attack and ruin everything.
Avoid playing Ravine into backrows unless you are in a position where you have no other choice. I have lost count of the amount of times I have seen the following posts:
MST > Dragunity
This deck fucking sucks, they chain MST on Ravine and you lose
While it is true MST chained to your Dragon Ravine blows, if this is happenening to you on a consistant basis you are playing Dragunity poorly. Sometimes you will indeed just have to go for or you will lose, but just because you have a hand that can Ravine combo on your 1st turn does not mean it is always the optimal play to do so. You want to avoid activating Ravine unless you can make a Stardust Dragon to protect it, otherwise your Ravine is a sitting duck. You should be patient and try to force out backrows and gather reads on your opponent's backrows before going off, otherwise you will be in for a world of hurt and quick defeats. If you have a good hand but you went second, don't blow it. Be patient and wait for an opening. Admittedly there are certain decks and times you cannot do this, but for the most part patience is the key to Dragunity.
In conclusion, Dragunity is a deck with a simple but effective gameplan. You might see all the plays coming in Dragunity, but that does not necessarily mean you can stop all the plays. This deck had a brief time in the spotlight at the beginning of the previous format before falling off the map, but on the bright side most of the decks bad matchups (Six Samurai, Frog Monarch, Fish OTK) got hit significantly by the banlist. While Agents are indeed a problem Legionnaire + Akyls can clear Kristya fields and the deck no longer has to worry about people consistently setting 3 backrow turn 1.