Friday, November 1, 2013

Mythic Dragons in... Dragunities!

First up, decklist:

[19]
3 Blaster
3 Tempest
2 Redox
2 Tidal
3 Dragunity Dux
2 Dragunity Phalanx
2 Dragunity Arma Mystletainn
1 Mythic Wood Dragon
1 Mythic Water Dragon

[14]
3 Swords of Seven Stars
2 Cards of Consonance
3 Dragon Ravine
2 Terraforming
3 MST
1 Gold Sarcophagus

[7]
3 Reckless Greed
2 Phoenix Wing Wind Blast
2 Fucking retarded limited card that need to be banned right now

Extra:

Usual
1 Hieratic Sun Overlord Heliopolis
1 Felgrand the Divine Knight

So...

The idea is basically same as the usual Dragunities: Set up Stardust for defense first, then push on turn 2-3

The Mythic Dragons are for explosiveness, which the deck originally lacks due to not having access to Debris Dragon/Trigon. Heliopolis + Dragon Ruler is really sick, and should have never existed. You simply destroy 3-4 cards on your opponent's field for FREE. Yep

I don't mind much about normal summoning Mythic Wood, simply because I pull him from the deck through Atum more often. My game usually goes as:

1st turn set up Atum and something something (preferably Stardust Radiance to protect Atum)

2nd turn Atum gets out Mythic Wood, also searching Mythic Water (via Ravine/Tidal), summon Water Dragon, clear field

Then summon Dux. Most of my opponents became frustrated at this point, realizing I haven't even normal summoned

Also, the Mythic Dragons give access to Felgrand too, is a tool to play around Swift Scarecrow perfectly, even better than Star Eater does (and Hoban.dek had no access to Star Eater either)

The weakness, for any combo decks, is of course Maxx "C". Still working on it, but I don't like putting more traps because traps suck

So, that's for today...

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