2/4/11

Orgymaster - Finally Posting / New Deck



So here I am with my first post in a long ass time. Lately I've been really busy with college applications, school, etc, and I haven't felt like posting anything. Now that some of that's out of the way I plan to start posting a lot more often.
Now, you may remember me as the resident dragon guy of Team Rose Bud (or not), so here Ima try to live up to that reputation. For a long time I've been trying to make a consistent deck that uses the white stone of legend draw engine (3 white stone, 3 blue eyes, 3 trade in, and 3 cards of consonance). I tried a lot of shit, but I realized that I needed something to help put guys in the graveyard. For a while I thought I would have to wait until Dragon Ravine came out in the new dragunity legion structure deck, but after some tinkering I found something to hold me off until then. Here's the new build, which I've lovingly named Quick-Dragunity of Legend.

Monsters: 24
3x Blue Eyes White Dragon
3x White Stone of Legend
3x Quickdraw Synchron
2x Dandylion
2x Red Eyes Darkness Metal
2x Red Eyes Wyvern
3x Debris Dragon
2x Dragunity Dux
2x Dragunity Phalanx
1x Card Trooper
1x Treeborn Frog

Spells: 16
3x Cards of Consonance
3x Trade In
2x Pot of Avarice
1x Tuning
1x One for One
1x Hand Destruction
1x Future Fusion
1x Foolish Burial
1x Monster Reborn
1x Mind Control
1x Giant Trunade

Extra: 15
1x Five Headed Dragon
1x Brionac Dragon of the Ice Barrier
1x Dragunity Knight Vajrayana
1x Junk Destroyer
2x Drill Warrior
2x Formula Synchron
2x Stardust Dragon
1x Shooting Star Dragon
2x Black Rose Dragon
1x Trident Dragion
1x Goyo Guardian

This deck centers around the aforementioned white stone draw engine, with some other deck ideas thrown in. It runs dragunity phalanx and debris as extra COC targets, and also 2 dragunity dux to further take advantage of the phalanx and increase the deck's already enormous amount of synchro options. The main attraction here is the quickdraw synchrons. These help ditch cards in hand like dandylion and white stone, or wyverns and darkness metals. Many of the guys it ditches create advantage on their own when sent to the graveyard, or set up for big plays later in the game. With dandy tokens and treeborn frog, it's easy to make drill warriors, which also remove dead cards in hand, while recycling draw engine fodder and basically anything else I need. Card trooper helps mill, and can serve as a small amount of draw power. Extra draw power comes in the form of formula synchrons (which are easy to make with white stones) that also make it possible for me to make shooting star dragon.
Future fusion ditches darkness metals, wyverns, phalanxes, and even white stones (ditching white stone creates advantage on its own) to help thin the deck while also giving me the possibility of a five headed dragon in 2 turns. It also makes reverse toolboxing possible with drill warrior. The darkness metals and wyverns become a threatening mid to late game prospect when in grave. Darkness metal also sets up for explosive turnarounds by bringing out blue eyes as a beater, or even as a synchro material for trident dragion.
I was frankly surprised by how well this deck worked. The monsters have a lot of synergy with each other, and the spell lineup really complements this synergy. 2 pot of avarice help reuse draw engine cards and also increase advantage, plus they rarely stay dead draws long even if drawn early game. One for one searches out white stones or treeborn while also ditching monsters, and can make some amazingly explosive plays possible. Tuning searches quickdraws and mills, which is always helpful. Hand destruction is some extra draw power that I would rather take out at this point, but whatever. Foolish ditches anything I want in grave, normally dandylions, treeborn, or phalanx, but it is incredibly versatile here. Mind control takes advantage of the 11 tuners in here, and creates further advantage while also helping get rid of annoyances like stardust (or even shooting star). Monster reborn is a staple here, and doesn't interfere with the flow of the deck at all. Trunade stands as the only backrow removal outside of brionac, black rose, and junk destroyer, and it has worked out so far.
The deck's objective is to cycle through quickly with the draw power and milling, and set up for explosive plays later. While it produces some bad hands, at most it usually takes about 1 or 2 turns before I draw into something to get the ball rolling. That's not to say this happens often. On the contrary, I have frequently found myself in a good position for an FTK after going through over half the deck. All in all, I like this deck and its consistency, and it will likely hold me off until dragon ravine comes out with the structure deck.
Hope you enjoyed this deck idea. Leave me any suggestions or thoughts in the comments. I'd also like to know if you thought my post was too long, cuz I wanna get better at this. Until next time,
-Orgymaster

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