Showing posts with label Dragon. Show all posts
Showing posts with label Dragon. Show all posts

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

12/23/10

Intro to Orgymaster / Disaster Dragon


Hey it's me, the newest member of the team rose bud blog, Orgymaster. I'm gonna be posting mostly stuff about dragon decks, cuz I know everyone has always wanted to run a dragon deck right? Aside from that, Ima post whatever I feel like, so be prepared. Coming up are the decks I currently run, and I'm planning on starting my own weekly segment/article/thing.
To start things off, here's my disaster dragon deck

Disaster Dragon
Monsters: 19
3x Red Eyes Darkness Metal Dragon
3x Red Eyes Wyvern
3x Koaki Meiru Drago
3x Masked Dragon
2x Delta Flyer
1x Totem Dragon
1x Light and Darkness Dragon
1x Prime Material Dragon
1x Exploder Dragon
1x Dread Dragon
Spells: 14
2x Mystical Space Typhoon
3x Book of Moon
2x Gold Sarcophagus
1x Smashing Ground
1x Foolish Burial
1x Dark Hole
1x Future Fusion
1x Monster Reborn
1x Cold Wave
1x My Body as a Shield
Traps: 8
2x Bottomless Trap Hole
1x Mirror Force
1x Torrential Tribute
1x Trap Stun
1x Seven Tools of the Bandit
1x Starlight Road
1x Burst Breath
This bitch here is heavily inspired by Richard Clarke's disaster dragon deck, and it's been working really well. I've heard people call this deck a "control aggro deck" which actually sums it up pretty well. The idea is to control the field with your high atk dragons while constantly pushing for game (I know someone else can describe it better). Below are the main card explanations.
REDM x3 + REW x3 - This guy makes the deck work. Period. The cornerstone of most dragon decks nowadays, he is your main guy for field presence. With red eyes wyvern, your opponent can expect to see him the whole game. In general, to beat this deck, your opponent will have to go through this guy at least 3-4 times per game (barring otks, which are a bitch). He can turn a game around pretty easily, especially with targets like prime material and koaki meiru drago. The 2800 attack counts for a lot too, forcing your opponent to use their removal cards rather than attacking over it.
Prime Material Dragon - The "prime" target of REDM, this guy protects your guys from all common destruction effects. Mirror force, bottomless, smashing ground, dark hole, and black rose (etc.) are all this guy's bitch. He also goes with delta flyer to get off a fairly consistent trident dragon otk when I want to. Watch out for caius and d prison, the most common counters to this bad mofo.
Koaki Meiru Drago x3 - The game winner, his main purpose is to shut down battle fader/gorz/tragoedia plays that are the bane of your fucking existence. I love how this guy still works in a format where earth based decks are more common than dark/lights.
Masked Dragon x3 - The recruiter of the deck, he searches out the low level dragons. He helps a lot with synchroes, and also gets out totem easily in case you want to get out light and darkness, or tribute summon your REDMs. Great game opener.
Dread Dragon + Delta Flyer x2 - The tuners. Dread searches the low levels, but he really serves you better in the grave where he can be easy accessed with REDM. Delta is the main tuner, bringing a lot of versatility to a deck with otherwise limited synchro options.
Light and Darkness + Totem Dragon - Go very well together. LaDD makes so many guys just scoop, and totem gets him out easier. LaDD forces your opponent to waste resources getting rid of him, and if he's destroyed you still benefit from his special summoning effect. The second gold sarc target in the deck.
Exploder Dragon - Blows big shit up. Extra removal.
Future Fusion + Foolish Burial - Future fusion works with five headed to speed the deck up a shitload. Your number one gold sarc target, this guy will let you win the game at least 75% of the time. While not needed to win, you should make every effort to get this guy out. Once it loads the grave, five headed will be the least of your opponent's problems. Foolish works like mini future fusion here, helping you "reverse toolbox" your guys into the grave, where REDM can bring them back.
Gold Sarcophagus x2 - Searches future fusion first, then LaDD, then your staples. Helps with consistency considerably.
Cold Wave + Trap Stun + Seven Tools + MST x2 - The trap hate of the deck, shutting down your opponents counters and making it easier for you to push for game.
Book of Moon x3 + Bottomless Trap Hole x2 + Torrential - A big part of the control aspect of the deck. Book of moon stops synchroes from happening, as does torrential, and bottomless stops the synchroes once they hit the field, amongst other things of course.
Burst breath - Icarus attack for dragons. Highly chainable. Can stop mass synchroes as well as prevent bottomless from removing your guys.
Starlight Road - Protects your overextensions from black rose and dark hole, and nets you a stardust. Good shit.
Everything else - Staples like monster reborn and dark hole, or stuff i don't want to explain like smashing ground and my body. Figure it out yourself
Ima post and explain my extra deck later probably. For now I'm just balls tired. Hope you like this deck. Orgymaster signing off.