Dragunites, 2.0

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    Faye Fang Kaew

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    Dragunites, 2.0

    Post by Faye Fang Kaew on Tue Mar 12, 2013 8:46 am

    Mirror mirror on the wall, why are Dragunities the prettiest of them all? Well, they weren't last format and still aren't this format, but just you wait till next format! Dragunities, along with Harpies and anything that has to do with wind really is getting a huge buff next set.

    Card numbers are listed in bold if you want to tl;dr it and just get the numbers.
    I'll be adding the side deck discussion later on.

    Monster Discussion:

    http://i.imgur.com/aQyqx5i.png (The deck)

    This buff comes with the name of Tempest, Elemental Dragon of Cyclones. Here's a picture of the big bad dragon.



    You can banish 2 other monsters that are WIND and/or Dragon-Type from your hand and/or Graveyard; Special Summon this card from your hand or Graveyard. During your opponent's End Phase, if this card was Special Summoned: Return it to the hand. You can discard this card and 1 other WIND monster to the Graveyard; Add 1 Dragon-Type monster from your Deck to your hand. If this card is banished: You can add 1 WIND Dragon-Type monster from your Deck to your hand. You can only use 1 "Tempest, Elemental Dragon of Cyclones" effect per turn, and only once that turn.

    Now you may be thinking "OMG! He's going to banish all of my Dragunities that I need in the Grave!!!!" No, he isn't. Tempest's main role in the deck isn't even to get him out on the field, he's there to set up your Hand and Graveyard for the explosive Dragunity combos that everybody loves. Not only can you ditch a Phalanx and himself to the Grave to grab a Phalanx, but you can grab another Phalanx and ditch that with Consonance/Ravine for even more set-up! After You're all set-up and ready to go with all of your synchros. Tempest SHOULD be in your Graveyard, either from his own effect or from Ravine he should be there regardless. Using his Special Summon effect from the hand is usually a poor-choice (Remember, he CAN be Special from the Grave with his effect) because that means you did not get the extra set-up you could of had. The best thing about Tempest is his ability to return to he hand infinitely. This means you get infinite uses of his ditch ability to grab stuff, but it also means that he is also infinite fodder for your Dragon Ravine. Unfortunately, Tempest is not level 6 so you can't Atums with two of himself or with Mystletainn and that you can only use one effect per turn, but he does make up for this sadness for being a level 7. This gives you access to Big Eye and Dragossack, two big game changers.

    I recommend running two of Tempest.

    Sorry if I wrote that messy or if it's badly explained, I don't feel like proof reading at the moment.



    This card gains 200 ATK for each face-up "Dragunity" card you control. When this card is Normal Summoned, you can select 1 Level 3 or lower Dragon-Type "Dragunity" monster in your Graveyard and equip it as an Equip Card to this card.

    Dux is pretty much the star of Dragunities. There's not much to say here except grab Phalanx, summon Phalanx, summon Vajrayana/Beastlord, grab Phalanx/pop, synch for an eight star/grab nothing if you went with Beastlord.

    I strongly recommend running three of Dux.

    Now we're going to take a look at an older card who is overlooked quite often.



    This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 WIND monster in your Graveyard from play. As long as this monster remains face-up on the field, you may change the battle position of 1 of your opponent's face-up Monster Cards at each End Phase of your opponent's turn.

    Garuda essentially serves as a second Dux, just like Zephyros does but in a different way. Once Dux hits the Grave he becomes pratically useless, but adding Tempest and Garuda fixes this. There's not much to explain about why I added Garuda in the deck, but I'll give some explanation. Garuda is a WIND, level 4 Winged-beast who can be special summoned from the hand. He allows for more plays when combined with a Normal Summoned Dux and Mystletainn. He's able to bring out Vajrayana while keeping your Dux out on the field for more Phalanx plays and stuff.

    I recommend running 1 of Garuda.



    Mystletainn is often overlooked by players when they are discussing Dragunities. It's always "Dux this, Dux that" "4+2 = 6. 6+2 = 8 hahaha synchros" "Dux hits the field as level 4, comes out level 8. You can't explain that.". Where's the love for good ol' Mystletainn? Mystletainn's biggest part in the deck in my opinion is for when the star player Dux gets hit by a Veiler, but he does have other purposes. If you didn't know this (I'd be sad if you didn't) there is an OTK involving Mystletainn and it goes something like this: Summon Dux, grab Phalanx. Kill Phalanx with Mystletainn, grab Phalanx, kill it with another Mytstletainn, grab Phalanx, synch into Vajrayana, ditch Phalanx to double your attack. 2100 + 2100 + 3800 = 8000. While this sounds difficult to pull off and kind of situational, it's not. You're Dragunities, you don't give a crap about setting up, you're the king of setting up. You're Chris Brown and setting-up is Rihanna, you got this.

    I recommend running two of Mystletainn.



    When this card is Normal Summoned, you can select 1 Level 3 or lower "Dragunity" Dragon-Type monster in your Graveyard, and equip it to this card as an Equip Card. You can send 1 "Dragunity" card from your Spell & Trap Card Zone to the Graveyard to select 1 face-up monster your opponent controls, and destroy it.

    Poor Legionnaire, always in shadow of Dux. Legionnaire is probably the one Dragunity to cause controversy amongst other Dragunity players. It generally turns out to be "Dude, why the hell are you running Legionnaire? He slows the deck down." Or "Dude, why the hell aren't you playing Legionnaire? He's like a mini Scrap Dragon and stuff." I'm a big fan of Legionnaire. While he may slow down the deck because he doesn't like to go fast; he brings great coverage against your opponent. A way to get around his lack of speed is to bring out Hyper Librarian with him and draw for days. Usually if I draw into a Dux I will use my Dragon Ravine to search for Legionnaire instead of another Dux, because you're playing Dragunities - you'll be getting another Dux next turn anyways. Grabbing Legionnaire and dropping Aklys into the Grave provides a huge scare factor for your opponent, because nobody likes to lose two cards at the cost of nothing for their opponent (You do not minus from his effect seeing as the Aklys was useless for field presence anyways). I tend to Legionnaires for late game in case my opponent starts to get an advantage over me.

    I recommended running 0-2 Legionnaires. It's down to preference really.



    When this card is Normal Summoned, you can Special Summon 1 "Dragunity" monster from your hand, then equip it with this card. When this card is sent to the Graveyard while equipped to a monster, select 1 card on the field, and destroy it.

    Ignore his first effect. It's a little silly to be quite honest. Aklys is an iffy card. He sucks with Dux and Mystletainn, but he's amazing with Legionnaire. Aklys place in the deck is obvious; he's there to do hardcore drugs with Legionnaire and break your opponents heart.

    I recommend running 0-1 of Aklys. Only run him if you are running Legionnaire



    Once per turn, while this card is equipped to a monster as an Equip Card by a card effect, you can Special Summon this card.

    Phalanx sucks. Don't run him. If I really have to explain why he's in here I'll go shoot up a school.

    Run three of him. If you're one of those "Hahah I run 1-2 Phalanx becuase you only need one hahaahadurhaueh" I'll kill you. You need to run three of Phalanx SO YOU DON'T WASTE OTHER CARDS TO DISCARD WITH RAVINE AND TEMPEST.



    If this card is in your Graveyard: You can return 1 face-up card you control to the hand; Special Summon this card from the Graveyard, and if you do, take 400 damage. Each player can only use the effect of "Blackwing - Zephyros the Elite" once per Duel.

    Zephyros holds the same "pseudo-Dux" role as Garuda. Essentially what most people do is normal summon Dux -> special summon Phalanx -> Return Dux to hand to summon Zephyros -> Synchro Summon for Vajrayana. You can also use him to bounce back a Dragon Ravine and re-use it's effect.

    I recommend running 1-3 of Zephyros. Only run one Zephyros in the typical Dragunity build. I will explain later on when three of him is useful.



    You can Special Summon this card (from your hand) by banishing 1 face-up Dragon-Type monster you control. Once per turn: You can Special Summon 1 Dragon-Type monster from your hand or Graveyard, except "Red-Eyes Darkness Metal Dragon".

    Red-Eyes is a pretty cool guy who doesn't afraid of anything. His role is pretty obvious. Catch the Dragon Synchros that your opponent has destroyed or get those Phalanxes back in action.

    I recommend one because...well you can only have one.

    Spell discussion:



    Once per turn, during your Main Phase, you can discard 1 card to activate 1 of these effects:
    ● Add 1 Level 4 or lower "Dragunity" monster from your Deck to your hand.
    ● Send 1 Dragon-Type monster from your Deck to the Graveyard

    Dragon Ravine. This card can single handedly win you the game. It's role is obvious - to fill the Grave and your hand; giving you the set up the you need.

    I recommend running 3 of Dragon Ravine.



    Add 1 Field Spell Card from your Deck to your hand.

    Terraforming is a great card in this deck. Having it at three essentially makes it that you have six Dragon Ravines in the main deck. The deck thinning is great and if you have enough Ravines you can just ditch a Terraforming for Ravine's effect.

    I recommend running 3 of Terraforming



    Cards of Consonance is one of the best draw cards in the game in my opinion just because of the synergy it provides because of its cost. If I happen to have a Dragon Ravine and a Cards on Consonance in my hand I will use Ravine to grab a Phalax/Akyls to my HAND instead of a Dux and then ditch it with Cards of Consonance just because of the deck thinning and draw power.

    I recommend running two of Cards of Consonance

    http://images2.wikia.nocookie.net/__cb20121011220741/yugioh/images/thumb/8/88/GoldSarcophagus-LCYW-EN-C-1E.jpg/300px-GoldSarcophagus-LCYW-EN-C-1E.jpg[/img]

    Banish 1 card from your Deck, face-up. During your second Standby Phase after this card's activation, add that card to your hand.

    Gold Sarcophagus may be slow in the fact that you will not be getting the card right away, but none the less you will still be getting it. Gold Sarcophagus is not used to grab any of the following: Dux/Pahalx/Aklys/Legionnaire/Dragon Ravine. Gold Sarcophagus is used to grabs cards that will convenient for later on such as: Tempest, Garuda, Zephyros, Dark Hole and Heavy Storm. Due to its lack of speed you do not want to be grabbing cards that are already easy to search out, but for cards that you can only rely to draw into and that are useful.

    [b]I recommend running 0-2 Gold Sarcophagus. It's all about preference and I am currently still testing it.




    Target 1 face-up monster on the field; until the End Phase, it loses 800 ATK, but is unaffected by the effects of other Spell/Trap Cards.

    Forbidden Lance is an absolute staple in Dragunities. If I ever see one of you running Dragunities without Lance I will cut you in half with hubcap. Lance stops your opponent from hitting your Dux and friends with dirty casual traps and spells such as Bottomless, Torrential, Dimensional Prison, Fiendish Chain etc. Another big reason to run Forbidden Lance is because of the sudden increase in Gagaga Cowboy. A lot of people tend to whip out Gagaga Cowboy against Stardust Dragon due to his ability to be one of the only rank 4s to be able to take him out. When your opponent decides to kill Stardust with Gagaga you can counter this buy just Lancing that silly Cowboy and winning the shoot off.

    I recommend running three of Forbidden Lance.



    Target 1 face-up monster on the field; until the End Phase, it gains 400 ATK, but its effects are negated.

    The reason why I run Chalice over Effect Veiler is due to the fact that everybody loves to side/main Dimensional Fissure, and it especially hurts Dragunities.

    I recommend maining 1-2 Chalice and siding 1-2 Chalice.

    Trap discussion:

    Traps are for noobs, run Warning gg.

    Extra deck discussion:

    I will be listing a couple more than 15 extra deck cards because there are many options when considering an extra deck.



    1 Tuner + 1 or more non-Tuner monsters
    When a Spell, Trap, Spell/Trap effect, or Effect Monster's effect is activated that destroys a card(s) on the field: You can Tribute this card; negate the activation and destroy it. During the End Phase, if this card negated an effect this way during this turn: You can Special Summon this card from your Graveyard.

    Stardust is a no-brainer in Dragunities. He's an 8 star, he's a Dragon, he's a pimp. What other reasons do you need?

    I recommend running 1-2 of Stardust Dragon. Personally I only run one.



    1 Tuner + 1 or more non-Tuner monsters
    Once per turn: You can target 1 card you control and 1 card your opponent controls; destroy them. When this card is destroyed by your opponent's card (either by battle or by card effect) and sent to the Graveyard: Target 1 non-Synchro "Scrap" monster in your Graveyard; Special Summon

    I consider Scrap Dragon along with Stardust to be a staple in Dragunities just because they're pretty cool guys. Scrap Dragon's effect is too good too pass up in Dragunities because of the cards you can pop with his effect. When you're popping a card with Scrap Dragon it generally means it no longer has use or that you can re-use it. Good cards to with Scrap Dragon are: Dragon Ravine (If your opponent has five cards in their hand and you can't defeat them that turn don't pop Ravine unless you have another one) Blackwing - Zephyros (You can just bring him back anyways) an equipped Aklys (Pop pop!) Garuda, Phalanx, Tempest. You can also destroy Scrap with his own effect and bring him back with Red-Eyes.



    1 Tuner + 1 or more Non-Tuner monsters
    If this card destroys an opponent's monster by battle and sends it to the Graveyard: Your opponent cannot Normal or Special Summon Level 5 or higher monsters during their next turn.

    Crimson Blader is great against Mermails and is a great late game synchro against Dark Worlds (Summoning him early is a tad silly, cause you know (Pop pop!). Crimson Blader also works well against Monarchs, late game Hero Beat, Six Samurai and pretty much anything that uses 5+ star monsters.

    I recommend running one of Crimson Blader



    1 Tuner + 1 or more non-Tuner monsters
    When this card destroys a monster by battle and sends it to the Graveyard, gain Life Points equal to that monster's original ATK. You can pay 1000 Life Points to negate the activation of a Spell or Trap Card that targets 1 Psychic-Type monster, and destroy it.

    Thought Ruler Archfiend is a great card to get yo back into the fight or to just have sitting on the field really. If you're scared to commit to a Scrap Dragon because you don't want him to be subject to trap cards just whip out Thought Ruler Archfiend (Note, Thought Ruler will not be able t stop non-targeting effects like Bottomless Trap Hole).

    I recommend running 0-1 of Thought Ruler Archfiend



    1 Dragon-Type Tuner + 1 or more non-Tuner Dragon-Type monsters
    This monster cannot be Special Summoned except by Synchro Summon. When this card is Synchro Summoned, you can destroy up to 2 cards you control. If you do, for each card destroyed by this effect, this card gains 1 additional attack this turn.

    Trident Dragon is a great way to finish off your opponent/OTK him. He's generally not a very safe card if they have a couple trap cards due to his high-risk, but he's great to end the game if they are a sitting duck.

    I recommend running 0-1 of Trident Dragion.



    1 Dragon-Type Tuner + 1 or more non-Tuner Winged Beast-Type monsters
    When this card is Synchro Summoned, you can select 1 Level 3 or lower Dragon-Type "Dragunity" monster in your Graveyard and equip it to this card as an Equip Card. Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard to double this card's ATK until the End Phase.

    Vajrayana is definitely a staple. Vajrayana is great because of it's stupid effect. It's great for opening with a level 8 and it's great to end games with her boosting effect. If you're going for game it's generally best to grab Aklys with her effect to not only become a 3800 attacker, but to also pop one of their cards along with it.

    I strongly recommend three of Vajrayana



    1 Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned: Target 1 face-up card you control and 1 face-up card your opponent controls; return those targets to the hand, but you cannot activate effects of the returned cards or effects of cards of the same name during this turn. You can only use the effect of "Beastlord Volcan" once per turn.

    Beastlord Volcan is great for being a pseudo-Scrap Dragon and for re-using your own cards like Dux. Beastlord Volcan adds another 6 star option asides from Vajrayana. Volcan is a great late game card for being able to get rid of their threats and to go for game.

    I recommend running one of Beastlord Volcan



    1 Tuner + 1 or more non-Tuner monsters
    At the start of the Damage Step, if this card battles a non-DARK monster: Destroy that monster immediately (without damage calculation).

    Ally of Catastor is great against Fire Fists due to his ability to run them over despite their beefiness, but he sucks against Mermails due to Gaios. Ally of Catastor can either be a great asset in your duel or just sit in your extra deck and due nothing depending on the match-up.

    I recommend running 1 of Ally of Justice Catastor



    1 Tuner + 1 or more non-Tuner monsters
    When a monster is Synchro Summoned: Draw 1 card. This card must be face-up on the field to activate and resolve this effect.

    Hyper Librarian is great in Dragunities due to the sheer amount of synchro summoning they are capable of. Due to the giant pool of synchros that are available to Dragunities you may consider not running Hyper Librarian if you are looking for more versatile synchros seeing as he is lacking in the fighting department.

    I recommend running 0-1 of Hyper Librarian



    2 Level 4 monsters
    Dragon-Type monsters you control cannot be destroyed by battle, except "Queen Dragun Djinn". Once per turn: You can detach 1 Xyz Material from this card to target 1 Level 5 or higher Dragon-Type monster in your Graveyard; Special Summon that target. It cannot attack this turn, and its effects are negated.

    Queen Dragun Djinn is a great but not very played card in Dragunities. Previously You only had the option of using two Dux' or a Dux and a Zephyros to summon her, but now Garuda is more usable in the deck allowing for more freedom. Her effect is great because you can grab a previously used Tempest and summon it and it won't return to the hand because of he effect. You can also grab a Stardust Dragon and still use it's effect.

    I recommend running 1 of Queen Dragun Djinn.



    2 Level 6 Dragon-Type monsters
    Once per turn: You can detach 1 Xyz Material from this card; Special Summon 1 Dragon-Type monster from your Deck, and make its ATK and DEF 0. This card cannot attack the turn you activate this effect.

    Atum is pretty easy to summon in the deck because of Mystletainn and Vajrayana. Atum's reason for being in the deck is the same as being in any other Dragon deck - instant Red-Eyes Darkness Metal Dragon. Asides from Red-Eyes Atum can also grab a Phalanx and use it to synch with.

    I recommend running one of Atum.



    Photon Striker Bounzer is a good addition to the side deck because of the lack of monster negation in the main deck. He's also a pretty heavy beater who is easy to summon.

    I recommend running 0-1 of Photon Striker Bounzer.



    2 Level 7 monsters
    Once per turn: You can detach 1 Xyz Material from this card; Special Summon 2 "Mecha Phantom Beast Tokens" (Machine-Type/WIND/Level 3/ATK 0/DEF 0). While you control a Token, this card cannot be destroyed by battle or by card effects. Once per turn: You can Tribute 1 "Mecha Phantom Beast" monster to target 1 card on the field; destroy that target. During the turn this effect is activated, this card cannot attack.

    Dragossack is a beast of an XYZ. Dragossack can turn the game around by either using his effect to get mad synchros off or to destroy their field. Not only is his effect great but his stats aren't too bad either.

    I recommend running 1 of Dragossack



    2 Level 7 monsters
    Once per turn: You can detach 1 Xyz Material from this card to target 1 monster your opponent controls; take control of that target. This card cannot attack the turn you activate this effect.

    Big-Eye serves the same role as Dragossack essentially. Both are great options for the deck.

    I recommend running 0-1 of Big-Eye.








    Last edited by Acacia on Thu Mar 14, 2013 1:43 pm; edited 4 times in total



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    Flying Pig

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    Re: Dragunites, 2.0

    Post by Flying Pig on Wed Mar 13, 2013 1:00 am

    This is very interesting.



    I love chicken wings , i love em so much that i turned into pig wings...explains my weight.
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    Faye Fang Kaew

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    Re: Dragunites, 2.0

    Post by Faye Fang Kaew on Wed Mar 13, 2013 7:38 am

    Any other comments other than that? Lol.

    I added the entire main deck asides from common staples into the discussion and same with the extra deck. I've yet to work on the side deck.



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    Re: Dragunites, 2.0

    Post by Flying Pig on Wed Mar 13, 2013 8:33 am

    With the amount of detail you put into it, I would move it to articles.

    I am not quite sure what to say, your dragunity playing style is totally different then mine. I tried out your previous deck, and it just wouldn't submit to me.



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    Faye Fang Kaew

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    Re: Dragunites, 2.0

    Post by Faye Fang Kaew on Wed Mar 13, 2013 9:58 am

    You must be the leaf to be one with the deck. I might move it there.



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    songsong1

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    Re: Dragunites, 2.0

    Post by songsong1 on Tue Apr 09, 2013 6:24 pm

    So much ST hate, maybe you're going a bit OTT with that xD. Also, I would kick Zephyrus to 2 and add in 1 Mist Valley Roc, as it works so well in the Dux Mystletainn Phalanx combo. I would also bring in 2 Dualities for increased consistency; if you don't get Ravine early, you basically lose the game. Personally, I love traps in this deck, as it baits out MSTs that would otherwise destroy Ravine and early game can sometimes be dangerous for this deck, as it requires time to set-up, so OTKs are something to worry about. I would use Breakthrough Skill in replacement of Chalice, as you can always happily discard it with Ravine and still get effect negation.

    The side looks slightly rushed xD. 2 Maxx "C" are a great choice for the side. Also, I would replace the Night Beams with 2 Royal Decrees if you choose not to run many traps in the main deck. Shadow-Imprisoning Mirror and Prohibition should go down to 2 and 2 Gozen Match should be added, which is great for dealing with different rogue decks.
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    Faye Fang Kaew

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    Re: Dragunites, 2.0

    Post by Faye Fang Kaew on Wed Apr 10, 2013 2:48 am

    Infernity Doomlord wrote:So much ST hate, maybe you're going a bit OTT with that xD. Also, I would kick Zephyrus to 2 and add in 1 Mist Valley Roc, as it works so well in the Dux Mystletainn Phalanx combo. I would also bring in 2 Dualities for increased consistency; if you don't get Ravine early, you basically lose the game. Personally, I love traps in this deck, as it baits out MSTs that would otherwise destroy Ravine and early game can sometimes be dangerous for this deck, as it requires time to set-up, so OTKs are something to worry about. I would use Breakthrough Skill in replacement of Chalice, as you can always happily discard it with Ravine and still get effect negation.

    The side looks slightly rushed xD. 2 Maxx "C" are a great choice for the side. Also, I would replace the Night Beams with 2 Royal Decrees if you choose not to run many traps in the main deck. Shadow-Imprisoning Mirror and Prohibition should go down to 2 and 2 Gozen Match should be added, which is great for dealing with different rogue decks.


    I haven't finished writing this yet so there's still much to be edited in the eck. I'll try out the Roc thing for sure. Breakthrough Skill/chalice/Fiendish Chain all work, I just wrote down Chalice adn forgot to add the rest as well.

    I usually never make a "real" side deck on Duelingnetwork, so you're correct that it was rushed haha.



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    Re: Dragunites, 2.0

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