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Dem Durn Dragonstars


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They're too cool to be dragon-type, anyway. Still playing around with the extra and main, but it works out half-decently atm. Thoughts/criticsm appreciated.

 

EDIT: updated. kept an extra pulao because i like having that level one around for 5's and formula synchron. sided catastor in case im playing against not-shadolls (artifacts possibly). hot red is in there too if i need a bigger beater at level 8. haven't tested yet, but should work tons better now, especially with supply unit (which i forgot existed when i was building).

 

 

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I prefer Junk Synchron over Debris Dragon, mainly because Debris restricts you on what you can use with it.

Also, 3 Archfiend Eaters are a bit too much. I would go with 1-2.

Supply Unit is wonderful in this deck, and can be used as MST bait to protect your more crucial cards, like Incarnation.

I also suggest Dark Hole and Torrential Tribute, as well as substituting one of your 3 Eaters with a Plaguespreader.

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-2 Archfiend Eater

-1 Bixi, Cosmic Dragon of Water

-1 Debris Dragon

-1 Delta Flyer

-2 Junk Synchron

-1/-2 Pulao, Cosmic Dragon of Wind

 

+1 Masked Chameleon

 

Monster count is way too high and you have too many monsters for only one Normal per turn. One of the most attractive things about Cosmics is that once the engine is started, you're less likely to draw other engine cards and more likely to draw into power cards like Masked Chameleon and Comet Trail.

 

Bixi and Pulao are better played at lower numbers because typically your targets off Suanni and Bian will be Chiwens. In essence, for every Suanni/Bian you have 7 targets, and for every Bixi/Pulao you have 6 since you usually don't want to leave Chiwens in Attack. You may even want to lower your Pulao count to 1, as it's easily the worst Dragon since immunity to Spells really does next to nothing in a format where the only effective Monster-targeting Spell that will be used is Book of Moon.

 

Archfiend Eater is best at 1 or 2, I play 1 because I really don't want to see it early and while it's nice to have or mill with Foolish, I don't want to see more than 1 per game.

 

Debris Dragon, Delta Flyer and Junk Synchron really do nothing for you that Masked Chameleon doesn't do better, and even then maxing out Masked Chameleon and leaving it at that is better than running them. Debris Dragon will only ever make Moonlight, Black Rose or Samsara, and you typically don't want to go into those except as answers to very specific plays. In most cases it's a dead card in hand. Delta Flyer is reliant on you having a monster on the field, and while this is common due to how the engine works, it isn't a good topdeck nor does it help you brick the opening hand any less. Junk Synchron is similar to Debris Dragon in that it only makes you very specific, less powerful Synchros unless you already have an established field.

 

Masked Chameleon is an instant 7 or 8 when you topdeck it, and you want to see it as often as possible because it's a one-card power play. It's also very good as a one-card Xyz into 101 or Castel if you run them, and both can be solid picks for the mirror or the Shadoll match-up.

 

 

-3 Cosmic Dragon Leyline

 

+1 Book of Moon

+2 Forbidden Lance

+2/+3 Mystical Space Typhoon

+3 Supply Unit

 

Leyline is really bad for four reasons. First, it locks up backrow. Second, rarely will you have four colors dead, much less five, so you won't see much benefit from the card itself. Third, and most important in my opinion, it's dead when you draw multiples, and it's terrible to see in an opening hand or as a topdeck. Finally, it's counterintuitive to the way the deck plays. You will constantly want to set up your field properly by the time your opponent ends their turn; Leyline forces you into making subpar plays to fill the grave with each color and it also becomes useless once you have an established field, and it makes your Comet Trails worse rather than better. At most you should only play one Leyline.

 

Forbidden Lance is excellent for avoiding Breakthroughs and getting over backrow. It also allows you to get over Midrash with either of your beaters, or even Chameleon if necessary.

 

Simplifying gamestate is excellent in a deck that can maintain advantage like Cosmics. +2, possibly +3 MST.

 

Supply Unit is ridiculous in this deck. Though it does clog backrow, it is always an extra +1 off Archfiend Eater, and it always makes your Dragons a +1. Advantage and thinning power are everything in this deck. Supply Unit will always trigger as Chain Link 1 upon destruction of a Dragon, keep this in mind and perform your search/summon first and resolve Supply Unit last.

 

 

-2 Cosmic Dragon Zenith

-2 Fiendish Chain

-2 Mirror Force

 

+2 Breakthrough Skill

+2 Call of the Haunted

+1 Compulsory Evacuation Device

+2 Dimensional Prison

+1 Torrential Tribute

 

Zenith is also somewhat counterintuitive to how Cosmic Dragons play. Your opponent not attacking is fine as Cosmics force them to play passively or allow you to fill the grave, you want them to commit to big plays to get over your engine. Not being attacked still allows you to accrue advantage while gaining field presence rather than breaking even with it. Granted, if you have Supply Unit on the board, Zenith gets better, but it still isn't worth running because it's such a poor opener/topdeck.

 

Another bad thing about Zenith is that it doesn't actually do anything but enable you to Sync with Masked Chameleon on the opponent's turn, Sync in your Battle Phase or Sync with only Chiwen and Archfiend Eater on the board. In addition you -1 to do so. The only time you'd actually leave Masked Chameleon on the board during your Battle Phase is when you already have an advantageous board position, which would mean you wouldn't have summoned Chameleon in the first place because the entire point is to get a quick Sync or Xyz off.

 

Fiendish isn't absolutely terrible post-DUEA, but it's still pretty bad compared to Breakthrough. It's susceptible to MST and Shadoll Dragon pitched from Fusion in particular. If they have Neph go as Link 1 and Dragon hits your facedown Fiendish at a higher Chain Link, Fiendish will do nothing to stop Neph from recycling or pitching. Breakthrough Skill is superior as it gives you two uses, lets you hit Nephilim while baiting their Dragons, lets you get over Midrash, and lets you stop opposing Gongfus among other things.

 

Battle Traps are typically really bad post-DUEA because of Shadoll Dragon and Gongfu in particular. If you run any, run Dimensional Prison as it permanently eliminates threats like Midrash and Neph without giving them a free plus or recycle.

 

Breakthrough Skill is the best effect negation in the game post-DUEA and gets over Midrash among other things.

 

Call is always a +1 or better if it goes off. If they pop a facedown Call, chain it to grab a Dragon and get the free field presence while wasting their backrow removal. That's not even counting the +1 from Supply Unit.

 

Compulsory is your answer to Midrash, Moonlight Rose and Nephilim. It's imperative that you get them off the field as quickly as possible. If you can't get win conditions like them off the field, you're gonna have a bad time.

 

Torrential answers Falcon plays and stops a Midrash before it happens. Even if it's a -1 against many cards post-DUEA, it still serves the important purpose of providing responsiveness during the opponent's turn to break up plays.

 

 

-1 Ally of Justice Catastor

-1 Black Rose Dragon

-2 Reincarnation Dragon Samsara

-1 Stardust Dragon

-1 T.G. Hyper Librarian

-1 Underworld Fighter Balmung

 

+1 Formula Synchron

+1 Mist Bird Clausolus

+1 Mist Wurm

+1 Moonlight Rose Dragon

+1 Star Eater

+1 Vulcan the Divine

+1 Wave-Motion Phonon Dragon

 

The Extra is where personal preference plays a large part in decisionmaking. Cosmics are unique in that they can make literally every level Synchro at almost any given time. I've found that one of everything from levels 2 through 7 and one of everything from 9 through 11 typically does the job. It comes down to determining which Synchro of each level is the most versatile or outright powerful for the format.

 

Formula Synchron is the only 2 of note. Mist Bird Clausolus is the best 3 due to effect negation and stats that can hold off a Midrash. Wave-Motion Phonon Dragon is superior to Balmung as it operates as a Tuner itself, has solid offensive stats and can modulate its level for a second Synchro for anything between 2 and 8. Armades is by far the best 5 we have right now. Librarian won't survive to see further Synchros and provide advantage, and Catastor is a waste of space due to Shadolls.

 

Vulcan is arguably the best 6 for the deck as we have several Continuous backrow that can be sacrificed for a turn to get rid of threats such as Midrash, Nephilim, Gongfu and Moonlight Rose Dragon. 7 is a tough decision at first due to the existence of Michael, Black Rose and Moonlight Rose. Moonlight Rose is definitely the best of the three in particular for the Shadoll match-up, as it immediately eliminates a threat and prevents future threats; it literally forces a power play to get rid of it.

 

9 is obviously Mist Wurm, 10 is Leo and 11 is Star Eater. Leo is incredibly powerful and forces the opponent to forego certain plays to get rid of it. Star Eater likewise is easy to get out and can become incredibly difficult to deal with through bonus effects.

 

Level 8s are most important to have at a high count as you can consistently make them with Masked Chameleons. 2 Gongfu is standard. Scrap Dragon is staple due to your floaters and Supply Units. Crimson Blader is also staple as it is incredibly important to lock both Shadolls and the mirror. Hot Red Dragon Archfiend is a relatively good choice as it will trigger all of your monster effects while eliminating threats to push for game, however it doesn't kill Midrash and I've rarely found myself going into it. If any 8 is worth dropping for Black Rose, Reincarnation Dragon Samsara or another Armades, it's this one. I personally prefer Stardust Spark but Stardust is also a decent choice for the last slot.

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