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So Nah, So Fern [DNCG Blue-Eyes]


Lonk

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https://www.youtube.com/watch?v=BirpPXU09r4


 


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3 Blue-Eyes White Dragon


1 Blue-Eyes Alternative White Dragon


3 Maiden with Eyes of Blue


2 Priest with Eyes of Blue


2 Protector with Eyes of Blue


3 Sage with Eyes of Blue


3 White Stone of Antiquity


3 White Ka Dragon


20


 


1 Burst Stream of Destruction


2 Cards of Consonance


3 Dragon Shrine


3 Light Shrine


1 One for One


2 Silver's Cry


3 Trade-In


2 Twin Twister


17


 


2 Solemn Strike


1 Solemn Warning


3


 


1 Azure-Eyes Silver Dragon


1 Black Rose Moonlight Dragon


2 Blue-Eyes Spirit Dragon


1 Chaofeng, Phantom of the Yang Zing


1 Cloudcastle


1 Michael, the Arch-Lightsworn


1 Alsei, the Sylan High Protector


1 Divine Dragon Knight Felgrand


1 Number 38: Hopebringer Dragon Titanic Galaxy


1 Number 62: Galaxy-Eyes Prime Photon Dragon


1 Number 92: Heart-eartH Dragon


1 Number 95: Galaxy-Eyes Dark Matter Dragon


1 Phantom Fortress Enterblathnir


1 Slacker Magician


15


 


2 Droll & Lock Bird


2 Effect Veiler


2 Magical Spring


3 Anti-Spell Fragrance


2 Mask of Restrict


2 Shadow-Imprisoning Mirror


2 Unwavering Bonds


15


 


My Extra Deck is a bit of a mess, but the Main Deck has been really good.  It spams out Blue-Eyes monsters at a very consistent rate and has a great Win Ratio so far.  How can I improve on this Deck YCM?


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Why doesn't anyone run Twin Burst in these Decks?

 

In cases where Twin Burst would be Summoned, I find myself going into Rank 8 Xyz Monsters much more often because they are generally more potent than Twin Burst Dragon.  Twin Burst Dragon is cool, but the fact that the battling monster has to be on the field after battling with Twin Burst Dragon to use the banish effect kills so much of its potential.

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-1 Priest (honestly not even nearly as useful as one might think.  It's extremely powerful but practically you don't need more than 1)

+1 Guard (main power push player.  Might as well max it)

  • 3 White Spirit Dragon seems like way too much to me.  I usually run 2 Alt and 2 White, however I also find room for a single priestess to avoid consistency issues.  whatever floats your goat i guess.
  • As absolutely absurd as Legendary White Stone is, it's honestly not that useful.  It can really extend combos when it's in the grave (especially with Alt dragon), and the special summon is nice, but it's at the end phase.  I never run more than 2, UNLESS you are maxing out on Cards of Consonance and not relying on Dragon Shrine.  It's very easily exploited with Priest, and most games you are generally only gonna get each effect used practically once each or so.
  • Silver's Cry is complete trash compared to Gospel of the Divine Dragon.  No idea if the Felgrand cards are on DN yet, but if they are you need to completely replace Cry with them, and while you're at it find some room to squeeze in a 3rd.  Cuz the destruction protection is an absolute godsend.  You have no idea how many times I've held on to BE Spirit so that I can make use of the grave negation only to have it Raigeki'd at the start of the M1.
  • You're already running 3 White Spirit Dragons.  Is Twin Twister really necessary?
  • Personally I'm not a huge fan of Dragon Shrine for Blue Eyes.  All it does is remove targets to send with your Field Spell.
  • Where are your copies of "Where Arf Thou?"  The field spell completely negates any risk that would arise from using such a powerful searcher.  Plus, since most of the Eyes of Blue dudes rely on normal summons it's a much better option in general to One For One, however that doesn't mean 1-4-1 is a bad option in the deck by any means.  I'm just saying at least 2 Where Arf Thou? is nearly mandatory because of the interactions it has with Sage Knight and the field spell.
  • Speaking of the field spell, adding Terraforming at 2 or so is generally a pretty good option considering just how flippin useful it is.  If not, Wonder Wand allows you to trigger some targets while also speeding your draw engine along without too much risk as a secondary tech choice.

Now for the Extra Deck:

  • Chaofeng is bad and slow.  A 2nd Azure Eyes is a much better choice.
  • Sylvan card potentially burns through some resources you could desperately need.  Not a good choice.  Plus it's slow.
  • There is literally no reason to run Prime Photon Dragon over Tachyon Dragon if you don't run the original Galaxy Eyes
  • While Heart Earth Dragon is hilarious, it's a major hog to ED space because it's pretty bad as a whole.  Drop it.
  • Xyzing with your level 1s is generally a bad practice, but if it really comes down to it the BEST option for the deck is the Sylvan rank 1, because it potentially extends your play by fishing the spell you need, and even if it doesn't an 1800 body isn't too terrible.
  • While Dark Matter Dragon is pretty great...i dont really like it.  I don't like sending all my dragons to the grave so that I can't use my field.  It's still not a bad option though.  I would leave it in exclusively for the 4k double attack.
  • Twin Burst is perfectly fine at 1, specifically to get over stuff you can't normally deal with very easily like Beelze.
  • Full Armor Photon Dragon adds some decent removal power to your arsenal.  Might be worth considering.
  • Number 23 is a fantastic rank 8 option, as it not only protects itself but can simply poke your opponent for game in a tight spot.
  • Lots of options for that last spot: Stardust Spark, Ancient Fairy, Giant Grinder, etc.
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I thoroughly agree with most of Prog's points. After testing all this myself on Devpro, I can share my results. Priest is indeed a powerful card, but it's awkward early game and the payoff for it is pretty mediocre. Guard though, despite having redundancy with Shrine, sets up with Maiden and leads you into power plays as you have 2 Tuners on board to potentially go for various Synchro Summons. Though to be honest, I felt myself fine with just only x3 Maiden, x3 Sage, x1 Guard, and x1 Priest. Only Sage does best effort to trigger and search the Eyes of Blue, and the other Eyes of Blue monsters other than Maiden just do extraneously plays that only do well late game and are not too practical.

 

3 Spirit is an overkill and seems like a clog factor. Playing with 2 still works out fine.

 

How is Burst Stream working out? I really don't like it tbh. It's a weaker Raigeki due to the fact that even though it's searchable, it's really not crucial at all to work off of a dead Light Shrine. Leaving your BEWDs on field before attacking is important to lower their life before you Synchro/Xyz into Azure/Spirit whatever. You can do without Burst Stream.

 

When the Felgrand stuff comes on DN, prioritize Gospels of Revivals because it is a magnificent card that has no limits on how many times you can activate it, works on every Level 8, and protects you from destruction. You might have to replace 1 or a few Silver's Cry and other cards to fit this in. For now, I feel like 3 Silver's Cry is important if you're running Shrine because it extends your combos, gives you a bigger arsenal, and pushes for game, using the Quick-Play speed at its benefit. I also highly recommend Soul Charge. Setting up a play can yield you good results if you net Azure and other control based dragons like Crystal Wing and Harbinger out.

 

Blue-Eyes will often have consistency errors if you open with exclusive Eyes of Blue support vs Blue-Eyes support, or if you just open bad with multiple BEWDs. Upstart Goblin is my personal recommendation to filter your deck efficiently. I also highly recommend Wonder Wands and Forbidden Lances. If the Eyes of Blue and Shrine supports are your only ways to target Maiden, then you would need other ways to make Maiden go off if you don't open with either. Wand gives you a +2 if you use Guard/Maiden, and Lance not only triggers Maiden but has secondary uses for protecting your BEWDs and Extra Deck stuff. Stuff like Trap Holes are the norm, and the extra protection is beneficial.

 

I highly suggest you take out Chaofeng, Alsei, Heart-Earth Dragon, Slacker, Prime Photon, and Dark Matter in this deck. Chaofeng is slow, Alsei is a poor filter card that can do best at removing 1 card, Heart-earth is an undesirable card to ever consider due to its conditions, Slacker is pointless because the Tuners will be put to good use in Synchros and won't be needed as a defensive tool, Prime Photon is an ineffectual overkill, and Dark Matter shreds your BEWD stuff so that you won;t have spare plays for Light Shrine and of the like.

 

Here are my suggestions for replacements:
 

-Stardust Spark Dragon. It might be redundant with Azure, but it has its separate benefits that last longer.

-Another Azure Dragon. It will be useful once you tune into it or summon another with Spirit.

-Crystal Wing Synchro Dragon. This card is bonkers in BEWD. It's a 2 card combo with Sage & Shrine. If you get at least 2 tuners out, get Spirit, summon Moonlight, then use the other tuner to tune into Crystal Wing. Combined with Harbinger, it greats a powerful lock combo that shuts off a monster and spell effect. I highly recommend it as it is actually a consistent and potent combo you cannot miss on. Combine with Royal Decree and Spirit for ultimate lolz.

-Another Harbinger. Personal favorite. If you have 2 on board, you can stop pendulum activations and other hindering Spells, and they can work off each other if one is destroyed. In general, it's a powerful Rank 8 that has more worth.

-Giant Grinder. In a Dracopal format, killing off their Xyzs and giving them burn is a great thing. Also cheap field removal as well.

-Tachyon Dragon and Full Armor Galaxy Eyes. This duo is much more beneficial than Prime Photon/Dark Matter, because Tachyon has a useful pressure eff during the BP, and Full Armor can snipe a card with a 4k beatstick.

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I like both of those ideas.  But yeah, Priestess hasn't worked out well for me in the past so I really wouldn't consider her.

 

Making changes now (Though Gospel isn't out on DN yet so Silver's Cry would have to do for now).  Also, by Harbinger, you mean Hopebringer correct?

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After doing some testing on the Deck, I think Ancient White Stone could be cut to 2 and Cards either to 0 or 1 to make room for Gospels, Terraformings, or Upstarts.
Silver's Cry, however, is useful as a Quick-Play, meaning it can respond to your opponent's plays better than Gospel. At least keep 1 or 2 around.
Finally, Twin Twister is useful because of Light-Imprisoning Mirror. Without Twin Twister, you are screwed.

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