Aside from the Malicious copies, this looks like a pretty standard chaos dragon list. The Malicious-Plague engine gives the deck access to [ccProd]Crimson Blader[/ccProd], as well as easier access to rank 6s with Lightpulsar. Aside from that, the deck hasn’t really changed much in the last year.[ccProd]Tour Guide from the Underworld[/ccProd] feels a bit antiquated right now. Back when [ccProd]Wind-Up Zenmaines[/ccProd] was a great card, Leviathan Dragon was difficult to get over, and [ccProd]Sangan[/ccProd] was a card, Tour Guide was easily one of, if not the best card in the game. However, Dragon Ruler players can easily Big Eye, or kill a Zenmaines 3 times in one turn without much effort. Leviathan Dragon is smaller than both Tidal and Blaster, and doesn’t do much aside from just be Crimson Blader food, and Sangan is, of course, banned. Leviair is the only rank 3 that is still powerful, which makes Tour Guide almost strictly a tool used for pushing for game, rather than it having that duality of an extremely conservative card, while being able to be aggressive when the situation calls for it. It’s also making you play Night Assailant.
You had a description next to Return on your decklist, “no one seems to have realized that this is just as much a win condition for this deck as it is for Rulers.” Which I can’t help but disagree with. Return is absurd in Dragon Rulers because it can be live almost immediately, and throw game on board as early as turn 2, effectively speeding the deck up to an absurd level when drawn. It’s also chainable in the Ruler deck, since all Returned dragons go back to the hand in the end phase, rather than getting banished. Most importantly though, the Dragon Ruler deck already plays real traps, In this deck, Return acts as a Typhoon, or worse, [ccProd]Trap Stun[/ccProd] magnet, as it’s likely the only card you’ll set for the entire game. While it’s definitely a win condition in this deck, I feel like it isn’t worth it. However, it might be an interesting idea to side the card in versus almost literally everything after they side out all their Typhoons and Trap Stuns!
I’m going to keep in the [ccProd]Sixth Sense[/ccProd] due to its chainability, so if you go first, even if they try to Typhoon it you’re still getting your card off. Just make sure you always activate it before the end phase if they set cards, no reason to make their Trap Stuns live. While I’m not a huge fan of Dark Hole, I definitely see why this deck needs to run it. All the chaos dragon monsters are pretty small compared to the monsters in the Dragon Ruler deck, and since you have pretty easy access to Crimson Blader, even just baiting the Spark negate with Hole can be enough sometimes.
Maxing out [ccProd]Effect Veiler[/ccProd] seems excessive, while having a Light attribute hand trap is nice, Veiler just isn’t that high impact right now as a hand trap unless it’s negating Crimson Blader.
You mentioned you wanted to cut Typhoons for [ccProd]Forbidden Lance[/ccProd]s, and I can’t disagree more strongly with that. While Lance helps you get over stuff like Scrap Dragon, and Crimson Blader, Typhoon being able to hit Emptinesses, [ccProd]Dragon Ravine[/ccProd]s, and [ccProd]Imperial Iron Wall[/ccProd]s is so important.
The cuts in summary:
-2 Tour Guide from the Underworld
-1 Night Assailant
-1 Return from the Different Dimension
-1 Effect Veiler
I considered doing more off the wall changes, but every time I do that, even though I feel they make a more interesting article, somebody gets upset that I completely changed the deck, rather than just “doctor” it. So I’m opting for the conservative additions, but if you’re interested in the more off the wall changes, I was going to drop all the spells/traps, then add in the new chaos dragons and [ccProd]Witch of the Black Rose[/ccProd], as well as a couple copies of [ccProd]Junk Synchron[/ccProd]. You’d need to toy around with the extra deck a little, but it makes your lategame normal summons so much stronger, and gives the deck overall a much stronger late game. Whether or not it’s better I have no idea, but it’s something to look at, possibly keeping in spells/traps and just adding black/white and Junk Synchrons.
Anyway, back to the actual changes we’re making, which are rather boring. I’m adding the 3rd Ryko simply because we don’t have enough outs to [ccProd]Evilswarm Ophion[/ccProd], you mentioned you don’t like the 3rd Ryko because you usually have something better to be doing, but versus Evilswarm, if you don’t have Ryko (or [ccProd]Honest[/ccProd] I suppose) you’re literally doing nothing for the rest of the game. It also makes the next card I want to add, [ccProd]Solar Recharge[/ccProd], quite a bit better. I’m adding 2 copies of Solar Recharge into the deck.
With one slot left to add cards, I want to add 2 copies of [ccProd]Maxx “C”[/ccProd]. With [ccProd]Tragoedia[/ccProd]s and [ccProd]Gorz the Emissary of Darkness[/ccProd] in the deck, you have plenty of outs to draw if your opponent tries to push through, and while your opponent can just stop, with how much damage this deck can throw onto the board you can often just kill them if they stop (And of course, if they don’t stop you definitely kill them.)
The additions in summary:
+1 Ryko, Lightsworn Hunter
+2 Solar Recharge
+2 Maxx “C”
Next up, we’re going to take a look at Randy Chen’s Exodia list:[ccDeck="Main Deck"]1 Flamvell Guard:1 Left Arm of the Forbidden One:1 Left Leg of the Forbidden One:1 Right Arm of the Forbidden One:1 Right Leg of the Forbidden One:3 Blaster, Dragon Ruler of Infernos:1 Debris Dragon:1 Dragunity Arma Leyvaten:1 Dragunity Corsesca:1 Exodia the Forbidden One:3 Tempest, Dragon Ruler of Storms:1 Tyrant Dragon:3 Cards of Consonance:1 One Day of Peace:3 Sacred Sword of Seven Stars:2 Trade-In:3 Upstart Goblin:3 Hope for Escape:3 Reckless Greed:1 Return from the Different Dimension:1 Threatening Roar:1 Torrential Tribute:3 Waboku[/ccDeck] [ccDeck="Side Deck"]1 Debris Dragon:2 Maxx "C":3 Redox, Dragon Ruler of Boulders:1 Trigon:3 Dragon Ravine:3 Mystical Space Typhoon:2 Royal Decree[/ccDeck]
Anybody who has followed my Yugioh career knows I love these kinds of decks, and while DDE lost it’s primary engine when Rejuvenation got banned, the Dragon Rulers and Seven Star Sword give this deck a new engine. Normally I don’t include sideboards, but in this case it’s necessary to see, since the deck plans to side out the Exodia cards and side into a more standard Dragon Ruler plan.
There really isn’t much room for cuts in this deck, everything looks pretty tight. Torrential Tribute is one card that really stood out to me as unnecessary. Realistically, you’re so much slower, and less powerful than a standard Dragon Ruler deck game 1, that you really don’t have a chance at winning through anything other than Exodia. It’s better to just run more stall, than to try to play fair with cards like Torrent. I’m considering cutting Return as well, but being able to pay half your life to make Hope for Escape more live is incredibly relevant, and it’s not unreasonable that Return just wins the game for you when you activate it, so I’m keeping it in.
I want to cut the Threatening Roar and one of the Wabokus as well, to make room for other stall cards, which I’ll explain more about later.
The more and more I look over this list, the more I feel Hope for Escape doesn’t contribute enough to the deck. Aside from Return, you have no way to pay life, and only Upstart causes your opponent to gain life. Also, some of the additions I want to make would prefer we stay at a higher life total so Star Eater doesn’t just come down and one-shot us out of nowhere.
The cuts in summary:
-1 Torrential Tribute
-1 Threatening Roar
-3 Hope for Escape
With 6 cuts, the first thing I want to add is a single copy of [ccProd]Battle Fader[/ccProd], as well as a single copy of [ccProd]Swift Scarecrow[/ccProd]. Fader is notable now because of Felgrand Dragon, and while it’s poor against Emptiness, it keeps you alive against the extra deck based threat that some Dragon lists contain.
I also want to move those two copies of Maxx “C” into the main. We’ve acknowledged that we aren’t trying to win on turn 1 by playing traps, so why wouldn’t we just play additional copies of Upstart Goblin? They also synergize very well with the Fader and Scarecrow that we just added.
Lastly, in similar vein to the Maxx “C”s, I want to add [ccProd]Cardcar D[/ccProd]s, we aren’t using our normal summon on anything else, might as well try to draw some cards out of it. It’s not like we’re making our opponent’s traps more live either, since [ccProd]Phoenix Wing Wind Blast[/ccProd] would otherwise just get value by spinning one of our backrow in our end phase.
Additions in summary:
+1 Swift Scarecrow
+1 Battle Fader
+2 Maxx “C”
+2 Cardcar D
That’s all for this week, if you have a deck you’d like doctored then send us a message at https://www.facebook.com/ArgDeckDoctor
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Until next week, remember to Play Hard or Go Home!