Now that Dragons and Prophecy have officially started dominating our Metagame, its hard to have fun sometimes when 2 decks are clearly more powerful then most others. Lately I keep switching between decks, from using Psoil and my new deck I've fallen in love with... Constellars.
Constellars have an excellent Dragon matchup, as [ccProd]Constellar Pleiades[/ccProd] is an instant answer to Draccosack and Big Eye, which forces your opponent to have to be able to Summon 4 Dragons in a turn to make 2 Xyz, or try to Summon a Tidal/Blaster to attack over Pleiades. However, this is where you just play "Protect the Pleiades". Here's what I've went 17-1 with at locals the past 3 weeks, only losing to Dragons for the first time tonight.
1 [ccProd]Brotherhood of the Fire Fist Bear[/ccProd] 3 [ccProd]Constellar Algiedi[/ccProd] 3 [ccProd]Constellar Kaus[/ccProd] 3 [ccProd]Constellar Pollux[/ccProd] 3 [ccProd]Constellar Sheratan[/ccProd] 3 [ccProd]Constellar Sombre[/ccProd] 3 [ccProd]Effect Veiler[/ccProd] 1 [ccProd]Honest[/ccProd]
1 [ccProd]Book of Moon[/ccProd] 3 [ccProd]Fire Formation Tenki[/ccProd] 1 [ccProd]Monster Reborn[/ccProd] 1 [ccProd]Reinforcement of the Army[/ccProd]
2 [ccProd]Bottomless Trap Hole[/ccProd] 2 [ccProd]Compulsory Evacuation Device[/ccProd] 2 [ccProd]Fiendish Chain[/ccProd] 3 [ccProd]Safe Zone[/ccProd] 1 [ccProd]Solemn Judgment[/ccProd] 1 [ccProd]Solemn Warning[/ccProd] 2 [ccProd]Vanity Emptiness[/ccProd] 2 [ccProd]Xyz Reborn[/ccProd]
2 [ccProd]Constellar Omega[/ccProd]
2 [ccProd]Constellar Pleiades[/ccProd]
2 [ccProd]Constellar Ptolemy M7[/ccProd]
1 [ccProd]Gagaga Cowboy[/ccProd]
1 [ccProd]Gaia Dragon the Thunder Charger[/ccProd]
1 [ccProd]Maestroke the Symphony Djinn[/ccProd]
1 Number 16: Shock Master
1 Number 61: Volcasaurus
1 [ccProd]Shark Fortress[/ccProd] 1 [ccProd]Starliege Paladynamo[/ccProd] 1 [ccProd]Tiras, Keeper of Genesis[/ccProd] 1 [ccProd]Abyss Dweller[/ccProd]
As far as Constellar decks go, the monster lineup is pretty standard outside of Sheratan I suppose, which is easily the worst of all the Constellars oddly. Normally Stratos-esque Monsters are powerful, but this deck thrives on using its Normal Summons for Xyz Summons, and just Normal Summoning to search and pass just doesn't cut it anymore when fighting against decks like Prophecy and Dragons. However, I still do run 3 of this card. I've tried running from 0 to 3 copies, and I found that sometimes you're just 1 piece away from a broken hand, and Sheratan can just get you there if you can protect yourself for 1 turn (normally you can). It's also the only card in the deck which can search Sombres, which is for sure a huge comeback card mid to late game, allowing you to throw out random Rank 5's (Volca Gaia Charger for GG anyone?).
A lot of people are using a conjunction of both [ccProd]Maxx C[/ccProd] and [ccProd]Effect Veiler[/ccProd]. Currently, even though at locals I'm undefeated (4-0) against Prophecy, it's matchup against the deck is less then solid. [ccProd]Spellbook of Fate[/ccProd] is just an absolute b... annoyance. Because of this, I'm just using [ccProd]Effect Veiler[/ccProd] since [ccProd]Maxx C[/ccProd] sucks against Prophecy, and your Dragon matchup is already in your favor.
Moving on to the Spells, its a very short list. 3 Tenki and Rota round out the ability to search for Kaus and Pollux respectively, while the only "power Spell" I use is Monster Reborn. The deck has enough ways to deal with Monsters that [ccProd]Dark Hole[/ccProd] isn't needed, since [ccProd]Dark Hole[/ccProd] is obviously poor against Dragons and Prophecy. [ccProd]Heavy Storm[/ccProd] as well.
Tenki is a 3 of as it allows you to search for Kaus and of course Bear. One of the coolest opening plays is to have a Tenki alongside a Pollux or Aleigedi, going into a Pleides and bouncing your own Tenki back to your hand to use again next turn.
The Trap cards are what is most important in this deck. 2 Bottomless and 2 Compulsory are great against Dragons and in most matchups that are not Prophecy. [ccProd]Safe Zone[/ccProd] is probably the MVP trap, it's the one I love the most. Pleiades and Safe Zone is just beastly. It allows you to keep him around long enough to control your opponent, and after you've used up his effect you can just turn him into an M7. M7 with [ccProd]Safe Zone[/ccProd] is ridiculous as well. Tonight against my Dragon opponent I went into M7 with a [ccProd]Safe Zone[/ccProd] set, and was able to [ccProd]Maxx C[/ccProd] him. On my turn I just returned the [ccProd]Maxx C[/ccProd] to my hand to keep my opponent from doing any more shenanigans without giving me massive amounts of cards. [ccProd]Safe Zone[/ccProd] also allows you to do tricks with putting it on an opponents monster, then returning it to your hand to kill that monster. Also when you Xyz with a Monster [ccProd]Safe Zone[/ccProd] is on, it stays on the field, thus allowing you to return it to your hand at a later time.[ccProd]Vanity Emptiness[/ccProd] is another ridiculous card against Dragons, especially when backed by Pleiades. It creates a lock that is very hard to break as Pleiades almost completely covers [ccProd]Vanity Emptiness[/ccProd] weakness. Whenever a card from your field or deck goes to grave, Emptiness kills itself. But with Pleiades out, you can bounce your own cards back to your hand preventing your opponent from trying to kill Emptiness.
Now, as my opponent was not thinking far enough ahead this instance isn't the best example, but something cool that happend was in a game against Mermails. I had Pleiades, [ccProd]Vanity Emptiness[/ccProd] faceup, and a facedown Compulsory. My opponent Typhooned my set Compulsory, hoping to kill Emptiness as well, but I simply bounced my own Compulsory back to my hand keeping Emptiness safe, and my opponent scooping his cards. Reading is fundamental!
The final Trap card is [ccProd]Xyz Reborn[/ccProd]. This is the only thing I am iffy on as its either fricken RIDICULOUS.... or sucks. Brining back a Pleiades or even better an M7 for free is just SO powerful. Especially bringing back a Pleiades during the opponents turn to bounce one of their cards, halting their plays. But then there's other times where either 1) My hand is slow. I just need Monsters and don't have the right ones and 2) I'm already playing "Protect the Pleiades" and its just sitting facedown in case something DOES go wrong. I'm not 100% sure how I feel about it currently.
The Extra Deck is fairly standard, with the exception of [ccProd]Shark Fortress[/ccProd] who is really cool. I've only used him a handfull of times, but he lets you do cool combos like swinging twice with a Bear, or one time I let one of my monsters attack twice, and had Honest in hand, so my monster was swinging a second time for like 4000 damage. [ccProd]Shark Fortress[/ccProd] can setup a lot of gameshots, but hasn't been extremely useful. I might cut him.
Finally, in total out of all 3 of my locals I've been able to defeat 5 Dragons and 4 Prophecy decks. My side deck has usually come through against Prophecy, siding in [ccProd]Imperial Iron Wall[/ccProd]s and Droll Lock Birds. One opponent got Droll Lock Bird locked down cause I returned it back to my hand with an M7. But game 1 is certainly very scary against Prophecy. The one person I did lose to using Dragons just had Heavy Storm game 1 and 3, it's still one hell of a card.
Concluding all of this, I think this is a REALLY fun deck to play and it's even really good in the current meta. If your local is full of Dragon decks, give this a try to give them a run for their money. Of course feel free to switch a few things up depending on your meta.
Until next time duelist, play hard or go home, and let your duels be ever in your favor.