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Guide and Discussion: Dragunity

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Guide and Discussion: Dragunity  Empty Guide and Discussion: Dragunity

Post by Admin Wed Jun 18, 2014 10:17 pm

Guide and Discussion: Dragunity  HfHEtYP

Dragunity Dux

Guide and Discussion: Dragunity  9Oxe7GB
Spoiler:


Run 3. No questions asked. This card, along with Phalanx, which you'll see below is THE REASON to play this deck. Dux essentially translates into any level 6 synchro or any level 8 synchro.


Dragunity Phalanx

Guide and Discussion: Dragunity  VxjyQ3a

Spoiler:

Run 3. Once again, no questions asked. This, along with Dux, translates into a 1 card level 8 Synchro along with Dragon Ruler fodder



Dragunity Arma Mystletainn
Guide and Discussion: Dragunity  FYi0pFK

Spoiler:

Run 2-3. It used to be run at 1 because we had access to more copies of Tempest as well as 3 Dragon Ravines, but now we need more copies in order to compensate for the loss.



Garuda the Wind Spirit

Guide and Discussion: Dragunity  VHGI8H8

Spoiler:

Run 1-2. This card is only useful in hands where you can go off. However, the interaction this card has with Tempest is absolutely broken. Along with that, this card is searchable by Gae Dearg and can help extend your combos



Blackwing - Zephyros the Elite

Guide and Discussion: Dragunity  Htq5x3Q

Spoiler:

Run 1. This card is tutorable with Gae Dearg and is crucial for extending combos. You do NOT want to see it in your opening hand so don't try to run more than 1. Not to mention, you don't even need more than one copy





Red-Eyes Darkness Metal Dragon

Guide and Discussion: Dragunity  PAZYR4k

Spoiler:

Run 1. You need it for the combo play.




The Ruler Engine
Blaster, Dragon Ruler of Infernos
Spoiler:

Tidal, Dragon Ruler of Waterfalls
Spoiler:

Tempest, Dragon Ruler of Storms
Spoiler:

Redox, Dragon Ruler of Boulders
Spoiler:

Guide and Discussion: Dragunity  RoljgEw

Run Blaster, Tempest and then 1 copy of either Redox/Tidal. You do NOT want to open with any of these guys (other than Tempest). The Rulers provide the follow-up that you will most likely need along with an insane grind game. 





Level 1 Tuners
Flamvell Guard


Guide and Discussion: Dragunity  TyhBZBS

Dragunity Corsesca


Guide and Discussion: Dragunity  0nkEjxy
Run 2 copies of Flamvell Guard and 1 copy of Dragunity Corsesca. You need these guys so that you have more targets for Cards of Consonance and so that you can do things when you have access to just one Ruler.



Dragon Shrine

Guide and Discussion: Dragunity  ME8iMdm

Spoiler:

Run 3. This card is the deck's replacement for Dragon Ravine. It dumps Phalanx and dumps Tempest, which you can then banish with either Garuda or another Ruler and tutor for the combo piece you're missing.




Cards of Consonance

Guide and Discussion: Dragunity  NzZWrFT
Spoiler:

Run 3. You need it for consistency.





Soul Charge

Guide and Discussion: Dragunity  HkfYTkk

Spoiler:

I heard generic versions Rekindling are pretty good. Run 3.




Gold Sarcophagus

Guide and Discussion: Dragunity  AbNA0CN
Spoiler:

The deck's Reinforcement of the Army. Run the 1 copy you're allowed.



Trap Stun

Guide and Discussion: Dragunity  B3EBzTv
Spoiler:

Run 1-2. It helps you go combo through backrow, but opening multiples really sucks.




Vanity's Emptiness

Guide and Discussion: Dragunity  56WSM77
Spoiler:

Run 1-3. This deck can make the Stardust Spark/Vanity lock very easily, a set up which is basically a win condition. And even if you don't have that, it can just act as a pseudo Solemn Warning vs special summons.




Dragunity Knight - Vajrayana

Guide and Discussion: Dragunity  8SF3VYP


Spoiler:


Run 3. This card is the stepping-stone synchro in the Dux-Phalanx play.




Dragunity Knight - Gae Dearg

Guide and Discussion: Dragunity  HsWOSLU


Spoiler:


Run 1. It sets up your combos and can let you wall up versus Maxx "C", but you do not need more than one.





Hieratic Dragon King of Atum

Guide and Discussion: Dragunity  KTks19N

Spoiler:


Run 1-2. This card is an integral part of Dragunity combos.




Mecha Phantom Beast Dracossack

Guide and Discussion: Dragunity  HfGQE7G

Spoiler:


Run 1. This guy gives you something to do with your 2 Dragon Rulers and he's also probably one of the most powerful and safe cards you can go into.





Other Extra Deck Cards:
Number 11: Big Eye
Gaia Dragon, the Thunder Charger
Constellar Ptolemy M7 
Queen Dragun Djinn 
Crimson Blader
Colossal Fighter
Scrap Dragon
Stardust Dragon
Stardust Spark Dragon
Black Rose Dragon



The Dragunity Combo:
Requirements:
1| Dragunity Dux in hand
2| Dragunity Arma Mystletainn in hand
3| Dragunity Phalanx in Grave
4| Red-Eyes Darkness Metal Dragon in deck
5| Blackwing - Zephyros the Elite in hand/deck.




The Play:
1| Normal Summon Dux and use its effect, targetting Phalanx.
2| Special Phalanx
3| Special Summon Mystletainn using its effect, then revive Phalanx
4| Make Gae Dearg using Dux and Phalanx.
5| Use Gae Dearg's effect to search and discard Zephyros.
6| Overlay Gae Deag and Mystletainn to summon Hieratic Dragon King of Atum.
7| Use Atum to search Red-Eyes Darkness Metal Dragon.
8| Use REDMD to revive Gae Dearg and use Dearg's effect to search either Phalanx, Dux or Garuda (depending on what your hand and grave contains)
9| Use Zephyros to Return REDMD to hand, then re-summon REDMD using either Atum or Gae Dearg (once again, depending on the situation you are in)
10| REDMD revive Phalanx.
11| Phalanx + Zephyros -> to Vajrayana, which leads to a level 8 Synchro.

Note that starting from step 9, you can change the play up if you have to in order to break your opponent's board. 


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