June 20, 2010

ARMS Beat

Dragunity Drive is out! Everyone is building and playing Dragunities now!

Some people are playing old school, with Dragunity Knights and Synchro mechanic.

On the other hand, some people are playing "new school" Dragunities, utilizing Laevatiin and Aclys to hammer down on the Opponent.

This is what the skeleton of said deck looks like:

3 Dragunity Arms Laevatien
3 Dragunity Arms Misteal
3 Dragunity Phalanx
3 Dragunity Dux
3 Dragunity Legion
3 Dragunity Aclys

3 Dragon's Valley
2 Terraforming
3 Cards of Consonance

The rest is filler.

I, on the other hand, think this concept is horrible.

Ok, well, lets start with what makes this setup good and bad:

Dragon's Valley: Especially with 3 copies and 2 Terraforming, you're staring right at a highly effective deck thinning technique.

The problem with this? The only thing you're goanna be searching out are Dux, Legion, and the occasional Phalanx for Cards of Consonance. These are limited, and the entire engine dies out in... maybe four or five turns?

On top of that, the deck benefits from getting it off turn one. However, the deck doesnt NEED to get it off on turn one, and hence a lot of the deckspace people are devoting to it turns into redundant dead draws in turn.

Dumping off your Laevatiens? You only need to do it once. Or another time once it gets removed from play. Hence, three is kinda redundant.

Summoning it? Thats where Legions and Dux come in: Summoning of Laevatien.

Also Aclys really helps.

However, with the only options for summoning out Laevatien easily being Legion, Dux, and the incredibly advantage unfriendly Aclys, all of these alebeit searchable by the Valley, and the deck almost always having no way of re-using said cost.

In other words, fuel for Laevatien is limited, and can burn out very fast.

Dragons Valley, in simpler terms, is a "setup card" and not a "long term card". Once its done its job, its useless, and hence should have just enough space to do its job, and never take up space again.

Next problem: Phalanx and Aclys.

Yes, both cards are good. However, the most glaring error in this setup is the fact that you only DO have two options for cards to equip.

Part of the Dragunity theme and what makes them good was the "toolboxy" feel the dragons had and gave. Having only two options(one of which isnt really a "use it as a weapon" weapon), kinda smashes this apart.

With Dux or Legion, Phalanx becomes a one card synchro summon of a level 5 or 6(Dragunity Knights btw). Thats great.

That being said, Dragunity Dux and Legion being used as One card Synchros, expected to be used as so because of the glaring 3 Phalanx, is not the BEST use of them. Its A use of them, and should not be THE use of them.

If you wanted one card level 5 or 6 Synchros, Junk Synchron is by far better. Stick with that instead of wasting deck space in Dragunity.

So what if it lets Misteal turn into a Stardust Dragon. Most of the time, you'll be losing something to Misteal in the process, and hence isnt really a "easy" summon of a level 8.

Aclys FORCES a card on the field to be destroyed. Yes, its good advantage, but possibly dibiliating when you're forced to blow up your own cards. Especially things like Dragon's Valley.

Aclys is also the type of card that has more use in the hand than graveyard, and hence should be held onto more often than dumped.

Which brings us to the other reason why 3 Phalanx 3 Aclys is "justified": Cards of Consonance.

Yes, it sends that phalanx to where you want it and gives you cards!

Great! If we only had three cards in the deck to do exactly that, and two cards to search said card!

Oh wait. We Do.

Aclys is a more powerful card than Phalanx in the hand, and like Phalanx, you only really need one in the graveyard to work with, hence using them as food for draw power that the deck doesnt really need is relatively redundant.


The worst problem with the deck is that it tries to use Dragunity Arms and Dragunity Toolbox at the same time...

Whilst they are interconnected, and do somewhat compliment each other, this setup takes neither to its full potential.

So, I have built a deck that instead of using Dragon's Valley to pull out Dux/Legions and lead to Synchro summoning from Phalanx, instead focuses much more on utilizing Misteal and Laevatien, the Dragunity Arms.

ARMS Beat
40

19
3 Dragunity Arms Laevatien
3 Dragunity Arms Misteal
3 Dragunity Aclys
3 Dragunity Dux
2 Dragunity Legion
2 Draguntiy Militum
2 Dragunity Brandistock
1 Dragunity Tribul

14
1 Foolish Burial
3 Different Dimension Revival
1 One for One
1 Pot of Avarice
1 Mystical Space Typhoon
1 Heavy Storm
1 Giant Trunade
3 Book of Moon
2 Dragon's Valley

7
1 Mirror Force
1 Torrential Tribute
1 Call of the Haunted
2 Bottomless Trap Hole
2 Raigeki Break

You can clearly see that, in this decklist, instead of relying on slow but steady pressure with Synchros and Arms, the deck is instead tailored to be a rush type deck.

Because of Brandistock's ability to give two attacks, in conjunction with the Dragunity Arms, it becomes a deadly force.

As opposed to the other forms of Dragunity, this deck revolves around the summoning of primarily Laevatien. Not only from its own special summon condition but by also the use of Militum(use Misteal to equip Laevatien), and Different Dimension Revival, in the event of feeding one Laevatien to another(and in the process using Aclys to destroy something)

Thats all for today.

G-Ray out.

3 comments:

  1. This is a very nice post; it's really insightful. The deck you provided seems really good, and can be practically made with just three of the Structure Deck.

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  2. Dragunities look like they'll be a lot of fun to play. Can't wait for SD19 to get a TCG release... I just hope they keep Mirror Force in it.

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  3. Corsesca for recruiting?

    ReplyDelete