Adventure Dragunity
Deck Primer
Main strategy:
Turbo out Gae Dearg with Remus, Legatus, and Dragon Ravine (easily accessible with cards such as Terraforming and Gold Sarc). Once you have made GD send Zephyros to the GY with his effect. Bounce the Ravine to summon Zephyros and make Romulus, with Romulus search Glow. Glow allows you to get Mystletainn and summon an equipped Dragunity to the field. The monster that you will be equipping with Mystletainn is GD. Since he's not a HOPT you will use him again and summon Baby Roc. Now with Mystletainn and GD XYZ into Atum and summon RedMD from the deck (it's crucial to detach GD from Atum so you can summon him again with newly summoned RedMD). Your field should now contain Atum (preferably in EMZ), RedMD, Baby Roc, and Gae Dearg. If you have a Dragon/Winged Beast in hand, use GD once more to search Stormwinds. Link into Spheres with RedMD and Atum and Synchro into Savage with the leftover monsters. Lastly normal summon Stormwinds.
On your opponent's turn if your Stormwinds is outed before the Battle Phase, immediately use Spheres to bounce something and summon Drago from deck to get another floodgate live on the field.
Strengths, weaknesses and other comments:
The biggest strength of this deck is that it can find pretty much every single card in its deck and the main combo is very consistent so you can often end on Spheres Savage Stormwinds. The biggest weakness is of course Nibiru which is controllable with the Adventure engine. Adventure does so much for the deck, not only does it get you into an Omni-negation but Fateful Adventure lets you discard cards that you want in the GY. Because you run Ravine, Remus, Rite of Aramesir, Gold Sarc, and more, Gamma is often live on your first turn.
Turbo out Gae Dearg with Remus, Legatus, and Dragon Ravine (easily accessible with cards such as Terraforming and Gold Sarc). Once you have made GD send Zephyros to the GY with his effect. Bounce the Ravine to summon Zephyros and make Romulus, with Romulus search Glow. Glow allows you to get Mystletainn and summon an equipped Dragunity to the field. The monster that you will be equipping with Mystletainn is GD. Since he's not a HOPT you will use him again and summon Baby Roc. Now with Mystletainn and GD XYZ into Atum and summon RedMD from the deck (it's crucial to detach GD from Atum so you can summon him again with newly summoned RedMD). Your field should now contain Atum (preferably in EMZ), RedMD, Baby Roc, and Gae Dearg. If you have a Dragon/Winged Beast in hand, use GD once more to search Stormwinds. Link into Spheres with RedMD and Atum and Synchro into Savage with the leftover monsters. Lastly normal summon Stormwinds.
On your opponent's turn if your Stormwinds is outed before the Battle Phase, immediately use Spheres to bounce something and summon Drago from deck to get another floodgate live on the field.
Strengths, weaknesses and other comments:
The biggest strength of this deck is that it can find pretty much every single card in its deck and the main combo is very consistent so you can often end on Spheres Savage Stormwinds. The biggest weakness is of course Nibiru which is controllable with the Adventure engine. Adventure does so much for the deck, not only does it get you into an Omni-negation but Fateful Adventure lets you discard cards that you want in the GY. Because you run Ravine, Remus, Rite of Aramesir, Gold Sarc, and more, Gamma is often live on your first turn.
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Test Hand
Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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