What happens when you mix three competitive advantage engines together? You get an extremely competent meta deck that will quickly outpace your opponents! Piloted correctly and skillfully, this deck can eventually reward you Masters 1 rank.
Negate with Spright Red/Carrot, control and break boards with Runick spells, and deal with pesky graveyard with the newly introduced Bystials! In addition to searching from deck, all these archetypes draw cards as well, granting you up to 6+ cards per turn (Draw 3+ with Runick Fountain(s), draw 2 with Ipiria/Capshell in Sprights, and draw 1 with Branded Regained)!
With the Ishizu graveyard shufflers mostly gone and Tearlaments nerfed, Spright along with it's best buddy Runick is once again primed to take the competitive Masterduel meta crown by storm. Add Bystials into the mix, and now you have three advantage engines working flawlessly together to generate so much advantage/control that your opponent has no choice but to lose!
This deck may be straightforward, but it rewards good decision making since boards and gamestates are determined by the pilot's skill and resource management. If you're a player who likes a resource-based control-focused grindgame, Spright Runick Bystial is the strategy for you.
Want to see the deck in action? Scroll to the very bottom for the Youtube video!
ARCHETYPES AND DECKBUILDING
Spright Runick Bystial is composed of the three mentioned archetypes.
Spright creates solid boards by itself, offering draw power (Ipiria/Capshell), removal (Spright Smashers, Onibimaru Soul Sweeper), negates (Spright Red/Carrot), protection (I:P Masquerena->Avramax) and grindgame recursion (Spright Elf).
Runick offers the main win condition of this deck by banishing your opponent's deck. It also can summon a level 2 to start off your Spright combo in the form of Runick Hugin while simultanously searching for Runick Fountain, allowing you to draw up to three cards. Runick spells also break opponent's boards fairly well when played correctly in tandem with the other archetypes. Runick offers solid defensive options in a pinch, with Hugin protecting against destruction effects while Geri dissuades the opponent from attacking.
Bystial is the newcomer to this strategy, and it serves as a hard counter to popular meta and rogue decks on ladder since they banish crucial light/dark monsters in the GY, such as Tearlaments, Branded, Sky Striker and Eldlich. In these matchups a critical mass of Bystials often is a free win, especially since they generate so much advantage on their own especially with Branded Regained on the field. Bystials also are excellent going-second cards, allowing you to smash boards with their giant 2500ATK bodies before you lock yourself out of the battlephase with Runick cards.
The rest of the cards are the generic must-have staples in Masterduel meta, with Ash Blossom, Maxx "C," and Crossout. Maxx and Ash are at two to prevent opening doubles of the same card. A 40 card deck is used since there are no garnets/bricks in the deck and to maximize consistency.
COMBOS AND GAMEPLAN
The strategy of Spright Runick Bystial is to control/banish your opponent's cards until they surrender or deck-out. In certain situations, you can also enter the battle phase and OTK your opponent. The ridiculous resource advantage and control options each archetype gives the duelist should win them the duel in most circumstances.
There is no particular combo line that this strategy uses. Mostly, this deck just summons Hugin to start off with the Runick portion of the deck. The presence Hugin then allows the special summons of Spright monsters so you can full combo. Bystials are not particularly "needed," but if you draw into Lubellion, Magnamhut and Branded Regained, it grants you massive resources, interruptions and free bodies on the field.
The deck's endboard is similar to the usual Spright endboard, consisting of Spright Elf, Spright Red + Spright Carrot, and perhaps an I:P Masquerena/Djinn Buster. The backrow has Runick Fountain and perhaps Branded Regained with a set Spright smashers. That's not all to your "board," since the hand likely contains several Runick quick-plays, Bystials and generic handtraps! The interruptions that your opponent will have to slog through may number 3-7+, which every strategy will have to fear and respect.
Since this is a toolbox control strategy, the use of each card is unique and situational - after Hugin -> Full Spright combo, the duel is usually non-linear. Instead, the game is dependent on the pilot's decision-making, resource advantage skills and knowledge of the specific match-up. If played maximimally, this deck can obliterate opponents going first and second, even through many interruptions.
With the unique control each archetype offers and the draw 3-6+ every turn, your opponent should wither away while you snowball card advantage to victory.