- Turn 0 Branded Explanation -
Welcome to Turn 0 Branded, a deck i've designed to play extra deck combo lines, without using Branded Fusion and on the opponents first turn. For this we use the new Dracotail Card: Dracotail Faimena.
WHY NOT FULL DRACOTAIL?
So right now, you're probably asking, why not just play Branded/Dracotail? Well first of, I dislike the way Dracotail deck plays, it's just not for me. Secondly, I don't think they're a good mix of decks. Dracotail requires around 3-4 monsters in hand, where as Branded needs powerful spells. Not only that, Branded needs a few brick/garnet traps to run at full power ("Banishment", "Retribution"), this is also the case for Dracotail. In total you're looking at 5-6 traps that you want to search and not draw. There's just too many bricks/garnets, theres a very high chance you find them in starting hand, and if you want Dracotail to run smooth, you really can't afford first hand space to be clogged with bricks and I think that just goes to say for the meta.
OKAY, SO HOW IS IT BETTER?
Dracotail Faimena is hands down the best card in Dracotail. Quick Effect from hand, fusions using cards from hand or field to either make a spellcaster or dragon. And it can do this, on your opponents first turn. So this can make just about anything from our extra deck on the opponents turn based on what you draw. Specifically, Saronir & Albion. Both of these cards have effects in GY to send Branded Fusion + Retribution allowing you to garuntee a branded fusion straight from deck on your turn. Bystial has a little second power with this. Something like a Druiswurm, you first can use its effect to banish. Then fuse it with Faimena, making more interruption, and then sending itself to the GY to send another special summoned monster. Making it 3 interruptions at least on opponents turn. We can also use this method to make Dragoon for the omni-negate, and Restrict using "Light Hex" plus any card. Giving good interruption, and ways to negate Handtraps against our Branded Fusion for our turn.
TLDR; Dracotail Faimena allows us to both boardbreak and set up full branded combo on the opponents turn. Giving multiple interruptions and protection for your turn all while setting up your engine cards in the GY for their effects on your turn.
THAT SOUNDS GOOD, EXPLAIN YOUR CARD CHOICES!
Albion Shrouded Dragon x3 - Amazing in hand card, main effect is for cost so can't be interacted with, and if its in hand, puts itself to deck and draws. Also the effect can be used in GY but you don't get the draw.
Bystial Saronir 2-3x - Both Handtrap and engine, sending to GY sends either Branded Fusion or Retribution.
Bystial Druiswurm 1-2x - Strong Handtrap, has an extra power sending a special summoned monster to GY if it was sent from field. If you feel like you draw too many non-engine, remove a copy of this card and add another Saronir. You run around 15 Engine Monsters, and 15 Handtraps, so you can tip the scales slightly more towards engine if you need to.
Bystial Lubellion 0-1x - Lubellion can search Saronir, so its an extra copy of it, mostly its used to send Albion from field, to make sure to get the set for Banishment and is used to make LDD. It's more of a garnet in the deck, you run it almost purely to send Albion & LDD. If you find you have an easier time sending Albion using Cartesia, set up banishment to make something else other than LDD using Grangogaonal or Albion when summoned back. If thats the case, you can cut this card.
Fallen of Albaz 3-2x - You need 2 for sure, most decks typically run 3, but with 2 Light Hex, its like 4 copies of Albaz.
Blazing Cartesia 2x - Playing 1 makes it too uncommon and forces you to send it with Quem. 3 feels way to many. 2 is just right, even if one gets banished.
Quem The Virtuous 2-3x - I prefer 3 quem, then its the case of drawing Quem(3)/Saronir(2)/Albion(3)/Spirits(2), any combonation of 2 gets us full combo. Quem gives insane grind game as the game goes on, and constantly gives the opponent a card to worry about, you're almost never out of options when Quem is on the field. Absolutely love having this card at 3, its so consistent and powerful.
Dracotail Faimena 3x - You want to see it in hand as often as possible as its part of our interruption, so 3 copies + draw power gives us high chance of finding Faimena turn 0. THIS IS OUR TURN 0 CARD THAT CAN MAKE ALMOST ANY FUSION MONSTER ON THE OPPONENTS TURN.
The Light Hex 2x - A very powerful card, supplments any name, Fallen of Albaz, Blazing Cartesia, Dark Magician, Relinquished.
Mulcharmy Fuwalos 3x - More draw power, can force an ash blossom but also can draw you into Faimena or another boardbreaker.
Ash Blossom 3x - Stops Maxx C / Mulcharmy.
Maxx 2x - Can force an ash blossom but also can draw you into Faimena or another boardbreaker. Is powerful enough to end a turn early.
Crossout/Called By Grave 1x | 1x - Negates the main handtraps, Ash/Maxx C/Mulcharmy
Harpie's Feather Duster/Heavy Storm 1x | 1x - Spell & Traps are very powerful right now, Dracotail, Odion, Lab, Maliss, Ryzeal, Orcust Babel, Sky Striker, Yummy & Mitsurugi, all have good set cards ready for interruption.
Super Polymerization 3x - Our main boardbreaker, capable of stopping almost all decks. Can also be chained to Quem/Cartesia to dodge targeted negates.
Branded Fusion 2x - The Go button on the deck. Used to get your combo going and make a near unbreakable board. My preferrable method of getting to this card is to send it and retribution to GY to add it to hand, that way you can avoid Droll.
Branded in High Spirits 3-2x - Sends from Extra Deck, Discards card and adds another engine. Important for consistency.
Banishment/Retribution/Sword 1x | 1x | 1x - Each one has a powerful use;
> Banishment is the perfect set with Albion, allowing you to make LDD.
> Retrubition used to add Branded Fusion from GY to hand, avoiding Droll.
> Sword main recursion for our monsters that get banished.
SOUNDS GOOD, WHAT ABOUT EXTRA DECK?
Albion The Sanctifire Dragon 1x - Takes most advantage of Turn 0. You send Quem/Cartesia + Albaz/Light Hex. Summon back one of the spellcasters, Cartesia will give you Quick Effect Fusion with something else in your hand to extend the play. Quem is the best option to summon back, send either engine starters to GY or Albaz if you used Light Hex, then when the opponent uses their Extra Deck, summon albaz and use effect to use their monster to make Mirrorjade or send Cartesia, summon back to make Granguignol, extending your advantage.
Mirrorjade The IceBlade Dragon 1x - Cornerstone of Branded, sending another Branded fusion monster from Extra Deck to non-targetting banish opponents monster. And is resummonable by Quem, and recursable by Sword. So we only need one copy.
Rindbrum The Striking Dragon 0-1x - Very optional, if you have different handtraps, you can use something else, this just makes a second use to the mulcharmies and also a strong send target for mirrojade.
Titaniklad The Ashen Dragon 1x - This card garuntees you get to Quem on your turn, every turn, send it with mirrojade or high spirits to summon a quem at the end phase.
Lubellion The Searing Dragon 1x - Dark Monsters take up 9 slots, so its important to have the option to fuse with dark as well as light. This card allows you to make Mirrorjade or something else on turn 0 whilst giving us a method to get cards back from banishment.
Albion The Branded Dragon 1x - Takes a light monster, which takes up 8 slots in our deck. Allows us to banish monsters from hand, field, gy to fuse, can be made turn 0 to make just about anything based on what we've got around. Also needs to hit GY to set Banishment. Some people run 2 copies, I prefer 1 due to running Sword and Lubellion to put it back in the deck.
Light and Darkness Dragonlord 1x - One of our most powerful monsters, easy to set up as long as you get the combo line, either by sending Bystial Lubellion from Deck (Saronir OR Grang). You then follow the basic Branded combo, summon Albion and Tribuite Albion for Lubellion, now you set Banishment, Summon Albion on opponents turn with Banishment, and fuse lubellion and Albion to make LDD, 3 Omni-Negates and Recursion when destroyed. Though the drawback is it chain-link blocks you from intraction if the opponent is able to play past the 3 Omni-Negates, but having Cartesia/Faimena in hand allows you to use it as fusion material, into most likely Khaos or Mysterion. Taking away the disadvantage.
Red-Eyes Dark Dragoon 1x - The Most powerful card in the deck and easy to make. Branded Fusion sends Hex Light to make Albion, if you've got a Hexlight in GY or hand, you can instead send Lubellion or Cartesia to improve the endboard further. Albion banishes Hex light and any Dragon, often Saronir or Shrouded Dragon. And that gives you an omni-negate to keep the rest of your combo protected from Nib. And at the start of the opponents turn, you get one Omni-Negate prior to making LDD, giving 4 Omni Negates. For the discard, send traps in hand or if you get to send extra cards to GY send high spirits or Cartesia to get them back in hand on end phase giving infinite fuel for Dragoon. Can be made Turn 0 with Hex light + Any dragon.
Granguignol The Dusk Dragon 2-1x - Used to send extention to the GY, like Bystial Lubellion, Shrouded Dragon, Garurua For a Draw, Titaniklad for Quem. Send what you need to make your full combo work. Running 2 makes High Spirits more consistent, so its preferred, otherwise if you get High Spirits + Spellcaster you lose access to Grangu. But its a risk, I'm willing to pay. But if you get space, play 2. Consistency is key.
Despian Quaeritis 0-1x - Can easily be made turn 0 since we play 3 Quem. I play Quaeritis over the other Despian fusion monsters purely because it can summon Albaz or Quem, when it leaves the field due to the opponent. It may not be the most interrupting card of the lot, but it does give access to either a starter if the opponent removes it or Mirrorjade if they're not careful about it. Can be swapped for Luluwalilith, as a negate and ATK steroid is really good and the fact it summons Cartesia or Quem in the end phase. But I like this as it can be made Turn 0 as its got easy targets, but also summonable from Grangu.
Mysterion The Dragon Crown 1x - Now we have the cards that we add for Faimena. Each of these cards we can almost always have the conditions for in the first 5 cards of our hand. Allowing for turn 0 plays. I prefer Mysterion as it can be effective against any and all decks, especially Yummy. The other version only counters Spellcaster/Dragon. Can be made Turn 0 and can potentially banish the entire field. Can also make with Super Poly against Dracotail.
Khaos Starsource Dragon 1x - Considering we basically only play Dark/Light, this card Turn 0 is garunteed to pop 2 cards, making it and easy and very powerful form of destruption, breaking field spells & continuous spells is most effective. Also with Cartesia on field or Faimena in hand, you can use LDD + any dragon to make the double destroy and this way you remove the weakness of being chain link blocked after LDD uses its negates. Can use super poly on Blue-Eyes and other dragon strategies.
Starving Venom Fusion Dragon 1x - Cannot be Turn 0'd but is a great board breaker card with super poly into Maliss, Mitsurugi and more.
Garura, Wings of Resonant Life 1x - Also meant for Super Poly to breakdown boards and get draw advantage. Can just be sent with Grangu, to Draw.
Millennium-Eyes Restrict 1x - Uses Hex light plus ANY MONSTER to make a monster negate, and boosts its own ATK/DEF whilst also floodgating the equiped monster, so multiple copies is not a problem anymore, if someone Ash's a Maxx C on their turn, to take it and now if they have a second one, they cant use it against Branded Fusion. Bare in mind it also floodgates your use of it, so it works best to stop handtraps, but even better to stop their main combo especially against Lunalight. Can also be made with Super poly if you really brick and need to normal summon Hex Light.
Tech-Options:
Despian Luluwalilith 1x - Alternative option to Quaeritis.
Timaeus the United Magidragon (DEFINETLY ADDING ON RELEASE) - Will be amazing for this Turn 0 Deck, needs Hex Light + Dragon or Spellcaster. Is unaffected by card effects until the end of your next turn, battle steroid based on spells in GY & Banishment. And comes with a Quick Effect Spell/Trap destruction on Opponents turn. The fact this card garuntee's you a Tower to last till your turn, that also comes with distruption.