Dogmatika Ritual (December 2023 MD)
Deck Primer
Dogmatika Ritual is a strategy near and dear to my heart, and with the Selection Pack "Beginning of the Next Journey" we've gotten the last support that the OCG/TCG has given us (to my knowledge). This is it, the current peak of the strategy. And right now...
It's actually fairly solid. Not meta, not something you should be worrying about dominating the format, but one that can compete surprisingly well as an anti-meta strategy. Purrely, for instance, I don't think actually has an out to Alba Zoa once he hits the field. Without any further ado, let's get into the card by card.
Dogmatika Engine
- 3x Dogmatika Ecclesia, the Virtuous. Being our archetypal Stratos, she's obviously a three of. She can even special herself for free if there is an ED monster on the field (which includes your own, for strategies involving cards like Iblee or the upcoming Ken and Gen package you can use Almiraj to link said monsters away as your normal then special Ecclesia using her own effect).
- 2x Dogmatika Fleurdelis, the Knighted. While opening her without Ecclesia or a way to get into another Dogmatika monster is an effective brick as she does little on her own, being a quick effect monster negate is very useful. Use this to shut down Epurrely Plump or Mathmech Alembertian while your opponent is trying to set up on Turn 2, or to help crack open a board and then hopefully OTK on later turns.
- 1x Dogmatika Maximus. SS him by banishing an ED monster from your Graveyard, then you can dump 2 monsters from your Extra Deck each turn and then force your opponent to dump 2 from their ED (of their choice, tragically). Only 1 copy because he can be a brick on his own and typically just bolsters good hands.
- 1x White Relic of the Dogmatika. She's our OTK tool, being able to add the attack points of any monster on the field to any other monster on the field. Since we have a huge 4K beater in this deck, usually you'll be targeting that monster to add to Relic. Also needed for Pre-Preparations of Rites to search anything. All Ritual Monsters are run at 1 in this build, as we'd typically rather search them with Ecclesia/Nadir Servant/Pre-Prep/Dogmatikamatrix and they're useless in hand if you didn't open Dogmatikalamity.
- 1x White Knight of the Dogmatika. One of the Ritual monsters you want to end on turn 1. After a card or effect has been activated by your opponent, White Knight will allow you to dump 1 ED monster each from both players' Extra Decks. This allows you to double disrupt, both through the potent effects of your own ED monsters when they're sent to the grave and by removing a key tool from your opponent's extra. It will also gain attack equal to half the attack of both monsters sent by its effect, but this rarely every ends up relevant (I summon it in Defense anyway on turn 1 for safety and by turn 3 we're usually gearing up for OTK with Relic and Alba Zoa).
- 1x Dogmatika Alba Zoa. The big boy, the boss monster of this archetype, the other thing you would want to end on going first, and the beast that ties this strategy together. Unaffected by the activated effects of Fusion, Synchro, Xyz, and Link monsters (which applies to all Dogmatika monsters on the field, not just Alba Zoa), Alba Zoa is sometimes impossible to stop via a lot of decks engine, especially with being a 4K beatstick. On top of that, you can force your opponent to either mill half their Extra Deck each turn or bounce all of the Fusion/Synchro/Xyz/Link monsters back to the ED. On turn 1, this gives you valuable knowledge of what your opponent is playing, and on later turns makes the grind game more and more difficult as the turns pass by.
- 3x Nadir Servant. The archetypal search spell that doesn't share the archetype's name, a surprisingly common trope in Yugioh cards. Dump an ED monster, add a Dogmatika with equal or less Attack to the monster you sent. On turn 1, this typically means sending Garura, Wings of Resonant Life to draw 1 while searching out Ecclesia.
- 3x Dogmatikalamity. The primary Ritual spell, allowing you to use a monster from the Extra Deck as material. Generally we use this turn 1, so we really would prefer to open it to summon our Rituals with.
- 2x Dogmatikamacabre. The secondary Ritual spell, allowing you to banish Fusion/Synchro monsters from grave as material. More of a later turns card, since it often relies on us having a Fusion/Synchro in grave if you don't want to minus like crazy. I run two so Pre-Prep doesn't go offline if I open one, but count is flexible depending on player preference.
- 3x Dogmatikamatrix. Our searcher for all Dogmatika Rituals, and if your opponent controls a monster you can then add any Dogmatika card to your hand. And, on top of that, if you control a Dogmatika Ritual you can dump a monster from either player's ED. Always run at 3, it's just a crazy solid card.
- 3x Dogmatika Punishment. I feel this one is self-explanatory, it's the most famous Dogmatika card for its use in all sorts of decks, and it's excellent in its home deck.
Non-engine
From here, everything is non-engine that is flexible. One can shift this around, switch in or out cards as you see fit depending on the meta. This is what I'm running right now, but whether that's the ideal choice is for you to determine.
- 3x Ash Blossom, 3x Maxx 'C', 2x Called by the Grave. The Master Duel standard, a pretty much expected package of cards we will almost always use. Even if Maxx 'C' wasn't legal, I'd still advise running Ash because it can hamper almost any deck in the game (and you have to cast your net wide in Master Duel, since you have no sidedeck in this format to prepare). And CBTG hits (almost) all handtraps, including blowouts like Dimension Shifter and Droll & Lock Bird.
- 2x Kashtira Fenrir. Free Special Summon, searches another copy of itself, big body, targeting face-down banish of any face-up card. Both shores up endboards going first and helps crack boards going second. Very few cards can boast to be this versatile, and we of course are going to take advantage of it.
- 2x Pre-Preparation of Rites. One of the best Ritual search spells in the game, allowing us to add a Ritual Spell and a Ritual Monster mentioned in the Spell's text. This means we can add Dogmatikamacabre and either White Knight or White Relic.
- 1x Triple Tactics Talent. Highly versatile card, excellent if you get interrupted by an Ash. Also good going second, either to get into more cards to extend plays or to steal a monster to make it easier to come back.
- 2x Triple Tactics Thrust. Allows you to search any normal Spell/Trap if your opponent has activated a monster effect this turn (setting it if your opponent controls no monsters, and adding it to your hand if your opponent does control a monster). This includes Nadir Servant, Dogmatika Punishment, Triple Tactics Talent, Infinite Impermanence, and Evenly Matched in this specific decklist.
- 1x Infinite Impermanence. Generally solid card going first or second, I personally prefer this over Effect Veiler but YMMV on that front.
- 1x Evenly Matched. Board-breaker of choice, forcing your opponent to banish cards face-down so that they control an equal number of cards as you do (so 1 card, since Evenly will be on the field if your opponent didn't blow it up).
Extra Deck
Many of these cards are to be sent to GY using Dogmatika Punishment, or through our other plethora of methods of dumping monsters from Extra Deck to GY. Ratios and the exact specific cards chosen are fluid, dependent on the current meta and player preference. This is what I am currently running.
- 1x Elder Entity N'Tss. The most well-known Dogmatika Punishment target, allowing you to destroy a card on field when it's sent to the GY.
- 1x Garura, Wings of Resonant Life. Draw 1 when sent to the GY, usually sent with Nadir Servant.
- 1x Fossil Machine Skull Wagon. You can banish this from your GY to destroy a Spell/Trap on the field. This effect can be done during your turn whenever you want (well, during open game state since it's not a Quick Effect), so you can dump this card whenever and then destroy a Spell/Trap when needed.
- 1x Fossil Warrior Skull Knight. You can banish this from your GY to destroy a monster on the field. Like Skull Wagon, this card can be used at your leisure, not when the card is sent.
- 1x Granguignol the Dusk Dragon. It's theoretically summonable if you have Cartesia, but I found Cartesia to be bricky and not accomplish much. Instead, this is our Level 8 to summon White Knight of Dogmatika using Dogmatikalamity, and can banish itself from the GY to summon Lulawalilith from your Extra Deck.
- 1x Five-Headed Dragon. Literally just a big body for Dogmatika Punishment (biggest monster in the game, so it can be used with Punishment to destroy anything that hasn't boosted its attack) and as a Level 12 to summon Alba Zoa.
- 3x Herald of the Arc Light. Send this to the GY to search a Ritual Monster/Spell. Not a once per turn, by the way.
- 2x Golden Cloud Beast - Malong. Newly added with Beginning of the Next Journey, this card bounces a face-up card on field to the hand when sent to the GY, making it a really solid card to dump when you need something gone without destroying it.
- 1x Despian Luluwalilith. A Level 12 to send for Alba Zoa with a useful effect, and a target for Granguignol. The GY effect of Luluwalilith allows you to summon Ecclesia from your deck, and then Ecclesia can search whatever card you want (probably Fleurdelis).
- 1x Mereologic Aggregator. Negates a card on field when sent to the GY.
- 2x Tri-Brigade Ferrijit the Barren Blossom. She lets you draw 1 then place one card from your hand to the bottom of your deck. She's mostly here as the last thing to run since I had her. Ideally, in her place should be an extra copy of both N'tss and Garura.
General Play Tips
- Turn 1 (going first): The goal is to set up at least one of White Knight or Alba Zoa (which one is better is dependent on the deck you're up against and player preference, I typically favor Alba Zoa myself but use your own judgment), preferably backed up by Punishment and/or Fleurdelis (and any other tools you have on hand like Imperm or Ash). If you can't get into those, try to pivot to pre-Alba Zoa strategies using Fleurdelis and Punishment to buy time and force your opponent into a grind. This doesn't always work, Mathmech OTKs just by breathing for instance, but it's your best shot to lasting the turn.
- Turn 2 (going second): Once it hits your turn, get into Alba Zoa ASAP if your opponent is reliant on an ED monster. Purrely can only stop you if they bounce Dogmatikamatrix (or negate your Ecclesia search), for instance. Mathmech is a problem, thanks to Desavewurm's Spell/Trap negate and the sheer amount of interactions they vomit out in general, but once you can get over the initial hurdle the grind is a fair bit more managable since they'll have burned half their Extra Deck on turn 1 plays.
- Turn 3 (going first): Once it hits the third turn, it's time to start prepping for OTK. White Relic plus Alba Zoa is 8500 damage, but we can generally get into lethal without too much difficulty across the Dogmatika engine. Even if you don't kill, you should have dump most of your opponent's ED across the last few turns.
- VS Purrely: Get into Alba Zoa ASAP. Purrely itself cannot out it at present (relying on Kaijus and Fenrir to out it). From there, start milling their ED away, eventually forcing them to bounce Expurrely Noir back to the ED if it had made it onto the field. I suggest getting rid of ZEUS then the Expurrely Noirs from their ED first, as those two cards are the most consequential.
- VS Dragon Link and Mathmech: As they are both similar decks, I'll group them together. These can be troublesome, but not impossible. Bystial Druiswurm/Branded Beast (for D Link) and Accesscode/Terahertz (for Mathmech) are the primary outs to Alba Zoa, so try to watch out for them and do what you can to stop them. Otherwise, milling half their ED can severely hamper plays (especially if you get into targetted mills via White Knight and Dogmatikamatrix, which will let you remove Borrelend, Chaos Ruler, Transcode Talker, Accesscode Talker, Alembertian, or Darkfluid).
- VS Kashtira: By far our worst match-up, Fenrir alone hard-counters Alba Zoa by not being a Fusion/Synchro/Xyz/Link and being able to easily remove it. If you're going second against Kashtira and they get into Ariseheart, it's probably game over if you don't have a way to turn him off. All of our ED monsters need to be sent to the Graveyard, not banished, so we are completely cut off from half our tools straight off the bat.
- VS Vanquish Soul: Another difficult match-up, but not quite as infuriating going second. Their Extra Deck is relatively unimportant and most of their tools are via main deck monsters and Spell/Traps, which we obviously have difficulty with. And, on top of that, destruction protection is incredibly common among their cards, so Punishment often doesn't work. But, despite all that, we can still grind things down across multiple turns with smart use of our tools and careful play. It's not easy, you will often just have to hope that your opponent drew poorly, but it's not quite as much of a blowout as Kashtira is.
- VS Branded: Well, you probably found out your opponent is playing Branded by activating Alba Zoa's effect. In which case, you've probably been taken to a losing position, and will probably die next turn. GG go next. If you haven't, be wary that Mirrorjade's effect to blow up all monsters is not an activated effect by game mechanics, and can thus destroy Alba Zoa. Focus on using your non-mill control tools, and you can hopefully clinch out a win.
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