Introduction
I have been trying to make pure Ragnaraika a Deck but unfortunately it does not have enough good cards to be a standalone archetype , what intrigued me is the grind game this deck has , every single Extra Deck monster Recurrs itself and it can recover cards from Gy and Banishment , it is in theory an insane Grind Game deck but it struggles to play through interuption and also does not put up strong endboards.
So in my quest to make a Ragnaraika focused deck i needed a way to help its consistency because Ragnaraika has only 6 archetypal searchers in Ragnaraika Bloom and Ragnaraika the Evil Seed with 3 more from Lonefire Blossom and maybe a couple more if you want to run stuff like Piri Reis Map or One for One but even if you run all these consistency tools , still you are only getting consistency on finding Ragnaraika the Evil Seed and then you are dead if you get stopped there with very few chances to extend.
So we needed some help on both getting Ragnaraika the Evil Seed and also help extending , Aromaseraphy Jasmine is an insane tool to help Plant based decks with their consistency and although Ragnaraika is a tri type deck , its best cards are plants in Ragnaraika the Evil Seed and Ragnaraika Skeletal Soldier so a deck that can get to Aromaseraphy Jasmine without commiting too much would help greatly.
Another issue with the Ragnaraika deck is that at best if uninterupted from a single Ragnaraika the Evil Seed if you only use Ragnaraika cards is that you can only end up on Ragnaraika Stag Sovereign and a trap Ragnaraika Hunting Dance / Ragnaraika Wisteria of Woe which is definitely not enough especially considering how easy it is to play around Ragnaraika Stag Sovereign so we needed some boost to both our capabilities to get to our endboards and the potency of the endboard. But if we want to play close to the identity of Ragnaraika and dont want to dilute the gameplan with other strategies like Plant Combo , or Traptrix which will likely make the deck better but the identity of those other engines makes the deck not focused on Ragnaraika Grind Game.
Sunavalon/Sunvine/Sunseed engine helped solve a lot of these issues , they barely dilute the gameplan because all they do is spam bodies ,it is a plant focused deck that can go to Aromaseraphy Jasmine effortlessly and Sunavalon Dryatrentiay is very synergistic with Ragnaraika Extra Deck monsters who can be tributed for the effect to pop stuff and then also revive themselves.
Sunavalon also bring more starters with Sunseed Genius Loci and Unexpected Dai , one of which is a special summon which can save our other cards in hand to be used as extenders with Normal Summon and also doesnt take a lot of deckspace, 3 Unexpected Dai 3 Sunseed Genius Loci 3 Lonefire Blossom 3 Ragnaraika the Evil Seed 3 Ragnaraika Bloom and 1 One for One are all 1/1.5 card combos for a total of 16, which leaves us with some solid space for non engine which we like as Handtraps double down as endboard pieces since our endboard is lackluster.
Our Enboard is significantly stronger if we open ways to both engines, as we can start with a Sunseed Genius Loci on the field to go into Sunavalon Dryas to fetch us Sunvine Sowing but not activate it(as it locks us into Plants from Extra Deck for the rest of the Turn) , use Ragnaraika the Evil Seed to do full Ragnaraika combo for Ragnaraika Stag Sovereign and Ragnaraika Hunting Dance or Ragnaraika Wisteria of Woe and maybe go thorugh Ragnaraika Wicked Butterfly to draw 2 on turn end for more handtraps depending what kind of access to seed you opened , and after all this , you go Sunvine Sowing to combo further , and uninterupted you can end on Ragnaraika Stag Sovereign plus trap, Benghalancer the Resurgent , Sunavalon Dryatrentiay plus trap which is 4 interuptions and you likely also have 2+ handtraps in hand which is a lot better than opening only 1 engine which nets us either only Ragnaraika or only Sunavalon part since Sunvine Sowing is crucial to the Sunavalon Combo but hinders Ragnaraika so if we use one engine to bridge into the other we do limit our choices.
DeckBuilding Choices
The handtrap lineup is mostly built to work by being drawn by Ragnaraika Wicked Butterfly since if we ran something like Infinite Impermanence , it would be unusable if drawn by Ragnaraika Wicked Butterfly , also we run non once per turn handtraps like Effect Veiler and D.D. Crow to maximize how many live handtraps we have even if they are relatively low impact to bolster our endboard since all we need is to slow down the enemy to give us time to break them with recursion.
And since recursion is what we are after , we are also running Ragnaraika Wisteria of Woe even if it does not work with the Sunavalon Extra Deck , we dont plan to grind with it , we only use Sunavalon to help our 1st turn issues and Ragnaraika Wisteria of Woe ensures we beat other grind game focused decks like decks that can run Fiendsmith. Could be moved to Sideboard as it is often not needed and drawing it kinda hurts as we dont always want to end on Ragnaraika Link Monsters on the first turn.
Glow-Up Bulb is trying to solve our Nibiru, the Primal Being issue , we generally want to end on Benghalancer the Resurgent and Sunavalon Dryatrentiay as our endboard as it is 2 interuptions as well as follow up on our turn if they dont deal with Sunavalon Dryatrentiay as we are locked in plants from the extra deck if we use Sunvine Sowing and Benghalancer the Resurgent can revive itself, but if we do take the Ragnaraika route on our way to combo end end up on Ragnaraika Stag Sovereign we can through the combo get Lonefire Blossom to fetch us Glow-Up Bulb to ensure our Ragnaraika Stag Sovereign can be revived if we do get hit by Nibiru, the Primal Being .
Rose Girl is a decent extender as it gets itself on the field effortlessly and its ability to return to hand is often usefull in some situations where we may need a tri-type in hand for either Ragnaraika the Evil Seed or Ragnaraika Armored Lizard effects who need you to send to GY a tri-type so getting Rose Girl on the field via Aromaseraphy Jasmine or Lonefire Blossom and then returning it to hand via its own effect is usefull in some cases.
Cosmic Tree Irmistil is a generic plant Link5 which also makes live Sunavalon Bloom on top of being a great way to get Life Points and since we want to grind , having a way to get astronomical ammounts of LP helps us grind, its ability to Permanenently increase its ATK by giving up LP also is not bad , since its just a beatstick that gains LP , its not a priority to remove , but if its not removed , it can grow enough to oneshot , especially combined with the 2nd effect of Sunavalon Bloom .