My most recent fix of the Red Dragon Archfiend deck, this time making use of the Assault Mode engine alongside the original Resonators along with some other new cards.
Resonators - The Resonator engine is the original I've been using for the most part. Crimson is the best one here in my opinion, being able to almost singlehandedly summon Red Supernova Dragon on the first turn (if you don't get interrupted, of course). Red allows you to summon a 4* to pair to go into Red Rising. Synkron and Creation can special summon themselves. Chain can be used as intended if you want, but I use it as Light-attribute banish fodder for Chaos Ruler. You can replace it with basically any other Light monsters, even a Kaiju if you wanted to just have that at hand. Wildwind can special summon itself when a Resonator is on the field.
Assault Mode - The Assault Mode engine allows for some really quick and easy synchros, and works even better alongside Resonators. All the cards are pretty self-explanatory. Psi-Reflector can search and special summon Assault Mode monsters from the GY and manipulate their levels to go into the exact synchro you want. It's a lot more consistent than relying solely on Resonators, which can occasionally brick. Emergency Teleport is to get out a Psi-Reflector when you don't have it in hand.
Other Main Deck Monsters - Iron Dragon Tiamaton is there as a level 4 that special summons itself. It also has a niche but cool column destruction effect whenever it's summoned. You can replace this with something like Witch of the Black Forest (searches after going from Field to GY) or Skull Meister (level 4 GY-negate handtrap). I don't find those necessary as I feel the deck has enough searches, and Called By is just a better Skull Meister. If you want you can throw in a Kaiju, I would recommend Radian (level 7 Dark Fiend) or Thunder King (level 9 Light Thunder). Radian is better because it has low stats but Thunder King can be used as banish fodder for Chaos Ruler. Hydride is there to be summoned by Halqifibrax, I'll explain that later. Of course, I also run 2 Ash and Maxx C.
Spells & Traps - Resonator Call is self explanatory, it searches for Resonators. Emergency Teleport is there to get out a Psi-Reflector for the Assault Mode engine. Burning Soul is so you can Synchro summon on enemy turn if you want to, and it also provides targeting protection for Level ≤8 Synchros. It also fetches a card from the GY to your hand, so if you want to reuse a handtrap or if Chaos Ruler milled something like Assault Mode Activate or a handtrap, you can grab those back. Assault Mode Activate is just there for the Assault Mode engine, you'll never actually be placing it down. Imperm is a generic negate trap. Red Reign is absolutely amazing and self explanatory, it's a monster banish wipe except for the highest level monsters.
Extra Deck - Samsara is there for coverage in case all you get is something like Synkron/Chain and Wildwind, or if you want to do some funky stuff into Supernova (I've done it a couple times, it's nice to have). Red Rising starts up most of the summon spam combos when not using Assault Mode. Scarlight is the basic Level 8 to go into cards like Abyss, Bane, King Calamity, Nova, or Supernova. Chaos Ruler can excavate the top 5 cards of your deck, take 1 Light or Dark monster, and then send the rest to the GY (which really isn't a bad thing in this deck, as a lot of cards have GY effects). Abyss is a free once-per-turn negate and can summon Resonators when it does damage. Bane can tribute a monster to summon a Red Dragon Archfiend monster from the GY, and can also summon Resonators when it does damage. King Calamity and Red Supernova are the powerhouses of the deck. In terms of how good they are, I think King Calamity < Red Supernova. Red nova is a pretty simple big beatstick, but it can't be destroyed by card effects and can negate an attack by temporarily banishing itself. King Calamity stops your opponent from activating cards the turn it's summoned. When it destroys a monster by battle, it does burn damage equal to that card's attack, which means if that monster was in attack position, you'll always be doing 4000 damage. It also revives a level 8 or lower Dark dragon Synchro when it dies so you won't be left open. Supernova is by far the best card in the deck. Huge beatstick that can banish wipe your opponents' entire field, and bring itself back in your next end phase, and as a cherry on top, it can't be destroyed by card effects. King Calamity has an advantage though, where because of the lockout effect, you can use Burning Soul or Shooting Riser to summon King Calamity during your opponents turn and completely lock them out of everything. You can replace Burning Soul with something like Synchro Call or Synchro Transmission if you want, I just like Burning Soul because it adds a later of protection in case I use it during my turn or if King Calamitys effect somehow gets negated. Halqifibrax is there for the dreaded all-Tuner brick hand. This way, at the very least you'll have a way to get at least 1 solid monster out. Get 2 tuners out, summon Halq, summon Hydride, then during your opponents turn proc Halq to summon Shooting Riser (Do / don't use it's effect, all depends what you want to go into) and use Shooting Riser + Hydride to go into either Baronne (if you didn't use Risers effect) or Chaos Ruler / Scarlight (if you used Risers effect and dumped a level 2).
Side Deck / Replacement Cards - Most of these are just cards you can use to replace things you either don't have or don't want. Hat Tricker is an easy-to-use card you can just throw in there. Nibiru, Solemn Judgement, Lightning Storm, and Feather Duster are all good and generic cards if you want to switch things around (for example using CBTG instead of Skull Meister). Ancient Pixie and Zeta are both good level 7 Synchros in case you somehow brick with only something like Creation and Wildwind. I don't run these because it's such a small chance of that being your only play that it's negligible. Beelze and Dark End Dragon are both good replacements for Scarlight if you're not planning to run Nova (not a super important card anyway), especially Dark End Dragon. Dark End sends cards to the Gy rather than destroying them, which bypasses cards that "can't be destroyed". You can run Tyrant if you want to, I only run 13 cards because of the current D.D. Dynamite deck going around. Nethersoul Dragon is also another good Level 10 if you want one, with a plethora of good effects. Now, if you want to be really annoying, you can technically run the Very Fun Dragon. Abyss works as one of the level 9 materials, and you can either summon a second Abyss or run the Trishula fusion by banishing monsters, no poly needed so you don't need to change main deck cards around. But you'd have to somehow get 2 Abyss' out on one turn, then somehow have both of thems survive until the next turn where you'd XYZ summon. Not worth imo especially because you'd be cutting down the rest of your extra deck.
Overall a super good and super fun deck. The previous deck I made got me to Plat, and this one's even better.
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