Red Supernova Resonance Assault (Reupload)
Deck Primer
If you want to make this deck I highly recommend opening the "Savage Crimson Dragon" secret pack as most of the URs and SRs come from that one pack. It is relatively cheap to make if you exclude the Side Deck.
BLS can be very situationally useful as it cannot be targeted by card effects (Red Supernova and Red Nova can't be destroyed by card effects but CAN be targeted and thus negated, banished, or returned to hand/deck).
The Main and Extra Deck is what I am currently running/what got me to Plat 1. The Side Deck is full of staples I think would be beneficial to add if you already have them, they are not necessary for the deck to work properly! Crossout Designator plus Nibiru, the Primal Being are probably the most helpful as the go-to combo often has 5 or more summons. Hot Red Dragon Archfiend can also be useful in some situations but keep in mind it can't be used to make Red Nova Dragon.
Strategy
ALWAYS USE CRIMSON RESONATOR'S EFFECT BEFORE SUMMONING ANYTHING ELSE!!
Always go first if able. Ideal end board is solo Red Supernova Dragon (made with Chaos Ruler) with 1 or more Red Reigns set and a Hot Red Dragon Archfiend Abyss. This way you have 1 (faceup card) omni negate and 2 potential board nukes or 1 nuke and an invincible 6000 ATK Monster . THE KEY IS TO WAIT until your opponent is almost finished with their combo OR attempts to banish, negate, or return to hand Supernova Dragon before using Red Reign in order to maximize its effect.
Red Reign is the backbone of this deck and allows it to fairly easily beat Tri Brigade, Sky Striker, Virtual World, etc so long as you go first due to its non-targeting banish and its ability to make Red Supernova Dragon unaffected by card effects (very few decks can hit above 6,000+ ATK and even if they can you can nuke their field with Red Supernova's on attack declaration quick effect). Use it every turn because odds are you will be able to return it to hand. For this reason I want to add Trap Trick to this deck for the frustrating occasions when it isn't in the top 10 cards of the deck.
If you successfully did full first-turn combo (Red Supernova Dragon on the field with Chaos Ruler, 1 Light, and 1 Dark in GY) don't be afraid to use Supernova's effect that banishes it for cost, because you have a guaranteed Chaos Ruler plus whatever combos you still have in hand for the next turn while your opponent has likely used most of their cards.
Nibiru and Ash Blossom are problems, but usually your Nibiru will be more powerful than your opponent's and if you managed to get Chaos Ruler and 1 Light in the GY you can bring him back and continue comboing or go into BLS. Also, usually you can combo through and bait out Ash because of how many search and special summon from hand effects are in this deck. This deck can also gamble on the Maxx "C" challege and pull through okay as long as your opponent isnt running Kaijus
Boss Monsters
Red Reign
Legit one of the best trap cards in the whole game when used in this deck. It non-targeting banishes all monsters except those with the highest level, so if you have Lv. 12 Red Supernova Dragon out on the field it's a full nuke. This is the main reason why you want to go first. BUT ITS BEST EFFECT IS THAT IT CAN RECYCLE INFINITELY by adding it to hand from GY when you synchro summon. All your Extra Deck monsters but 1 are DARK Dragon Synchro monsters, so this just happens automatically in your combos. Chaos Ruler, The Chaotic Magical Dragon synergizes with this card perfectly, as it gives you 5 extra chances at "drawing" Red Reign. Also, Chaos Ruler's GY effect means you can pretty much always synchro summon again on your Second Turn.
Furthermore, it makes your Red Supernova Dragon into a nearly impenetrable wall of ATK by making it unaffected by your opponent's card effects for 1 turn. If you use this card at the right time, it can easily guarantee a win. Lets also not miss the fact that this card's board nuke effect IS NOT LIMITED TO ONE USE PER TURN. So if you have 1 Red Reign in hand and 1 gets sent to the GY by Chaos Ruler during the combo, you have 2 board nukes and the ability to chain the invincibility effect if your opponent can react to the first. For this reason you can add Trap Trick to increase the likelyhood of drawing it if you don't have all the handtraps/UR staples listed.
Red Supernova Dragon
Go-to boss monster. On average 6,000 ATK when summoned on first turn. Can't be destroyed by card effects, but CAN BE TARGETED > use Red Reign to make up for this weakness. On monster effect or attack declaration it can BANISH ALL CARDS YOUR OPPONENT CONTROLS, yes that means spells and traps too! (it also comes back to your field at the end of your nest End Phase). Wish it had an animation though.
Red Nova Dragon
Worse version of Red Supernova Dragon, but still an absolute beatstick. No board nuke quick effect, but still unable to be destroyed by card effect (can still be targeted though). MAIN THING TO REMEMBER is that to make Red Nova you HAVE TO USE Red Dragon Archfiend or Scarlight Red Dragon Archfiend.
Hot Red Dragon Archfiend King Calamity
Low-Key has the most OP effect in the entire game > STOPS YOUR OPPONENT FROM ACTIVATING ALL CARD EFEFCTS FOR ONE TURN! This absolutely destroys Dragonmaids and other decks with lots of Battle Phase or On Attack effects, as well as trap heavy decks that get too greedy and wait for your boss monster to come out (your opponent cannot react to this effect with card effects).
Tyrant Red Dragon Archfiend
Newest addition to the deck, still in testing phase. Adds another nuke and negate to the deck. Nuff said
Hot Red Dragon Archfiend Bane
Usually only used on your second turn or later. Can sacrifice another monster on the field to bring back another "Red Dragon Archfiend." Often you will use one of the free, special summon from hand or GY monsters to do this (Synkron, Creation, Wandering King, Chaos Ruler). This also works well with its ability to summon 2 tuners (1 from deck and 1 from GY) after doing damage.
Hot Red Dragon Archfiend Abyss
Go-to negate for the deck, works on all card effects used ON THE FIELD (can't negate GY or hand effects). Works pretty well as a replacement for Red Supernova Dragon if you brick and can't summon it SO LONG AS YOU HAVE RED REIGN. Summons a tuner from your GY after if does damage > this often means you can get some extra combos in Main Phase 2. Synchro summoning this monster is an easy way to get Red Reign back on your Second Turn as there are 7 Lv. 1 tuners in the deck and if you got the proper First Turn combo you should be able to get Chaos Ruler back from the GY.
Chaos Ruler, The Chaotic Magical Dragon
Main Lv. 8 Synchro Dark Dragon you will be using for combo purposes. Its ability to come back from the GY by banishing 1 Dark and 1 Light monster from the GY makes it great synchro fodder and bait for negates. Its on-summon excavate ability is doubly useful as it can provide extra combos and get a Red Reign in the GY (which will be returned to hand when you use Chaos Ruler to synchro another Dark Dragon). The real MVP of the deck.
Scarlight Red Dragon Archfiend
Just a better version of Red Dragon Archfiend. Go-to when making Red Nova Dragon. Its effect to destroy all special summoned monsters with less or equal ATK can be very useful, and you can always use it as synchro fodder after activating this effect.
Beelze of the Diabolic Dragons
Good defensive wall if you happen to brick and can only get out a Lv. 8. It can also become a pretty strong beatstick in certain situations and punishes opponents for using burn strategies that don't OTK.
Red Dragon Archfiend
Classic, but kinda trash. Its ability to destroy all Defense Position monsters can be situationally useful, but its secondary effect can backfire significantly and precludes any Main Phase 2 combos. Still useful for making Red Nova Dragon though.
Red Rising Dragon
Basically an anti-brick measure by making Wandering King more useful in-hand. Can make Red Supernova Dragon if you also have Crimson Resonator (just pick 2 Lv.2's instead of 2 Lv.1's). Can also use it to get a massive Life Point boost by bringing back Red Resonator and targeting your 6,000+ ATK Red Supernova Dragon.
Black Luster Soldier - Soldier of Chaos
Situationally very useful due to the fact it cant be targeted by card effects (this covers the weakness of Red Supernova and Red Nova). You won't always be able to summon it though because some of the combo cards limit you to Synchro or Dark Dragon monsters only for 1 turn.
Psy-Framegear Gamma
This card is a free Chaos Ruler if used on your turn (usually by baiting Ash Blossom with Resonator Call, Emergency Teleport, or Wandering King Wildwind's effect in GY). It can also be searched by Chaos Ruler's effect and used as a LIGHT target for Chaos Ruler's GY effect. This card in hand also works well with Red Reign and Red Supernova Dragon's effects by letting you use them more agressively (once you clear most of your own board with Red Reign and use Red Supernova's effect to banish itself and your opponent's field, Gamma becomes live and can be used to negate any follow up).
Combo Cards
Synkron Resonator
Great for making Hot Red Dragon Archfiend Abyss or as fodder for Hot Red Dragon Archfiend's effect. Second effect is great for letting you set up Second Turn combos based on what you have in-hand.
Chain Resonator
EXTREMELY IMPORTANT CARD! The 2 copies of this card are the ONLY 2 Light monsters in this deck, which you need for Chaos Ruler, The Chaotic Magical Dragon's effect. THEREFORE, YOU NEED AS MANY COPIES OF THIS CARD AS YOU HAVE OF CHAOS RULER! Its normal summon effect can be very helpful for many Second Turn combos, and being Lv. 1 it can make Hot Red Dragon Archfiend Abyss.
Psi-Reflector
1-Card combo. Usually select Assault Beast the first time you use its summon effect (just read combos) but once the combo is set up, select Assault Sentinel because it basically guarantees you can special summon Psi-Reflector next turn.
Red Resonator
Great backup combo starter. Even better backup secondary effect (on special summon it lets you gain Life Points based on the ATK of a monster on the field, yes even your 6,000+ ATK Red Supernova Dragon) for emergency situations. Often a good idea to use its normal summon effect with Assault Sentinel, because you can make a Lv. 10 that way.
Crimson Resonator
ALWAYS USE THIS CARD'S IN HAND EFFECT BEFORE SUMMONING ANYTHING! It is often a good idea to try to bait out Ash Blossom by using Resonator Call even if you already have Crimson in hand, because if they ash Crimson's second effect rather than Chaos Ruler's effect then you can't make Red Supernova Dragon. It can be a good idea to return it to hand with Synkron Resonator's effect just in case your board gets cleared because you can then use its full effect on your Second Turn.
Wandering King Wildwind
Its GY effect makes great bait for Ash Blossoms or other negates if you already have a combo in hand. Otherwise, it can help you get the card you need. For this reason I often don't select it with Chaos Ruler's effect unless I specifically need it for a combo because then it ends up in the GY. Like all special summon from-hand cards in this deck, makes great fodder for Hot Red Dragon Archfiend Bane's effect.
Ascator, Dawnwalker
The backup Lv. 8 synchro option because of its discard cost. It really hurts when this card gets Ash Blossomed so I usually try to use another card first. IF EVER POSSIBLE, DISCARD RED REIGN! You will bring it back to your hand immediately after you use Ascator to synchro summon. A second-best option is Fire Ant Ascator because it is useless in hand.
Resonator Call
Great bait for negates, people seem to have a deep fear of searchers. Usually used to get Crimson Resonator in hand.
Emergency Teleport
Another great bait option if you have more combos in hand. Great because it saves you normal summoning Psi-Reflector or Assault Sentinel.
Combos
Main 1st turn combo (if you start with Crimson Resonator or Resonator Call):
(You can always risk it if you have Ascator, Dawnwalker and hope that Chaos Ruler excavates Crimson Resonator --> you need your normal summon for Crimson Resonator this way)
Use Crimson Resonator's effect to Special Summon itself > Use one of the combos below to get out Chaos Ruler, The Chaotic Magical Dragon and activate effect > Pray a Red Reign gets sent to the GY if you didn't start with one, and add to hand whatever you can that helps you best > Activate Crimson Resonator and summon Chain Resonator and Synkron Resonator > Make Red Supernova Dragon > Activate Synkron Resonator and add Crimson Resonator or Psi-Reflector to hand > Activate Red Reign's effect in GY and add it to hand > Set Red Reign and Solemn Judgement/Trap Trick > End Turn
If you also have Synkron Resonator in hand after full combo, then activate Chaos Ruler's effect in GY to special summon itself, special summon Synkron Resonator, and go into Hot Red Dragon Archfiend Abyss for an extra negate and the ability to use Red Reign to protect Red Supernova Dragon even if your opponent has no monsters.
Combos to get out Chaos Ruler or Other Lv.8 Synchro (based on cards in hand):
Psi-Reflector:
Normal Summon Psi-Reflector > Activate effect > Add Assault Beast to hand > Activate Assault Beast and add Assault Mode Activate to hand > Activate Psi-Reflector, targeting Assault Beast > Increase level by 3 > Make Chaos Ruler, The Magical Dragon
Assault Sentinel:
Normal summon Assault Sentinel > Activate effect, tribute to special summon Psi-Reflector > Follow the steps for Psi-Reflector.
Ascator, Dawnwalker:
Activate Ascator, Dawnwalker > Discard least useful card (usually Creation Resonator, Red Resonator, or Wandering King) > Activate second effect and summon Fire Ant Ascator > Make Chaos Ruler
Wandering King Wildwind and a Lv.2 Tuner:
If Crimson Resonator: Activate Crimson Resonator to special summon it > Activate Wandering King Wildwind to special summon it > Make Red Rising Dragon > Activate Red Rising Dragon, targeting Crimson Resonator > Make Chaos Ruler -OR- Activate Crimson Resonator, selecting 2 Lv.2 tuners > Make Red Supernova Dragon
If Red Resonator: Normal summon Red Resonator > Activate Red Resonator, selecting Chain Resonator or Assault Sentinel (if in hand, otherwise you can just select Wandering King or Synkron Resonator even though it is redundant) > Activate Wandering King Wildwind to special summon it > Make Red Rising Dragon > Activate Red Rising Dragon, targeting Red Resonator > Activate Red Resonator, targeting monster with highest ATK > Make Chaos Ruler -Then if able- Use Chain Resonator and make Hot Red Dragon Archfiend Abyss -OR- Activate Assault Sentinel and follow the steps for Assault Sentinel above but make Scarlight Red Dragon Archfiend instead -OR- Activate Synkron Resonator to special summon it > Make Hot Red Dragon Archfiend Abyss
Second Turn Combos/Strategy
If You Successfully did Full Combo (Supernova made with Chaos Ruler) Based on Board and Cards in Hand
Red Supernova Dragon on Board:
At this point you've pretty much won. If you used Red Reign at the right time and your opponent has no monsters you have lethal, just activate Chaos Ruler, The Chaotic Magical Dragon's GY effect by banishing Barrier Resonator and 1 Dark monster and you have on average 8,000 ATK.
Empty Board with Crimson Resonator in hand (E.g. You used Supernova's effect or it got banished/returned to deck)
(You can try to set this up on your first turn by returning Crimson Resonator to hand with Synkron Resonator when you make Supernova)
Activate Crimson Resonator, special summon from hand > Activate Chaos Ruler, the Chaotic Magical Dragon's GY effect, banish Barrier Resonator and the least useful Dark (usually Psi-Reflector) to special summon it > Activate Crimson Resonator, selecting tuners based on desired Synchro and what combos with what you have in hand -THEN- use whatever combo is in your hand and utilize the extra tuners from Crimson Resonator (you can only use properly with an empty board
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