PROS
-Resilient High ATK Monsters.
-Capable of OTK at multiple gamestates.
-Strong interaction with the opposing monsters on the field.
-Able to recover after getting your field wiped, due to your cards having abilities to rebuild your resources on top if you having one card combo options.
-Your engine is capable of searching off engine Fiend Type Utility monsters.
CONS
-Trouble dealing with Spell/Trap focused decks.
-Hard to interact with decks that utilize graveyard/banishment.
-Well timed interuption can slow you down considerably.
-Limited ammount of interaction.
Main Deck
3 Ash Blossom & Joyous Spring , 3 Infinite Impermanence and 3 Effect Veiler as our handtraps ,they can be replaced for whatever you deem more important. Tuner handtraps in particular are good for this deck like Ash Blossom & Joyous Spring because they increase your Red Supernova Dragon and Red Nova Dragon ATK while beeing in the graveyard.
Soul Resonator is our starter for the combos, more info later. Also has a destruction protection ability for your cards from the graveyard. The search target for its ability is almost always Bone Archfiend , exceptions are if you already have a Bone Archfiend in the hand or graveyard to special summon or if you deem another Fiend type monster more suiting for the job at hand.
Synkron Resonator , Creation Resonator and Vision Resonator can special summon theselves from the hand to extend your plays.
Vision Resonator is a searcher for the archetype's spell/traps that triggers off getting sent to the graveyard from anywhere, so it can be used to fix your bricked hand if needed.
Chain Resonator is a great extender if your Crimson Resonator gets negated and you have not used your normal summon.
Synkron Resonator has an effect tor recover a Resonator from the graveyard when its sent from the field to the graveyard, core extender for multiple combos.
Bone Archfiend is the arguably the best monster in the deck , it does everything , secial summon itself from field or graveyard , send tuners to the graveyard to modulate levels on the field , also sending tuners on the graveyard has a multitude of uses , like sending Vision Resonator for a search or just Crimson Resonator to special summon later via Red Rising Dragon .
Obsessive Uvualoop is a great tuner that can recur itself and special summon, good to take it off the deck via Bone Archfiend , or Soul Resonator since we use only one of these because its use is not as versaliate as other cards.
Wandering King Wildwind is great extender since it can special summon itself , and later search a tuner with its graveyard effect.
Red Lotus King, Flame Crime has about the same use as Wandering King Wildwind but can search for a trap to send to the graveyard which would always be Red Reign to further strenghten your endboard.
Earthbound Prisoner Stone Sweeper is another 2 copies of Resonator Call to boost your consistency. We only use 2 because it's a once per turn effect so we don't want to brick often.
Resonator Call is a non once per turn searcher for any Resonator.
Crimson Gaia is also a searcher but only for Vision Resonator and Soul Resonator as well as spell/traps that mention Red Dragon Archfiend , as well as having an attack trigger effect for your Red Dragon Archfiend and an effect to special summon Red Dragon Archfiend when anything gets destroyed.
Red Zone is almost always a part of an endboard, either for its effect to destroy stuff when an effect gets activated or for its ability to special summon banished synchro monsters , particulary Red Supernova Dragon after it activated its effect for 2 board wipes.
Red Reign is a nice board wipe with excelent protection for the remaining monsters afterwards, searchable by Red Lotus King, Flame Crime and is also repeatable due to its ability to go back to your hand after synchro summoning , usefull if you need to discard something to Bone Archfiend .
Foolish Burial is good in this deck because we have a lot of monsters that like beeing in the graveyard, Vision Resonator is a searcher for Red Dragon Archfiend spel/traps , Bone Archfiend can be special summoned from the graveyard, Wandering King Wildwind can search for a tuner on the next round if you play a slow game and Soul Resonator can provide destruction protection from graveyard, also Crimson Resonator prefers beeing to the graveyard in order to get special summoned by Red Rising Dragon , so if you can get into Red Rising Dragon but dont have Crimson Resonator , you can use Foolish Burial to get it there, usually we use Foolish Burial for Bone Archfiend or Vision Resonator .
Monster Reborn is a good generic card to extend if you have been interupted.
Extra Deck
Red Rising Dragon is our starter synchro for most combos, we run it at 3 because without this card it is way harder to combo into strong boards, it also has a graveyard effect to summon 2 lv1 resonators from the graveyard , which can be realy usefull especialy to reach your lv12 synchros , thats why you would want to focus pulling both Synkron Resonator from the deck to use early so you can have Red Rising Dragon graveyard ability live.
Red Dragon Archfiend is the poster boy for this deck , although not beeing very usefull on its own , the deck synergizes with this card a lot , we run 2 of this mainly so Scarred Dragon Archfiend can special summon it once on your turn while you combo , and once on the opposing turn if they start breaking your board. Care to not have Red Dragon Archfiend on your field at the end of your turn or else it will destroy all your monsters that did not declare attack ( Soul Resonator graveyard effect can save you from this if needed). Also the synergy Red Dragon Archfiend has with Crimson Gaia is strong to break most boards that dont have spell effect immunity and do not rely on link monsters.
Scarred Dragon Archfiend is treated as Red Dragon Archfiend while field or graveyard , mainly for the purposes of Red Zone and also special summons Red Dragon Archfiend when it leaves the field, excelent extender ability, also destroys every monster your oppoennt controls in attack position if used as synchro material, very good going 2nd to break boards.
Scarlight Red Dragon Archfiend is also treated as Red Dragon Archfiend , has a decent board wipe ability with some burn damage attached to it , we are playing one of this just in case it matters, you can also use it to destroy your own field and burn your opponent if needed.
Hot Red Dragon Archfiend is a mass monster destruction in case they have more than 3000 ATK and Scarlight Red Dragon Archfiend can not destroy them , carefull of Hot Red Dragon Archfiend effect that locks you into only attacking with it for the turn since you wont be able to OTK them after using this effect.
Hot Red Dragon Archfiend Abyss is an omni negate for any card your opponent controls on the field it is your main form of strong interaction with the enemy, we run 2 of these since its our most important endboard piece and also in case your opponent breaks your board , to have one more to fight for the comeback plus you can make an Hot Red Dragon Archfiend Abyss from the remains of your field if you get interupted heavily.
Hot Red Dragon Archfiend Bane is mostly used to reach enough power on the board to OTK your opponent but can also be used to recover your Hot Red Dragon Archfiend Abyss if needed.
Red Supernova Dragon is the main wincon usually , great protection , strong board wipe , huge attack, its board wipe ability can be used twice per turn with the help of Red Zone by resummoning it from banishment and reseting the soft once per turn. Usually i dont summon it 1st turn if i have no info in my opponent since it doesnt interact good with most fields, id rather have Hot Red Dragon Archfiend Abyss and Red Zone with a Red Dragon Archfiend related body to pop something and negate something else. and then Red Supernova Dragon can come later for the cleanup.
Red Nova Dragon is a much weaker version of Red Supernova Dragon but is has different summoning materials needed , that can be easier to summon in situations , also mentions Red Dragon Archfiend on its materials , so it synergizes with most of the cards of the archetype.
Kuibelt the Blade Dragon is a lv7 Dark Dragon Synchro monster in case you get stopped mid combo on a terrible spot you can turn your monsters into a pop to maybe slow down your opponent.
Basic Combo With Soul Resonator
Summon Soul Resonator > search for Bone Archfiend >special summon Bone Archfiend discarding one card or sending one from the field>use Bone Archfiend effect to reduce the level of either itself or Soul Resonator by 1 and send Crimson Resonator from deck to graveyard>go into Red Rising Dragon >special summon Crimson Resonator from the graveyard by Red Rising Dragon effect>use Crimson Resonator effect to special summon 2 resonators from the deck. This is the base combo and the Resonators you chose to summon depend on what kind of endboard you want.
Some of the endboards i use the most are:
Red Supernova Endboard
For Red Supernova Dragon endboard you get 2 other Resonators with combined levels of 4 , so either 3+1 or 2+2(idealy Vision Resonator as one of them , to search for Red Zone if you dont already have it)
The endboard for this combo is Red Supernova Dragon , able to banish the whole enemy field whenever a monster effect is activated , and Red Zone able to special summon Red Supernova Dragon from banish zone to do it once again.
PROS
Strong Mass Removal times two
Resilient Boss monster.
CONS
Kaiju
Inaccurate form of interaction(cant use it whenever you want)
No negates.
No Red Dragon Archfiend on field to access Red Zone 's destruction effect or Crimson Gaia 's effect to float into Red Dragon Archfiend from graveyard.
Hot Red Dragon Archfiend Bane+Abyss
For Hot Red Dragon Archfiend Abyss you get Synkron Resonator and Vision Resonator > you use one of the lv2 and Red Rising Dragon to go to Scarred Dragon Archfiend then another lv2 along with Scarred Dragon Archfiend to go into Hot Red Dragon Archfiend Bane , Scarred Dragon Archfiend then special summons by its own effect Red Dragon Archfiend from the Extra Deck >use Red Dragon Archfiend and Synkron Resonator to go into Hot Red Dragon Archfiend Abyss > use Synkron Resonator effect to get back Vision Resonator from the graveyard >special summon it by its own effect >use Hot Red Dragon Archfiend Bane effect to tribute Vision Resonator to special summon Scarred Dragon Archfiend from the graveyard to prevent Red Dragon Archfiend effect from destroying your field because you didnt declare an attack.
The endboard is Hot Red Dragon Archfiend Abyss , an omni negate for cards on the field, Hot Red Dragon Archfiend Bane , just a big body that can also help extend your plays next turn , Scarred Dragon Archfiend is treated as Red Dragon Archfiend while on the field or graveyard , so it makes our Red Zone effect to destroy cards live , Scarred Dragon Archfiend also special summons Red Dragon Archfiend from the Extra Deck if it gets removed , to keep Red Zone live and a Soul Resonator in graveyard to protect your field.
PROS
Omni negate for field.
Resiliance due to multiple floating effects and multiple monsters beeing part of the board.
Easier follow up next turn because of Hot Red Dragon Archfiend Bane and the multiple floating effects you have.
CONS
Weaker type of interaction compared to other endboards.
Only 2 forms of interaction.
Red Nova and Abyss Endboard
With Crimson Resonator you get from your deck Synkron Resonator and Vision Resonator > you use Red Rising Dragon and Vision Resonator to go into Scarred Dragon Archfiend >search Red Zone from the Vision Resonator trigger > set Red Zone >use Scarred Dragon Archfiend and Synkron Resonator to go into Hot Red Dragon Archfiend Abyss > Scarred Dragon Archfiend and Synkron Resonator trigger for getting sent into the graveyard as synchro materials > you get a Red Dragon Archfiend from the Extra Deck and Vision Resonator to your hand from Synkron Resonator trigger >special summon Vision Resonator >use Vision Resonator and Crimson Resonator from the basic start combo to go into Red Nova Dragon .
The endboard is Red Nova Dragon indestructible with huge stats and attack negation that keeps your Red Zone effects live with Red Zone which can pop a card on the field and Hot Red Dragon Archfiend Abyss as an omni negate and a Soul Resonator in the graveyard to protect your field.
PROS
Omni negate for field
Resilient and Stronger field, hard to remove Red Nova Dragon .
Floating effects.
CONS
Weaker type of interaction
Only 2 interactions, not counting the attack negation.
MOST ENDBOARDS NEED Red Zone , Crimson Gaia CAN SEARCH FOR IT SO IF YOU HAVE NOT USED Crimson Gaia BEFORE STARTING THE COMBOS ITS OPTIMAL TO SEARCH FOR IT INSTEAD OF GOING DIRECTLY TO Red Zone .
Side Deck
Skull Meister , Archfiend Eccentrick , Sphere Kuriboh , Eater of Millions , Token Collector , Trap Eater are searchable by Soul Resonator and there are often cases you dont need to search for an extender like Bone Archfiend , especialy if its later than turn 1 and you have graveyard resources, so you can opt for one of these monsters instead to help you against the matchup you are facing.
Skull Meister helps against decks that utilize graveyards.
Archfiend Eccentrick helps with spell/traps as well as monsters if you want to sacrifice your Normal summon.
Sphere Kuriboh helps protect against non link monster attacks.
Trap Eater to deal with floodgates mainly like Skill Drain .
Eater of Millions is a monster that can special summon itself and remove problematic monsters on the field by attacking into them.
Token Collector is an option against decks that produce tokens to get their plays going.
Droll & Lock Bird for decks that add/draw a lot of cards , since you have limited interaction , you cant deal with the overwhealming ammount of resources these kind of decks can get.
Cosmic Cyclone for spell/traps , it also prevents them from accessing their graveyard effects since it banishes.
Scarlet Security is searchable by Vision Resonator and Crimson Gaia , it destroys all spell/traps your opponent has.