Rogue's Red Dragon Archfiend
Deck Primer
I finally polished off this deck after rigorous play-testing. The main goal of this deck is summon out the big bad 'Red Supernova Dragon' to the field, who is one of the closest monsters you can get to a "play it and win" card. One this thing is on the field, it becomes a super opressive beatstick that is absurdly hard to out due to it recycling itself with its own effect while simultaneously nuking the board. However, effects that will send this card to the graveyard or banish it will remove it from the game, as such the secondary objective is to keep 'Hot Red Dragon Archfiend Abyss' on the field to negate such effects. Remeber, HRDAA's effect is a once per turn quick effect, so do not be afraid to negate crucial cards in opponents combos on their turn to further keeping Red Supernova safe which can be easily summoned out with Assistance of 'Chaos Ruler, The Chaotic Magical Dragon' and 'Synchron Resonator'. Overall, a good turn with this deck should look like 'Red Supernova Dragon' and 'HRDAA' being out on the field, with materials in the graveyard to special summon Chaos Ruler in the event Red Supernova and HRDAA are outed.
Obviously, this deck is extremely combo heavy, and as such hand traps and cards like Baronne are an issue, the negation of Red Rising Dragon's effect can stop your entire plan, as such cards like Droplet and Dark Ruler will help minimize such negates from happening as often. It should go without saying, but try to special summon as often as you can with this deck. If you waste your Normal Summon too early, negates on valuable cards can very well shut you out for the rest of your turn.
Due to effects from cards such as 'Red Dragon Archfiend Bane', 'Synchron Resonator' and 'Wandering King Wildwind' this deck also has good recycle capabilities, with most resonators in your graveyard ending up back in your hand, or deck at some point later in the match. This makes resonator command super valueabe to hold for situations where you find yourself without level 4 monsters to synchro with.
It is worth mentioning however, that this deck is somewhat prone to bricking. While I stress, it is EXTREMELY uncommon, and this varient of the deck I beleive to be the most consistent possible, there will be ocassions where you will not be able to act at all due to the hand being cluttered by resonators and no level 4 monsters, or vice versa. So if you plan to use this deck more competitivley, please keep this in mind. If you do have a resource issue, summonign Beelze can be a very solid stall tactic as he is a cheap, generic beatstick that is difficult to out. So do keep this in mind as well.
It is also worthing noting, that you should not be afraid to activate 'Skull Miesters' effect if a card of value is activating their effect from the graveyard, even if he is your only level 4 monster in your hand. Trust me, sometimes it is far more valueable to give him up, then let your opponent combo, as there is a solid chance you draw another card to replace him your following turn. This has won me games.
Overall, this deck is super soild and I adore it. The playstyle feels very rewarding and empowering when your board is set up properly and Red Dragon Archfiend has always been a favourite of mine, so I may be a little bias. Hope everyone who tries this one out enjoys, and feel free to give me feedback!
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