Have you ever read about Norse mythology? Do you like card genres that contain action role-playing games (RPGs)? If you are interested in the above 2 things, then congratulations, Runick was created by Konami to serve your needs. Released in Deck Build Pack: Tactical Masters, Runick became an extremely powerful card clan, because it contained the same ability as the previous Sky Striker. So what are the elements that constitute this power? Let's find out!
The Runick deck has a mechanic quite similar to Sky Striker, as the main heavy weapons of both these decks are powerful Spell cards. Unlike Sky Striker, Runick doesn't have a Monster in the Main Deck, but in return, each of Runick's Spell cards has effects that affect the opponent's deck when executed.
Runick's Quick-Play Spell cards allow you to choose only 1 of 2 effects, but only on condition that you skip the next Battle Phase, and only use it once a turn.
One is that you will use a unique effect of each card and then expel a number of opponent cards.
Second, you will call 1 Runick beast from the Extra Deck to the field.
Each Runick monster from this Extra Deck is not very powerful, but will have quite good effects to support your tactics, so consider which effect to use in specific circumstances!
Main cards:
Runick Tip
The most powerful Searcher deck, helps you find the necessary piece to play so why not play 3?
Play 3 with every build involving Runick.
Runick Flashing Fire
Flashing Fire has almost the same mission as Afterburner, but can only shoot special summoned monsters, in return it can banish the first 2 cards of the opponent deck. Think Flashing Fire is as dead at turn 1 as Afterburner? That's okay, you can use it to call out Fusion monsters, combined with the Runick Fountain environment card to continue playing.
Play 3.
Runick Destruction
A very powerful Spell/Trap destroyer card! After canceling, there are 4 more cards on top of the opponent's deck, if we calculate it again and again, we will gain a lot, not 1-for-1 like Mystical Space Typhoon. And if we accidentally pick up this card turn 1, we can also use it to call out the Fusion beast. A very good card, worth playing in the Deck.
Play 3.
Runick Freezing Curses
The negate effect is very strong, almost like Widow Anchor. Freezing Curses allow banish the opponent's first 3 cards as well. Just removing 1 obstacle, banish 3 top, a pretty high number for the number of cards banish by 1 effect of Runick, why not play?
Play 3.
Runick Slumber
The protection effect reminds us of a card that is almost the same, which is the Eagle Booster. But stronger than Eagle Booster in that Slumber can protect monsters even while you control monsters in the Main Monster Zone, plus can lightly "protect" opponents, so that they do not deduct all your origin points. From there, Slumber can assist you in resetting the battle in the next turn, in addition to banish the first 3 cards of the opponent's deck, causing quite a lot of discomfort. However, in the deck mix, this protection effect is quite redundant, because we will almost have insurance in a different gameplay.
Play 2
Runick Golden Droplet
The effect is quite interesting, the banish is quite chatty, but the opponent is the one who gets the plus. Most of the time we will use eff to call Runick from the Extra Deck in the early stages of the game, at the end of the game if you feel you can get out of your opponent's deck, the Golden Droplet is a very good card to create victory for you.
Play 1
Runick Smiting Storm
Effect 1 is a little better for the Golden Droplet. Based on the number of cards on your opponent's court, you banish the card on top of their deck. Quite good in the last turns, but the first ones are not too good. Therefore, we will play 1-2.
Runick Dispelling
The Dispelling effect is quite passive, having to wait for the opponent to pick up the hand before being allowed to activate to jerk the hand and banish 2 top. Not too tasty because it is not actively activated, almost only using effect 2 is the main one, so it should only be played 0-1.
Runick Fountain
The Fountain effect is very strong, supporting you to make it difficult for your opponent. It is possible to turn all Runick Quick-Play Spell leaves into handtraps, which is quite detrimental to them. Combined with a very strong recycling effect, we can immediately activate the cards we have just drawn by Fountain to continue to annoy them in turning. What's better?
Play max, should play 1 more Terraforming to search this card easier.
Runick Allure
Allure will help us resource opponent Deck faster. However, this is not a very important piece, and can be searched by a Fusion beast, so the number of plays only needs to be 0-1.
The Extra Deck:
Most of the time we won't call the Runick Fusion beasts "properly", but rather through the Quick-Play Spells we talked about above. Fusion monsters will assist you in deploying tactics more easily.
Hugin the Runick Wings
Hugin will help you get your hands on Fountain, helping you deploy long-term tactics more quickly. In addition, Hugin will tell you to avoid 1 Harpie's Feather Duster, avoid losing your Field Spell or important cards, even when Hugin first calls. For example, when an opponent clicks Harpie's Feather Duster, I activate the Runick Quick-Play Spell in Chain Link 2 to call out Hugin. Later, Hugin himself banish it to combat the cancelled Fountain.
Play 3.
Munin the Runick Wings
Almost like Hugin, Munin will help you find Runick Allure. Allure isn't so important that Munin's value is less than Hugin's, but Munin also has the ability to protect your Runick, especially Field Spell, against target 1 bit (by negate that effect). The 1000 LP plus effect helps you live longer, sometimes helping you win in a gunfight.
Play 1.
Geri the Runick Fangs
Geri will help you restore Fountain or Allure in the grave, supporting you to continue the gameplay. Besides, Geri can die with a leaf on the field if it is destroyed through combat, and cannot be destroyed through effects, helping you fish a little more to survive.
Play 2.
Freki the Runick Fangs
In my opinion, I don't appreciate Freki very much. The first effect must have an attack on this card for you to be allowed to banish the first 2 cards of the opponent deck. With Deck Runick, you can barely punch (because you almost lost the Battle Phase), and your opponent will not be foolish to punch this one. The second effect, I judge is also a bit redundant. Since your Runick Quick-Play Spell is always best recycled by Fountain, there may be no need to play this one. If you want to play, you can consider playing 1-2, if you have excess slots, you can play 3.
Other cards:
This is a rare deck that does not require the use of monsters, so there are several options offered to interfere with the opponent:
– Spells that limit opponent actions: Dimensional Fissure, Messenger of Peace,...
– Trap genres limit action, hinder opponent action such as: There Can Be Only One, Gozen Match, Rivalry of Warlords ,... (do not recommend playing Macro Cosmos because it will "kick" with my Spell)
– Cards enhance the ability to draw cards and get the necessary pieces: Card of Demise, Pot of Duality,..
(It is especially recommended to play Card of Demise because this card has the ability to add up a lot).
And there are many other options, you can find out for yourself.
Observe:
Since Runick is pure deck control, if you can go ahead, your win rate is also very high. If you successfully prepare strong floodgate cards, you will slow down the rematch. Relying slowly but surely, Runick would then take the initiative, gaining the upper hand throughout the match.
However, Runick has the same weaknesses as other Spell/Trap control decks. If the floodgates you have are not strong enough to completely hinder the opponent, you will easily lose resources and lead to loss. And also because this is a control deck, it is easy to be hindered by cards like Topologic Trisbaena or Topologic Zeroboros, when these 2 cards can sweep the yard we have prepared.
Runick is a deck that uses many spells, so it is easy to be overcome by cards capable of countering, against me using Spells such as Anti-Spell Fragrance, Secret Village of the Spellcaster,... So in tournaments where many people use these 2 cards, your chances of winning will also be low.
That's how I feel about Runick. What else do you guys feel? If so, please leave it in the comments section to let everyone know more!