Dogmatika Stun
Deck Primer
Pot of Disparity seems like a huge upgrade for all sorts of Stun strategies. Digging 6 cards deeper enables a pure Dogmatika deck to see Ecclesia significantly more often, which is important if we're going to play Ecclesia stun. We also run Summoner Monk, as 3 more copies of Ecclesia.
Dogma lineup is 3 Nadir Servant, 3 Ecclesia, 3 Dogmatika Punishment, and 2 Fleurdelis. Servant and Ecclesia are the deck's main starters, and Servant is an insane card, so I wanted to maximize seeing these. Punishment is the deck's best form of interaction, so I wanted to run 3. Fleurdelis is fine, and I think you need to run 2, but I wouldn't run a third, since it is dead without Ecclesia. I didn't want to bother with Maximus, since the card is hard to summon and kind of weak.
I think Dimension Shifter is good right now, it's just a hand trap that covers a lot of bases, and interrupts most decks-quite handily while completely locking out some matchups, and I wanted to maximize running it. Ash is essential with Virtual World as the new deck to beat, and is better in generic matchups than Droll anyways. Effect Veiler is run over Impermanence partially for True King of All Calamities, and partially for Needlefibre shenanigans.
Grand Spiritual Art Ichirin is the field spell for the deck. This card is pretty busted actually, it's searchable by virtue of being a field spell, and it works offensively and defensively - provided you can meet its one requirement. This, however, is met by Ecclesia. We need another field spell for Set Rotation, and Secret Village is a personal favourite of mine in spellcaster decks. Blanket stopping Cosmic Cyclone, Feather Duster, ETC until my opponent removes Ecclesia or summons a spellcaster is very good at face value, and the card interrupts a lot of starters and combos as well. In the same vein are the Right Hand and Left Hand. The deck uses Foolish Burial Goods (or Summoner Monk) to send Magician's Restage to the GY and find the correct hand for the matchup. Left Hand also protects you from Imperm once you have a spellcaster hit the table, which is pretty solid. The last card is Triple Tactics Talent - this deck eats hand traps for breakfast, while setting an obnoxious series of interactions. It still suffers from some inconsistency issues, and it's much weaker without the Pots of Disparity, though Extravagence is (mostly) an admirable substitute in the meantime.
Dogma lineup is 3 Nadir Servant, 3 Ecclesia, 3 Dogmatika Punishment, and 2 Fleurdelis. Servant and Ecclesia are the deck's main starters, and Servant is an insane card, so I wanted to maximize seeing these. Punishment is the deck's best form of interaction, so I wanted to run 3. Fleurdelis is fine, and I think you need to run 2, but I wouldn't run a third, since it is dead without Ecclesia. I didn't want to bother with Maximus, since the card is hard to summon and kind of weak.
I think Dimension Shifter is good right now, it's just a hand trap that covers a lot of bases, and interrupts most decks-quite handily while completely locking out some matchups, and I wanted to maximize running it. Ash is essential with Virtual World as the new deck to beat, and is better in generic matchups than Droll anyways. Effect Veiler is run over Impermanence partially for True King of All Calamities, and partially for Needlefibre shenanigans.
Grand Spiritual Art Ichirin is the field spell for the deck. This card is pretty busted actually, it's searchable by virtue of being a field spell, and it works offensively and defensively - provided you can meet its one requirement. This, however, is met by Ecclesia. We need another field spell for Set Rotation, and Secret Village is a personal favourite of mine in spellcaster decks. Blanket stopping Cosmic Cyclone, Feather Duster, ETC until my opponent removes Ecclesia or summons a spellcaster is very good at face value, and the card interrupts a lot of starters and combos as well. In the same vein are the Right Hand and Left Hand. The deck uses Foolish Burial Goods (or Summoner Monk) to send Magician's Restage to the GY and find the correct hand for the matchup. Left Hand also protects you from Imperm once you have a spellcaster hit the table, which is pretty solid. The last card is Triple Tactics Talent - this deck eats hand traps for breakfast, while setting an obnoxious series of interactions. It still suffers from some inconsistency issues, and it's much weaker without the Pots of Disparity, though Extravagence is (mostly) an admirable substitute in the meantime.
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