EASY DRAGUNITY 101
Deck Primer
Competitive Structure Deck at last, but it comes with price (literally and figuratively). Dragunity combo is so convoluted unlike regular Dragon Link which is only a Romulus turbo. This deck made the combo easier to navigate and only needs basic understanding. All we need is Gae Dearg + 1 extender (but for King Calamity we need Couse, Remus, Phalanx in GY, Halq summons 1, so we need 2 of them in GY). Combo: https://bit.ly/39efLg1
Our main pieces are Dux (best starter with tuner in GY), Couse (lets us Barcha), Remus (extender and Ravine searcher, only use its GY eff after Halq), Ravine (dumper/searcher). The secondary pieces or extenders are Arma Gram (follow up play), Mystletainn (behaves like Dux but slightly worse), Legatus (our second Dux, play 2 cus we dont wanna draw multiple as it can be sarched by Gae Dearg if we draw Baby Roc), Phalanx (combo pieces for Savage/King Calamity), Baby Roc (combo pieces as Gae Dearg target, we need 2 and it equals to Legatus if we hard draw it), Glow (great spell but bad starter, only as combo pieces), Divine Lance (hopt like Glow, but is a great starter, we dont wanna draw double both this and Glow, so just run 1 copy of both), Monster Reborn (revives our boss monster), and lastly World Legacy Guardragon (fixing Pisty zone).
The rest of it is just staple or as Crossout target while being great handtrap. Only 2 Cards of Consonance because the target is only a few (like Orcust+Return ratio), so run Upstart instead. 3 Impermanence cus Zexal everywhere.
Extra Deck: Combo pieces. Ascalon as removal and floats, Coral Dragon as removal and easy to make, Vajrayana for beater and synchro climb, Borreload as non-target/non-destruction removal.
Pros: Consistent, big monsters, multiple negations, King Calamity stun, have follow up play, big staple slot.
Cons: Multiple cards combo, prone to handtrap (still can make 1 negation at least).
Our main pieces are Dux (best starter with tuner in GY), Couse (lets us Barcha), Remus (extender and Ravine searcher, only use its GY eff after Halq), Ravine (dumper/searcher). The secondary pieces or extenders are Arma Gram (follow up play), Mystletainn (behaves like Dux but slightly worse), Legatus (our second Dux, play 2 cus we dont wanna draw multiple as it can be sarched by Gae Dearg if we draw Baby Roc), Phalanx (combo pieces for Savage/King Calamity), Baby Roc (combo pieces as Gae Dearg target, we need 2 and it equals to Legatus if we hard draw it), Glow (great spell but bad starter, only as combo pieces), Divine Lance (hopt like Glow, but is a great starter, we dont wanna draw double both this and Glow, so just run 1 copy of both), Monster Reborn (revives our boss monster), and lastly World Legacy Guardragon (fixing Pisty zone).
The rest of it is just staple or as Crossout target while being great handtrap. Only 2 Cards of Consonance because the target is only a few (like Orcust+Return ratio), so run Upstart instead. 3 Impermanence cus Zexal everywhere.
Extra Deck: Combo pieces. Ascalon as removal and floats, Coral Dragon as removal and easy to make, Vajrayana for beater and synchro climb, Borreload as non-target/non-destruction removal.
Pros: Consistent, big monsters, multiple negations, King Calamity stun, have follow up play, big staple slot.
Cons: Multiple cards combo, prone to handtrap (still can make 1 negation at least).
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