Eldlich Dogmatika Jan 2021
Deck Primer
Post banlist Eldlich Dogmatika. This version cut some of the weaker cards for more interaction. Eldlich Dogmatika is two-pronged control deck, that seeks to win by using trap cards and slow, recursive value engines to grind out value in the long game, and in my opinion is the best shell for Dogmatika.
The Dogmatika line-up is 10 cards, and none of this has changed. 3 Nadir Servant are starters that search your Dogmatika monsters (Ecclesia) by sending monsters from the extra deck to the graveyard. This is a really powerful effect, since you can send cards like Wind Pegasus, or Nt'ss to get free interaction off of your search. More often, you can send Titaniklad, making this card essentially an Ecclesia that searchs both Fleurdelis and Punishment, which is insane. Ecclessia is your starter that searches interaction - in this deck it is a Normal Summon, and while you do dip into the extra deck most of the space is devoted to sending, and I'd say most games when things are going well you don't make any extra deck plays at all. Fleurdelis is a non-targeting negate and a beat-stick, and the deck's main output for damage. Punishment, however, is straight broken - for the cost of locking yourself out of the extra deck on your next turn, you can send 1 card from the extra deck to the GY to pop 1 monster card on the field (with less ATK than the sent monster). With N'tss this is a 2 for 1, but this is also a recursive engine thanks to Titaniklad, which really helps improve the deck's already stellar grind game. 1 Shaddoll Schism is here, just as a Trap card you can add to your hand by sending Apkallone from the extra deck, and then discard 1. This means Nadir Servant now doubles as both a way to get Golden Lord binned, but also as fodder to resurrect him. This 1 brick is extremely profitable IMO.
For Eldlich, thing have changed. We're still on 3 Golden Lord, but despite Cursed Eldland being such a big card, I decided I needed interactive cards to help get the game slowed down more than the consistency boost and Eldlich combos. We're also down to 2 Hauquero and 0 White Eldlixer. Too many games the White Eldlixer was just a dead card, and while this does technically reduce the power of Eldlich combos, the deck still puts up interaction like a mother, and I'd rather focus on getting things into a grind game to capitalize on my grindy engines.
For interactive cards we're at 15 total. Book of Moon is the best negative 1 in the game, useful both for helping break boards and for stalling people in making them. I don't normally love this card, but I think it is good in Eldlich and I wanted a tech option that was a Spell/Trap. Cosmic Cyclone seems really good in the main right now, what with a lot of the top decks taking advantage of trap cards in some way, and with many of those trap cards having GY effects. Doesn't hurt against Mine either. Imperm + Ash + Nibiru is just a pretty standard hand trap line-up for the format - these are good generic traps that hit most of the format. Imperm seems a little weak against Virtual World, but it has some uses there, and being a trap means there are a lot of benefits to running it in this shell. Good hand traps are good.
Extra deck is exactly the same - a lot of things for us to send with Dogmatika cards, and a handful of "greatest hits" for when we DO have access to the extra deck.
The Dogmatika line-up is 10 cards, and none of this has changed. 3 Nadir Servant are starters that search your Dogmatika monsters (Ecclesia) by sending monsters from the extra deck to the graveyard. This is a really powerful effect, since you can send cards like Wind Pegasus, or Nt'ss to get free interaction off of your search. More often, you can send Titaniklad, making this card essentially an Ecclesia that searchs both Fleurdelis and Punishment, which is insane. Ecclessia is your starter that searches interaction - in this deck it is a Normal Summon, and while you do dip into the extra deck most of the space is devoted to sending, and I'd say most games when things are going well you don't make any extra deck plays at all. Fleurdelis is a non-targeting negate and a beat-stick, and the deck's main output for damage. Punishment, however, is straight broken - for the cost of locking yourself out of the extra deck on your next turn, you can send 1 card from the extra deck to the GY to pop 1 monster card on the field (with less ATK than the sent monster). With N'tss this is a 2 for 1, but this is also a recursive engine thanks to Titaniklad, which really helps improve the deck's already stellar grind game. 1 Shaddoll Schism is here, just as a Trap card you can add to your hand by sending Apkallone from the extra deck, and then discard 1. This means Nadir Servant now doubles as both a way to get Golden Lord binned, but also as fodder to resurrect him. This 1 brick is extremely profitable IMO.
For Eldlich, thing have changed. We're still on 3 Golden Lord, but despite Cursed Eldland being such a big card, I decided I needed interactive cards to help get the game slowed down more than the consistency boost and Eldlich combos. We're also down to 2 Hauquero and 0 White Eldlixer. Too many games the White Eldlixer was just a dead card, and while this does technically reduce the power of Eldlich combos, the deck still puts up interaction like a mother, and I'd rather focus on getting things into a grind game to capitalize on my grindy engines.
For interactive cards we're at 15 total. Book of Moon is the best negative 1 in the game, useful both for helping break boards and for stalling people in making them. I don't normally love this card, but I think it is good in Eldlich and I wanted a tech option that was a Spell/Trap. Cosmic Cyclone seems really good in the main right now, what with a lot of the top decks taking advantage of trap cards in some way, and with many of those trap cards having GY effects. Doesn't hurt against Mine either. Imperm + Ash + Nibiru is just a pretty standard hand trap line-up for the format - these are good generic traps that hit most of the format. Imperm seems a little weak against Virtual World, but it has some uses there, and being a trap means there are a lot of benefits to running it in this shell. Good hand traps are good.
Extra deck is exactly the same - a lot of things for us to send with Dogmatika cards, and a handful of "greatest hits" for when we DO have access to the extra deck.
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