Eldlich Dogmatika Nov 2020
Deck Primer
Not much has changed for the Eldlich deck or Dogmatika in the past few months. New Eldlich cards are in the pipe, but not particularly interesting to me anyways. Still, I decided to update the list slightly for the times.
Eldlich line-up is still the same, I don't see much reason to change anything. You could run another White Eldlixir if you wanted, just to run more Eldlixirs, but space is tight, so I don't want to. We're running 3 Golden Lord, 3 Cursed Eldland to see Golden Lord, and 3 Red Eldlixir with 1 White to summon Golden Lord. 3 of each trap monster makes a lot of sense to me, you want searchable interaction, you want bodies on the table, and these get you those. We run a single Golden Land Forever! since it is searchable, rounding us out with a good omni-negate, and 3 Solemn Judgement. Judgement could be something else, I just like having answers to Feather Duster and Lightning Storm that are generically useful. This card can also negate summons of monsters at Spell Speed 3, which is nothing to sneeze at. It doesn't answer effects that activate in places other than the field, but it's a useful generic trap that makes you harder to out and answers anything that hits the table.
For Dogmatika line-up ,we're still eschewing Maxmimus, and instead are running 3 of each starter and 2 of each searching target. Dogmatika Punishment is, in my opinion, a powerful generic trap in its own right. The restrictions on it keep it from being played in everything, but if you don't need the extra deck the card is pushed. It pops 2, or pops 1 and searches, and since Dogma likes putting extra deck monsters in the GY this is simultaneously one of the best interruptions in the game and essentially extra searchers. Fleurdelis I'm not as high on, obviously generic negation that doesn't target is good, and it is the Dogma engine's main way to output damage, but it doesn't do anything if you don't see Ecclesia. You still need 2 to search out over the course of the game, but unlike Punishment I wouldn't ever consider running 3.
Shaddoll Schism is the deck's other true brick. You do not want to see this card - you DO however want to discard Golden Lord off of Nadir Servant AND search a trap to use to summon it back. This one brick dramatically increases the consistency of the deck by adding that optional discard option, and even without any Shaddolls to pay it off pulls its weight. I highly recommend it in Eldlich/Dogma builds. I tried running Shaddolls you could fusion summon with it, but tbh they weren't worth the space in the extra deck.
For hand traps we're running 3 Imperm, a good generic field negate that has the advantage of being a trap card, which is important in an Eldlich deck, 3 Ash Blossom, a good generic hand trap that is also one of the only ones that hits Virtual World, and Skull Meister, which splits the difference between D.D. Crow and Lancea, good against Dinos and Virtual World, while still being generic enough to hit other commons decks in some way, such as slowing down Eldlich or Dogmatika, and interrupting combos (if not at their weakest points). I needed hand traps that would be useful against Virtual World while remaining impactful against the rest of the meta, and while Imperm kind of misses the bill, it makes up for it by summoning Golden Lord.
Extra deck is actually mostly to dump. Apkallone is how we're extra deck dumps to put Golden Lords in the bin. Titaniklad (that Bastard) is typitcally what makes Nadir Servant such a broken card, and is part of the reason Dogmatika Punishment is such a broken card, and you want 2 of them. 3 N'tss might be a little high, but I wanted an extra one, to occasionally ditch with Nadir Servant. I think at least 1 for each Punishment is correct - might as well get the full value out of punishment. Wind Pegasus trades removal for removal, it's a good thing to ditch when you have Nadir Servant with another Dogma card in hand. The Cyber Dragon Nova / Invoked Mechaba engine is run in case people Maximus the deck - these aren't strictly necessary but there's space for them. Maybe you'd like I:P or other extra deck monsters over it, I just like the cheeky wins.
The Trains are where we start to get into the things you summon. Dogma cards really restrict your options in terms of summoning from the extra deck, but the trains are here for Eldlich OTKS, Vampire Sucker is here to draw cards when the game is in a simplified state, and to put Golden Lords and Golden Land monsters back into the GY, and is probably the monster I summon most from the extra deck. You could run 2 Suckers, and it would make sense, (maybe over the Nova package). Obligatory Knightmares give the deck some spell/trap removal in the extra deck, and occasionally come up. Borreload Dragon could in theory come up, it gives the extra deck a hard to answer form of removal, but realistically you're barely going into the extra deck, so maybe this could be something else.
Token Collector is a really good card against Auroradon combos, most notable Infernoble Knights, and is situationally useful against Linkross as well. Gnomaterial can help stop Zoodiac, that's literally all it is here for. After that it's a suite of backrow removal, including Pankratops, and 3 Appointer of the Red Lotus for when you're going first, to stop those blow-out cards like Feather Duster and Lightning Storm, which will be more common game 2-3.
Eldlich line-up is still the same, I don't see much reason to change anything. You could run another White Eldlixir if you wanted, just to run more Eldlixirs, but space is tight, so I don't want to. We're running 3 Golden Lord, 3 Cursed Eldland to see Golden Lord, and 3 Red Eldlixir with 1 White to summon Golden Lord. 3 of each trap monster makes a lot of sense to me, you want searchable interaction, you want bodies on the table, and these get you those. We run a single Golden Land Forever! since it is searchable, rounding us out with a good omni-negate, and 3 Solemn Judgement. Judgement could be something else, I just like having answers to Feather Duster and Lightning Storm that are generically useful. This card can also negate summons of monsters at Spell Speed 3, which is nothing to sneeze at. It doesn't answer effects that activate in places other than the field, but it's a useful generic trap that makes you harder to out and answers anything that hits the table.
For Dogmatika line-up ,we're still eschewing Maxmimus, and instead are running 3 of each starter and 2 of each searching target. Dogmatika Punishment is, in my opinion, a powerful generic trap in its own right. The restrictions on it keep it from being played in everything, but if you don't need the extra deck the card is pushed. It pops 2, or pops 1 and searches, and since Dogma likes putting extra deck monsters in the GY this is simultaneously one of the best interruptions in the game and essentially extra searchers. Fleurdelis I'm not as high on, obviously generic negation that doesn't target is good, and it is the Dogma engine's main way to output damage, but it doesn't do anything if you don't see Ecclesia. You still need 2 to search out over the course of the game, but unlike Punishment I wouldn't ever consider running 3.
Shaddoll Schism is the deck's other true brick. You do not want to see this card - you DO however want to discard Golden Lord off of Nadir Servant AND search a trap to use to summon it back. This one brick dramatically increases the consistency of the deck by adding that optional discard option, and even without any Shaddolls to pay it off pulls its weight. I highly recommend it in Eldlich/Dogma builds. I tried running Shaddolls you could fusion summon with it, but tbh they weren't worth the space in the extra deck.
For hand traps we're running 3 Imperm, a good generic field negate that has the advantage of being a trap card, which is important in an Eldlich deck, 3 Ash Blossom, a good generic hand trap that is also one of the only ones that hits Virtual World, and Skull Meister, which splits the difference between D.D. Crow and Lancea, good against Dinos and Virtual World, while still being generic enough to hit other commons decks in some way, such as slowing down Eldlich or Dogmatika, and interrupting combos (if not at their weakest points). I needed hand traps that would be useful against Virtual World while remaining impactful against the rest of the meta, and while Imperm kind of misses the bill, it makes up for it by summoning Golden Lord.
Extra deck is actually mostly to dump. Apkallone is how we're extra deck dumps to put Golden Lords in the bin. Titaniklad (that Bastard) is typitcally what makes Nadir Servant such a broken card, and is part of the reason Dogmatika Punishment is such a broken card, and you want 2 of them. 3 N'tss might be a little high, but I wanted an extra one, to occasionally ditch with Nadir Servant. I think at least 1 for each Punishment is correct - might as well get the full value out of punishment. Wind Pegasus trades removal for removal, it's a good thing to ditch when you have Nadir Servant with another Dogma card in hand. The Cyber Dragon Nova / Invoked Mechaba engine is run in case people Maximus the deck - these aren't strictly necessary but there's space for them. Maybe you'd like I:P or other extra deck monsters over it, I just like the cheeky wins.
The Trains are where we start to get into the things you summon. Dogma cards really restrict your options in terms of summoning from the extra deck, but the trains are here for Eldlich OTKS, Vampire Sucker is here to draw cards when the game is in a simplified state, and to put Golden Lords and Golden Land monsters back into the GY, and is probably the monster I summon most from the extra deck. You could run 2 Suckers, and it would make sense, (maybe over the Nova package). Obligatory Knightmares give the deck some spell/trap removal in the extra deck, and occasionally come up. Borreload Dragon could in theory come up, it gives the extra deck a hard to answer form of removal, but realistically you're barely going into the extra deck, so maybe this could be something else.
Token Collector is a really good card against Auroradon combos, most notable Infernoble Knights, and is situationally useful against Linkross as well. Gnomaterial can help stop Zoodiac, that's literally all it is here for. After that it's a suite of backrow removal, including Pankratops, and 3 Appointer of the Red Lotus for when you're going first, to stop those blow-out cards like Feather Duster and Lightning Storm, which will be more common game 2-3.
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