Invoked Dogmatika PUNK
Considered a Master Duel Tier 5 Archetype.
Deck Primer
See, sometimes good things come from playing with silly ideas!
This is kind of the natural "try-hard" evoltion of Live AID, a deck that was produced out of not feeling like the Invoked and Dogmatika engines really filled out a deck enough, and a bad pun. But it got me thinking about Aleister, and about how to actually round out the deck, and got me looking at packages. In the end I decided on trying the P.U.N.K. engine. Here, it is making Halq into Herald of the Arc Light plus an 8. This is kind of neato, actually, in that this deck can actually make almost all of it's Dogmatika bricks profitably, and allows for Mechaba to protect Halq, creating Nibiru resilience. It also actually can make plays! Yay!
I feel like the card-by-card should be pretty self explanatory. You're a sort of combo/control deck trying to draw Nadir Servant, Aleister the Invoker, and Emergency Teleport, and then you win by using your one for one interruptions really well. You're basically a Control shell that occasionally makes 4 negates + Punishment, so the real trick to playing the deck is knowing chokepoints, having matchup and meta knowledge, and applying it correctly. Since this is a hidden information game with incredible complexity and an eternal format over 20 years old, that will be difficult for newer players, but if you have a little bit of experience this deck could do you pretty well, and occasionally it will just "full combo" and take over a game, something a lot of control decks can struggle to do.
Savage and Herald never came up, wheras I think Accesscode will, and VFD definitely does. This list is spicy, this is a very wacky pile, and I'm still improving with it, but you're basically playing a very non-linear deck that has some combo hands and some control hands and some hands that do both, and it is explosive and flexible, so I'm enjoying it. Very much my style of pile.
I cut an Ecclesia and one Cosmic for a lone Skull Meister (very good in simplified game states), and an Ogre Dance (the lack of Ogre Dance was coming up, where you'd see Foxy Tune as your starter but not be able to play with just Foxy Tune. Now you can, and you also see Baronne + Auroradon slightly more often and Dogmatika slightly less, so you're bricking on Dogmatika and P.U.N.K. less with these numbers, and playing more towards the explosive hands than control. 3 Cosmic was fine, but I was seeing it just slightly too often, and I wanted to diversify. Meister has always impressed me so long as it is my second hand trap, but even with the minor conflict between Imperm and Gamma the deck is running 13 hand traps plus a handful of board breaking cards, so I suspect Meister will be good as a one-off tech card.
This is kind of the natural "try-hard" evoltion of Live AID, a deck that was produced out of not feeling like the Invoked and Dogmatika engines really filled out a deck enough, and a bad pun. But it got me thinking about Aleister, and about how to actually round out the deck, and got me looking at packages. In the end I decided on trying the P.U.N.K. engine. Here, it is making Halq into Herald of the Arc Light plus an 8. This is kind of neato, actually, in that this deck can actually make almost all of it's Dogmatika bricks profitably, and allows for Mechaba to protect Halq, creating Nibiru resilience. It also actually can make plays! Yay!
I feel like the card-by-card should be pretty self explanatory. You're a sort of combo/control deck trying to draw Nadir Servant, Aleister the Invoker, and Emergency Teleport, and then you win by using your one for one interruptions really well. You're basically a Control shell that occasionally makes 4 negates + Punishment, so the real trick to playing the deck is knowing chokepoints, having matchup and meta knowledge, and applying it correctly. Since this is a hidden information game with incredible complexity and an eternal format over 20 years old, that will be difficult for newer players, but if you have a little bit of experience this deck could do you pretty well, and occasionally it will just "full combo" and take over a game, something a lot of control decks can struggle to do.
Savage and Herald never came up, wheras I think Accesscode will, and VFD definitely does. This list is spicy, this is a very wacky pile, and I'm still improving with it, but you're basically playing a very non-linear deck that has some combo hands and some control hands and some hands that do both, and it is explosive and flexible, so I'm enjoying it. Very much my style of pile.
I cut an Ecclesia and one Cosmic for a lone Skull Meister (very good in simplified game states), and an Ogre Dance (the lack of Ogre Dance was coming up, where you'd see Foxy Tune as your starter but not be able to play with just Foxy Tune. Now you can, and you also see Baronne + Auroradon slightly more often and Dogmatika slightly less, so you're bricking on Dogmatika and P.U.N.K. less with these numbers, and playing more towards the explosive hands than control. 3 Cosmic was fine, but I was seeing it just slightly too often, and I wanted to diversify. Meister has always impressed me so long as it is my second hand trap, but even with the minor conflict between Imperm and Gamma the deck is running 13 hand traps plus a handful of board breaking cards, so I suspect Meister will be good as a one-off tech card.
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Opening Hand
Red: 1st Card Draw
Shuffled using Fisher Yates algorithm
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