Sunday, October 16, 2011

[Deck]D.D. Unicorn Knight Synchro

3 D.D. Unicorn Knight
3 T.G. Striker
3 T.G. Warwolf
1 Dark Armed Dragon
1 Black Luster Soldier - Envoy of the Beginning
2 Chaos Sorcerer
2 Effect Veiler
1 Gorz the Emissary of Darkness
1 Plaguespreader Zombie
1 Sangan
2 Armageddon Knight
2 Necro Gardna


3 Gold Sarcophagus
1 Allure of Darkness
1 Book of Moon
1 Mind Control
1 Monster Reborn
1 Reinforcement of the Army
1 Dark Hole
1 Heavy Storm


2 Bottomless Trap Hole
2 Call of the Haunted
2 Solemn Warning
1 Mirror Force
1 Solemn Judgment

1 Ally of Justice Catastor
1 Armory Arm
1 Black Rose Dragon
1 Brionac, Dragon of the Ice Barrier
1 Orient Dragon
1 Scrap Dragon
1 Stardust Dragon
1 T.G. Wonder Magician
1 Trishula, Dragon of the Ice Barrier
1 X-Saber Urbellum
1 Leviair the Sea Dragon
1 Number 17: Leviathan Dragon
1 Number 39: Utopia
1 Steelswarm Roach
1 Wind-Up Zenmaines


Finally here! D.D. Unicorn Knight Synchro.
The obvious goal of this deck is to make powerful synchros in short time by Special Summoning tuner monsters, then following them up with D.D. Unicorn Knight (DDUK), using his effect to fetch a banished monster and then make a Synchro. The inclusion of 3 Gold Sarcophaguses are for banishing Sangan, giving you a 'free' Trishula using Striker+DDUK+Sangan.

The Armageddon Knights give you a bit more control by sending down either Plaguespreader for DDUK summoning next turn, or a Necro Gardna for banishing (remember, you can banish it anytime you want during your opponent's turn before their battle phase, and it will negate the next attack) giving you setup for DDUK.

I encourage you to try this idea out if you like the concept, as my testing haven't been too much. The deck fares generally well, but unless you open with something to banish you own monster you will find yourself in a position were DDUK has no targets for his effect. I can't say it's common, but it hardly is a rare situation either.

The one card I want to play but can't fit into the deck is Genex Ally Birdman. This card has some great synergy with the deck. Bounce your own monsters for a Tuner, or bounce DDUK and play him again to summon another banished target. Do note that there are no LIGHT monster cards in this deck that can be summoned through his effect, so your best bet is Necro Gardna or Sangan.

I used to play Tour Guides, but decided to cut them since right about every deck plays counters to it and I don't feel like paying for them since I want to build this deck outside of Dueling Network, so I removed them and the 1 Esper Girl/1 Dark Resonator I used to play for 2 Armageddon Knight and 2 Necro Gardna. This somewhat reduced consistency since you no longer has 4 Sangan, but made D.D. Unicorn plays easier, which I value over a card that has poor synergy overall with the deck.

Overall, the deck performs well. It is also surprising to see how bad people on Dueling Network play. I Special Summon Striker. I Special Summon DDUK, bringing back Sangan. Now a comment usually appears, either "Cool", "Nice idea", "Wow", or "You're just lucky" based on whom I am facing. Then, I synchro Trishula. Now my opponent drops Effect Veiler. This gives me a 2700 body and a search with Sangan as well as a DARK and LIGHT in the Graveyard.
If they had Veilered DDUK instead, I wouldn't have gotten any search, no DARK in the Graveyard and a level 6 instead of a level 9.

I will try a version with Plants and Hidden Armory, then possibly a version with Bazoo the Soul-Eater, Dark Desertapir, Card Trooper and so on. It will be like a Bazoo Return OTK!
...or maybe not.

2 comments:

  1. instead of making a long sentence, just say Necro Gardna is a quick effect

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  2. You can activate the effect of "Necro Gardna" during the Draw Phase, Standby Phase, Main Phase 1, and the Start Step and Battle Step of the Battle Phase. You cannot activate it during the Damage Step, End Step, Main Phase 2, or End Phase. You cannot activate it during your turn.

    It does what I said, it is not simply a quick effect.

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