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Old 05-13-2013, 11:32 AM   #1
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Default The Official "Anti-Dragon Ruler" Discussion-Part 1:

Well, here we go. They've hit the TCG with full force. So come here with all of your Dragon Ruler problems. Together, we will discuss decks that have the most resistance against it, and which side-deck cards are actually the most effective. Talk about situations where they OTK'd you. Discuss everything Dragon Ruler related EXCEPT how to help them win. I wil make an effort to update the OP a lot as this thread grows.

Their weapons
Number 11: Big Eye
Mecha Phantom Beast Dracossack
Light and Darkness Dragon
Effect Veiler

One at a Time
While each of the big Dragon Rulers has 4 effects. They can only activate 1 at a time for the entire turn. That means they . Keep an eye on whenever a big Dragon Ruler has used it's effect for the turn. The summon, the search, or the discard effect. There can be only 1.
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Originally Posted by Dragon Rulers Clause
You can only use 1 "Blaster, Dragon Ruler of Infernos" effect per turn, and only once that turn.
You can only use 1 "Tidal, Dragon Ruler of Waterfalls" effect per turn, and only once that turn.
You can only use 1 "Tempest, Dragon Ruler of Storms" effect per turn, and only once that turn.
You can only use 1 "Redox, Dragon Ruler of Boulders" effect per turn, and only once that turn.
Anti-Special Summon
Fossil Dyna Pachycephalo
Vanity's Fiend
Jowgen the Spiritualist
Archlord Kristya
Crimson Blader
Vanity's Emptiness
Maxx "C"


Anti-Banish
Imperial Iron Wall
Soul Drain
Kycoo the Ghost Destroyer
Chaos Hunter

Anti-Other
Angel O7
Deck Lockdown
Gozen Match
Rivalry of Warlords

Anti-LaDD
Trifortressops
Honest
Treeborn Frog
Lightsworn monsters

Method S:
Draw all 5 pieces of Exodia first turn
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Old 05-13-2013, 11:46 AM   #2
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The obvious is stuff like iron wall or Soul Drain, you can try a Black Garden deck that uses stuff like Obelisk the Tormentor since they have a hard time getting over him.
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Old 05-13-2013, 11:49 AM   #3
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Mind Drain + Soul Drain = FU.

Fossil Dyna Pachycephalo craps on them as well.
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Old 05-13-2013, 11:50 AM   #4
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JowgenFate.dek
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Monster: Shock Master
Spell: Super Polymerization
Trap: Vanity's Emptiness
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Old 05-13-2013, 12:33 PM   #5
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Subbing. Stopping their special summons is pretty effective. I personally use Vanity's Fiend.
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Old 05-13-2013, 12:36 PM   #6
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Vanity emptiness and Imperial Iron Wall are effective. So is mind drain.
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Old 05-13-2013, 12:38 PM   #7
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Jowgen into Fate.
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Old 05-13-2013, 12:51 PM   #8
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Draw all Exodia pieces in your first turn.
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Old 05-13-2013, 12:55 PM   #9
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So is it confirm that the Dragon Ruler can only use one of their effect per turn?
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Old 05-13-2013, 01:17 PM   #10
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So is it confirm that the Dragon Ruler can only use one of their effect per turn?
Obviously, otherwise they'd be ever more broken.
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Old 05-13-2013, 04:50 PM   #11
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It's simple really; to kill the Dragons, we must use the Dragons. That means trying to splash the elements into any main elemental deck. Tidal in Mermails, Blaster in Fire Fists and Fire Kings, Reactan in Karakuri and Tempest in Harpies and Dragunity.

This is going to be the most interesting format in a long time, imo.
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Old 05-15-2013, 07:57 PM   #12
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It's simple really; to kill the Dragons, we must use the Dragons. That means trying to splash the elements into any main elemental deck. Tidal in Mermails, Blaster in Fire Fists and Fire Kings, Reactan in Karakuri and Tempest in Harpies and Dragunity.

This is going to be the most interesting format in a long time, imo.
Dragunity adapts to Dragon Ruler Tempest because they benefit the most from Tempest's searching effects. Mermail is so monster heavy and rank 7 based that adding in tidal makes them even more swarm-tastic.

I don't see Reactan helping out with the Synchro plays of Karakuri. The monster is a defensive card & will get snatched by Number 11. Same applies to the Fire archtypes.
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Old 05-15-2013, 08:09 PM   #13
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Quote:
Originally Posted by Zaetus View Post
It's simple really; to kill the Dragons, we must use the Dragons. That means trying to splash the elements into any main elemental deck. Tidal in Mermails, Blaster in Fire Fists and Fire Kings, Reactan in Karakuri and Tempest in Harpies and Dragunity.

This is going to be the most interesting format in a long time, imo.
what do i put in Chaos dragons? D:
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Old 05-16-2013, 11:44 AM   #14
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Would Mind Drain be a bit more effective turn 1? Even if they can search out more from the banished effects, they can't discard or banish as a result of their own effects, right? So wouldn't they be pretty much unable to do anything if you pop out Mind Drain turn 1?
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Old 05-16-2013, 11:52 AM   #15
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Quote:
Originally Posted by UberDueler View Post
Well, here we go. They've hit the TCG with full force. So come here with all of your Dragon Ruler problems. Together, we will discuss decks that have the most resistance against it, and which side-deck cards are actually the most effective. Talk about situations where they OTK'd you. Discuss everything Dragon Ruler related EXCEPT how to help them win.


I wil make an effort to update the OP a lot as this thread grows.

Anti-Special Summon
Fossil Dyna Pachycephalo
Vanity's Fiend
Jowgen the Spiritualist
Archlord Kristya

Anti-Banish
Imperial Iron Wall
Soul Drain

Method S:
Draw all 5 pieces of Exodia first turn
Blaster
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Old 05-16-2013, 12:38 PM   #16
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Here's some of the things I've learned from dragon hunting on DevPro for a bit of time.

Monsters

- Archlord Kristya -
Summoning this big badass against dragons is pretty much game unless they can Dark Hole or Blaster + Fire. How quickly you can summon Kristya and protect it from dragons will determine your chances of victory. However, the decks that can run this card are pretty limited.

- Chaos Hunter -
When your opponent special summons a monster, you can drop her onto the field. And while she's face-up on the field, your opponent cannot banish. Honestly, this is in my opinion an iffy tech choice for monsters. Two out of the four dragons can run over her, they can make a Big Eye and steal her, or they can make Dracossack and run her over or even blow her up.

- Crimson Blader -
This guy is 2800/2600. He has a very huge body and can run over the majority of dragons. More importantly is his effect. When he kills and sends a monster, ANY monster, from the field to the graveyard, the opponent is unable to summon monsters level 5 or higher the following turn. This means the opponent cannot NORMAL summon or SPECIAL summon.

- CXyz Simon the Great Moral Leader -
This card isn't out yet, but a 3000 ATK monster that cannot be affected by the effects of monsters is serious business against dragons. This means this badass is immune to Black Rose, Big Eye, Dracossack, and more. He is still vulnerable to Dark Hole, however. Also being able to summon him is the issue here.

- Electric Virus -
This is a monster version of Mind Control for dragons and machines. Funny enough, the Dragon Rulers spam dragons and machines (Dracossack). Take advantage of this card for some easy plays. And don't forget, if you do happen to take control of Dracossack, you can tribute the Dracossack instead of the tokens to pop something, meaning they won't have anything to get back during the End Phase.

- Evilswarm Ophion -
An obvious monster choice for Evilswarm decks. With Ophion being out on the field with Xyz material attached to it, level 5 or higher monsters cannot be special summoned period by either player. The value of this effect against this deck doesn't need further explanation.

- Fossil Dyna Pachycephalo -
The very presence of this card face up will stop both players from special summoning. More importantly, his flip effect can get rid of a slew of monsters dragon players may put down onto the field as they seldom normal summon monsters. Beware if they attack into it with Dracossack while there are tokens out on their side of the field. The Dracossack won't be destroyed.

- Jowgen the Spiritualist -
Alongside Fossil Dyna, this guy can stop special summons from occurring at all. While not as good as Fossil Dyna stat-wise, Jowgen is still very capable in decks that utilize him better (namely, Prophecy). His ignition effect allows him to be potentially better better than Fossil Dyna by allowing the player to instantly purge the field of special summoned monsters. This effect isn't limited to once per turn. Two discards may be a costly price, but it can get rid of that pesky Dracossack many dragon players are capable of putting on the field.

- Kycoo the Ghost Destroyer -
If you can protect this guy, he can be a pretty mean counter against dragons. While he's out, the dragon player is unable to banish. This hurts them heavily, especially mid to late game. Furthermore, if he lands damage, he can remove banish fodder in the event he gets killed off.

- Lightsworns (most of them) -
This goes primarily for the Lightsworns that require milling during the End Phase and is considered a tech against Light and Darkness Dragon. They will constantly activate the End Phase milling effect until LaDD is out of negates. However, using this as a counter is pretty iffy because it'll have to be your End Phase once this goes off, meaning it will be their turn next. They will either banish the LaDD for a Red-Eyes Darkness Metal Dragon, tribute it for a summon, or do other shenanigans with it.

- Number 74: Master of Blades -
This card isn't out yet, but it's a heavy out to dragon decks. It's 2700 ATK, has protection against targeting (meaning dragon players can't steal him from Big Eye), but Blaster can still run over him with 100 more ATK. Being able to make him is the issue.

- Obelisk, the Tormentor -
Normally, all of the dragon deck card effects target, and none of their monsters are capable of running over a 4000 ATK monster. This makes Obelisk a strong contender against dragons if you're able to summon out this monstrosity. However, beware of Black Rose bombs and Dark Holes. Also, revealing Obelisk as an early tech may prompt dragon players to utilize anti-Obelisk cards in following games. However, most of the time, this card is a heavy win-condition against dragons. Being able to summon him is the problem most of the time.

- The Immortal Bushi & Totem Dragon & Treeborn Frog -
All of these cards (if playable in their respective decks) are outs to Light and Darkness Dragon. During your Stand-by Phase, they can spam their special summoning effect to drain LaDD of its negates and then put a monster on the field. However, in the future when LaDD sees less play, so will these cards. Unlike the Lightsworns, these are utilized on your turn so you can make do with some nice plays.

Spells

- Deck Lockdown -
Depending on the dragon player's hand and graveyard, this can be an amazing card or an ignorable card. You will want to play this card early in the game where special summoned dragons from the deck are more commonplace and Gold Sarcs are flying everywhere. However, late game where the majority of cards are already searched and dragons in the graveyard fuel the special summons, this card will have less impact.

- Dimensional Fissure -
This causes the baby dragons to banish instead of discarding to the graveyard. While this seems to not hurt dragons terribly as big dragons get their effects, they will have less graveyard fuel during mid and late game (assuming you can last that long). Do remember that Xyz materials don't count as monsters though, so beware of that.

- Necrovalley -
This card prevents dragons in the graveyard from being able to be targeted and banished. Just like Dimensional Fissure, this card has little effect early game but has more effect during mid and late game (once again, assuming you can last that long). Do note that big dragons in the graveyard can still summon themselves by banishing from the hand.

Traps

- Gozen Match -
Dragons are all over the place with their elements. If you can run this card, you can effectively shut down their special summon spamming. I find this card more effective than Rivalry of Warlords due to its more restrictive nature against dragons. However, the number of decks that can run this card are limited.

- Imperial Iron Wall -
Activating this during any stage of the game (early, mid, late) can be high destructive against dragons. Though, if they have enough babies in hand, they can simply summon two big dragons and pop this card. Overall, this is a very consistent trap to run against dragons.

- Mind Drain & Soul Drain -
I find Mind Drain to be more effective than Soul Drain early game. During mid and late game, Soul Drain has more effect. An early game Mind Drain can shut dragons down almost entirely as they can't find any way to discard their dragons to the graveyard. If you activate this card mid-to-late game, it may be too late depending on how many dragons they have in their graveyard as they can just banish cards from the hand. The counterpart to Mind Drain is Soul Drain against dragons. During early game, this card has very little effect since the majority of dragons will be summoning themselves from the hand as opposed to from the graveyard. But during mid and late game, this card can become MVP since that's where the majority of the big dragons will be.

- Rivalry of Warlords -
Sure, they're all dragons, but their Xyz Monsters mostly aren't save for Gaia Dragon, the Thunder Charger. This can stop them from using Big Eye or Dracossack on your big monsters, but it won't stop them from using dragon synchros if they happen to run those. The number of decks that can run this card is also limited, too.

- Vanity's Emptiness -
This prevents special summons period until it's off the field. It's easy for you to get rid of and difficult for the dragon players (unless they have Blaster + Fire in hand). However, this card can also potentially hurt your deck until you move it to the graveyard, making it somewhat disruptive. However, whatever it takes to win, run it if you will.

------------------

I probably forgot a few cards, but those are some of my anti-dragon cards for the time being.
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Old 05-16-2013, 01:12 PM   #17
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The problem is that all of that loses to going 2nd and getting ladd to death unless you run lucksworns, in which case you need to mill a gardna/bacon/yokai to survive 1 more turn
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Old 05-16-2013, 01:17 PM   #18
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The problem is that all of that loses to going 2nd and getting ladd to death unless you run lucksworns, in which case you need to mill a gardna/bacon/yokai to survive 1 more turn
Set MST + Whatever

Activate MST
LaDD Negates
Chain card you want to activate

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Old 05-16-2013, 01:20 PM   #19
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You can't chain Deck Lockdown or Electric Virus, sadly.
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Old 05-16-2013, 08:42 PM   #20
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Blaster
Blaster poops on everything. Just disregard him.
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Old 05-16-2013, 11:22 PM   #21
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Honest can be used to pop LaDD's eff in the main phase until his atk turns 0 thrn you can run him over.
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Old 05-17-2013, 05:33 PM   #22
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Honest can be used to pop LaDD's eff in the main phase until his atk turns 0 thrn you can run him over.
His attack reaches 800 at lowest if that's what you mean.
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Old 05-17-2013, 07:26 PM   #23
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Where the hell is Angel O7 in that list?
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Old 05-22-2013, 02:10 AM   #24
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Where the hell is Angel O7 in that list?
This is why I need contributions. Someone write about da mini's.

There needs to be some structure to the OP. Something like

I: The problem

II: Big Dragon Rulers

III: Dra Mini's

IV: Their Support

V: What cards counter them

VI: Other
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Peredur: "I'M BACK! AND I'M HERE TO SAVE YOU ALL!!!!11 "

King Artorigus: "...goddamit Percy -.-"

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Old 05-22-2013, 05:08 AM   #25
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The fact of the matter is that very few of the cards listed will actually work well in practice.

Most of these cards suck if you go second and/or is something that Blaster can easily deal with.

I agree with whoever said the best counter is to play the deck yourself.
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