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If you use Hormunculus, then you're taking away monster slots that could be used for better, more flexible cards, such as Exiled Force, Cyber Jar or Fiber Jar.
If you use DNA Transplant, you only get either the Fire or the Wind effect, and because Transplant is what I like to call a 'passive' card (meaning it has no aggressive or defensive value on its own), again, you're taking up valuable space just to support a relatively weak Dragon.
Same applies to Scroll Of Bewitchment, with the added adverse effects that it's horribly slow and has absolutely no other beneficial value except for equipping on Element Dragon.
Many people tend to forget a very important aspect of Dragons: They rely almost completely on flexability.
Dragons are slow. Even Level Decks are slower than most other commonly run decks, and no matter what searchers you use, Blue-Eyes and Red-Eyes will always be slow.
For this reason it is absolutely vital that you choose cards that can either:
- stand alone (Luster Dragon, Spear Dragon)
- support / search at least a portion of your deck (Manju, Masked Dragon, Behemoth)
- adapt to various situations (Enemy Controller, Book Of Moon, Creature Swap)
Many of the Dragon decks I view rely nearly entirely on things like Lord Of D. + Flute to get their Dragons out, but those are very situational things and you'll frequently end up with just Lord or just Flute and your opponent laughing in your face.
In short: don't rely on things that require the top-decking skill of Yugi to work.
Dragon-reborn i love your avatar. But I seriously think you should be helping to make Element Dragon work, not telling people not to use it.
Using Masked Dragon with Element Dragon helps you to get him out faster and/or activates one of his effects. I would suggest running three Masked and two Elements. DNA translplant would be nice, but you could only get one of Element's effects. Is Homonculus the plant guy that can change his attribute? What do you think he was meant for? He is in the same set as the first element monsters.
Exiled Force, Cyber Jar, and Fiber Jar don't need to be in every deck. I don't even own Exiled Force.
I've been running Fiends strictly for 2+ yrs and decided to try out Dragons for a while.
Right now i'm running Armed Dragons and was wondering if anyone had any luck with Cave Dragon. I really wanted to use him, (for Gorilla's) and it's a Wind monster, which is a plus. Also it would be a good discard for Armed Dragons effect.
Haven't seenany decks posted using this card, is it too situational?
I took my Dragon/Light deck to Battle Zone and decided to try it. I actually found myself wishing I had another Element in the deck (I only ran 1). The first duel I got my element and homunulus early and stomped the guy fast, not with my BEWD like I had planned gut with element. (although I have tyo admit having 3 thunder dragons in the deck helped too) Since I can change homunculus each turn I use him, I changed him to a fire the first time giving element 500 more ATK and saved my LUM SPARK for the next turn, then changed Homun to a wind the next turn and activated Luminous spark and attacked with Element twice in a row finishing him off.
Now I realize it will not work that way each time but MAN THAT WAS COOL AND FUN. I know there has got to be a way to get that combo more often. Being as new as I am I dont know all the cards that are out there so if any of you have any ideas...let me know.
I am going to add an Element to my deck.
HOMUNCULUS Light...Plant/Effect...ATK/1800...DEF/1600...you can change the attribute of this monster. The effect can only be used once per turn.
Oh, all right, since you guys are pressuring me... sheesh
Element Dragon Tactics! (Because they made me....)
SOD-EN023 Element Dragon
Light/Dragon/4/1500/1200
This monster gets the following effect(s) while there is a monster(s) with the following Attribute(s) on the field:
• FIRE: Increase the ATK of this card by 500 points.
• WIND If this card destroyed your opponent’s monster as a result of battle, it can attack once again in a row.
Alright, tacics lesson Nr. 1 kids: know your cards.
What we have here is, for the standard gaming meta of today, a very weak card, that, however, has a lot of potential.
Normally, I only ever advise using this card in Horus or Light decks, but since people seem determined to use him in their Armed Dragon decks, let's take a look at some of the cards that'll help him out:
Masked Dragon
Fire/Dragon/3/1400/1100
When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Dragon-Type monster with an ATK of 1500 or less to your side of the field from your Deck. Then shuffle your deck.
Absolutely vital. Not only can it search Element Dragon, it's a Fire-Type as well. 'Nuff said.
Homunculus The Alchemic Being
Light/Plant/4/1800/1600
You can change the Attribute of this monster. This effect can only be used once per turn.
Just to make one thing very clear: I don't like Homunculus. He's weak, He's unsearchable, he's a PLANT, for cryin' out loud.
But, since it's you guys:
This card can support any Element monster, or provide added support for the awsome Fuh-Rin-Ka-Zen (or whatever it's called). The fact that you can change his Attribute once per turn makes him flexible enough to adjust to changes in the playing environment (Field cards, new monsters entering play, taking control of opponent's monsters etc.)
He's very slow, though, and painfully weak outside of Light decks, so make sure you're not relying on him.
Scroll of Bewitchment
Equip Spell
Select 1 Attribute when you activate this card. Change the Attribute of the equipped monster to the one you select.
Simply change the Attribute of your Element monster to whatever you need. Simple and effective, but this card really isn't good for anything else (except Fuh-Rin-what-cha-ma-call-it)
It's very slow, an Equip Spell, and an awful Topdeck, so make sure to include some speed/thinning in your deck.
DNA Transplant
Continuous Trap
Declare 1 Attribute when you activate this card. As long as this card remains face-up on the field, the Attribute of all face-up monsters on the field becomes the one you declared.
Similar to Scroll, but affects the whole field, meaning you'll only get access to one of your Element monster's two effects. It's a Trap, though, so you could always spring it just when your opponent attacks to give 'em a nasty surprise :p
Familiar Knight
Dark/Warrior/3/1200/1400
When this card is destroyed and sent to the Graveyard as a result of battle, each player can Special Summon 1 level 4 monster from their hand.
Use this to get extra monsters from your hand to support your Element monsters.
Lord of D.
Dark/Spellcaster/4/1200/1100
All Dragon-Type monsters cannot be targeted by Magic Cards, Trap Cards, or other effects that specifically designate a target while this card is face-up on the field.
This is probably one of the best Element Dragon supporters in decks that run plenty of Dragons. Lord + Flute will get you what you need and provide some added protection for your Element Dragons. However, be warned, he's slow and a bad Topdeck.
So, what should you look out for in Element dragon decks?
Well, you'll obviously need to pump up his power somewhat, which is why he woks best in Fire or Light decks.
Cards such as Hormunculus and Scroll will allow you more control over his effects, however, neither of these is very reliable.
When using Element Dragon, it's very important to make sure your deck has plenty of Speed and Thinning. All of these cards have one thing in common: they're awful on their own, so you need to make at least 50% of your deck searchable in some form and include some thinners like Troop Dragon or Thunder Dragon to get what you need fast.
Spell and Trap wise, use multi-purpose stuff. Stuff that's easily adaptable to various situations, because you're gonna be hanging on to cards waiting for the right time to play them, so you need to make sure you can protect your LP.
Also, Interdimensional Matter Transporter works well for keeping those monsters safe that you can't afford to lose.
Lastly, here's my own Light deck, featuring Element Dragon (It's an old deck, and I haven't bothered to update it yet. I have a couple of Homunculus that I could add but... meh :p ):
Shining Force Deck:
Blue-Eyes White Dragon
Blue-Eyes White Dragon
Guardian Angel Joan
Zaborg The Thunder Monarch
Luster Dragon
Luster Dragon
Spear Dragon
Spear Dragon
Kaiser Sea Horse
Kaiser Sea Horse
Kaiser Sea Horse
Mirage Dragon
Mirage Dragon
Mirage Dragon
Element Dragon
Element Dragon
Asura Priest
Asura Priest
Book Of Moon
Book Of Moon
Heavy Storm
Luminous Spark
Luminous Spark
Luminous Spark
Nobleman Of Crossout
Nobleman Of Crossout
Pot Of Greed
Premature Burial
Smashing Ground
Smashing Ground
Snatch Steal
Stamping Destruction
Stamping Destruction
Terraforming
Bottomless Trap Hole
Bottomless Trap Hole
Call Of The Haunted
Ring Of Destruction
Sakuretsu Armor
Sakuretsu Armor
On the subject of Cave Dragon: it's a good card, and does well in Dragon decks that lack power. Give it a try, but it's kinda slow, so you might need to use it with things like Marauding Captain/Familiar Knight or Lord Of D.
LOLOLOL Dragon-reborn...you have me cracking up :laugh:
I wont use element in my armed dragon deck but he does seem useful in my light deck.
You might try and give Homunculus one more shot, he might GROW on you. :grin: (ok,ok, that was bad)
Actually, it was really bad :speechles
I didn't think that Tactics post was too bad considering I pulled everything out of thin air and wrote it in a hurry (about 20-25 mins or something)
Anyway, while flicking through the Metagame Articles I came across that one about Phoenix God.
Now, I've been wondering for a while now how this particular card would do in a Horus / Fire deck.
I'll maybe whip something together on YVD and let y'all know how it turns out :)
I'm also currently experimenting with Dark Blade and Gaia, and a weird Red-Eyes / Gearfreed combination deck... :knockedou
I didn't think that Tactics post was too bad considering I pulled everything out of thin air and wrote it in a hurry (about 20-25 mins or something)
I come here first for tactics, mainly YOURS. I wasnt cracking up at your tactics, this thread is great.
I finally got my armed LV7 and delinquent duo in the mail today. I tried that deck (RYU/Armed deck) without the LV7, duo, cumpulsory, only 1 rejuv or my third luster and it just didnt work well. I am excited to try it out now! I still need ONE MORE LV7, what would you recommend placing in it until it comes.
I am already itching for a Horus deck, and look forward seeing what you have comming
I wasn't taking offense or anything, just explaining why the Tactics were a bit dry (normally I spend 2 days to a week writing Tactics articles)
Luster Dragon #2 or Kaiser Glider could work as place holders for Armed LV. 7, both are pretty easy to get a hold of. Another great space-filler is Horus LV. 6.
Otherwise, just try some lower-level monsters with nice effects like Cave Dragon or even Mirage Dragon (although Mirage is kinda weak, but it IS just a space-filler, after all)
If you ever find yourself wanting to run a deck but need to fill 2-3 spaces while waiting on some cards, you could try Troop Dragon.
If you equip Element Dragon with "Twin Swords of Flashing Light-Tryce" Can you attack 4 times? Assume there is a wind monster on the feild.
Send 1 card from hand to graveyard
1. equip spell to Element Dragon
2. Element Dragons first attack destroys monster, uses his effect
attacks again
3. Because of the equip spell card, he gets to attack again
NOW heres where the root of my question is, can you use his effect for a 4th ATK if he destroyed the opponents monster on that first round? Or does it stop at 3 (which isnt bad with LUM Spark) and/or tehe...the plant guy as a fire :)
• If a monster that normally attacks twice like "Hayabusa Knight", "Gray Wing", or "Tyrant Dragon" is equipped with "Twin Swords of Flashing Light - Tryce", it doesn't get a third attack.
The way I read this is that Twin Swords basically overrides the card's own effect, so no matter what it will only get 2 attacks.
Here's some interesting food for thought on Element Dragon:
• If there are no face-up FIRE monsters on the field, and "Element Dragon" attacks a face-down FIRE monster, "Element Dragon"'s effect that increases its ATK by 500 points is applied before damage calculation because it is a Continuous Effect.
That could be interesting with all the Burn decks running around. Also makes E. Dragon a good sidedeck choice against the Fire decks that are bound to spring up after Phoenix' release.
Something I've noticed lately about myself is, when I'm looking over decklists for Dragon decks, sometimes I find myself thinking: "They can't be serious, they're gonna get slaughtered!"
At first, I was afraid that maybe I was developing an obnoxious personality :cheeky:
Looking at it more closely though, I realize that these thoughts actually stem from the sheer amount of tournaments I've been attending over the past month.
At least two a week, as a player - and sometimes three or four when I do some voluntary judge work.
This has left me with a very competitive mind, and a habit of rating decks by what has tournament potential and what doesn't.
What makes me mad is when I go to the Deck Depot and see things like "Killer Horus Dragon Deck!" or "Tournament Worthy Armed Dragon Deck!", and then glance over the deck list and see:
C'mon people, these are NOT Dragon decks! You could call it a Horus deck (although that's stretching it), or a Level Up deck (again, stretching), but really, these are no more than bog-standard Beatdowns with a splash of Horus for diversity.
It would probably do fairly well in a tournament environment, of course, but there's no reason why a 'proper' Dragon deck can't do just as well.
For all intents and purposes, most Dragon decks are really nothing more than glorified Beatdowns. However, what makes them special is they extra support they enjoy.
Burst Breath, The Dragon's Bead, Stamping Destruction, the special cards like Inferno Fire Blast, and - to a lesser extent - Super Rejuv., Dragon's Rage and Flute, are all cards than can add severe clout to the Dragon duelist's arsenal, and actually replace some of the so-called 'needed' cards.
Let's take a look at some commonly used Monsters and whether or not Dragons really need their 'support':
Breaker The Magical Warrior
Group: Spellcaster/Effect
Type: Dark
Level:4
Atk: 1600
Def: 1000
When this card is successfully Normal Summonend, put 1 spell counter on it (max. 1) Increase the ATK of this monster by 300 points for each Spell counter on this card. Also you can remove 1 Spell Counter from this card to destroy 1 Spell Card or Trap Card on the field.
Breaker is a fantastic monster. He has nice stats, an easily managed level, and a great effect. Why wouldn't you run him?
Well, how about because Dragons already have Stamping Destruction?
I see ever more D. Decks running three Stamping D.s, and I must admit, I run three myself now (actually more to do with my current meta, but we'll get to that later)
Also, Dragons don't really like stand-alone monsters much. Dragons prefer teamwork, and Breaker just don't fit the team.
Rating: 3/5
Tribe-Infecting Virus
Group: Aqua/Effect
Type: Water
Level:4
Atk: 1600
Def: 1000
Discard 1 card from your hand and declare 1 Type of monster to destroy all face-up monsters of the declared Type on both sides of the Field.
Ah, the infamous TIV.
An excellent little monster with a bombastic effect, that unfortunately, Dragon decks won't like at all.
Dragons already have too many speed issues, and, believe me, you don't want to add to the problem by pitching loads of cards into the grave.
Works best in Armed Dragon or Revival decks.
Strictly side deck only in most other Dragon decks.
Rating: 3/5
Exiled Force
Group: Warrior/Effect
Type: Earth
Level:4
Atk: 1000
Def: 1000
Offer face-up this card on your side of the field as a Tribute to destroy 1 monster on the field. If this card is used for a Tribute Summon or this card is offered as a Tribute due to other cards' effects, this card's effect is not activated.
Ah, now we're getting somewhere. This little bomb can work wonders in Dragon decks, since it can clear that nasty blockage off the field and allow your Dragons to feast on some LP.
Its only disadvantage is that it takes away your Summon for that turn, but Dragons can get around that pretty easily.
Rating: 4/5
Magical Scientist
Group: Spellcaster/Effect
Type: Dark
Level:1
Atk: 300
Def: 300
Pay 1000 Life Points to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck in face-up Attack or Defense Position. That Fusion monster cannot attack your opponent's Life Points directly, and is returned to your Fusion Deck at the end of your turn.
Now this, ladies and gentleman, is a support card! Pay the price, bring out two Fusions, get rid of your opponent's monsters, then Tribute 'em for that big nasty Dragon! Or use it for the mighty Fiend Skull Dragon (combine with IMT for some real fun)
The only thing I don't like about Scientist is that I gave most of my Fusion cards away, so I don't have enough to use him anymore :cry:
Rating: 5+/5
Cyber Jar
Group: Rock/Effect
Type: Dark
Level:3
Atk: 900
Def: 900
FLIP: Destroy all monsters on the field (including this monster). Both players then pick up (not Draw) 5 cards from the top of their respective Decks and show the cards to each other. Immediately Special Summon any Monster Cards of Level 4 or lower among them on the field in face-up Attack Position or face-down Defense Position. The rest of the cards picked up are placed in the player's hand.
This card is really beneficial to Dragon decks, because it gives them some badly needed speed.
However, it loses its clout somewhat due to the high number of Beatdowns/Burns/Warrior Swarms seen in tournaments today.
Handle with care.
Rating: 3.5/5 (would be 4, but too many potential benefits for opponent)
Fiber Jar
Group: Plant/Effect
Type: Earth
Level:3
Atk: 500
Def: 500
FLIP: Both players unite all their respective cards on the field, in their hands, and in their Graveyards with their respective Decks and shuffle them. Then both players draw 5 cards from their shuffled Decks.
Level Decks and Darkness Dragon decks will love this card, other Dragons don't really need it much. Strictly tech, but fun all the same.
Rating: 4/5
Morphing Jar
Group: Rock/Effect
Type: Earth
Level:2
Atk: 700
Def: 600
FLIP: Both you and your opponent discard all cards in your hands and draw 5 cards from your respective Decks.
My favorite Jar, and an excellent card in Dragon decks. This is speed, glorious speed, and has saved my neck more often than I like to think. Yes, it gives your opponent more options, too, so it's risky, but Armed Dragon will love this, and it also makes TIV much more viable.
Rating: 4.5/5 (can benefit opponent)
Jinzo
Group: Machine/Effect
Type: Dark
Level:6
Atk: 2400
Def: 1500
As long as this card remains face-up on the Field, all Trap cards cannot be activated. The effects of all face-up Trap cards are also negated.
Dragons don't need Jinzo. It's as simple as that. Dragons rely on the Spell and Trap cards to give them their neccessary support, and Jinzo completely takes away their Trap support. Sure, Jinzo can give your Dragons clear runs without having to worry about Traps, but consider this:
I have Jinzo and Horus LV. 8 on the Field. My opponent's almost defeated, has only one Set card on the field, and I'm feeling pretty good. On my opponent's turn, he Summons BLS, takes out Jinzo, rams Horus and then activates CoTH, briging BLS back. I am now officially screwed.
People rely entirely too much on Jinzo.
Rating: 1/5
I'll add some more tips on useful non-Dragon cards later.
*looks at Jinzo and Homunculus cards* Aww!! you mean i cant use those??
Actually Im reviving my Horus/Fire deck and decided to go different. With Mirage Dragon that other fire monster that stops traps on the turn its Normal summoned (forgot the name) Ive decided to switch the 2 Stamping Destructions out for 2 Nobleman of Extermination. My opponents are getting really ticked because most of them are decking several Sakuretsu Armor and BTH (that'll teach em!)
But, let me stress: this is more a Fire deck than a Dragon deck now. Before, the main supports and monsters lay in Dragons, since I had enough to develop it. But now, its all about Ojama Trios, GB and Raging Flame Sprite, while the Dragons sit in the back and growl.
Although I'm a bit new to running a dragon deck, one card I've noticed that hasn't gotten alot of attention in Red-eyes and Blue-eyes decks is Soul Resurrection. Soul Resurrection
Continuous trap
Special Summon 1 Normal monster from your Graveyard in Defense position. When this card is removed from the field, the monster is destroyed. When the monster is destroyed, this card is also destroyed.
Though some weaknesses are apparent (the defense mode rather then attack mode and the weakness to Giant Trunade..breaker...etc) it's basically a COTH for your Red-eyes, Blue-eyes, or Luster dragon. Even though it's in defense mode, both REBD and BEWD boast considerable defense. Besides, many combos exist that can be used in its defensive position.
For example, using the Spirit Ryu/Super Rejuvenation combo, having Soul Resurrection already set, discard REBD with Ryu's effect and bring it back; a free card and a free monster on the field. Or, use Resurrection to finally use that Inferno Fire Blast that's been clogging your hand. And if you can't use Ryu's effect, there' s plenty of other ways to discard dragons (Painful... Dragon's bead etc).
During the opponents turn, things can get even better. For instance, using a combo of Resurrection and Burst Breath can act as a complete monster removal (except maybe BLS). And if they don't attack again during the replay, simply wait for your turn to summon that REDD.
Like I said earlier, I'm a n00b to dragons and maybe there's something I'm missing. *shrugs* Help me out later by checking my dragon deck soon to be posted in the Depot.