Traditional Culture Encyclopedia - Traditional culture - Yu-Gi-Oh! Masters Duel Dragon Maid Deck Construction and Playing Method Details
Yu-Gi-Oh! Masters Duel Dragon Maid Deck Construction and Playing Method Details
1 basic tactics and environment prediction
[Dragon maid] is a slower mid-speed deck. Compared to standard mid speed decks such as [Transmutation Inferno Beast] [Self-Playing Sacred Music], it is a theme that is long on accumulating resources and snowballing to overwhelm the opponent with the numerical advantage of cards. It has a very strong ability to expand its advantage once it's fully up and running, but in contrast, her initial moves are slow and fragile.
MD's environment is a single-game point system. This means that with a win rate of no less than 50% and enough games, it is always possible to reach the top segment. This means that in ladder games, ensuring consistency and winning the games you should win is the most cost-effective technique to get to the top: can't beat it? Just play the next one and be done with it. From this perspective, [Dragon Maid], with its inherent monster-break probability, low offensive efficiency, fragile first attack field, and poor backhand breakout ability, is by no means a good choice for scoring, and no matter what the reason for choosing this deck, it's important to be aware of the problems inherent in these themes, whether it's to make adjustments in your build, or to self-reconcile after a loss.
The main opponents include the four greats of the [Iron Beast] system (including [Twelve Beasts] and [LL]), [Computer_], [Golden Country], [Dragon Faiqiao], as well as the more popular themes of [Shining Blade Hime] [Shadow Ee] [Summoner], and so on. It can be seen that all of them, except for [Golden Country], have a high demand for first attack sequences, so handwritten triggering monsters are indispensable - [Dragon Maid] is very poor in second attack, so if there are no corresponding hand pits or solving cards, it's easy to lose the dice and run away - and these hand pits and solving cards are also very important to the game. Furthermore, these hand pits and solving cards must be 100-point cards, and they must be the light of hope that can instantly turn the tide. Trying to win all the games with a lot of 80s and 60s just for the sake of versatility is something that only the environment's first major player should be able to do, and poor [Dragon Maid] doesn't qualify for that: grabbing cards that are post-tackle countermeasures is going to rocket the post-tackle win rate, and it's better to have those cards be completely useless or underperforming on pre-tackle.
With that understanding we can build the deck that works for us.
2 Constructs
The build I used:
Lower level section
3 Bedroom 3 Living Room 3 Distillation 1 Nursery 1 Gold Cabinet
Maximize the number of lower levels you can put in that will allow you to complete your first move, which counts as 10 with Cabinet of Gold of the Seal.
Experience in real life, the most games lost are monster breaks. The nature of [Dragon Maid]'s deck, with 7 home magic traps and 3 superior Great Dragons in the main deck, a **** 10 cards are cards that serve no purpose when there are no subordinates. This number makes up 1/4 of the main deck and largely cannot be cut. That being said, the only way to make sure you can function is by increasing the concentration of underclasses. This is the fundamental reason why I think this deck should only group 40 and no more than 1.
But even with the highest amount of underclassing, there's bound to be a situation where you don't have any underclassing, and that's when you have to be a coward and pray for a god draw.
As mentioned earlier, winning the game you need to win is the first thing you need to do to get ahead. Then, getting the lower level is the first step in your grand blueprint. Without the underclass you have nothing.
The Upper Level Section
1 Skywind 1 Blaze 1 Ground Mercy 1 Soaring Dragon
3 home grown Upper Levels + 1 matching Restriction card. Superior monsters are basically fusion material and have poor single card abilities. Although they have their own handbook-induced effects, they have no effect without their subordinates, so they are kept to a minimum.
Note that any special move effect on the opponent's turn of "Half-Dragon Maiden Jizi Dragon Maiden" can greatly accelerate the process of getting the cards you want, and "Half-Dragon Maiden's Rest" prioritizes retrieving her.
Magic Trap Section
2 Splendor 3 Tidying 1 Rest 1 Dressing
Standard, no need to elaborate.
Hand Pit section
3 Grey Fluff 3 Proliferated G2PSY
"PSY Skeleton Gear Gamma" is a strong heartbeat for [Dragon Maid]'s fragile operation and trashy backhand, and fully justifies his 1 scrap piece value.
While in the OCG environment [Dragon Maid] would also invest in more hand evocation, in MD opponents are very chaotic and Yashiki Child, Infinite Bubble is going to be very weak in a lot of matchups so I'm only going to invest in the 3 most powerful ones.
Other
2 Lightning Storm
Cards I consider putting 2 into any MD deck. Post-attack matchups are very strong against 90% of decks that draw it, and it's arguably a FREEWIN single card against [Golden State] [Flashblade Hime] [True Dragon] and others. Being able to deal with tricky foreground monsters is also very useful.
3 Jinmane and the Pot of Modesty
T1 opens up a flip 6 situation to ensure that you have an 88% chance of getting at least one underclass, which is much more secure for securing the first move. See later topic for usage and comparison of similar cards.
2 Grave's Named One
Hand Pit counter. While it is strong against Unfolding, it is also very strong against the beat system's [Shining Blade Hime][Golden State], and is a card that will be a great peace of mind when you catch it on the first hand.
2 Tall Cup Worm
Powerful effects and a wide range of responses. It can thoroughly handle all kinds of permanent magic traps of [Golden Kingdom] and his big brother, all kinds of first moves of [Computer_], and all kinds of Last Word monsters of [Iron Beast]. For example, if [Computer_] passes a Home Monster to activate the effect of the second Home Monster in his hand, then chaining the removal of the Home Monster on the field can prevent the second one in his hand from jumping out as well, and the loss of the 2 types of subordinates high probability that [Computer_] won't be able to proceed with the unfolding of the turn, while other cards similar to Notice to the Gods can only stop 1 type of them.
The regeneration effect of the graveyard is also strong, the effect of discarding Handwritten Notes isn't as painful as one might think, and discarding The Half-Dragon Maid's Finishing Touch can still be used as an unfolding point, which is a very good compatibility.
3 Constructed Focus
Pot of Gold and Humility
The importance of getting a lower tier is paramount for Dragon Maid. The draw 2 of Pot of Strong Desire but Full of Gold looks strong when it has an underclass, but it's still not as strong as Pot of Fullness but Modesty's tweaks to its own handbook ratios. Specifically, you can look for pits when you have an underclass, you can look for underclasses when you have a hand full of pits, and you may be a little weaker when you have everything, but most of the time this card is the reason you have "everything".
Additionally, the current [Dragon Maiden] is by no means a deck that doesn't rely on extras or only needs a few. The slowness of the home system and the fact that Fusion Monsters are long on suppression and short on resolution makes [Dragon Maid] very dependent on LINK Summoning in the backhand, and in fact has poor compatibility with Pot of Gold. Also, I'm sure you all have some math: when you activate "Pot of Lust", there is a 14% chance that you will exclude any of the 9 "Half-Dragon Maiden - Flare Dragoness", "Half-Dragon Maiden - Butler Dragoness", and "Sacred Seal of the Celestial Sphere" from your hand. Excluding any of them can basically be considered a huge disadvantage or even an immediate defeat, which is hard to accept with a 14% freelose probability: grabbing a strong card that draws 2 and losing outright.
What's more, dramatically increasing the number of URs in the deck with Strong Lust and Pot of Gold is also very hard to accept.
The 6 monsters that employ the card's exclusion are: Imduk, the Star Cup Dragon, Chaos Dominator, the Chaos Demon Dragon, the Bayonetta Gunbarrel Dragon, the Sacred Engraving of the Celestial Orb, the Dream Avalanche Shadow-Phoenix, and the Intertwined Sheep. In order of precedence, if you draw 2 cards, remove the first 3 to ensure you can open them twice. If you have PSY - Skeleton Gear γ in your hand when you open the card, then keep Chaos Dragon Chaos Dominator and exclude the 2nd Half-Dragon Maid Flare Dragon Lady.
PSY - Skeleton Gear γ
After attacking to smash face, first attacking to fish for the version of the strongest hand pits, quasi-restricted cards of the strength of the unquestionable.
Note that in the high scores many people will directly throw Hand Pit against Pot of Gold and Humility, at this point nullifying it and assimilating Chaos Magic Dragon Chaos Dominator and activating the effect can be a huge advantage. The latter is a superior dragon that can be used as fusion/connection fodder and has the ability to regenerate itself and pile up tombs, so piling up "Half-Dragon Maid's Tidying Up", "Half-Dragon Maid's Changing", or retrieving "Half-Dragon Maid's Bedroom Dragon Lady" is a very, very powerful move.
Saying that, I didn't even use it once until I hit Platinum 1.
Also, [Dragon Maid]'s T1 first moves, Half Dragon Maid's Rest, and Heavenly Sphere's Sacred Engraving can easily leave your front field empty. The opponent's T2 "PSY - Skeleton Gear γ" can also surprise him if he's not prepared.
Extra Deck
Fusion 4
Basically, there's not much to say, and I'm sure you don't have the dust to combine more.
Note that the fusion monsters that are regular appearances in this house are able to be Soused by this house's Magic Trap and The Half-Dragon Maiden, The Dragon Lady in the Bedroom. Don't forget.
Star Cup Dragon Imduk
The variant of The Burgess Isobug - Tall Cup Worm. Dragons, in support of The Sacred Engraving of the Celestial Sphere.
Chaos Demon Dragon
Told.
Sky Sphere 2 Battering Ram 1
To be honest 1 of Sacred Engraving of the Sky Sphere is enough, save the dust. But "Active Bumping Needle Dragon" can come out non-dragon link2, which is strictly stronger than "Guardian Dragon Bisti", and you can't save dust on this SR.
Phoenix
You can throw in The Half-Dragon Maid's Organizer in your hand. Don't forget.
Interwoven Sheep
Double Triceratops
Unicorn
Access
Bayonet
Link climbs up the value, chopping special. See later in the Chopper topic.
4 Points of Note
Since [Dragon Maid] is more detail and proficiency oriented, it is not possible to explain the operation in too much detail (you can refer to the 2020 article mentioned above). Talking about two key points.
Opening
How the first attack is done is very crucial. The underclasses we use for first moves are of 3 types, broken down into categories.
Distillation
Retrieve Skywind to throw down if you only have Distillation. The main purpose of prioritizing Isochromatic Dragon is to be able to whittle down Benjamin when you draw The Half-Dragon Maid's Feast.
Distillation + Bloom:
Retrieve Parlor. /bedroom, throw it down, and open The Half-Dragon Maid's Bloom. On the former occasion you can whore out a Skywind for nothing, and on the latter occasion you can connect to The Half-Dragon Maid's Tidying Up, The Half-Dragon Maid's Rest, and so on. Take it into your own hands depending on the situation.
Retrieve the brood and throw it down, change to Active Needle Dragon, and open Half-Dragon Maid's Feast. The premise of white whoring Dizi to get LINK3 can be done in preparation for untap/decapitation. It's an opening that would only be considered by a back attacker.
Living Room
There's basically only one way to unfold the Living Room, stacking Half-Dragon Maid's Finishing Touch out of Sacred Engraving of the Celestial Orb.
Bedroom
The bedroom has more unfolding methods, and we'll have to choose between "Half-Dragon Maid's Rest" and "Holy Engraving of the Celestial Sphere".
In principle, the beat-type deck is better with Rest of the Half-Dragon Maid, and the unfolding system is better with Sacred Mark of the Celestial Orb.
But in my recent games, I've felt the power of Rest of the Half-Dragon Maid in speeding up the operation, while Holy Seal of the Celestial Orb is very passive.
Saint's Seal of the Celestial Orb has to bounce a table-side card. If your opponent activates a Lightning Storm or something like that, you're out of luck; also, your opponent has the option to just cover the card and yell at you not to activate the bouncing card effect. Your opponent isn't a fool (though there are fewer high-level opponents on MD), and if he can't deal with your Celestial Sphere thoroughly, there's no reason for him to let you send out an effect that interrupts his unfolding while letting [Dragon Maid] side-schedule his resources. If he judges that he can't get past Sky Orb, he won't let Sky Orb send out its effect, at which point if there's no other subordinate in hand it'll go into a mutual stare-down situation.
But Rest of the Half-Dragon Maid has no such problem. The opponent can just decimate if they don't make a move T3, and the scoring is much more efficient.
So, if your other impedances are very strong (e.g. 3 impedances in the other 4 hands), try to choose Rest of the Half-Dragon Maid to open. If you choose "Sacred Engraving of the Celestial Orb", either you can guarantee that T3 will continue to function, or you don't have any impedance at all and can only think about surviving T2 first. not having any other continuation to choose out of "Sacred Engraving of the Celestial Orb", you run the risk of handing over the initiative of the first attack to your opponents.
Is there a possibility of opening with Maiden of the Half-Dragon Yewglow Dragoness?
If it's possible to recover "Half-Dragon Maiden's Dressing" on the same turn then definitely go for it (because it means recovering the lower tier at the same time, and the follow-up is guaranteed). If you can't, be careful, once the SP pull is interrupted on the opponent's turn (example: "Infinite Bubble" is activated during the card draw phase), you'll be out of luck, and it's very easy to lose outright if you don't have a continuation.
Decapitation
[Dragon Maid] has always been a slow snowball deck to the outside world, but in reality, it has the ability to climb up the LINK value in addition to the bulky Fusion monsters. In normal circumstances, after the first turn of the first attack, "Half-Dragon Maid, Dragon Maid of the Bedroom", and after T2 completes a "Half-Dragon Maid's Rest"/"Sacred Seal of the Celestial Orb" dispatch, T3 will be able to complete the OTK without the use of any other cards.
"Sacred Seal of the Celestial Orb"
(out of the Bedroom) Celestial Orb pulls the living room, and piles up the finishing touches. After the opponent disposes of the living room, EP Tidying pulls the bedchamber and retrieves the feast. Bedroom returns to hand.
Our own turn passes the move to the bedroom to retrieve the finishing touches. Sheng Sheng pulls living room pile of sky wind, living room pile of baby-sitting. Living room bedroom link double triceratops pulls Skywind, out comes Unicorn. Unicorn drop finishing pop 1, finishing pull nursery pull bedchamber, unicorn nursery out visit bomb 1, BP bedchamber transformed skywind. 5300 + 2700 = 8000.
This is the most common way to kill, the demand is bedchamber + bloom/finishing + living room that can be pulled by bloom (can be in the graveyard or in the hand), and unicorn can be thrown in the hand. This requirement is essentially unchallenging if you've completed 1 Dispatch on first attack, and there's a chance you can just draw it all on second attack.
Specifically, in the case of Rest of the Half-Dragon Maid, it can be accomplished on T3 to prevent meteorite decimation.
Bedroom cover rests over. On the opponent's turn, rest back to the bedchamber to retrieve Ground Mercy. ep Ground Mercy effect pulls the bedchamber to retrieve Feast.
T3, Sheng Sheng Si pulls the ground Mercy, pile of nursery. The first thing you need to do is to go back to your room and retrieve the living room. The living room of the pass move pile finishing, bed room living room out of sheep, finishing pull bed room to get dressing, dressing melting bed room ground ci out of the light (5th). Sheep effect pull nursery, nursery pull living room, sheep nursery living room out of bayonet/out of unicorn turn visit. 5300+3000=8300, of which the unicorn can pop 1, visit can blow up 2.
This combo's real-world value is general (no one is generally under meteorite), more of the first kind of unicorn throws the collation of the combo.
If for whatever reason you can't get the sky wind only Earth Ci (5300+2600=7900), you can try Bayonet (3000+3000+2600=8600).
In addition, the double triceratops can also pull PSY's body to climb the link value, can be thrown collation in addition to the unicorn and the phoenix: first out of the double triceratops and then replenish a monster out of the phoenix to throw the collation, the phoenix is connected to each other can grab cards; collation pull monsters and then out of the phoenix in the right side of the unicorn, but also connected to each other can grab cards, and so on. Double Triceratops in this combo is very critical, he in addition to provide link value in addition to another role is not to enter the BP to provide a high level of large dragon for fusion, in the actual battle you can experience.
Of course, there are many other ways to kill, such as Butler + 2 small dragons into the BP to blow up 2 jumps and 2 big dragons combo, I won't go into details here.
Sensitivity to blood is a necessary quality for a good Yu-Gi-Oh! player, and the higher the level, the more accurate they tend to be at measuring the kill line. In a ladder like MD, where time is of the essence, and you're playing a turtle deck like Dragon Maid, you have to be willing to kill - it's very likely that you'll kill the other side of the table with a set of punches if they're unprepared, just like Wei Yan on his horse shouting, "Who dares to kill me?
5 Conclusion
[Dragon Maid] is definitely not a good deck type. If you're looking for efficiency, the [Dragon Faiqiao][Computer_][Iron_Beast] line are all better choices. But who let this line have both the two favorite traits of card guys, dragons and women? Not to mention the fact that the Sister Shiver deck always belongs to the mainstream gatekeepers, and bringing it to a Platinum 1 shouldn't be much of a problem
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