C. Dragon Punch
I like to play a children’s card game on the side when I just want to kill some time. It gets the gears in my head spinning as I try to take my mind off the things that are bothering/distracting me.
I often use a Cyber Dragon deck strategy in particular that I bust out when I want to get an enjoyable win against any given opponent. It is not a high-tier or competitive deck strategy by any means (at this point in the meta, anyway), but it is a fun deck to play and it can pull off some awesome victories when Lady Luck is on my side.
Cyber Dragon x3
The Light – Hex-Sealed Fusion x3
Shining Angel x3
Cyber Dragon Zwei x3
Cyber Valley x3
Morphing Jar x1
Dark Hole x1
Heavy Storm x1
Mystical Space Typhoon x3
Limiter Removal x1
Monster Reborn x1
Power Bond x3
Book of Moon x1
Shooting Star Bow – Ceal x1
DNA Surgery x1
Solemn Judgment x1
Starlight Road x1
Torrential Tribute x2
Trap Stun x2
Chimeratech Fortress Dragon x3
Twin Cyber Dragon x3
Cyber End Dragon x3
Adreus, Keeper of Armageddon x1
Blade Armor Ninja x1
Hieratic Sun Dragon Overlord of Heliopolis x1
Number 39: Utopia x1
Superdreadnought Rail Cannon Gustav Max x1
Stardust Dragon x1
This deck runs a straightforward, 40-card deck minimum geared toward one particular purpose: a ONE TURN KILL (OTK). With the right cards, I can literally take my opponent down in one turn, assuming I can get a clear shot in. The deck relies a lot on deck thinning to improve the odds I get the essential cards necessary for a win. There are also a lot of stall cards if I need to buy time.
Like the namesake of the deck, Cyber Dragon tactics entail a lot of card combos to bring out big, giant killing machines.
In most cases, I end up fusing together monsters for Cyber Twin Dragon (often considered superior to Cyber End Dragon by the way). With a few simple tricks, my monster(s) can be poised to do more than 10,000 damage in one turn, easily.
Once I get a killing machine out in play, I then try to augment their strength even further with power-raising cards. This makes sure that my attacks against my opponents will hurt. A lot.
I also wedged in a lot of cards meant to bypass/remove a lot of threats on the field that could block my big attacks. Shutting down my opponent’s defense is very vital to this deck’s main purpose. There are cases where I cannot realistically cover all my bases as I set up for the finishing blow, but every lit bit helps. An empty or vulnerable field for my opponent often means a victory for me.
I amply named this deck strategy the “C. Dragon Punch.” The deck revolves around doing a devastating blow toward my opponent in one fell swoop. Though this deck is not exactly ideal against tougher or quicker decks, it can sure catch a lot of opponents off-guard when I blast them from 8000 to zero Life Points just like that. This is a “casual” deck that still does a lot of work in this day and age.
Children’s card game, yo! >^..^<