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Southern Renaissance
サザン・ルネッサンス
(Sazan Runessansu)
Dmwiki.net: Article

Southern Renaissance is a creature control deck type.

Details[]

It is a deck that wins by putting many low-cost weenie creatures into the battle zone, combining with Southern Renaissance, Resonance Dragon Elemental for its self-cost reduction and hand addition ability.

It is usually a Light Civilization deck with a splash of Water.

Although it is similar to a Mono-Light rush deck, it is closer to the Jester Sword decktype as it has control elements.

7 Southern Renaissance, Resonance Dragon Elemental
Dmex6-29
Light Light / Creature
Angel Command Dragon
7000

Blocker Blocker
■ Sympathy: Light creatures that cost 3 or less (This creature costs 1 less to summon for each of your Light creatures that cost 3 or less in the battle zone. It can't cost less than 1.)
■ When you put this creature, you may draw a card for each of your Light creatures that cost 3 or less in the battle zone.
■ Double breaker


Southern Renaissance's cost is reduced by 1 for each of your light creatures in the battle zone that cost 3 or less, while also drawing you a card for each of them. This ability is synergistic with itself and the tactics of swarming the battle zone with low cost light creatures.

In order to take full advantage of the ability, it is a deck filled with Light creatures, or in the case of the multicolored Team Doremi creatures that are commonly used, Light and Water.

Recommended cards[]

Main cards

Recommended cards: Reason:
Southern Renaissance, Resonance Dragon Elemental Self-Cost Reduction and Draw.
Oriotis, Control Wings Anti-For No Cost + Blocker.
Miracle Miradante Revolution 0 Trigger ability.
Diamond Sword Diamond State ability.

Light creatures that cost 3 or less

Recommended cards: Reason:
Tulk, the Oracle
Rhapsody, Guard of Hope
Cost 1 Vanillas, Revolution Change bait.
Mirac, Time Ball Strike Back synergy + Escape.
Acroite, Start Dash Light creature cost reduction.
Faywon, Green Knowledge Silver Cost 3 Attack Bend
Sol Habaki, Apocalyptic Sage Exchange card in hand with mana.
Sagrada Familia, Vizier of Instant Seal Prevent opponent's Shield Triggers.
Tigunus, Saint Bell Wings Anti-Card Discard.
Medaros, Purity Wings Protection from removal if mana arms. + Creature Tapper.
Murmur, Vizier of Formation Increase power of other blockers.
Schreiber, Vizier of Strictness
Myogu, Striding Ox Ball
Increase cost of non-light spells by 2.
Baronarde, Glorious Wings Comeback Mana Acceleration.
Andorom, Chanting Wings CiP - Freeze Mana Arms.
Hayabusamaru, Lightfang Ninja Surprise blocker granting.
Raiden, Lightfang Ninja CiP - Creature tap.
Raraa, Trust Ball Reduce the cost of Southern.
Yuppal, Binding Guardian CiP - Freeze.
Hamurabi, Red Attack Silver / Hamulattice Judge Spam or mass removal.

Other Creature candidates

Recommended cards: Reason:
Nariel, the Oracle Prevent attacks from creatures that have 3000 power or more.
Mist Rias, Sonic Guardian Mass draw.
Holy, Flash Guardian Shield Trigger creature + Mass Tapping.
Ariace, Dragon Ruler Bring out Ravuerite, Sun Spear.

Spell candidates

Recommended cards: Reason:
Heaven's Force Put a creature that costs 4 or less from your hand into the battle zone.
Oriotis Judge Countermeasure against For No Cost such as Invasion and/or Revolution Change.
Miracle Stop Prevents spell casting. Gravity Zero with Angel Command Dragons.

Evolution candidates

Recommended cards: Reason:
Miracle Star, Lord of Dragon Spirits CiP 2x pseudo-Freeze.
Diofence, Lord of Dragon Spirits Blocker + Vigilance.
Star Lead, Lord of Dragon Spirits Creature Tapper. Prevents untapping.
Shildite, Holy Ball CiP shield addition.
Ribulibarrier, Holy Ball Escape.
Tatebue Yahho, Holy Heaven Guardian Meteorburn + Shield Addition.

Hyperspatial candidates

Recommended cards: Reason:
Chakra, Temporal Thunder Dragon Triple breaker + Diamond State.
Intense World! Shachihoko Kaiser Reanimate at the start of your turn.
Aqua Attack (BAGOOON Panzer) Double Breaker + card draw.
Chandelier, Channeler of Suns
Merrianne, Vizier of Alps
Psychic cells with Saint Ave Maria, Channeler of Suns. Provides freeze comboed with Valhalla Knight, Domination Dragon Elemental
Untouchable, Temporal Hero Lightweight Unchoosable creature.
Hyperspatial Shiny Hole Creature Tapper + Bring out Light psychics.
Hyperspatial Dravita Hole Spell Recovery + Bring out Light psychics.
Hyperspatial Mother Hole Put a blocker into the battle + Bring out Light psychics.
Ravuerite, Sun Spear Brought out by Ariace, Dragon Ruler. Much synergy with 3 or less cost creatures.

How to Use this deck[]

The early strategy of the deck is to simply play low cost creatures to lead into the Sympathy ability of Southern Renaissance, Resonance Dragon Elemental.

There are many choices for early creatures to play, such as Schreiber, Vizier of Strictness to increase the cost of non-light spells or Murmur, Vizier of Formation to increase the power of your creatures that have Blocker. Acroite, Start Dash can help bring out your other light creatures you summon by reducing their cost, and Baronarde, Glorious Wings can provide conditional mana acceleration.

Besides this, Sullivan, Guidance Dragon Elemental and Valhalla Knight, Domination Dragon Elemental can be used to control and swarm the battle zone. Silver Glory, Invincible Fortress can prevent even the lowest power of your creatures from losing battles.

If it is based on the DMD-23 Due-ma Start Deck: Miracle Bringer Light Civilization deck, it can push an evolution focus with Miracle Star, Lord of Dragon Spirits, Shildite, Holy Ball and Tatebue Yahho, Holy Heaven Guardian to provide shield addition.

Diamond Sword is used to allow newly summoned cheap creatures as well as creatures with blocker that can't attack to attack your opponent as a finisher.

After the introduction of Miradante Twelve, Time Pope, summoning a cost 1 creature at turn 1 could grant you a Miradante Twelve at turn 3, and break all of the opponent's shields while locking down creature summons.

After DMRP-04魔 The Rise of Master Dolszak!! ~Demon Phoenix of Moonless Night~, the build is generally focused on tap kills with Raiden, Lightfang Ninja and Sido, Time 3 with Jokers as the main virtual enemy. Raiden could also serve to throw the opponent's one-shots off tempo and greatly helpful in all situations.

Deck Weaknesses[]

As it is a Light/Water deck, mana acceleration is difficult and you can fall behind other control decks that might ramp themselves or destroy your mana or hand with cards such as Mana Crisis or Jenny, the Dismantling Puppet. However they can be stopped to a degree with cards such as Tigunus or Sido.

Due to the prevalence of weenie creatures in the deck, it is vulnerable to mass Power Based Removal. It can be weak against cards such as Bolshack Superhero, Liger Blade, Fierce Tiger, Puchohenza, Mia Moja or 5000GT, Riot, with the latter 2 locking up the decktype dead and thus usually forcing the player to surrender. Depending on the number of included creatures with blocker, it can also by vulnerable to Super Explosive Duel Fire and GENJI Triple Cross, Passion Dragon and other Blocker Based Removal.

Your creatures can also be prevented from attacking by your opponent's blocker creatures that have higher power than them, forcing you to rely on tapping and freezing abilities to get attacks through.

Team Doremi Southern[]

Team Doremi creatures

Recommended cards: Reason:
Doremi, Time 1 CiP Card Draw.
Sido, Time 3 Fastest Revolution Change by turn 2. Increase spell cost.
Rafululu, Sound Faerie Fastest Revolution Change by turn 2. Prevents spell casting. Hall of Fame
Belufare, Great Cathedral Revolution Change from Light or Water Dragon. CiP - 2x pseudo-Freeze.
Belufare, Starlight's Melody Revolution Change from Light or Water Dragon. CiP - Draw 2 cards,
Miracle Star, Heaven Revolutionary Knight Emperor Revolution Change from Light or Water Dragon. Cast spells this creature breaks as shields instead.
Miradante Twelve, Time Pope Revolution Change from Light or Water Dragon that costs 5 or less. CiP-Summoning prevention and Card Draw for final push.
Doremi 24, Miracle 1 Revolution Change from Light or Water creature. CiP casts a Light or Water spell from hand that costs 3 or less, and provides a quick change into Miradante Twelve with Diamond Sword.

Water Civilization

Recommended cards: Reason:
Ragnarok, the Clock Ends turn. Can combo with Heaven's Force
Dione Stops Speed Attacker.
Cebu Aquman Jr. CiP - Draw up to 3 cards.
Shuff, Eureka Disable opponent's card of specified cost.
Svengali Crawler Slow down the opponent.

Metallica Southern[]

Due to Rafululu, Sound Faerie being restricted, the Light Water Southern variant is not as viable as before, being replaced by a mono-light variant with a Metallica focus.

The Metallica variant focuses on spamming low cost Metallicas with the help of Crysta, First Squad and Bernine, Dragon Armored, then summoning Southern Renaissance for Draw and Maruhavaan, Red Attack Silver to provide destruction resistance to itself and using the creature spam to turn itself into an Infinite Blocker. Eventually Jamming Chaff is casted to put an end to the opponent.

In this build, Oriotis and Mixel are used at the same time along with Defense Armor with the latter also providing discard resistance, and Taslic is used over Sido for more synergy with Metallica support and is also mono-light, it to become as effective as its Light Water counterpart with Rafululu no longer an option. Defense remains the same, using Raiden, Lightfang Ninja and Memento Guardian Shrine, Prison Court of D, although some decks might forgo defense completely. Be noted that Bernine is not under the Sympathy range of Maruhavaan or Southern Renaissance, but it is mandatory otherwise.

Due to the latest Hall of Fame updates, Miradante Twelve, Time Pope was restricted and Rafululu, Sound Faerie was banned, greatly crippling the Team Doremi Southern deck.

Template Build[]


Trivia[]

Links[]

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