| Southern Renaissance (deck) |
サザン・ルネッサンス (Southern Renaissance)
Southern Renaissance is a creature control deck type.
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.
| Light / Creature |
Angel Command Dragon
■ 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 into the battle zone, 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.
|Self-Cost Reduction and Draw.|
|Anti-For No Cost + Blocker.|
|Revolution 0 Trigger ability.|
|Diamond State]] ability.|
Light creatures that cost 3 or less
| ||Cost 1 Vanillas, Revolution Change bait.|
|Strike Back]] synergy + Escape.|
|Light creature cost reduction.|
|Exchange card in hand with mana.|
|Prevent opponents Shield Triggers.|
|Protection from removal if mana arms. + Creature Tapper.|
|Increase power of other blockers.|
| ||Increase cost of non-light spells by 2.|
|Comeback Mana Acceleration.|
|CiP - Freeze Mana Arms.|
|Surprise blocker granting.|
|CiP - Creature tap.|
|Reduce the cost of Southern.|
|CiP - Freeze.|
Other Creature candidates
|Prevent attacks from creatures that have 3000 power or more.|
|Shield Trigger creature + Mass Tapping.|
|Bring out Ravuerite, Sun Spear.|
|Ends turn. Can combo with Heaven's Force|
|Stops Speed Attacker.|
|CiP - Draw up to 3 cards.|
|Disable opponents card of specified cost.|
|CiP Card Draw.|
|Fastest Revolution Change by turn 2. Increase spell cost.|
|Fastest Revolution Change by turn 2. Prevents spell casting.|
|Revolution Change from Light or Water Dragon. CiP - 2x pseudo-Freeze.|
|Revolution Change from Light or Water Dragon. CiP - Draw 2 cards,|
|Revolution Change from Light or Water Dragon. Cast spells this creature breaks as shields instead.|
|Put a creature that costs 4 or less from your hand into the battle zone.|
|Countermeasure against For No Cost such as Invasion and/or Revolution Change.|
|Prevents spell casting. Gravity Zero with Angel Command Dragons.|
|CiP 2x pseudo-Freeze.|
|Blocker + Vigilance.|
|Creature Tapper. Prevents untapping.|
|CiP shield addition.|
|Meteorburn + Shield Addition.|
|Triple breaker + Diamond State.|
|Reanimate at the start of your turn.|
|Double Breaker + card draw.|
|Chandelier, Light Weapon]] |
[[Merrianne, Apostle of the Alps}}
|Psychic cells with Saint Ave Maria, Light Weapon. Provides freeze comboed with Valhalla Knight, Domination Dragon Elemental|
|Lightweight Unchoosable creature.|
|Creature Tapper + Bring out Light psychics.|
|Spell Recovery + Bring out Light psychics.|
|Put a blocker into the battle + Bring out Light psychics.|
|Brought out by Aries, Dragon Edge. 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, Apostle of the 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 cant attack to attack your opponent as a finisher.
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.
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, Thunder Blade, Wolf Tiger or 5000GT, Riot. 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 opponents creatures that have higher power than them, forcing you to rely on tapping and freezing abilities to get attacks through.
- DMD-16 Beginning Dragon Deck: Heavenly Justice Dragon and DMD-13 Super Deck MAX: Katsuking and Treasures of Legend can provide basic cores of this deck type.
- It is similar to the Light Hunter and Jester Sword decktypes.
- As each card is partially Light Civilization, it is easy to use Punish Hold. This can combo well with cards that have the Escape ability and Holy, Flash Guardian.
|Rush ● Beatdown|
| Removal control ● Creature control ● Hyperspatial Control |
Heaven's Gate ● Mana burn ● 5-color deck ● Turbo ● Lock ● Loop
| For No Cost ● Reanimate ● Instant Death ● One Shot Kill |
Trigger ● Madness ● Other Combo decks
|Other Deck Types|
| Race deck ● Evolution ● God ● Full Creature ● Non Creature |
Mono-Light ● Mono-Water ● Mono-Darkness ● Mono-Fire ● Mono-Nature