Duel Masters Wiki
Duel Masters Wiki
No edit summary
Tag: sourceedit
Tag: sourceedit
Line 59: Line 59:
 
! Recommended cards !! Reason
 
! Recommended cards !! Reason
 
|-
 
|-
|{{tooltip|Tulk, the Oracle}}<br />{{tooltip|Rhapsody, Defender of Hope}} || Cost 1 [[Vanilla]]s, [[Revolution Change]] bait.
+
|{{tooltip|Tulk, the Oracle}}<br />{{tooltip|Rhapsody, Guard of Hope}} || Cost 1 [[Vanilla]]s, [[Revolution Change]] bait.
 
|-
 
|-
 
|{{tooltip|Mirac, Time Ball}} || [[Strike Back]] synergy + Escape.
 
|{{tooltip|Mirac, Time Ball}} || [[Strike Back]] synergy + Escape.
Line 143: Line 143:
 
|-
 
|-
 
! Recommended cards !! Reason
 
! Recommended cards !! Reason
  +
|-
  +
|{{tooltip|Rhapsody, Defender of Hope}} || Cost 3 blocker, 5500 power.
 
|-
 
|-
 
|{{tooltip|Doremi, Time 1}} || CiP Card Draw.
 
|{{tooltip|Doremi, Time 1}} || CiP Card Draw.

Revision as of 16:29, 27 February 2017

Southern Renaissance (deck)
サザン・ルネッサンス (Southern Renaissance)

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
 / Creature
Angel Command Dragon
7000
File:Blockericon.jpg 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 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.

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.
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, Apostle of the 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.
Falconer, Lightfang Ninja Surprise blocker granting.
Raiden, Lightfang Ninja CiP - Creature tap.
Raraa, Trust Ball Reduce the cost of Southern.
Yuppal, Binding Guardian CiP - Freeze.

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.
Aries, Dragon Edge Bring out Ravuerite, Sun Spear.

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.

Multicolored creatures

Recommended cards Reason
Rhapsody, Defender of Hope Cost 3 blocker, 5500 power.
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.
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.

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, Light Weapon
Merrianne, Apostle of the Alps
Psychic cells with Saint Ave Maria, Light Weapon. 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 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.

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.

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 opponent's creatures that have higher power than them, forcing you to rely on tapping and freezing abilities to get attacks through.

Trivia

Links