| 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 opponent's 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 opponent's card of specified cost.|
|Extremely Annoying Revolution Change and Invasion counter.|
|Cost 3 blocker, 5500 power.|
|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.|
|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.|
|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.|
|Aquan Jr.'s Delivery||3 draw at turn 3 for mass hand replenishment.|
|Miraculous Snare||Hall of Fame non-evo removal, can be used to remove system creature or blockers.|
|Spiral Gate||Hall of Fame fixed removal for 2 mana.|
|CiP 2x pseudo-Freeze.|
|Blocker + Vigilance.|
|Creature Tapper. Prevents untapping.|
|CiP shield addition.|
|Meteorburn + Shield Addition.|
|Revolution 0 Trigger defense|
|Triple breaker + Diamond State.|
|Reanimate at the start of your turn.|
|Double Breaker + card draw.|
|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. 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.
|Southern Renaissance, Resonance Dragon Elemental||4||Main Engine|
|Oriotis, Control Wings||4||Stops cost tramples and cost reduction.|
|Rafululu, Sound Faerie||2-3||Prevents spell triggers|
|Sido, Time 3||3||Prevents Casting of spells|
|Raiden, Lightfang Ninja||1-2||Ninja Strike Defense|
|Doremi, Time 1||3-4||Card Draw + Cost 2 weenie|
| Tulk, the Oracle |
Rhapsody, Guard of Hope
|2 Each||Vanilla cost 1 weenie, 2 each in order to avoid The Grave of Angels and Demons kills|
|Sol Habaki, Apocalyptic Sage||3||Mana Recovery|
|Miracle Miradante||2-3||Major defense method|
|Miradante Twelve, Time Pope||2-3||Secondary Finisher|
|Tigunus, Saint Bell Wings||2||Anti-Discard|
|Doremi 24, Miracle 1||2||Casts Diamond Sword and Aquan Jr.'s Delivery|
|Aquan Jr.'s Delivery||3-4||Replenishes hand|
- DMD-16 Beginning Dragon Deck: Heavenly Justice Dragon and DMD-23 Due-ma Start Deck: Miracle Bringer Light Civilization 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