| 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.
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.|
|Cost 3 Attack Bend|
|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. Hall of Fame|
|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.|
|Revolution Change from Light or Water Dragon that costs 5 or less. CiP-Summoning prevention and Card Draw for final push.|
|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.|
|3 draw at turn 3 for mass hand replenishment.|
|Hall of Fame non-evo removal, can be used to remove system creature or blockers.|
|Hall of Fame fixed removal for 2 mana.|
|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.|
| ||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 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.
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.
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 Crista, 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, allowing 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.
- 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.
- It was the runner-up deck for the 2014 National tournament, while 2 out of the best 8 competitors used it as well in the 2016 Revolution Final Cup.
|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