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Updates on RUB Aggro Deck

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madmicro0430
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Updates on RUB Aggro Deck Empty Updates on RUB Aggro Deck

Post by madmicro0430 03.06.21 14:41

Hi, today I'd like to share with you a RUB aggro deck that is intended to be a bit more competitive than the two previously introduced decks.

Having said that, I think this deck is still only playable in the fun environment.

To be honest, if 3 colors have to be chosen for a competitive aggro deck, my 1st and 2nd choice would be FWN and WDN respectively, because with the nature civ, the card soulswap can allow great come into play effects and summoning creatures at a lower cost, and bronze-arm-tribe/wind axe etc. can allow mana acceleration to play more and stronger creatures earlier.

But my intention all along is to share something different from the (perhaps boring) metagame, so hope you guys can appreciate it Smile

Unlike the previous decks that I have shared (mono water and base set RUB), there are no restrictions on the civ and set in this deck, so there could be a lot of alternatives for many cards. Feel free to suggest any changes Smile

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Let's look at the deck first! Some basic info about this deck is included in the text box in the image below. Updates on RUB Aggro Deck Rub_ag10

Deck list:
Kooc Pollon x 4
Emeral x 4
Pyrofighter Magnus x 3
Gigappi Ponto x 3
Aqua Hulcus x 4
Lucky Ball x 3
Gigarayze x 3
Crystal Paladin x 2
Galek x 3
Searing Wave x 2
Terror Pit x 4
Aqua Surfer x 4
Arque x 1

The game plan is simple: attack your opponent as early and as much as possible.

Now I would discuss the card choices and why I didn't include some of the cards. I would divide the discussions in several parts (mainly based on the mana cost).

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2 drops:
Why Emeral and Kooc Pollon? Before giving my explanation, we can actually have a look at other potential alternatives. Updates on RUB Aggro Deck Illust10

Originally, I played 3 Kooc Pollon, 3 Melnia and 3 Spinning Terror. For several reasons, I changed to 4 KP and 4 Emeral.

Q: What's the particular importance with Emeral in this deck?
A: Given the high-cost cards like terror pit and aqua surfer in this deck, I'd like to reduce the number of times that I have to hot cast such high-cost cards.

Q: Why Emeral over Spinning Terror/Melnia?
A: Although ST is less easily destroyed by opposing creatures than Emeral, Emeral (but not ST) can be retrieved from the graveyard by Gigarayze. I can also abuse Emeral's come into play effect again. Although Melnia is great against big opposing creatures and can be retrieved from the graveyard by Gigarayze, your opponent can still attack it with weak creatures like Bronze-Arm Tribe or Hulcus in the early game if you attack with Melnia and it becomes tapped. Then, whether or not it is unblockable becomes somewhat irrelevant, because it doesn't survive long enough to demonstrate this advantage. This deck also has cards to remove opposing blockers, so again not particularly important to have unblockable creatures.

Q: What about Braid Claw?
A: Braid Claw is probably more playable when this deck has removal cards that are cheap in mana cost, like comet missle, volcanic arrow, spiral gate which can be played in the early turn, because no blockers will be in its way in the early turn. Unfortunately, this is not the case. Besides, you may not have the mana to summon Braid Claw in turn 1 in this deck, because many fire cards in this deck are multi-civ, and you might not even have another fire card as mana in turn 1, given the limited number of fire cards in this deck!

Q: What about Aqua Guard?
A: Aqua Guard is a good bait for Paladin and can stop early attack from opponent, but I consider the number of baits in this deck already sufficient, and I'd like to have something that can attack in the early game, which synergizes well with Lucky Ball.

Q: Why Kooc Pollon over Melnia?
A: The advantage of Kooc Pollon itself probably doesn't require explanation. But if choosing between KP and Melnia, KP will still be my choice. This has something to do with the overall balance among the 3 civs and the number of multi-civ cards. Without KP, there would be too many water cards and too few fire cards. Also, without Bronze-arm Tribe or Windaxe that may help you charge a multi civ card, I don't think this deck can afford having more multi-civ cards. Whether the other multi-civ cards (i.e. Gigappi and Galek) are necessary in this deck will be explained later.

Q: Why not play more 2 drops apart from KP and Emeral? Or Split 9 2-drops into 3/3/3 like you once did?
A: It can become a problem (not commonly encountered though) when you reach turn 5 or turn 6. If you play 3 different 2-drops such that their civs together comprises of all the 3 civs, you would have a hard time in thinking which mana you should tap as you play draw cards like hulcus in turn 5 and lucky ball in turn 6.

To make it simple to understand, suppose you only play Kooc Pollon and Melnia as the 2-drops:
Updates on RUB Aggro Deck Illust10
On turn 6, suppose you don't have KP or Melnia in hand, and you summon lucky ball. With the 2 remaining mana left, you probably hope that you draw either KP or Melnia and then summon it. But should you leave 1 water and 1 darkness mana untapped for Melnia, or 1 fire mana and 1 any other civ mana untapped for Kooc Pollon? Because you don't know what you will draw, you would have to weigh whether it's more likely to draw Kooc Pollon or Melnia. Very often, the chance is equal. You could have wasted two mana if you make a wrong guess. For me, this problem was not often encountered back when I play 3 different kinds of 2 drops , because I often didn't draw any of them... but I do need some time to do the guess work. Playing only Kooc Pollon and Emeral in this deck can solve this problem.

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3 drops
Pyrofighter and Hulcus:
Everybody knows they are great. One additional point is that pyrofighter is very needed to make a turn 4 Lucky Ball possible.

Q: Why Gigappi Ponto?
A: For two reasons. First, I need it to balance the civs - it's good that it is both fire and darkness. Second, it's a strong creature that can go over common blockers like Belix/Sarius, and can't be attacked by common creatures with 2k-3k power, and can dodge spells like searing wave. Basically, think of it as Gonta.

Several possible alternatives are shown below: Updates on RUB Aggro Deck Illust11
Hourglass Mutant would be particularly great in this deck since most of my weak creatures are fire and water civ, and it's good combo with Gigarayze too. I haven't tried it to be honest. Maybe it's a better card. But I'd be worried about mass removal cards if so many of my creatures are below 3k/2k.

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4 drops
Lucky Ball - pretty standard to include it in 3 civs aggro decks.

Gigarazye - not sure if you notice, all creatures can be retrieved from the graveyard with Gigarazye's effect, except himself and Arque. This is not deliberate, but can certainly increases the chance of getting something from the graveyard. Good against discard card. Sometimes you can also get back the creature (originally a shield) put into the graveyard as a result of Searing Wave. Maybe it'd be too much to play 3 copies though, depending on what decks you are playing against.

Crystal Paladin - your best chance against Hydro Hurricane and Marino-Initiates decks.

Other alternatives: Updates on RUB Aggro Deck Illust12
If you play enough chimera in this deck (for example by adding Gigabalza), you might consider playing Gigazabal - your only way out against Ailzonius if you don't play Melnia. But it's difficult to evolve into it within the same turn, and Paladin is actually a better choice in my opinion since all your creatures become unblockabe in a way (by removing opposing blockers).

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5 drops
Galek - good blocker removal, and it can create a net gain of +2 board presence (you kill one creature and play one creature at the same time); by turn 5, your opponent (if not playing control decks) probably doesn't have much cards left in his/her hand - a nice time to discard

Searing Wave - good mass removal against aggro decks

Other alternatives: Updates on RUB Aggro Deck Illust13
Ice Vapor - make your deck a bit control-ish
Corile - can play it if you want to provoke your opponent and make it less "fun"
Teleportation - a "1 for 2" card, meaning 1 card doing the job that normally takes 2 cards; can be useful sometimes

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6 drops
Terror Pit - I have thought about whether the Pits should be changed to Loco. But in the end, I've decided I want some spells that might help me kill big creatures in case the game becomes long. I don't know which is better to be honest.

Surfer - probably the best shield trigger creature to have in aggro, along with loco/gigabalza/kolon

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Arque
If you play Aggro, probably best to play at least 1 Arque as a hand guard. I originally played 2, but I made some changes to the decks, such that now there's no place for 2.

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This deck probably still needs a lot of refinement, as I constantly edited it. So feel free to suggest changes. Have fun Smile !
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madmicro0430
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Post by madmicro0430 03.06.21 17:02

Just some supplement

- in the text box in the first image, the number of darkness and fire cards include galek and ponto, not just galek

Forgot to mention the "Weaknesses" part:
- a bit low on shield triggers
- most creatures die to mass removal spells
- might struggle with FWN/WDN aggro decks in which the 2 drops are stronger in power
- removal cards come late in turn 5/6
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madmicro0430
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Post by madmicro0430 07.06.21 9:01

An updated thought: I guess ultimately it would be better to cut the gigappi ponto and play hourglass mutant instead if most aggro creatures are weak creatures (e.g. 1k-2k power) and are of the fire/water civ, unless the emeral is changed to something else (like melnia or spinning terror).
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Post by Halfar 09.06.21 13:05

in my opinion 8 T2 Drops are not enough! There will be a lot games where u wont see a T2 Drop.

I would play 10-12.

My GF has a RUB Aggro too, and i highly recommend Snake Attack and maxing out Pyrofighter + Lucky Ball

Unicorn Fish is a decent card too.
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Post by madmicro0430 09.06.21 17:10

@Halfar wrote:in my opinion 8 T2 Drops are not enough! There will be a lot games where u wont see a T2 Drop.

I would play 10-12.

My GF has a RUB Aggro too, and i highly recommend Snake Attack and maxing out Pyrofighter + Lucky Ball

Unicorn Fish is a decent card too.

Thanks for the feedback Smile Appreciate it.
Actually ongoing changes have been made with this deck, not just the update mentioned above. Probably will show it while discussing more in depth your recommendation some other day.
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madmicro0430
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Post by madmicro0430 28.06.21 2:54

Hello again. Back with some updates with this deck.
I've created several versions of this deck. The order of decks below is arbitrary. Some are more competitive than others.
If you're interested, you can also check out my RUB Base Set Aggro Deck in the other post.

1. RUB Paladin Aggro Deck Updates on RUB Aggro Deck Rub_pa10
Updates on RUB Aggro Deck Rub_pa11


2. RUB Hourglass Mutant Aggro Deck Updates on RUB Aggro Deck Rub_ho11
Updates on RUB Aggro Deck Rub_ho10


3. RUB Gigazabal Aggro Deck Updates on RUB Aggro Deck Rub_gi12
Updates on RUB Aggro Deck Rub_gi10


4. RUB Gigatrooper Aggro Deck Updates on RUB Aggro Deck Rub_gi11
Updates on RUB Aggro Deck Rub_gi13


5. RUB Dragon Aggro Deck Updates on RUB Aggro Deck Rub_dr10
Updates on RUB Aggro Deck Rub_gi13
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madmicro0430
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Post by madmicro0430 28.06.21 3:17

@Halfar wrote:in my opinion 8 T2 Drops are not enough! There will be a lot games where u wont see a T2 Drop.

I would play 10-12.

My GF has a RUB Aggro too, and i highly recommend Snake Attack and maxing out Pyrofighter + Lucky Ball

Unicorn Fish is a decent card too.

If I have room, I will definitely play more 2 drops, but unfortunately not. Another point, if the match is put into a "best of 3" context rather than just one game, I think I can tolerate not having T2 play in every single game.

Snake attack is great and can get people off guard, but I personally fear removal cards or early blockers that might render snake attack less useful against control decks. But I guess it depends on how you create decks around it rather than fitting it into whatever RUB aggro decks. I think it's more feasible with your recommended play style, i.e. more 1-2 drops.

Unicorn fish is definitely great as a 4-drop, but after balancing the colors and the need for evo baits in certain decks, I decided not to go for it. I guess same as snake attack, unicorn fish needs to blend in with other cards to make it a more useful card. In fact, I use it in my WD aggro decks.
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Post by madmicro0430 31.08.21 18:19

Hi, today I'd like to share some updates in the RUB Aggro Deck, as well as some thoughts after ongoing casual play with the different RUB Aggro decks.

About the updates:
1. RUB Gigatrooper Aggro Deck
Updates on RUB Aggro Deck Rub_gi14
Chainsaw warrior is a better choice over Smash warrior against aggro decks because of it being a shield trigger; smash warrior is rather useless against aggro deck unless it's buffed by the gigatrooper, but by that time you probably would go for shields rather attacking creatures. Both cards are equally weak against control decks.

2. RUB Gigazabal Aggro Deck
Updates on RUB Aggro Deck Rub_gi15
Minor change: +1 searing wave -1 gigazabal

3. New version of RUB Aggro Deck
Updates on RUB Aggro Deck Rub_ag11
After considering some advice from  @Halfar in previous threads, another version of RUB aggro deck is created. More 2-3 drops. More (cheaper) removal cards. The 3 windmill mutant can be replaced by many other 3 drops in my opinion, or by at least 2 arque, but then you have to watch out for insufficient darkness mana. Alternatively, you might add in galek as a removal card for blocker as well as darkness mana.

Snake attack is not included here because I tend to think that you might not have that kind of board presence for snake attack to work, unless you are playing it such that you accumulate enough no. of creatures, then attack all at once.

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After many casual plays, I find the hourglass mutant deck the most fun to play. Your opponent will have a hard time blocking or attacking the weak creatures that you have. It thus helps in breaking shield earlier with those weak creatures with them being a slayer. But in general, the RUB aggro decks are for fun only, not for competitive play.

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