Bystial Runick

Master V from on January 16th, 2024
cp-ur 960 + cp-sr 600
43 cards

Notes & Combos

So I made this deck because I was tired of playing Dragon Link and when the banlist appeared banning Wyverburster I decided that it was best to jump ship and play this instead. It was pretty rough through Platinum but it got easier through Diamond. The deck can be pretty hard to play at times as it's mostly down to sequencing and situation evaluation, but it is a deck that rewards constantly playing it.

The Main Deck: - The best card in the main deck is probably tied between Quem and Lubellion (I won't count the runicks cause everyone know they're good) as they are often the best starters.

For the most part you either use the runick stuff to extend or to try and dig for your other starters but the engines work quite well together as when you have both regained and fountain on field you can chain block the fountain with regained and can allow you to draw 4 in some cases.

Duality is the only weird card as it doesn't come up all that often but in most cases it's pretty good to draw a card and can allow for Hugin to dodge imperm/veiler. It can also, in rare cases be used to make Unicore which can steal games because no one ever reads it and keeping your hand at the same size as your opponent can be pretty easy with all the card draw/recycling.

The Swordsoul stuff is honestly pretty good in rare cases as the brothers swordsoul can allow you to survive what would be a lethal attack and can effectively be recycled forever off of Regained.

The Extra Deck: - The Runick Stuff: Does Runick things

Granguignol: Really just used to extend off of cartesia or to help cards on field dodge imperm/veiler, can also be used for Luluwalith

Unicore: Came out rarely but when it did it often won the game. Gets around cards unaffected by activated effects, can get negate super poly in rare cases, can steal a game when used properly, it's also really funny.

The sixes: They're all pretty much only used to make the 10's, with tri-edge helping dig deeper, coral dragon popping a card/drawing on a later turn if your opponent drolls you, and malong is mostly meant to be sent from the extra to grave to bounce a card.

Scarlight: Brought out almost always off of duality and can be pretty good due to it's board wipe effect, helped win me a game off of Spright.

The 10's: These are the MVP's of the extra, you want to make them all the time and whenever you can.

The 12: You rarely make it but it's pretty good when it comes out.

I want to say more but am running out of space.

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