In this article
Dragunity was my very first deck in Yugioh, and I still remember the fateful day I first bought the structure deck for it in 2010-2011. Hearing how Duel Links will be introducing most of the full Dragunity archetype, I feel inspired to share and possibly optimize the deck outright if only for nostalgia. Nevertheless, it seems that we will be receiving everything we need for a solid Tier 1 or 2 deck, and so this guide is to help explain the cards and suggest possible skills, builds, techs, and counters for the deck.
We are receiving most of the dragunity cards, including almost all of the good ones (with the exception of Legionnaire, Brandistock, and the new tuner released TCG in 2018). In this following section, I will be describing the core cards that I recommend as useful. Other cards also released will be talked about at the end of the guide, as well as why I recommend ignoring them. To reiterate, this following list is of important cards you want.
This is your main monster and the core of the entire deck. Thank goodness it is a super rare and not an ultra. Now, he does two main things. One, he gains attack depending on Dragunity cards you control. This allows you to easily swing over monsters like Destiny HERO - Decider as Dux counts towards his own effect. The more important part of his effect, however, is that he can equip a tuner Dragunity (probably Dragunity Phalanx for the synchro climb or Dragunity Aklys for destruction) when normal summoned. He is your starter, and a three of in any Dragunity deck.
Militum is the other main winged beast monster you may run, namely because he has such good synergy with Dragunity Aklys, leading to a synchro climb into a Dragunity Knight Vajrayana combo with Aklys. Mainly there for consistency, the amount of Militum needed (1, 2, or 3 copies) for the main deck is up to personal preference.
Dragunity Primus Pilus
Another useful winged beast. His ability to equip from deck when normal or special summoned is useful as it synergizes with Dragunity Partisan and Dragunity Aklys. Nonetheless, he is level 5 and can brick, while the equip spell does everything he can and better. As a result, it is up to personal preference whether he should be run or not. If used, only one copy is necessary.
This is the most important tuner card in the deck. This is how you synchro climb and combo off. This card is everything. If you get it into the grave with Dragunity Dux or equip it from deck with the equip spell, you basically have a free synchro. Whether two or three is optimal is irrelevant, this card needs to be in the deck for it to function. Also, it is a Cards of Consonance target.
Your other main tuner, Aklys is both your consistency in getting out a Militum into a synchro and as spot removal when paired with Vajrayana. I recommend one Aklys, though in reality you could be fine without. Also, this is a Cards of Consonance target.
Dragunity Arma Mystletainn
Like Dragunity Primus Pilus, this is a card that could be run in the deck, but is also unnecessary. There are a lot of strong combos that are possible with this card, but the card could also be switched for other ones.
Dragunity Knight - Vajrayana
Oddly enough, we get all five of the original Dragunity synchro monsters. Vajrayana is the core synchro and the only ultra rare of the Dragunity core (thank goodness). Vajrayana has three effects and two main uses, with the first effect (equipping from grave) facilitating the uses. The first use is to synchro climb into a level 8 synchro (right now, probably Stardust Dragon for a strong turn one protection play). The other is to become a massive beat-stick (3800 attack) to smash large monsters like Cosmo Brain or Silent Magician LV8. It also helps that Dragunity Aklys will proc if sent to the graveyard by Vajrayana’s effect, giving you a free targeted destruction as well. Now, because of the limited extra deck space, I recommend only running 2 instead of 3, mainly because there are other cards you may want.
Dragunity Knight - Gae Dearg
Bricking with no access to Phalanx? Don’t worry, this card has got your back. A solid one of, this card mainly exists to help sort through your deck for resources. Ironically works well with any dragon or winged beast deck if you can summon it.
Dragunity Knight - Gae Bulg
My personal favorite due to nostalgia, Gae Bulg is a solid one of because while it cannot easily reach as big as Vajrayana can, it is a quick effect and not once per turn, meaning that if you manage to attack multiple times with it, or your opponent attacks you, it gets big fast. Good for turn one or if you don’t want to waste a Vajrayana.
Spells and Traps
Dragunity Divine Lance
The last necessary three of in the deck, this card does literally everything it needs to. It is consistent by equipping from the deck. It raises attack. It makes the monster immune to traps. If you can save this card for a boss monster like Vajrayana or Gae Bulg, do so. If not, then it is still godly.
A situational card, its attack boost is nice, and it can help unbrick some hands. One in the deck could be good to test similar to Mystletainn.
When running Dragunity, you have to remember that your normal summon and your equipped monsters are crucial. As a result, several decks that could exploit these weaknesses, like Spellbooks and Blue Eyes. Furthermore, you need to respect the fact that you ideally need Dragunity Dux or another winged beast in your opening hand. To counter these weaknesses, I recommend two skills.
- The first is Sealed Tombs.
- Because Dragunity equips from deck and graveyard, they do not worry about sealed tombs having any adverse effects on themselves. This helps a lot as it allows them to begin a turn with sealed tombs, stopping spellbooks or blue eyes from intervening in their plays.
- The other skill is Restart.
- Mainly because starting Dragunity Dux is paramount, similar to Silent Magician in Spellbooks.
Example Deck List
Now that we have gone over all the cards and what they do, I feel it is appropriate that we actually put together a list. Here is an example list that I feel should be tested.
Now for why I recommend starting with testing this build. First, there are 5-6 free spots for techs within the deck (Dragon Mastery, Galaxy Cyclone, and Paleozoic Canadia), making the deck customizable. Second, it gives you a variety of good starters that you could run with five winged beasts. The equip is crucial to protecting yourself against backrow, and the tuners are good fodder for cards of consonance. It may be possible to drop Aklys or drop one Phalanx. Extra deck is solid, though you could switch the Gae Bulg for a third Vajrayana. You could also stick a Primus Pilus or a Mystletainn in the list somewhere.
When playing Dragunity
- Try to start of with Dragunity Dux and a way to get either Dragunity Phalanx equipped to him from the deck or from the graveyard. An example would be to use Cards of Consonance to pitch Phalanx to the grave and then normal Dux.
- Your basic combo is Dux/Dragunity Militum to Phalanx, Phalanx special, synchro for Vajrayana, and then either Phalanx again for Stardust Dragon or use Vajrayana’s effect to double its attack.
- If you can, try to use Vajrayana’s effect to send for double attack on Aklys, as Aklys will proc and destroy a card on the field.
- When staring down a deck with a lot of potential to interrupt your plays (like going second against Spellbooks or Blue Eyes), initiate your turn with Sealed Tombs. Because you equip cards from grave, the effect of Sealed Tombs will not slow you down, allowing you to continue your play without worrying about Spellbook of Fate or a Birthright ruining your day.
When playing against Dragunity
- Target the Dragunity Dux. Dragunity has an easy time getting their tuners out and recurring them, but has a limited number of winged beasts similar to Spellbook Magician of Prophecy in Spellbooks. It may seem hasty, but use removal on the Dux before it can be equipped with Aklys or the equip spell (which makes it a threat by itself and immune to traps).
- Decks with good control over normal summons like Spellbooks or backrow removal like Blue Eyes have aa strong matchup against Dragunity’s initial combos. However, beware, for Dragunity has no problem swinging over your biggest monsters.
- Decks with protection and control based in spells and monsters (not traps) are particularly strong against Dragunity. Other recommended decks are Noble Knights and possibly Banish Control (though this last one is iffy due to reliance on traps).
In this section, I hope to go over some possible combos. Being a synchro deck with a lot of potential, this deck has a lot of options. However, I can cover a few base combos within this section.
Your basic combo relies on having a Dragunity Dux in hand and a way to get Dragunity Phalanx in the grave (such as Cards of Consonance). You normal Dux, equip him with Phalanx, use Phalanx’s effect to special, then synchro for a level 6. If going first, you would go for either Dragunity Knight - Gae Bulg for the big attack, Dragunity Knight - Gae Dearg to set up the grave further, or go into a Dragunity Knight - Vajrayana to equip Phalanx, special Phalanx and then synchro into a Stardust Dragon. If you are going second, you can do any of the previous synchro combos, or also go into a more offensive move by using Vajrayana’s effect to send the equipped Phalanx to the grave to double its attack.
TLDR: Normal Dux, equip with Phalanx, special Phalanx, synchro.
It is important to note though that you may not be able to get a Phalanx in the graveyard or you might not have a Dux. However, if you have a Dux or a Militum and the equip spell, you can go into the same combo, if not a little further. You start by Normal summoning the Winged beast then equipping them with the equip spell Dragunity Divine Lance. Now use Divine Lance’s effect to equip with a Phalanx (if you had a Militum in your hand, you could do something else. I will cover this next). Special phalanx and synchro into a level 6.
TDLR: Normal Winged Beast, Equip with Divine Lance, equip Phalanx from deck using Divine Lance, special Phalanx, synchro.
Now, if you started with a Militum an the equip spell, you have a bit more of an option, especially if going second. You start by normal summoning Miltum, equipping with Divine Lance, and then using Lance to equip with Aklys from deck. You then use Militum’s effect to special Aklys and synchro. From here you can synchro into a level six, but if you go into a Vajrayana, you can equip with Aklys, then send Aklys to the grave to double Vajrayana’s attack. Aklys will then trigger, targeting and destroying a card on the field. This is perfect for going second as it gives the opportunity to destroy a problematic card and then swing for a massive 3800 attack!
TLDR: Normal Militum, equip with Divine Lance, equip Aklys from deck using Divine Lance, Militum’s effect to special Aklys, synchro into Vajrayana, Vajrayana to equip Aklys, Vajrayana effect to send Aklys to graveyard to double attack, Aklys effect to target and destroy a card on the field.
The next combo I would like to talk about is with Dragunity Arma Mystletainn. Mystletainn can special summon itself from the hand by sending a Dragunity monster you control to the graveyard. It will then equip itself with a tuner from the grave. Should you have Phalanx on the field (from normal summon or from it special summoning itself), you can send the Phalanx to the grave to special Mystletainn. Mystletainn will then equip itself with Phalanx, whom you can then special summon for a synchro play with Mystletainn or another monster you have on board.
The last combo I want to cover is what I refer to as the Aklys Combo. When Aklys is normal summoned, it will special any Dragunity from the hand and equip itself to that Dragunity. This is particularly useful when paired with Dragunity Primus Pilus or Militum. For when you have Militum, you normal Dragunity Aklys, special Militum, equip with Dragunity Aklys, and then continue the Militum combo above. When you have Primus Pilus, on the special summon of Pilus, you can equip him with a tuner from your deck (probably Phalanx). Because Phalanx could special summon itself, this could lead to a Mystletainn combo or a level 7 synchro.
Many of these combos can be facilitated in a few extra ways by using Dragon Mastery to equip a tuner from hand or by using Cards of Consonance to send a tuner from the hand to the graveyard (helping with Dux).
Cards to Avoid
Dragunity Knight - Trident
This card was oh so close to being godly in Duel Links and was just barely made awful. It’s effect is a blowout in the mirror, against Masked Heroes, and in general a lot of decks. Nonetheless, it is inconsistent at times and sadly is level 7, making it for the most part inaccessible. Skip over this one.
Dragunity Knight - Barcha
Despite having a decent effect, this card is also fairly inaccessible due to being level 8 with strict synchro material restrictions. Pass over it.