Dragons: Rush!

King of Games from on October 4th, 2025
Gems 27.5k
30 cards

Notes & Combos

Died 2025, returned 2025. Welcome back Dragiastar Nova.

Dragiastar, Miragiastar and Metagiastar are all together and its so cool!

Still experimenting with the deck but this was able to climb the ladder just fine.

I tried this version with no traps because with some traps being counterproductive for the skill and so many effects that destroy spell or traps, a lot of the time traps either get destroyed or you have to activate them in bad moments. At first I tried playing a more traps to have more chances to activate them but that made the deck brick so I tried the opposite and that worked better for me.

I chose to play one Metagias, two Dragias and three Miragias. Metagiastar is quite overshadowed by the other two fusions because it has the lowest damage output of the fusion trio and its trap protection rarely matters in this game so I only play one Metagias. Miragiastar and Dragiastar both do more damage and their effects are very often relevant. Miragiastar can do the most damage so I play three Miragias. I play two Dragias because Dragiastar is good but also Dragias itself is also good for pushing for damage along side a fusion when the opponent has three monsters.

Don't mind Five Headed Dragon, he is just aura farming in the extra deck. I am still experimenting with this deck so I am not set on everything and Polymerization is a card that I am still considering. I even want to try funny variations like with Yuamu's trash monsters just because this skill lets you or a totally different approach with Dragonic Pressure since Metagiastar can also attack directly twice for 6000.

No Dragonic Geist because I don't have it. Adding Geist might also mean going to two Metagias to make it more consistent, which could lead to more changes.

Two Twin Edge Phantom Dragon so that if you draw one, the skill can still add the other if you need monsters to tribute. Drawing both is ok since you can activate the skill after tribute summoning. It's effect is weird to use but its a good option to avoid playing into traps.

Two Fusion to enable double fusion turns if you have one from a previous turn or with +fours from the skill. The double fusion play is for two main reasons. Reason 1: damage. Reason 2: to play into traps; you make a second fusion if they disrupt the first one during the main phase or you do not make a second fusion if they do not disrupt the first one so that they cannot disrupt both. The second copy of Fusion gives you options.

I'm so happy, Cheers!

Show more

Replays

Vs Master Accel Road: https://duellinks.konami.net/att/05bb610d8238476a23ed11c99cb2c45147970131c9 Vs Galactica Fusion Draw: https://duellinks.konami.net/att/0059d0bab9c6c194918b44ccc56fb5aeaa0e2e444e Vs Hero Rush Rising: https://duellinks.konami.net/att/05e4fc84118c2ddb7366fa64060aa216f1d8bfd39f Vs Master Accel Road: https://duellinks.konami.net/att/05690f4ecd0b4b0daf954afa66f2fffe6617933d6b Vs Galactica Fusion Draw https://duellinks.konami.net/att/03fcdc438922ed670abc121e884abe9afed18cdcc0