As far as anyone is concern Dragon Rulers have been the talk
of the year regardless of Prophecy or Evilswarm’s existence in the Meta. No
other deck is as big of a priority as the legionnaire of draconian rulers.
Whether or not Konami wishes to dethrone the strongest deck right now is about
anybody’s guess and it remains a subjective matter to discuss. Malaysia World
Championship Qualifiers 2013 ended right about a week ago and to everyone’s
knowledge I ran Dragon Rulers because I had access to it not because I like
that deck. The key aspect to decide the differences of your deck’s performance
was originality. Prior to our WCQ, Singapore had their brutality contest and
sure enough Dragon Rulers came out on top. The age of “exclusive knowledge” has
long been a thing of the past due to the internet. Anyone with half a brain and
a Facebook account easily have access to what the biggest game changing techs
in trend are with that follows net-decking (may or may not be a good thing, you
decide.)
Forbidden Chalice and Enemy Controller were of two big guns
that would decide how much leverage you have in the mirror match (because
that’s the most important match up if you ran Dragons.) Vanity’s Emptiness came
in later in effect of the “full circle cycle.”
Cards like those aforementioned were factors that will eventually decide
whether or not you fight an uphill battle or simply cruise through. The thing
about relevant techs is even if you are fighting an uphill battle they alone
allow you to take the hill given the right circumstance. Still, such reasons
are why duelists would die to obtain even a tiny bit of insight. After all of
that, proceed to add in hand traps into the equation and your cancerous
cocktail called a deck is complete. When everyone practically knows what techs
to play and look out for it usually sums up to skill level differences but
unfortunately sometimes things end up being decided by who has superior luck
during that particular round.
I wasn’t planning to win WCQ (almost zero preparation done)
but I wasn’t too keen on losing out to “celestial luck” at the same time. With
plenty of information circling around geared with a pretty accurate level of
understanding towards how Malaysian players generally are, I found a simple
solution that would fit the bill in my case. The answer was an old classic
named Divine Wrath. I’ll keep this simple for you it’s a Speed 3 Counter Trap
that kills on-field monster effects, blocks off threats from the hand and
Graveyard also count the banish zone in all for the price of one hand card
which isn’t really costly when you dump daddy dragon (sounds familiar?) If you
are thinking why Divine Wrath over Raigeki Break the answer is obvious, it’s a
counter trap. While RB gives you that added value to pop spells and traps it is
easier to deal with compared to Divine Wrath but DW has its perks.
In match-ups like Prophecy, Batel is a common occurrence.
Divine Wrath deals with it and makes sure no Spellcasters are on the field
resulting to cards like Masters and Fate to be dead for the time being. You can
add in Cisty and Junon into the list as well as Wisdom being an eyesore when
the wrath of God goes down. This card is even better against Verz. There are
tons of psychological fuck-ups you can play like allowing your opponent to
extend into Verz Ophion (Castor plays and whatnot) before unleashing divine
punishment on it. Rescue Rabbit is lunch/dinner/supper while Verz Kerykeion is
a 1-for-2 (Kerykeion’s cost and itself) assuming you ditch daddy dragon. Aside
from all the Main Deck mumbo jumbo, you have their Extra Deck wrapped up in the
process. The amount of creativity cancer you can share is plentiful. The
problem with Divine Wrath here is generic, draw it too late it becomes utter
crap. However, it is an exploding pack of nails when you can use it during
early or mid game in these two match-ups.
As mentioned earlier, if you are running Dragons the most
important match-up to pay attention to is against Dragons (side enough hate and
play smart decks like Prophecy and Verz eventually crumbles.) The main purpose
of Divine Wrath is to inflict more damage in the mirror match compared to what
is already considered as conventional methods can do. Aside from having the
potential ability of negating pesky hand traps like Maxx “C” and Effect Veiler at
a cost of one hand card Divine Wrath buys you control over rhythm and pace in
the battle of resources. Having the power in controlling the amount of colours
your opponent gets to use could easily turn the game around. If they have one
colour, that’s self-explanatory. If they have two or more, you basically limit
their actions by restricting manipulation over one element (it could save you
depending on the situation.) Divine Wrath also allows you to restart your opponent’s
board through over-extension. For example, granting access to cards like Mermail
Abyssgaios or Mecha Phantom Beast Dracossack and then breaking their setup or
plays. Paying attention to Extra Deck resources is equally important to how
many colours you have in your Graveyard. It can be situational and comes with a
one turn drawback but the chances of Divine Wrath being useful are high enough
due to the lack of back-row removals. If you are facing a Colossal Fighter Deck
Out situation, feel free to fix your hand by drawing into more cards with Dirty
“C” before closing the curtains on the infamous giant (I wouldn’t recommend
drawing half of your deck though that’s asking to die to Card Destruction.)
Divine Wrath gets you out of tricky situations and allows
you to dictate the flow considering the resources you have and the amount of
plays you can go into. The possibility of Wrath being dead is quite low when
put into consideration but that’s assuming your opponent doesn’t open the nuts
and try to YOLO you whenever he or she gets the chance while you hold nothing.
It serves as a big enough surprise slapped to the face and can easily be
switched between games paying attention on who goes first. In terms of tech
flexibility, the card has its merits. Whether you are facing Colossal-Deck-Out,
Armory Arm OTK, or Jewel Flare Vanity Lock, Divine Wrath COULD save your ass.
Talking about rewarding the right calls and making the right moves, Divine
Wrath is all about that (how reliable it is depends on the player’s style.) Knowing
how to manipulate it brings you closer to understanding which tactics to choose
between depending on the amount of plays you can make or should make (defensive or offensive measure.) It is a
simple card abiding to one simple iron rule, timing (the simplest things can
create the biggest problems.) That’s the end of another wall of text. Thank you
for reading and I hope this has been an informative read. Again, thank you!
Run how many Divine Wrath better?
ReplyDeleteIts a matter of player preference.
DeleteIf you, you put in how many?
Delete