Red Dragon Archfiend is the main monster of the character Jack Atlas in the movie 5d's. So is this character's deck in real combat as cool as the anime? Let's see this article.
Quick Guide to Red Dragon (Resonator) Strategy
Sections covered in this guide:
Quickview
Red Dragon Archfiend is the main monster of the character Jack Atlas in the movie 5d's. This character's deck in real duel is viable and can combo very smoothly. The Red Dragon Archfiend monster is too outdated and is no longer useful at present. Over time, support for new monsters for Jack Atlas is also released and support helps the deck to survive in the present. in.
Red Dragon Archfiend (The main monster of the character Jack Atlas)
Red Dragon Archfiend
ATK:
3000
DEF:
2000
1 Tuner + 1 or more non-Tuner monsters After damage calculation, if this card attacks a Defense Position monster your opponent controls: Destroy all Defense Position monsters your opponent controls. During your End Phase: Destroy all other monsters you control that did not declare an attack this turn. This card must be face-up on the field to activate and to resolve this effect.
Core
1. Generic monsters
Red Dragon Archfiend and Hot Red Dragon Archfiend (Play 0 to 1)
Red Dragon Archfiend
ATK:
3000
DEF:
2000
1 Tuner + 1 or more non-Tuner monsters After damage calculation, if this card attacks a Defense Position monster your opponent controls: Destroy all Defense Position monsters your opponent controls. During your End Phase: Destroy all other monsters you control that did not declare an attack this turn. This card must be face-up on the field to activate and to resolve this effect.
The effects of these monsters are hardly used at the present time.
Scarlight Red Dragon Archfiend (Play 1)
Scarlight Red Dragon Archfiend
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters This card's name becomes "Red Dragon Archfiend" while it is on the field or in the GY. Once per turn: You can destroy as many Special Summoned Effect Monsters on the field as possible with ATK less than or equal to this card's (other than this card), then inflict 500 damage to your opponent for each monster destroyed.
Scarlight Red is the currently used monster with the ability to sweep the field in the mid and late game. You can use Scarlight Red to force the opponent to activate a certain effect to make it easier for you to combo.
2. Monsters with higher requirements
Hot Red Dragon Archfiend Abyss (Play 1 to 2)
Hot Red Dragon Archfiend Abyss
ATK:
3200
DEF:
2500
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.
Hot Red Abyss is a commonly summoned monster of the deck with the effect of negating a face-up card on the opponent's field (with target). This effect turns this monster into a win condition when the deck moves first.
Hot Red Dragon Archfiend Bane (Play 1 to 2)
Hot Red Dragon Archfiend Bane
ATK:
3500
DEF:
3000
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster You can Tribute 1 monster, then target 1 "Red Dragon Archfiend" monster in your GY; Special Summon it. When this card inflicts battle damage to your opponent: You can Special Summon 2 Tuners with the same Level (1 from your Deck and 1 from your GY) in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Bane" once per turn.
Hot Red Bane is a monster in a combo chain where this monster can recall Red Dragon Archfiend monsters from the grave to continue leveling up to other bosses.
3. "Double tuning" monsters
Tyrant Red Dragon Archfiend (Play 0 to 1)
Tyrant Red Dragon Archfiend
ATK:
3500
DEF:
3000
2 Tuners + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. You can only use each of these effects of "Tyrant Red Dragon Archfiend" once per turn. ● During your Main Phase 1: You can destroy all other cards on the field, also, for the rest of this turn, other monsters you control cannot attack. ● During either player's Battle Phase, when a Spell/Trap Card is activated: You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK.
Tyrant can be considered an upgraded version of Scarlight Red when it can destroy all trap spells and not just specially summoned monsters.
Hot Red Dragon Archfiend King Calamity (Play 1)
Hot Red Dragon Archfiend King Calamity
ATK:
4000
DEF:
3500
2 Tuners + 1 non-Tuner DARK Dragon Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Level 8 or lower DARK Dragon Synchro Monster in your GY; Special Summon it.
Hot Red Calamity has the effect of preventing the opponent from activating cards as well as using card effects.
This effect makes it impossible for the opponent to do anything with the displayed field, however this is not a strong monster because the summoning conditions are too difficult, making it impossible for you to get this monster. Get past your opponent's disrupt line and Hot Red Calamity 's effect will no longer have any meaning.
This monster can be summoned in turns 4, 5 onwards, when you already have synchro monsters as well as set up enough tuner monsters in your hand and in your grave to summon this monster.
Red Supernova Dragon and Red Nova Dragon (Super boss of the deck)
Red Supernova Dragon
ATK:
4000
DEF:
3000
3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.
Red Nova Dragon
ATK:
3500
DEF:
3000
2 Tuners + "Red Dragon Archfiend" This card gains 500 ATK for each Tuner monster in your Graveyard. Cannot be destroyed by an opponent's card effects. When an opponent's monster declares an attack: You can target the attacking monster; banish this card, and if you do, negate that attack. During the next End Phase: Special Summon this card banished by this effect.
The effect is too slow and the summoning conditions are too difficult, making Red Nova Dragon inferior to other monsters in the extra deck at the moment.
4. Resonator monsters
Jack Atlas's deck is supported by tuner monsters, which are Resonator monsters that can spam out tuner and non-tuner monsters to serve the summoning of Red Dragon monsters.
Crimson Resonator and Red Resonator (Play 3 of each monster)
Crimson Resonator
ATK:
800
DEF:
300
If you control no monsters: You can Special Summon this card from your hand. If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator". You can only use each effect of "Crimson Resonator" once per turn. You cannot Special Summon monsters from the Extra Deck, except DARK Dragon Synchro Monsters, the turn you activate either of this card's effects.
Red Resonator
ATK:
600
DEF:
200
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand. When this card is Special Summoned: You can target 1 face-up monster on the field; gain LP equal to its ATK. You can only use this effect of "Red Resonator" once per turn.
Crimson Resonator can be self-summoned when you have no monsters on the field. In addition, this monster can help you pull up to 2 more Resonator monsters from the deck to let you continue the combo.
Red Resonator, when summoned, can usually help you summon 1 more level 4 or lower monster from your hand.
These are Resonator's tuner key monsters that help you take full advantage of the normal summons during your turn. Red Resonator is the deck's best level 2 tuner target for Crimson Resonator 's summoning effect.
Synkron Resonator and Creation Resonator (Play 1 or 2)
Synkron Resonator
ATK:
100
DEF:
100
If a Synchro Monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Synkron Resonator" once per turn this way. If this card is sent from the field to the Graveyard: You can target 1 "Resonator" monster in your Graveyard, except "Synkron Resonator"; add it to your hand.
Creation Resonator is a level 3 tuner that has the ability to summon itself to Resonator's field.
Synkron Resonator is a level 1 tuner of the deck that also has the ability to summon itself to the field.
Red Rising Dragon (Play 3)
Red Rising Dragon
ATK:
2100
DEF:
1600
1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.
Red Rising Dragon is a monster that allows you to special summon 1 Resonator monster from the grave to help you continue leveling up combos for Red Dragon monsters.
During the mid and late stages of the game, this monster can be removed from the grave and help you pull up 2 more Resonator monsters from the grave as resources for Hot Red Bane to pull back bosses from the grave or summon additional monsters. Other synchro monsters from the deck.
Supports
Wandering King Wildwind (Play 3)
Wandering King Wildwind
ATK:
1700
DEF:
1300
If you control a Fiend-Type Tuner with 1500 or less ATK, you can Special Summon this card (from your hand). If you attempt this, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 Fiend-Type Tuner with 1500 or less ATK from your Deck to your hand.
Wandering King Wildwind can be summoned from your hand if you have fiend monsters of 1500atk or less on the field (Resonator monsters). The fact that this monster can jump on its own with other Resonator monsters (such as the Crimson Resonator ) can help you spam multiple monsters if you use the effects in the right order and still have normal summons left.
Not only that, in the next turns Wandering King Wildwind also helps you search for more tuner monsters from the deck to continue the combo.
Chaos Ruler the Chaotic Magical Dragon (Play 1 to 2)
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
Chaotic Magical Dragon helps you check the top 5 cards of the deck and take 1 LIGHT or DARK monster among them. This monster's effect can help you get a monster in your hand with a very high rate because the deck is mostly monsters and mostly only has LIGHT and DARK monsters.
This monster can also be revived from the grave by removing 1 LIGHT monster and 1 DARK monster from the grave to use as material for Red Dragons.
How to play
Red Supernova Dragon and Hot Red Dragon Archfiend Abyss (Win condition)
Red Supernova Dragon
ATK:
4000
DEF:
3000
3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.
Hot Red Dragon Archfiend Abyss
ATK:
3200
DEF:
2500
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.
The ultimate goal as well as the winning condition of this deck is to produce high-level Red Dragon monsters or produce Red Supernova Dragon to cause discomfort to the opponent.
With only 1 Resonator monster and 1 level 4 monster (usually fiend monsters to increase the connectivity of the deck and more specifically Wandering King Wildwind ). You can easily combo out level 8 synchro monsters and even Red Supernova Dragon .
Red Rising Dragon, Archfiend Soldier and Red Resonator (Combo Red Resonator and any level 4 monster)
Red Rising Dragon
ATK:
2100
DEF:
1600
1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.
Red Resonator
ATK:
600
DEF:
200
When this card is Normal Summoned: You can Special Summon 1 Level 4 or lower monster from your hand. When this card is Special Summoned: You can target 1 face-up monster on the field; gain LP equal to its ATK. You can only use this effect of "Red Resonator" once per turn.
- Normal summon Red Resonator .
- Red Resonator uses an effect, special summoning 1 level 4 or lower monster from your hand.
- Synchro Summon 6 to create the Red Rising Dragon monster. When this monster is synchro summoned, you can pull 1 Resonator monster from the grave to continue the combo.
Synkron Resonator, Chaos Ruler, the Chaotic Magical Dragon and Hot Red Dragon Archfiend Abyss (How to end combos)
Synkron Resonator
ATK:
100
DEF:
100
If a Synchro Monster is on the field, you can Special Summon this card (from your hand). You can only Special Summon "Synkron Resonator" once per turn this way. If this card is sent from the field to the Graveyard: You can target 1 "Resonator" monster in your Graveyard, except "Synkron Resonator"; add it to your hand.
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
Hot Red Dragon Archfiend Abyss
ATK:
3200
DEF:
2500
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.
The 8 synchro monster that you can release to extend your combo is Chaotic Magical Dragon . You can use this monster's effect to check the top 5 cards and add 1 monster to your hand.
Synkron Resonator is a suitable target to put in your hand in this situation (if any), this monster can be special summoned to the field if you control a synchro monster and you can end this combo with Hot Red Abyss.
Crimson Resonator, Red Rising Dragon and Archfiend Soldier (Combo Crimson Resonator and any level 4 monster)
Crimson Resonator
ATK:
800
DEF:
300
If you control no monsters: You can Special Summon this card from your hand. If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator". You can only use each effect of "Crimson Resonator" once per turn. You cannot Special Summon monsters from the Extra Deck, except DARK Dragon Synchro Monsters, the turn you activate either of this card's effects.
Red Rising Dragon
ATK:
2100
DEF:
1600
1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.
- You can special summon Crimson Resonator from your hand to the field if you control no monsters.
- Normal summon 1 level 4 monster.
- Similar to the above combo of Red Resonator , you will continue to build Red Rising Dragon and summon Crimson Resonator from the grave.
- Crimson Resonator can use effects and summon 2 more Resonators from your hand or deck.
With this gameplay, you will have more options to summon depending on the Resonator monster you summon.
Red Supernova Dragon (End field 1)
Red Supernova Dragon
ATK:
4000
DEF:
3000
3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.
Continuing to summon 2 more level 2 Resonators to the field will give you an end field of the Red Supernova Dragon monster summoned from 3 level 2 Resonator monsters and Red Rising Dragon .
If you summon Red Resonator , don't forget to use this monster's lp increase effect.
Hot Red Dragon Archfiend King Calamity, Chaos Ruler and the Chaotic Magical Dragon (End field 2)
Hot Red Dragon Archfiend King Calamity
ATK:
4000
DEF:
3500
2 Tuners + 1 non-Tuner DARK Dragon Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Level 8 or lower DARK Dragon Synchro Monster in your GY; Special Summon it.
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
- Continue to summon 2 more level 2 Resonators to the field.
- Use 1 Resonator monster and Red Rising Dragon to tune 1 DARK Dragon monster (usually Chaotic Magical Dragon to activate the effect)
- Use the 2 Resonator monster along with the remaining synchro monster to summon Hot Red Calamity .
Hot Red Dragon Archfiend Abyss and Hot Red Dragon Archfiend Bane (End field 3)
Hot Red Dragon Archfiend Abyss
ATK:
3200
DEF:
2500
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.
Hot Red Dragon Archfiend Bane
ATK:
3500
DEF:
3000
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster You can Tribute 1 monster, then target 1 "Red Dragon Archfiend" monster in your GY; Special Summon it. When this card inflicts battle damage to your opponent: You can Special Summon 2 Tuners with the same Level (1 from your Deck and 1 from your GY) in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Bane" once per turn.
- Continue to summon 1 level 1 Resonator ( Synkron Resonator ) and 1 level 3 Resonator ( Creation Resonator ) to the field.
- Use level 3 tuner monster and Red Rising Dragon to synchro 9 to get Hot Red Abyss .
- Continue using Hot Red Abyss with the level 1 tuner monster to get Hot Red Bane .
- Hot Red Bane sacrifices 1 monster ( Crimson Resonator ) to summon 1 Red Dragon Archfiend monster from the grave ( Hot Red Abyss ).
Synkron Resonator, when sent to the grave, can help you retrieve 1 Resonator monster (other than Synkron Resonator ) from the grave.
Creation Resonator can be summoned from your hand if you control a level 8 or higher synchro monster to continue the combo.
Discussion and playing tips
Resonator Command (Support for non-tuners)
Resonator Command can help you search for a level 4 or lower fiend monster from your deck by discarding 1 Resonator monster from your hand to the Graveyard.
With this card, you don't need to worry too much about lacking non-tuner monsters and will increase your odds of getting the necessary monsters.
Support monsters
Wandering King Wildwind
ATK:
1700
DEF:
1300
If you control a Fiend-Type Tuner with 1500 or less ATK, you can Special Summon this card (from your hand). If you attempt this, you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard; add 1 Fiend-Type Tuner with 1500 or less ATK from your Deck to your hand.
Red Familiar
ATK:
1600
DEF:
0
You can Tribute 1 Fiend monster, then target 1 DARK Dragon Synchro Monster in your GY; Special Summon it in Defense Position, but negate its effects. You can banish this card from your GY, then target 1 DARK Dragon Synchro Monster you control and declare a Level from 1 to 8; that monster becomes that Level until the end of this turn. You can only use each effect of "Red Familiar" once per turn.
- Wandering King Wildwind is a monster that can be summoned very easily and with this deck you only need to have any Resonator monster. With this ability, you can easily perform combos with Crimson Resonator and still have a normal summon remaining that turn. This can open you up to more boss monsters on the field.
- Doomcaliber Knight in your hand can be a very strong protection monster for you in the combo of Red Supernova Dragon ( Crimson Resonator , Wandering King Wildwind, Doomcaliber Knight ). This monster has an effect that negates the activation of your opponent's monster effects. Nibiru is a nasty beast for most combo decks if you don't have backup options.
- Skull Meister is a hand trap that can block the effects of cards in the grave. This monster can be added to the hand with Resonator Command .
- Red Familiar can replace Hot Red Bane in some situations to help you when this monster can re-summon a DARK Dragon synchro monster from the grave. However, this monster only helps you continue the combo and does not have the ability to revive the boss because the summoned monster will have its effects disabled.
Chaos Ruler, the Chaotic Magical Dragon and Red Rising Dragon (Monsters are spawned between combos)
Chaos Ruler, the Chaotic Magical Dragon
ATK:
3000
DEF:
2500
1 Tuner + 1+ non-Tuner monsters If this card is Synchro Summoned: You can excavate the top 5 cards of your Deck, and if you do, you can add 1 excavated LIGHT or DARK monster to your hand, also send the remaining cards to the GY. You can banish 1 LIGHT and 1 DARK monster from your hand and/or GY, except this card; Special Summon this card from your GY, but banish it when it leaves the field. You can only use each effect of "Chaos Ruler, the Chaotic Magical Dragon" once per turn.
Red Rising Dragon
ATK:
2100
DEF:
1600
1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.
Chaotic Magical Dragon and Red Rising Dragon are two important monsters that are summoned in the middle of combos.
Red Rising Dragon helps you summon Resonator monsters from the grave to help you level up more easily. In addition, in the middle and late stages of the game, this monster still plays an important role when it can help you revive up to 2 level 1 Resonator monsters ( Synkron Resonator ).
Fire Ant Ascator, Ascator and Dawnwalker (Ascator package)
Ascator, Dawnwalker
ATK:
2300
DEF:
1500
You can discard 1 card; Special Summon this card from your hand in Defense Position, then you can Special Summon 1 "Fire Ant Ascator" from your hand or Deck. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except Synchro Monsters. You can only use this effect of "Ascator, Dawnwalker" once per turn.
This engine helps you summon Synchro 8 very quickly with just 1 Ascator, Dawnwalker and 1 random card. Engine can be packed with cards of 3 Ascator, Dawnwalker and 1 Fire Ant Ascator (or 2). With this Engine, you will exchange the risk of drawing the Fire Ant Ascator monster.
Assault Mode package
Psi-Reflector
ATK:
400
DEF:
300
If this card is Normal or Special Summoned: You can add 1 "Assault Mode Activate", or 1 card that specifically lists "Assault Mode Activate" in its text, from your Deck to your hand, except "Psi-Reflector". You can reveal 1 "Assault Mode Activate" in your hand, then target 1 monster in your GY that specifically lists "Assault Mode Activate" in its text, except "Psi-Reflector"; Special Summon it, and if you do, increase its Level by 1 to 4. You can only use each effect of "Psi-Reflector" once per turn.
Assault Sentinel
ATK:
1600
DEF:
800
You can Tribute this card; Special Summon 1 monster from your hand or Deck that specifically lists "Assault Mode Activate" in its text, except "Assault Sentinel", also you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except Synchro Monsters. You can target 1 face-up monster you control; reveal 1 Synchro Monster in your Extra Deck, and if you do, the targeted monster's Type and Attribute become the same as the revealed monster's, until the end of this turn. You can only use each effect of "Assault Sentinel" once per turn.
This engine can also help you create synchro monsters very quickly with just 1 or 2 cards. Of course, using this engine will also involve the risk of drawing the Assault Mode Activate trap card.
Red Supernova Dragon, Void Ogre Dragon and Hot Red Dragon Archfiend Abyss (Monsters stay on the field when going first)
Red Supernova Dragon
ATK:
4000
DEF:
3000
3 Tuners + 1+ non-Tuner Synchro Monsters Must first be Synchro Summoned. Gains 500 ATK for each Tuner in your GY. Cannot be destroyed by your opponent's card effects. Once per turn, when your opponent's monster effect is activated, or when an opponent's monster declares an attack (Quick Effect): You can activate this effect; banish this card, also banish all cards your opponent controls. Once per turn, during your next End Phase after this card was banished by its own effect: Special Summon this banished card.
Hot Red Dragon Archfiend Abyss
ATK:
3200
DEF:
2500
1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn. When this card inflicts battle damage to your opponent: You can target 1 Tuner in your GY; Special Summon it in Defense Position. You can only use each effect of "Hot Red Dragon Archfiend Abyss" once per turn.
Normally, if the deck goes in the first turn, players will often try to combo out Hot Red Abyss or Red Supernova to stay on the field. These monsters can be summoned with 2 cards and sometimes there is still a normal summon that allows you to continue the combo.
Void Ogre Dragon is also a good field monster and is not subject to Red Rising Dragon's restrictions.
Tyrant Red Dragon Archfiend (This monster can apply pressure when following)
Tyrant Red Dragon Archfiend
ATK:
3500
DEF:
3000
2 Tuners + 1 or more non-Tuner monsters Must be Synchro Summoned, and cannot be Special Summoned by other ways. You can only use each of these effects of "Tyrant Red Dragon Archfiend" once per turn. ● During your Main Phase 1: You can destroy all other cards on the field, also, for the rest of this turn, other monsters you control cannot attack. ● During either player's Battle Phase, when a Spell/Trap Card is activated: You can negate the activation, and if you do, destroy that card, and if you do that, this card gains 500 ATK.
In case the deck goes behind, you can combo out the Tyrant monster and sweep the field then continue the combo on other monsters.
Hot Red Dragon Archfiend King Calamity and Burning Soul (The opponent seems unable to do anything)
Hot Red Dragon Archfiend King Calamity
ATK:
4000
DEF:
3500
2 Tuners + 1 non-Tuner DARK Dragon Synchro Monster When this card is Synchro Summoned: You can activate this effect; for the rest of this turn, your opponent cannot activate cards, also cards your opponent controls cannot activate their effects. Your opponent cannot activate cards or effects in response to this effect's activation. If this card destroys a monster by battle: Inflict damage to your opponent equal to that monster's original ATK. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 Level 8 or lower DARK Dragon Synchro Monster in your GY; Special Summon it.
Burning Soul
If you control a Level 8 or higher Synchro Monster: Add 1 card from your GY to your hand, except "Burning Soul", then, immediately after this effect resolves, Synchro Summon using monsters you control as material. For the rest of this turn after this card resolves, your opponent cannot target Synchro Monsters on the field with card effects. You can only activate 1 "Burning Soul" per turn.
You can combo with Burning Soul , ending the field with monsters that are materials of Hot Red Calamity . Summoning Hot Red Calamity during your opponent's turn will make them unable to do anything but summon monsters. However, for the combo to be successful, you can only activate Burning Soul in chain link 1 to avoid Hot Red Calamity missing the timing.
Restrictions to remember
Red Rising Dragon (Key)
Red Rising Dragon
ATK:
2100
DEF:
1600
1 Fiend Tuner + 1+ non-Tuner monsters When this card is Synchro Summoned: You can target 1 "Resonator" monster in your GY; Special Summon it. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon Synchro Monsters. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target 2 Level 1 "Resonator" monsters in your GY; Special Summon both.
Red Rising Dragon has limited effect for the entire turn it uses the effect. You can only special summon DARK Dragon synchro monsters from the extra deck, so when playing, you need to pay close attention to this. Most of this deck will be built with all the monsters in the extra deck, DARK Dragon Synchro.
Crimson Resonator (Key)
Crimson Resonator
ATK:
800
DEF:
300
If you control no monsters: You can Special Summon this card from your hand. If the only other monster you control is exactly 1 DARK Dragon Synchro Monster: You can Special Summon up to 2 "Resonator" monsters from your hand or Deck, except "Crimson Resonator". You can only use each effect of "Crimson Resonator" once per turn. You cannot Special Summon monsters from the Extra Deck, except DARK Dragon Synchro Monsters, the turn you activate either of this card's effects.
- Crimson Resonator has a special summon effect from hand only when you control no monsters.
- The effect of summoning 2 additional Resonators can only be used when you only have this monster and 1 DARK Dragon Synchro.
Epilogue
Thank you for your interest, I hope you have a good experience with KING's deck.