Quick Guide to Red Dragon (Resonator) Strategy

Quick Guide to Red Dragon (Resonator) Strategy

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.




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 The Red Dragon Archfiend monster is too outdated and is no longer useful at present.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)

SR Rarity
Red Dragon Archfiend
SR Rarity
Red Dragon Archfiend
Red Dragon Archfiend
DARK 8
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)

SR Rarity
Red Dragon Archfiend
SR Rarity
Red Dragon Archfiend
Red Dragon Archfiend
DARK 8
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.


SR Rarity
Hot Red Dragon Archfiend
SR Rarity
Hot Red Dragon Archfiend
Hot Red Dragon Archfiend
DARK 8
Hot Red Dragon Archfiend
  • ATK:

  • 3000

  • DEF:

  • 2000


1 Tuner + 1 or more non-Tuner monsters Once per turn, during your Main Phase 1: You can destroy all other face-up Attack Position monsters on the field. Monsters other than this card cannot attack the turn you activate this effect.


The effects of these monsters are hardly used at the present time.

Scarlight Red Dragon Archfiend (Play 1)

SR Rarity
Scarlight Red Dragon Archfiend
SR Rarity
Scarlight Red Dragon Archfiend
Scarlight Red Dragon Archfiend
DARK 8
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)

UR Rarity
Hot Red Dragon Archfiend Abyss
UR Rarity
Hot Red Dragon Archfiend Abyss
Hot Red Dragon Archfiend Abyss
DARK 9
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.

Also, don't forget to take advantage of the effect of summoning tuner monsters from Hot Red Abyss 's grave. Although this effect is too slow (you have to deal battle damage to your opponent with this card), it is more than enough for a set up with long battles of a combo deck.

Hot Red Dragon Archfiend Bane (Play 1 to 2)

SR Rarity
Hot Red Dragon Archfiend Bane
SR Rarity
Hot Red Dragon Archfiend Bane
Hot Red Dragon Archfiend Bane
DARK 10
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)

UR Rarity
Tyrant Red Dragon Archfiend
UR Rarity
Tyrant Red Dragon Archfiend
Tyrant Red Dragon Archfiend
DARK 10
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)

UR Rarity
Hot Red Dragon Archfiend King Calamity
UR Rarity
Hot Red Dragon Archfiend King Calamity
Hot Red Dragon Archfiend King Calamity
DARK 12
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)

UR Rarity
Red Supernova Dragon
UR Rarity
Red Supernova Dragon
Red Supernova Dragon
DARK 12
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.


UR Rarity
Red Nova Dragon
UR Rarity
Red Nova Dragon
Red Nova Dragon
DARK 12
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.

Instead we'll replace this selection with Red Supernova Dragon . Red Supernova Dragon can remove this monster from the field and all cards on the opponent's field when an opponent's monster uses an effect or attacks. This monster can then return at the end of your next phase, but your opponent's cards cannot.

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)

R Rarity
Crimson Resonator
R Rarity
Crimson Resonator
Crimson Resonator
DARK 2
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.


R Rarity
Red Resonator
R Rarity
Red Resonator
Red Resonator
FIRE 2
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)

R Rarity
Synkron Resonator
R Rarity
Synkron Resonator
Synkron Resonator
DARK 1
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.


R Rarity
Creation Resonator
R Rarity
Creation Resonator
Creation Resonator
WIND 3
Creation Resonator
  • ATK:

  • 800

  • DEF:

  • 600


If you control a Level 8 or higher Synchro Monster, you can Special Summon this card (from 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.

Resonator Call (Play 3)

SR Rarity
Resonator Call
SR Rarity
Resonator Call
Resonator Call
Spell Normal
Resonator Call

    Add 1 "Resonator" monster from your Deck to your hand.


    Resonator Call helps you add a Resonator monster from your deck to your hand, making the combo more connected.

    Red Rising Dragon (Play 3)

    SR Rarity
    Red Rising Dragon
    SR Rarity
    Red Rising Dragon
    Red Rising Dragon
    DARK 6
    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)

    R Rarity
    Wandering King Wildwind
    R Rarity
    Wandering King Wildwind
    Wandering King Wildwind
    DARK 4
    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)

    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    Chaos Ruler, the Chaotic Magical Dragon
    DARK 8
    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)

    UR Rarity
    Red Supernova Dragon
    UR Rarity
    Red Supernova Dragon
    Red Supernova Dragon
    DARK 12
    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.


    UR Rarity
    Hot Red Dragon Archfiend Abyss
    UR Rarity
    Hot Red Dragon Archfiend Abyss
    Hot Red Dragon Archfiend Abyss
    DARK 9
    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)

    SR Rarity
    Red Rising Dragon
    SR Rarity
    Red Rising Dragon
    Red Rising Dragon
    DARK 6
    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.


    N Rarity
    Archfiend Soldier
    N Rarity
    Archfiend Soldier
    Archfiend Soldier
    DARK 4
    Archfiend Soldier
    • ATK:

    • 1900

    • DEF:

    • 1500


    An expert at battle who belongs to a crack diabolical unit. He's famous because he always gets the job done.


    R Rarity
    Red Resonator
    R Rarity
    Red Resonator
    Red Resonator
    FIRE 2
    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.
    ( Don't forget to take advantage of Red Resonator 's effect when specially summoned, which can help you increase lp equal to the ATK of a monster on the field).

    Synkron Resonator, Chaos Ruler, the Chaotic Magical Dragon and Hot Red Dragon Archfiend Abyss (How to end combos)

    R Rarity
    Synkron Resonator
    R Rarity
    Synkron Resonator
    Synkron Resonator
    DARK 1
    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.


    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    Chaos Ruler, the Chaotic Magical Dragon
    DARK 8
    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.


    UR Rarity
    Hot Red Dragon Archfiend Abyss
    UR Rarity
    Hot Red Dragon Archfiend Abyss
    Hot Red Dragon Archfiend Abyss
    DARK 9
    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)

    R Rarity
    Crimson Resonator
    R Rarity
    Crimson Resonator
    Crimson Resonator
    DARK 2
    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.


    SR Rarity
    Red Rising Dragon
    SR Rarity
    Red Rising Dragon
    Red Rising Dragon
    DARK 6
    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.


    N Rarity
    Archfiend Soldier
    N Rarity
    Archfiend Soldier
    Archfiend Soldier
    DARK 4
    Archfiend Soldier
    • ATK:

    • 1900

    • DEF:

    • 1500


    An expert at battle who belongs to a crack diabolical unit. He's famous because he always gets the job done.


    • 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)

    UR Rarity
    Red Supernova Dragon
    UR Rarity
    Red Supernova Dragon
    Red Supernova Dragon
    DARK 12
    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)

    UR Rarity
    Hot Red Dragon Archfiend King Calamity
    UR Rarity
    Hot Red Dragon Archfiend King Calamity
    Hot Red Dragon Archfiend King Calamity
    DARK 12
    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.


    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    UR Rarity
    Chaos Ruler, the Chaotic Magical Dragon
    Chaos Ruler, the Chaotic Magical Dragon
    DARK 8
    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)

    UR Rarity
    Hot Red Dragon Archfiend Abyss
    UR Rarity
    Hot Red Dragon Archfiend Abyss
    Hot Red Dragon Archfiend Abyss
    DARK 9
    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.


    SR Rarity
    Hot Red Dragon Archfiend Bane
    SR Rarity
    Hot Red Dragon Archfiend Bane
    Hot Red Dragon Archfiend Bane
    DARK 10
    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 ).
    Some suggestions:

    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)

    R Rarity
    Resonator Command
    R Rarity
    Resonator Command
    Resonator Command
    Spell Quick
    Resonator Command

      Discard 1 "Resonator" monster; add 1 Level 4 or lower Fiend monster from your Deck to your hand. You can only activate 1 "Resonator Command" per turn.


      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

      R Rarity
      Doomcaliber Knight
      R Rarity
      Doomcaliber Knight
      Doomcaliber Knight
      DARK 4
      Doomcaliber Knight
      • ATK:

      • 1900

      • DEF:

      • 1800


      Cannot be Special Summoned. If a monster effect is activated (Quick Effect): Tribute this face-up card; negate the activation, and if you do, destroy that monster.


      SR Rarity
      Skull Meister
      SR Rarity
      Skull Meister
      Skull Meister
      DARK 4
      Skull Meister
      • ATK:

      • 1700

      • DEF:

      • 400


      When a card effect is activated in your opponent's GY (Quick Effect): You can send this card from your hand to the GY; negate that effect.


      R Rarity
      Wandering King Wildwind
      R Rarity
      Wandering King Wildwind
      Wandering King Wildwind
      DARK 4
      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.


      R Rarity
      Red Familiar
      R Rarity
      Red Familiar
      Red Familiar
      DARK 4
      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)

      UR Rarity
      Chaos Ruler, the Chaotic Magical Dragon
      UR Rarity
      Chaos Ruler, the Chaotic Magical Dragon
      Chaos Ruler, the Chaotic Magical Dragon
      DARK 8
      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.


      SR Rarity
      Red Rising Dragon
      SR Rarity
      Red Rising Dragon
      Red Rising Dragon
      DARK 6
      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 ).

      Chaotic Magical Dragon can give you 1 LIGHT or DARK monster. Furthermore, this monster can also be revived once on the field to help you continue the combo.

      Fire Ant Ascator, Ascator and Dawnwalker (Ascator package)

      N Rarity
      Fire Ant Ascator
      N Rarity
      Fire Ant Ascator
      Fire Ant Ascator
      EARTH 3
      Fire Ant Ascator
      • ATK:

      • 700

      • DEF:

      • 1300


      When this card is destroyed by battle and sent to the GY: You can target 1 Level 5 monster in your GY; Special Summon that target, but its effects are negated, also send it to the GY during the End Phase of this turn.


      SR Rarity
      Ascator, Dawnwalker
      SR Rarity
      Ascator, Dawnwalker
      Ascator, Dawnwalker
      EARTH 5
      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

      R Rarity
      Assault Mode Activate
      R Rarity
      Assault Mode Activate
      Assault Mode Activate
      Trap Normal
      Assault Mode Activate

        Tribute 1 Synchro Monster; Special Summon 1 "/Assault Mode" monster, whose name includes the Tributed monster's name, from your Deck in Attack Position.


        R Rarity
        Assault Beast
        R Rarity
        Assault Beast
        Assault Beast
        EARTH 4
        Assault Beast
        • ATK:

        • 1900

        • DEF:

        • 1200


        You can discard this card to the GY; add 1 "Assault Mode Activate" from your Deck to your hand.


        R Rarity
        Psi-Reflector
        R Rarity
        Psi-Reflector
        Psi-Reflector
        DARK 1
        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.


        R Rarity
        Assault Sentinel
        R Rarity
        Assault Sentinel
        Assault Sentinel
        EARTH 4
        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)

        UR Rarity
        Red Supernova Dragon
        UR Rarity
        Red Supernova Dragon
        Red Supernova Dragon
        DARK 12
        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.


        UR Rarity
        Void Ogre Dragon
        UR Rarity
        Void Ogre Dragon
        Void Ogre Dragon
        DARK 8
        Void Ogre Dragon
        • ATK:

        • 3000

        • DEF:

        • 3000


        1 DARK Tuner + 1 or more non-Tuner monsters Once per turn, during either player's turn, when your opponent activates a Spell/Trap Card while you have no cards in your hand: You can negate the activation and destroy it.


        UR Rarity
        Hot Red Dragon Archfiend Abyss
        UR Rarity
        Hot Red Dragon Archfiend Abyss
        Hot Red Dragon Archfiend Abyss
        DARK 9
        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)

        UR Rarity
        Tyrant Red Dragon Archfiend
        UR Rarity
        Tyrant Red Dragon Archfiend
        Tyrant Red Dragon Archfiend
        DARK 10
        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)

        UR Rarity
        Hot Red Dragon Archfiend King Calamity
        UR Rarity
        Hot Red Dragon Archfiend King Calamity
        Hot Red Dragon Archfiend King Calamity
        DARK 12
        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.


        SR Rarity
        Burning Soul
        SR Rarity
        Burning Soul
        Burning Soul
        Spell Quick
        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)

          SR Rarity
          Red Rising Dragon
          SR Rarity
          Red Rising Dragon
          Red Rising Dragon
          DARK 6
          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)

          R Rarity
          Crimson Resonator
          R Rarity
          Crimson Resonator
          Crimson Resonator
          DARK 2
          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.




          Companion unit:

          - Yu-Gi-Oh! Guidance Vietnam





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