1. Deck Overview
The theme is "Dragon Girls." A 5-civilization Dragon deck packed full of Dragon Girls, including all the student-council cards from the anime "I Don't Want to Become a Dragon Girl!" and unified with cards that all have "Dragon Girl" version artwork.
The contents consist of a powerful boost base + a high-spec Dragon group + the defense/lubricant "student council group." Since each finisher is deliberately scattered, you can enjoy a different development every time — an "introductory Dragon deck" build with a wide customization range.
2. How to Win
Ramp mana hard with mana boost (Mendelssohn, Bolshack Glory Lupia) → set up the board with mid-weight Dragons and handle the opponent's offense → once mana is built, slam down large Dragons that seal the opponent's comeback like Gyaia, Ground Seal Dragon, Dorago the Great, Dragon World, and Onimaru "Head", Victory Rush, also involving Revolution Change (Rafululu Love, Dogiragon Nova) to push through.
3. Strengths
- One of the strongest boost bases in Duel Masters, reaching high-cost power Dragons early.
- Diverse finishers, with multiple cards that seal the opponent's comeback methods.
- A deep roster that accepts any "Dragon" race card, giving extremely high customization freedom.
4. Weaknesses & Notes
- As a 5-civilization deck, civilization accidents (colors not lining up) happen easily.
- Since the goal cards are scattered, consistency is low (the fate of an introductory build).
- Some cards, like the Darkness civilization being only 4 copies of Suzu Kumada, require ingenuity to use from hand.
Official Deck Composition
Official Deck Composition
| Creatures | 35 |
| Twinpact Cards | 1 |
| Spells | 4 |
| Total | 40 |
5. Card Guide
001
Mendelssohn ×4
×4 / Spell / Fire/Nature / Cost 2
Role: Early mana boost
Reveal the top 2 of your deck and put all Dragons into mana. In this nearly all-Dragon deck, 2 cost gives a high-probability 2 boost. From the very early game, place Fire/Nature into mana so you can use it on turn 2.
002
Bolshack Glory Lupia ×4
×4 / Creature / Fire/Nature / Cost 3
Role: Early mana boost
When it enters, put 1 into mana, and if it's a Dragon, one more (effectively 2 boost). It's a Dragon itself. The early goal is to ramp mana with either Mendelssohn or this.
003
Asche Nagareboshi ×4
×4 / Creature / Water/Nature / Cost 5
Role: Defense (student council president)
Shield Trigger, Blocker. When it enters, ramp mana while recovering a Dragon, and return an opponent creature of that cost or less to hand (combined with its own block, effectively stopping 2). It also serves to recover a trump card sent to mana early. Recovering Rafululu Love → Revolution Change next turn is strong.
004
Gyai Chifuin ×2
×2 / Creature / Nature / Cost 6
Role: Resource replenishment
Double Breaker. When it enters, put any number of Dragons from the top 3 of your deck into hand and the rest into mana. Furthermore, once per your turn, you can summon a Dragon from mana (paying the cost). A precious supply unit for this mana-dependent deck that struggles with hand replenishment.
005
Suzu Kumada ×4
×4 / Creature / Darkness / Cost 7
Role: Removal + hand destruction Shield Trigger
Shield Trigger. When it enters, destroy one opponent creature, and if it remains on the field, 1 hand destruction each time an opponent creature is destroyed. Lining up several or combining with Mega Maguma increases its power. Since these 4 are the only Darkness cards, summoning from hand requires ingenuity.
006
Sava K Zeos ×3
×3 / Creature / Light / Cost 8
Role: Removal + defense Shield Trigger
Shield Trigger, Blocker. When it enters, turn one opponent element into a shield (non-creatures are also targets, sending them to a hard-to-recover zone). It serves as a change source for both Dogiragon Nova, Blue Guardian Deity and Rafululu Love.
007
Mega Maguma ×2
×2 / Creature / Fire / Cost 13
Role: Comeback piece via mass removal
Cost -1 per opponent creature, Speed Attacker, Triple Breaker. When it enters, destroy all opponent power 13000 or less. It's also a reduction target for Gaiash Kaiser, the Meteor, so it's actually easy to put out. A big comeback card against high-deployment opponents.
008
Bolshack Dream Dragon ×3
×3 / Creature / Light/Fire/Nature / Cost 7
Role: The core of the strategy (high-speed deployment)
4 cost if you have 4 or more Dragons in mana. Speed Attacker; on attack, cheat a Dragon out from the top of the deck, and once per turn, tap an opponent creature each time a Dragon enters. "Tap when it enters → attack into it" handles deployment and removal at once. Also a change source for Dogiragon Nova, Blue Guardian Deity and Rafululu Love.
009
Triclub Trishot, Blue Divine Dragon ×3
×3 / Creature / Water / Cost 6
Role: High-defense Shield Trigger
Shield Trigger, Blocker, Double Breaker. When it enters, return up to 2 opponent creatures to hand (combined with block, effectively stopping 3). In the late game, hard-cast it to push aside opponent Blockers, or use it as a change source for Rafululu Love. Note it gets destroyed if it comes out with fewer than 2 shields broken on the opponent's turn.
010
Gaiash Kaiser, the Meteor ×2
×2 / Creature / Water/Nature / Cost 6
Role: Command tower (draw + reduction + counter)
Draw 2 when it enters, reduce cost 10+ creatures by 4, and suppress opponent attacks from Speed Attackers and the like. It can be summoned for free at the end of a turn the opponent cheated a cost. A one-step access to high-cost trump cards.
011
Kirazeus Savark ×1
×1 / Creature / Light / Cost 7
Role: Offense-defense (shield manipulation)
Dragon, Double Breaker (can add a shield before breaking). When it enters, paste an opponent's card face-up onto their shields to remove it. When your creature leaves, you can put a face-up shield into the graveyard as a substitute. It gets more advantageous the longer it stays, but note that no removal comes out if the opponent has no shields.
012
Rafululu Love, Acoustic Dragon Elemental / "It's coming from the future, so it's a Miracle" ×1
×1 / Twinpact card (creature / spell) / Light/Water / Cost Creature 7 / Spell 6
Role: Revolution Change target for spell lock
Revolution Change from a Light/Water Dragon. When it enters, the opponent can't cast spells until the end of their next turn, and Shield Trigger spells are also locked. Adding it to a finish is reassuring. The spell side draws 3 + casts a cost 5 or less spell (the only thing it can cheat out unmodified is Mendelssohn).
013
Dogiragon Nova, Blue Guardian Deity ×2
×2 / Creature / Light/Fire / Cost 8
Role: Surprise-deployment finisher
Revolution Change from a Light/Fire cost 5 or more Dragon. Blocker, Triple Breaker, untaps all your multicolored creatures at end of turn. With Final Revolution, deploy multicolored creatures with total cost 6 or less from the top 4 of the deck. It suddenly increases break count to push through (unmodified, cheat targets are only Gaiash Kaiser, the Meteor and Bolshack Glory Lupia; increasing targets via customization boosts explosiveness).
014
Gyaia, Ground Seal Dragon ×2
×2 / Creature / Nature / Cost 9
Role: CIP-meta finisher
Quad Breaker. When an opponent creature with a "when it enters" ability would enter, make it go to mana instead. Furthermore, each turn you can summon a creature from mana. You can attack with little regard for Shield Trigger creatures.
015
Dorago the Great, Dragon World ×1
×1 / Creature / Fire / Cost 10
Role: Non-Dragon-locking finisher
Triple Breaker. When it enters, have one of your creatures and one opponent creature battle each other to remove. Since non-Dragon creatures are put into the graveyard when they would enter, it nearly shuts down opponents with few Dragons. A reduction target for Gaiash Kaiser, the Meteor.
016
Onimaru "Head", Victory Rush ×2
×2 / Creature / Fire / Cost 10
Role: Extra-turn finisher
Speed Attacker, Triple Breaker. On attack, if you win Gachinko Judge (comparing cost of deck tops), gain an extra turn. Since the deck has many high-cost cards, you can secure a high win rate. A reduction target for Gaiash Kaiser, the Meteor, creating sudden winning chances.
6. Basic Play Flow
Early game
Above all, ramp mana. Prioritize charging Fire/Nature into mana for Mendelssohn and Bolshack Glory Lupia, keeping in mind ultimately lining up all 5 civilizations. Placing multicolored cards on turn 1 when you can't move makes later turns easier. Move to the mid game once you ramp to 5–6 mana or it looks like you can put out Bolshack Dream Dragon.
Mid game
Maintain resources with Asche Nagareboshi and Gyai Chifuin, and if the opponent has a troublesome creature, prioritize a removal Dragon to push it aside. The core is Bolshack Dream Dragon, advancing deployment and removal at once with "tap → attack" (avoid careless shield breaks so you don't get reversed by Shield Triggers). Don't miss free-summon chances for Gaiash Kaiser, the Meteor. Move to the late game once you ramp to 9–10 mana or that card sticks.
Late game
Slam down comeback-sealing large Dragons like Gyaia, Ground Seal Dragon, Dorago the Great, Dragon World, and Onimaru "Head", Victory Rush, and attack together with the lined-up Dragons. Involving Rafululu Love (spell lockout) or Dogiragon Nova, Blue Guardian Deity (more breaks + defense) via Revolution Change is even stronger. In a pinch, flip the board with Mega Maguma.
7. Final Summary
A 5-civilization Dragon deck that slams diverse power Dragons from a powerful boost base. Push through with comeback-sealing finishers and Revolution Change. Its weaknesses are color accidents and low consistency, but that's the flip side of customization and strategic diversity. An introductory yet highly expandable Dragon deck that gets much stronger once you decide a lead card and focus the axis.
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