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Five Civilizations Miracle 5C Zardi Deck [5C Zardiclica]

Official main image

1. Deck Overview

A control deck built around Zardiclica, Hybrid Winds Dragon, which appeared in 2021, commonly called [5C Zardiclica]. In a word, it is "a bundle of powerful generic cards" — a build that gathers individually strong cards and achieves even more powerful plays through their synergy. It has enough raw power that you'll see top finishes at competitive tournaments roughly once a month.

Almost every card included has a track record of being run in top-tier tournament decks, and each one is strong on its own. Since there are almost no cards that require combo pieces to function, it is considered the single best "win" deck among the 25 for a beginner who "has no attachment to a specific character or race."

2. How to Win

The basic flow has four stages: ① Cheat Zardiclica, Hybrid Winds Dragon out early → ② cast strong spells for free with its ability → ③ add powerful creatures to dominate the board → ④ finish with an all-out attack. Along the way, flashy plays such as making the opponent discard their entire hand or wiping their board come into the picture.

3. Strengths

  • All-purpose adaptability provided by generic cards. With plenty of cards that widen the card-count gap and strong defensive cards, it is the royal road of control that gets more advantageous the longer the game goes.
  • By chaining spells to line up multiple copies of Zardiclica, Hybrid Winds Dragon, you can build an army the opponent can't handle.
  • As long as the colors line up, you can keep adding strong spells and creatures, giving it a wide customization range.

4. Weaknesses & Notes

  • It has no way to disrupt the opponent until turn 4, so it struggles against opponents who set up combos faster than that.
  • As a 5-civilization deck, color (mana civilization) management is important. Multicolored cards are placed tapped in the mana zone, so you must be careful about the order you place mana.

Official Deck Composition

Official deck composition

Official Deck Composition

Creatures22
Twinpact Cards5
Spells13
Total40

5. Card Guide

Deddam, Disaster
001

Deddam, Disaster ×4

×4 / Creature / Water/Darkness/Nature / Cost 3

Role: Early play (grows hand, mana, and graveyard at once)

It nets effectively one card of advantage by increasing hand and mana by one each from a single card. As a 5-civilization deck, mind the color of the mana you add, and keep in mind setting cards you want to reuse with Zardiclica, Hybrid Winds Dragon or Brain Slash into the graveyard.

Faerie Miracle
002

Faerie Miracle ×4

×4 / Spell / Nature / Cost 3

Role: Early play (mana acceleration)

If all civilizations are present in your mana, one card adds 2 mana. It is easy to use since you can cast it as long as you have a Nature card in mana. If all civilizations are present after placing the first one, you can place the second too, so don't hesitate to use it.

Aquan
003

Aquan ×2

×2 / Creature / Water / Cost 4

Role: Early play (hand replenishment)

When it enters, add all Light/Darkness cards from the top 5 of your deck to your hand. This deck has 34 Light/Darkness cards out of 40, so in most cases 3–4 cards go to hand. It's the card to dig with when you have no Zardiclica, Hybrid Winds Dragon and the like in hand on turn 4.

Zardiclica, Hybrid Winds Dragon
004

Zardiclica, Hybrid Winds Dragon ×4

×4 / Creature / Light/Water/Fire / Cost 7

Role: The deck's lead card / starting point of spell chains

① EX Life adds a shield when it enters, serving as a substitute when it leaves. ② When it enters, cast a cost 7 or less spell from hand or graveyard for free (all spells in the deck are targets). ③ At the end of a turn you cast a spell, destroy one opponent creature with power 5500 or less + draw 1. With the Dragon's Sign described below, it can land as early as turn 4.

Dragon's Sign
005

Dragon's Sign ×4

×4 / Spell / Light / Cost 5

Role: Cheats out Zardiclica, Hybrid Winds Dragon + defense

Put a cost 7 or less Light Dragon from hand into play for free. First use it to land Zardiclica, Hybrid Winds Dragon. It has Shield Trigger, so when attacked you can cast it from the shields to put a creature from hand into play, making it defensive too. Even if it goes to the graveyard, it can be reused by Zardiclica, Hybrid Winds Dragon.

Brain Slash
006

Brain Slash ×4

×4 / Spell / Water/Darkness / Cost 6

Role: Hand exchange + cheat from graveyard + defense

Choose "draw 3, discard 1" / "put a cost 8 or less creature from your graveyard into play." If your creatures/Tamaseeds include Water and Darkness, you can use both (a single Deddam, Disaster meets the condition). The deck's highest-cost creature is 8, so you can put out anything from the graveyard. Has Shield Trigger and works defensively too.

Lost Re:Soul
007

Lost Re:Soul ×4

×4 / Spell / Darkness / Cost 7

Role: Full hand destruction

Make the opponent discard their entire hand. Casting it as early as possible is nearly game-winning. Its G-Strike (when added from shields to hand, make one opponent creature unable to attack) is also quietly important as defense.

Dondon Volcanic Now
008

Dondon Volcanic Now ×4

×4 / Spell / Water/Fire/Nature / Cost 5

Role: Early play (hand/mana/graveyard growth) + removal + defense

Like Deddam, Disaster, it grows hand, mana, and graveyard by one each, while destroying one opponent creature whose cost is at or below the card placed in the graveyard. When you can't cast Dragon's Sign on turn 4, use this to reach 6 mana and connect into a turn-5 7-mana Zardiclica, Hybrid Winds Dragon. Has Shield Trigger.

Perfect Ballom
009

Perfect Ballom ×2

×2 / Spell / Light/Water/Darkness/Fire/Nature / Cost 5

Role: All-purpose spell (does the job the situation needs)

Choose twice from make-into-shield / draw 2 / hand destruction / destroy a cost 6 or less element / mana manipulation. If all civilizations are present in the battle zone, you can use every mode once. Casting it requires tapping one of each of 5 civilizations, which is hard early on, so if it's in your opening hand, one option is to prioritize burying it in mana as a color base.

Bosskatsu, No.2 Mood Man
010

Bosskatsu, No.2 Mood Man ×2

×2 / Creature / Light/Darkness/Fire / Cost 5

Role: Hand destruction + cheating out a multicolored creature

Speed Attacker. When it enters, make the opponent discard one card, then put a cost 8 or less multicolored creature of the same civilization as that card from your hand into play for free. Whether you can cheat one out depends on the opponent's civilizations, so infer from their mana and graveyard.

Dogiragon, Royal Revolution
011

Dogiragon, Royal Revolution ×2

×2 / Creature / Light/Fire/Nature / Cost 5

Role: Mana acceleration + recovery, dual offense/defense

Blocker + Speed Attacker. When it enters, add 2 mana and recover one creature. It's the card to reach 6 mana when you can't draw Dragon's Sign or Bosskatsu, No.2 Mood Man. With Revolution 2 (gains Shield Trigger at 2 or fewer shields) and Revolution 0 (at 0 shields, +10000 power and untaps on winning a battle), it is strong defensively too.

Dorphadillom, Holy Demon Concatenated King
012

Dorphadillom, Holy Demon Concatenated King ×3

×3 / Creature / Light/Darkness/Fire / Cost 8

Role: Finisher (lockdown)

EX Life, Speed Attacker, Triple Breaker. When it enters (and when its EX Life shield leaves), destroy all non-multicolored opponent creatures, and the opponent can't cast non-multicolored spells. It locks the opponent down so you can break shields safely. Its mass-destruction ability also works when the substitute shield leaves, so it shines on defense too.

Dead Damned, Triple S-Rank Disaster
013

Dead Damned, Triple S-Rank Disaster ×1

×1 / Evolution creature / Water/Darkness/Nature / Cost 8

Role: Removal you can fire from anywhere

When a Water/Darkness/Nature "Command" (anything but Aquan in this deck) attacks, you can stack this on it for free from mana, hand, graveyard, or the field, and send one opponent creature to graveyard, mana, or hand. It functions as essentially no-cost all-purpose removal.

6. Basic Play Flow

Early game

Set up your mana so you can reliably play an early card (Deddam, Disaster, Faerie Miracle, etc.) on turn 3. Since multicolored cards are placed tapped, you need to place a single-color card in mana if you want to use a 3-cost on turn 3. If Dragon's Sign + Zardiclica, Hybrid Winds Dragon looks achievable on turn 4, go for it; if not, prioritize additional mana acceleration.

Mid game

The real game begins after Zardiclica, Hybrid Winds Dragon lands. First, dropping the opponent's entire hand with Lost Re:Soul makes everything afterward easier. The other axis is the spell chain: Dragon's Sign → Zardiclica, Hybrid Winds Dragon → Brain Slash to put a second one out from the graveyard → another spell... swelling your hand, graveyard, and board at once.

Late game

Once you've broken the opponent's board and hand with removal and hand destruction, swing all out. With Dorphadillom, Holy Demon Concatenated King wiping single-color creatures + locking single-color spells, you can break shields safely. The Double Breaker of Zardiclica, Hybrid Winds Dragon and the Triple Breaker of Dorphadillom, Holy Demon Concatenated King can break 5 shields. Remove the opponent's Blockers on attack with Dead Damned, Triple S-Rank Disaster, and cover Shield Triggers with each card's substitute shields.

7. Final Summary

A royal-road control deck that is an assembly of generic cards. Cheat out Zardiclica, Hybrid Winds Dragon early to chain spells, widen the gap with hand destruction and removal, and push through with finishers like Dorphadillom, Holy Demon Concatenated King. Its weaknesses are the thinness of disruption until turn 4 and color management due to being 5-civilization. A "win" deck where each card is strong and customization freedom is high.

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