
Assister Coppi ×4
Role: Armored reduction
Once per turn, reduce an Armored's cost by 1 (it's an Armored too). The base for using an effectively cost-4 card on turn 3. With attack power 5000, it can occasionally serve as a combatant.

Based on [Light Fire Bakuterasu], established at the end of 2023. A beatdown deck specialized in speed and explosiveness, making full use of "Armored" race cards and "Revolution Change."
The basic flow is a clear single track. Turn 2 a reduction creature → turn 3 put out a cost 5 Armored Dragon that received the reduction and Revolution Change → turn 4 Revolution Change into the trump card Bolshack Bakuterasu, Dragon Emperor God for mass deployment to decide the game. Despite being easy to understand, its explosiveness is top-tier, so even beginners can enjoy the best parts.
Set up a reduction creature → deploy a cost 5 Armored Dragon and on attack change into a cost 7 Revolution Change Dragon (Bolshack Flare, Shining Revolution / Bolshack Voljaak) → from there Revolution Change into Bolshack Bakuterasu, Dragon Emperor God → mass-deploy Armoreds from the top 4 of the deck + grant Speed Attacker → win with an all-out attack.

| Creatures | 36 |
| Twinpact Cards | 4 |
| Total | 40 |

Role: Armored reduction
Once per turn, reduce an Armored's cost by 1 (it's an Armored too). The base for using an effectively cost-4 card on turn 3. With attack power 5000, it can occasionally serve as a combatant.

Role: Dragon reduction
Reduces your Dragons' cost by 2 with no use limit. It's multicolored with color restriction and limited to Dragon targets, but its reduction is large — a powerful acceleration that lets you hard-cast a cost 5 card next turn. If you have both this and Assister Coppi in your opening hand, prioritize this.

Role: Starting point of Revolution Change, or a defensive trigger
Treated as Armored. It can be put out 1 cost cheaper in exchange for being destroyed at end of turn (canceled if you Revolution Change). Speed Attacker + on attack, if you have 1 or fewer cards in hand, untap and draw 2. The spell side is a Shield Trigger that taps 2 opponent creatures + draws 1 + puts 1 card from hand into mana.

Role: Starting point of Revolution Change
With Hyper Energy, tap allies to reduce cost (e.g. tap 1 for 3 cost). Speed Attacker. Its post-entry abilities are plain, so basically use it as a Revolution Change source.

Role: Light Revolution Change piece + board manipulation
Can Revolution Change from an Armored (effectively from almost any creature). When it enters, tap/untap up to 2 other creatures. It moves the game state with one card — tap an opponent Blocker to push an attack through, tap a disruptor to swing it down, untap your own creature for consecutive attacks. It's light too, so hard-cast → immediate Revolution Change is also possible.

Role: Offense-defense Revolution Change Dragon
Revolution Change from a cost 5 or more Armored. Blocker + untaps at end of turn to keep watch on the return attack. It has the effect of always winning your first battle each turn and the effect of making the opponent's first creature enter tapped, broadly effective for stopping aggro, guaranteed removal, and neutralizing Shield Trigger blockers.

Role: Hidden trump card (stalling + finishing)
Revolution Change from a cost 5 or more Armored. Once per turn, when a creature enters, add a shield (increases over both turns). When destroyed, put a cost 7 or less Bolshack creature from hand into play (itself is a target, allowing a refill). With "Final Declaration" (once per game), break all your own shields to replenish your hand while becoming unable to lose until the start of your next turn. Since you can freely use the shields' Shield Triggers, you can actively activate triggers.

Role: The deck's biggest trump card
Revolution Change from a cost 7 or more Bolshack multicolored creature (Bolshack Flare, Shining Revolution / Bolshack Voljaak in this deck). When it enters, put any number of non-self Armoreds from the top 4 of the deck into play ignoring cost, grant all allies Blocker + Speed Attacker, and untap allies at end of turn. Often just playing it assembles the damage needed to win.

Role: Defense + lockdown Shield Trigger
Shield Trigger, Double Breaker. When it enters, tap all opponent creatures. If it comes out from the first single-shield break on the opponent's turn it gets destroyed but the tap effect still works; from the 2nd or later it stays. If it stays, it can Revolution Change into a cost 7 Dragon, and cheating it out with Bolshack Voljaak's Final Declaration or Bolshack Bakuterasu, Dragon Emperor God is also strong (* it's not an "Armored Dragon," so it can't be an evolution base for Überdragon Valkyrias).

Role: Large cheat from mana (closing)
Evolve onto one Armored Dragon. When it enters, put a non-evolution Dragon from mana into play. Mainly a hit for Bolshack Bakuterasu, Dragon Emperor God's deployment effect; when it comes out you can slam a second Bolshack Bakuterasu, Dragon Emperor God or Bolmeteus Sapphire Dragon out from mana.

Role: Shield-Trigger-locking finisher
Speed Attacker, Power Attacker +3000, Triple Breaker. Since broken shields go to the opponent's graveyard instead of their hand, it locks Shield Triggers as you attack. Hard-casting is hard, so when drawn, place it in mana and cheat it out with Überdragon Valkyrias or Bolshack Bakuterasu, Dragon Emperor God.
You want to deploy either Assister Coppi or Chara Lupia on turn 2 without fail. With both, prioritize Chara Lupia for its larger reduction. On turn 1, charge multicolored cards into mana to line up civilizations and keep single-color cards in hand. If you can't draw a 2-cost, don't force it — start moving from 4 mana.
On turn 3, put out Parakin 8th, Stamp Summit or GENJI Hyper Double Cross and on attack Revolution Change into a cost 7 Dragon. Basically prioritize Bolshack Voljaak, which has Final Declaration and leaves follow-up. Both are good at defense, so if you deploy at max speed you tend to survive even if removed. If you have Chara Lupia, hard-cast Val Bolshack, Flying Revolution, tap the opponent → attack into them while Revolution Changing so you can move without fearing Shield Triggers.
If a cost 7 Dragon survives, Revolution Change into Bolshack Bakuterasu, Dragon Emperor God (don't forget Final Declaration if it's Bolshack Voljaak). Up to 4 Armoreds deploy from the top of the deck for a sudden big advantage. Don't fear a few Shield Triggers — decide the game with an all-out attack.
An Armored beatdown of speed and explosiveness that goes all out on the single track of "reduce → 5 → 7 → Bakuterasu." Surprise-deploy the trump card via Revolution Change and push through with Bolshack Bakuterasu, Dragon Emperor God's mass deployment. Its weaknesses are key-piece dependence and low removal resistance. Thinking about "how to reach Bakuterasu" is the key to customization.