ckw81

Reso Return Updated

Jul 14th, 2022 (edited)
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  1. ## So you’re looking to play Resonators?
  2.  
  3.  
  4.  
  5. Hi, I’m {@ckw81:60ff353f7aab14002ee1caaa}, I’m a helper on the MDM discord for Resonators and Tech Genus, and overall a big fan of Synchro archetypes. As a long time Resonator player who is very passionate about the deck, I wanted to provide a guide to help others to learn the deck and prevent any misinformation about how to build and play this deck, so that people can get the most fun out of Resonators as a whole.
  6.  
  7. -- -
  8.  
  9.  
  10.  
  11. ## Resonators, and how they work…
  12.  
  13.  
  14.  
  15. Resonators are a combo heavy going first deck that centres around using Fiend Tuner monsters, along with synergistic non-Tuner support to Synchro Summon into high ATK DARK Dragon Synchro Monsters. Using two main boss monsters, {Red Supernova Dragon} and {Hot Red Dragon Archfiend Abyss} to overwhelm the opponent with a powerful end board, this deck is excellent at closing out games quickly. Resonators also inherently gain LP with {Red Resonator}, providing a surprisingly good matchup against going-second otk decks.
  16.  
  17.  
  18.  
  19.  
  20.  
  21.  
  22. As far as non-meta Synchro decks go, Resonators are surprisingly capable at making plays without committing to the Normal Summon of the turn, meaning that with the correct extenders, hand traps will find it tough to interrupt the combos. Resonators is unique in that it often finds itself locked to solely DARK Dragon Synchro Monsters. This may provide the impression that the deck is rather one note, but fortunately, that’s certainly not the case. Whilst the end boards don’t deviate heavily, the various engines and packages the deck is able to utilise allow players to experiment and adjust their deck to their preferences. Despite this, the deck has some glaring weaknesses, namely a reliance on finding {Crimson Resonator} to make powerful plays. However, that's not to say there are no measures to address this. In addition, this deck struggles heavily going second.
  23.  
  24.  
  25.  
  26.  
  27. ---
  28.  
  29.  
  30.  
  31. ## Core Cards
  32.  
  33. These are the cards that are for the most part necessary to any build of the deck, making up the bulk of the main combos you’ll use. Bear in mind, core and archetypal are not necessarily the same, some cards from separate archetypes are considered core because of how invaluable they are to the deck’s combos.
  34.  
  35.  
  36.  
  37. ### Monsters
  38.  
  39.  
  40.  
  41. #### Crimson Resonator
  42.  
  43.  
  44. {cards}(Crimson Resonator++3)
  45.  
  46.  
  47.  
  48. - The heart and soul of the deck. Your starter that can conveniently Special Summon itself, and the main way that you tend to get multiple other Resonators out from the deck in order to facilitate your Synchro Summons. Resultantly, this is by far the primary route to our boss monster, {Red Supernova Dragon}.
  49.  
  50.  
  51.  
  52. - Activate his effect when your only other monster is a DARK Dragon Synchro in order to extend your plays.
  53.  
  54.  
  55.  
  56. - Do remember that using either of his effects locks you to DARK Dragon Synchro Monsters for that turn.
  57.  
  58.  
  59.  
  60.  
  61. #### Red Resonator
  62.  
  63.  
  64. {cards}(Red Resonator++2-3)
  65.  
  66.  
  67.  
  68. - Your other starter in the deck in the event that you did not draw into {Crimson Resonator}.
  69.  
  70.  
  71.  
  72. - Brings a buddy along when he's Normal Summoned from hand to kick your Synchro Summons off - ideally {Witch of the Black Forest} as she cannot Special Summon itself.
  73.  
  74.  
  75.  
  76. - In addition to Synchro plays, he provides easy access to {Crystron Halqifibrax} in the even of a soft brick.
  77.  
  78.  
  79.  
  80. - Has a nifty bonus of healing your LP when Special Summoned on chain link 1, typically with the effect of {Red Rising Dragon} or {Crimson Resonator}.
  81.  
  82.  
  83.  
  84.  
  85. #### Synkron Resonator
  86.  
  87.  
  88. {cards}(Synkron Resonator++2)
  89.  
  90.  
  91.  
  92. - A card that's typically used to turn your Level 8 Synchros into {Hot Red Dragon Archfiend Abyss}.
  93.  
  94.  
  95.  
  96. - Due to its effect you can simply Special Summon it as a free body from hand once you (or your opponent) have a Synchro Monster on the board.
  97.  
  98.  
  99.  
  100. - Very important for recycling your other Resonators with its other effect, heLPing you to Synchro Summon more this turn or setup for more plays the next.
  101.  
  102.  
  103.  
  104. - If you have 2 of them in the GY, {Red Rising Dragon} can bring both of them back to enable more plays with the extra bodies.
  105.  
  106.  
  107.  
  108. - You need 2 copies of this card because you will often banish the one {Chain Resonator} to revive {Chaos Ruler, the Chaotic Magical Dragon}, so without a second copy you turn off the second effect of {Red Rising Dragon}.
  109.  
  110.  
  111.  
  112. - In addition, this card is good to see off of Chaos Ruler mills to extend plays, and 2 copies are needed for a combo with {Chain Resonator} and {Ascator, Dawnwalker}.
  113.  
  114.  
  115.  
  116. - Finally, you do not want a third copy as this card alone does not heLP start any combos.
  117.  
  118.  
  119.  
  120. #### Chain Resonator
  121.  
  122.  
  123. {cards}(Chain Resonator++1)
  124.  
  125.  
  126.  
  127. - Another card that helps to bring out more Resonators from the deck to extend plays.
  128.  
  129.  
  130.  
  131. - Do note you need to Normal Summon it to use his effect.
  132.  
  133.  
  134.  
  135. - Serves another purpose as one of the LIGHT monsters that can be used to help revive {Chaos Ruler, the Chaotic Magical Dragon}.
  136.  
  137.  
  138.  
  139. #### Creation Resonator
  140.  
  141.  
  142. {cards}(Creation Resonator++1)
  143.  
  144.  
  145.  
  146. - Can be recycled with {Synkron Resonator}'s effect to get you a free Level 3 Tuner on the board.
  147.  
  148.  
  149.  
  150. - Note that his Special Summon effect isn't once per turn, but requires the Synchro to be Level 8 or higher.
  151.  
  152.  
  153.  
  154. - Usually used to turn a {Red Rising Dragon} into {Hot Red Dragon Archfiend Abyss} or alongside {Synkron Resonator}, {Crimson Resonator} and {Red Rising Dragon} to make {Red Supernova Dragon}.
  155.  
  156.  
  157.  
  158. - As a result of the combos it enables, this card is a necessary inclusion, however only at 1 copy as individually this card does very little, only shining once the combo is going.
  159.  
  160.  
  161.  
  162. #### Witch of the Black Forest
  163.  
  164.  
  165. {cards}(Witch of the Black Forest++3)
  166.  
  167.  
  168.  
  169. - Very useful to enable more plays on the current turn or the next when sent to the GY, often as a Synchro material.
  170.  
  171.  
  172.  
  173. - Her effect will usually be chain blocked by the revival effect of {Red Rising Dragon}, so you typically do not have to worry about your opponent using {Ash Blossom & Joyous Spring} to negate the search.
  174.  
  175.  
  176.  
  177. - Try to think ahead and decide what you will need to search with her - be it handtraps (your opponent will have knowledge of this) or an extender such as {Wandering King Wildwind}, {Creation Resonator}, {Synkron Resonator} or {Hop Ear Squadron}.
  178.  
  179.  
  180.  
  181. - Be aware of inherent Summons, the Special Summons of {Wandering King Wildwind}, {Creation Resonator} and {Synkron Resonator} via their own effects is inherent, meaning they won’t be stopped by {Witch of the Black Forest}’s restriction.
  182.  
  183.  
  184.  
  185. #### Wandering King Wildwind
  186.  
  187.  
  188. {cards}(Wandering King Wildwind++3)
  189.  
  190.  
  191.  
  192. - Is a free Level 4 Special Summon once you have ANY Resonator on the board.
  193.  
  194.  
  195.  
  196. - HeLPs to setup more plays in the future after being used as Synchro material since it essentially functions as a {Resonator Call} from the GY the next turn.
  197.  
  198.  
  199.  
  200. - Do note his Special Summon effect locks your Extra Deck to Synchro Monsters for the rest of the turn.
  201.  
  202.  
  203.  
  204. - An excellent extender and a certain 3 of inclusion in the deck as a result, allowing followup and playing without the Normal Summon.
  205.  
  206.  
  207.  
  208. #### Ascator, Dawnwalker
  209.  
  210.  
  211. {cards}(Ascator, Dawnwalker++3)
  212.  
  213.  
  214.  
  215. - Instantly gives you a free Level 8 Synchro Monster (typically {Chaos Ruler, the Chaotic Magical Dragon}) by discarding 1 card from your hand.
  216.  
  217.  
  218.  
  219. - The discard cost is not too big of a deal as you will usually gain back a card after Synchro Summoning Chaos Ruler.
  220.  
  221.  
  222.  
  223. - Its effect can be negated with {Ash Blossom & Joyous Spring}, so try to bait that out from the opponent with other plays in hand before using it.
  224.  
  225.  
  226.  
  227. - Discarding {Red Reign} with its effect turns it into a +1 as the trap card will return to your hand once you Synchro Summon.
  228.  
  229.  
  230.  
  231. - Note that you can't activate its effect if you Summoned a non Synchro Monster from the Extra Deck this turn.
  232.  
  233.  
  234.  
  235. #### Fire Ant Ascator
  236.  
  237.  
  238. {cards}(Fire Ant Ascator++1)
  239.  
  240.  
  241.  
  242. - Pulled from your deck or hand by the effect of {Ascator, Dawnwalker}.
  243.  
  244.  
  245.  
  246. - Is a soft garnet, as you can still use it as a Tuner in the worst case scenario.
  247.  
  248.  
  249.  
  250. - Only ran as a 1 of since you ideally still don't want to see it in your hand, any more is unnecessarily bricky.
  251.  
  252.  
  253.  
  254.  
  255.  
  256.  
  257.  
  258.  
  259. ---
  260.  
  261. ### Spells & Traps
  262.  
  263. There are only 2 spell cards that are core to the combos of the deck, this is due to the monster spamming playstyle of Resonators, leading to the only relevant spell cards being those that heLP find our monsters to spam.
  264.  
  265.  
  266.  
  267. #### Resonator Call
  268.  
  269.  
  270. {cards}(Resonator Call++3)
  271.  
  272.  
  273.  
  274. - Simple search card to kick off your combos.
  275.  
  276.  
  277.  
  278. - Typical targets to search for are either {Crimson Resonator} or {Red Resonator}.
  279.  
  280.  
  281.  
  282. - Can be used to bait {Ash Blossom & Joyous Spring} in the event that you already have a starter in your hand.
  283.  
  284. - When you read an {Effect Veiler}/{Infinite Impermanence} in the opponent’s hand, don’t always throw this card as ash bait even if you have {Crimson Resonator}, as it lets you search the Resonator you need after your combo is interrupted to carry on playing.
  285.  
  286. #### Small World
  287.  
  288. {cards}(Small World++3)
  289.  
  290. - Searches virtually anything in the deck at the cost of going -1.
  291.  
  292. - Crucial inclusion in the deck, drastically reducing bricks and increasing access to our core starter {Crimson Resonator}.
  293.  
  294. - Learning bridges can be difficult, be sure to practice them, the card essentially functions to reveal 1 card in hand, then reveal 1 card in deck with one thing in common with the card in hand, banish the card from the hand, then add from the deck to the hand 1 card with one thing in common with the card revealed in the deck, then banish the revealed card from the deck.
  295.  
  296. - The best way to practice is via a simulator.
  297.  
  298.  
  299.  
  300. ---
  301.  
  302.  
  303.  
  304. ### Extra Deck
  305.  
  306. Home of our powerhouse monsters, and those that climb to them. You’ll see a little more variation in what’s considered ‘core’ here as different versions of the deck will have differing amounts of space available in the Extra Deck and differing ways to reach the cards in the Extra Deck, leading to differing objectives in gameplay.
  307.  
  308.  
  309.  
  310. #### Red Rising Dragon
  311.  
  312.  
  313. {cards}(Red Rising Dragon++3)
  314.  
  315.  
  316.  
  317. - Our Synchro Monster that we almost always start off with and resultantly the route to almost all our plays.
  318.  
  319.  
  320.  
  321. - Built in revive effect to bring back any Resonators from the GY to start comboing.
  322.  
  323.  
  324.  
  325. - Try to prioritise reviving {Crimson Resonator} in order to use its deck Summoning effect.
  326.  
  327.  
  328.  
  329. - As far as possible, bring this card out if you can as it will always bring back a Resonator for further plays unless you have none in the GY.
  330.  
  331.  
  332.  
  333. - Do note the effect locks you to DARK Dragon Synchros for the entire turn (i.e. you cannot use its revival effect if you Summoned a non DARK Dragon Synchro Monster from the Extra Deck earlier).
  334.  
  335.  
  336.  
  337. - HeLPs to bring back {Synkron Resonator} or {Chain Resonator} from the GY the next turn by banishing itself from the GY.
  338.  
  339.  
  340.  
  341. - You need 2 or more Level 1 Resonators in the GY to use its 2nd effect, but you are NOT locked to DARK Dragon Synchros when using it.
  342.  
  343.  
  344.  
  345. #### Ancient Pixie Dragon 0-1x
  346.  
  347.  
  348. {cards}(Ancient Pixie Dragon++0-1)
  349.  
  350.  
  351.  
  352. -The effect will rarely come up.
  353.  
  354.  
  355.  
  356. -Primarily used to Level climb in the Duskwalker engine.
  357.  
  358.  
  359.  
  360. #### Chaos Ruler, the Chaotic Magical Dragon 2x
  361.  
  362.  
  363. {cards}(Chaos Ruler, the Chaotic Magical Dragon++2)
  364.  
  365.  
  366. - Our priority Summon for Level 8 DARK Dragon Synchro Monster.
  367.  
  368.  
  369.  
  370. - Excavates and mills the top 5 cards from the deck into the GY and allows you to ideally add a LIGHT or DARK monster to extend your plays.
  371.  
  372.  
  373.  
  374. - Has good synergy with {Red Reign} as it will eventually add itself to your hand once you pitch it.
  375.  
  376.  
  377.  
  378. - Can be easily brought back from the GY after being used as Synchro material to facilitate another Synchro Summon.
  379.  
  380.  
  381.  
  382. - As both effects are hard OPT, try not to Summon 2 of them from the Extra Deck in the same turn.
  383.  
  384.  
  385.  
  386. #### Samsara, Dragon of Rebirth
  387.  
  388.  
  389. {cards}(Samsara, Dragon of Rebirth++0-1)
  390.  
  391.  
  392.  
  393. -Level 5 often made turn 2 to crash and revive a kaiju’d {Red Supernova Dragon}.
  394.  
  395.  
  396.  
  397. -particularly effective with the hydride package.
  398.  
  399.  
  400.  
  401. #### Scarlight Red Dragon Archfiend
  402.  
  403.  
  404. {cards}(Scarlight Red Dragon Archfiend++0-1)
  405.  
  406.  
  407.  
  408. - Convenient Level 8 to go into when you need to bring out another Level 8 monster on the same turn as {Chaos Ruler, the Chaotic Magical Dragon}.
  409.  
  410.  
  411.  
  412. - Doubles as both removal and burn if your opponent doesn't expect it, this burn is a soft once per turn, which you can loop once with {Hot Red Dragon Archfiend Bane}.
  413.  
  414.  
  415.  
  416. - Note his destruction effect is specifically only for Special Summoned effect monsters, so Tokens Summoned by effects like {Nibiru, the Primal Being} will not be destroyed.
  417.  
  418.  
  419.  
  420. #### Void Ogre Dragon 0-1x
  421.  
  422.  
  423. {cards}(Void Ogre Dragon++0-1)
  424.  
  425.  
  426.  
  427. -Often seen in the end board of duskwalker builds, providing a spell/trap negate.
  428.  
  429.  
  430.  
  431. -requires an empty hand to use the negate.
  432.  
  433.  
  434.  
  435. -requires a DARK Tuner (often {Crimson Resonator}).
  436.  
  437.  
  438.  
  439.  
  440. #### Hot Red Dragon Archfiend Abyss
  441.  
  442.  
  443. {cards}(Hot Red Dragon Archfiend Abyss++2)
  444.  
  445.  
  446.  
  447. - The main card that we should focus on bringing out alongside {Red Supernova Dragon}, providing a layer of insulation so that we can trigger Supernova’s fieldwipe at an ideal moment.
  448.  
  449.  
  450.  
  451. - Has a Spell Speed 2 negate effect on any card on the board - this is a hard OPT effect so having 2 Abyss out on the board will not let you negate 2 cards.
  452.  
  453.  
  454.  
  455. - Try to time your negate strategically in order to hinder your opponent's plays.
  456.  
  457.  
  458.  
  459. - As a bonus he brings back a Tuner from the GY if he inflicts damage on your opponent, so try to see if you can make any plays with the extra body.
  460.  
  461.  
  462.  
  463. - You will often need the second copy to follow up turn 2, for example after triggering the GY effects of {Chaos Ruler, the Chaotic Magical Dragon} and {Red Rising Dragon}.
  464.  
  465.  
  466.  
  467. #### Hot Red Dragon Archfiend Bane
  468.  
  469.  
  470. {cards}(Hot Red Dragon Archfiend Bane++1)
  471.  
  472.  
  473.  
  474. - Mainly used for recovery purposes in case {Hot Red Dragon Archfiend Abyss} gets sent to the GY and you have no way to bring the other out from the Extra Deck.
  475.  
  476.  
  477.  
  478. - In the event that your opponent has nothing too threatening or have any backrows, can heLP to make your board threaten lethal by Synchro Summoning it with Abyss + another Tuner, then using its effect on another body to bring Abyss back.
  479.  
  480.  
  481.  
  482. - Can also bring back {Scarlight Red Dragon Archfiend} if you only have that in your GY.
  483.  
  484.  
  485.  
  486. - Brings two Tuner bodies onto the board if he inflicts damage, so try to see if you can make any plays with the extra bodies he brings with him.
  487.  
  488.  
  489.  
  490. #### Hot Red Dragon Archfiend King Calamity
  491.  
  492.  
  493. {cards}(Hot Red Dragon Archfiend King Calamity++1)
  494.  
  495.  
  496.  
  497. - Mainly used as a card to catch your opponent by surprise and end the game on that turn as it shuts down their board effects.
  498.  
  499.  
  500.  
  501. - Though usually not the main point of the deck, it can be Summoned on your opponent's turn with cards like {Synchro Call} to shut down their turn.
  502.  
  503.  
  504.  
  505. - Note that this effect does not apply to effects activated in the GY or hand.
  506.  
  507.  
  508.  
  509. - Do NOT chain anything to its Summon effect as your opponent will be able to use cards in response.
  510.  
  511.  
  512.  
  513. - As long as he can beat over a monster placed in attack, it's a guaranteed 4000 damage to your opponent's LP.
  514.  
  515.  
  516.  
  517. - Can also bring back something in the GY like {Chaos Ruler, the Chaotic Magical Dragon} if for some reason your opponent manages to destroy him.
  518.  
  519.  
  520.  
  521. #### Red Supernova Dragon
  522.  
  523.  
  524. {cards}(Red Supernova Dragon++1)
  525.  
  526.  
  527.  
  528. - THE boss monster of this deck.
  529.  
  530.  
  531.  
  532. - Starts off with 5500 attack that goes even bigger the more Tuners are in your GY.
  533.  
  534.  
  535.  
  536. - Is immune to destruction effects by your opponent (but not by you, please don't try to use a two-sided board wipe while he is on the field).
  537.  
  538.  
  539.  
  540. - Banishes your opponent's entire board if they disrespect it by daring to activate effects or attack without negating its effect first.
  541.  
  542.  
  543.  
  544. - Only comes back at the End Phase of your own turn if banished by his own effect, so try to time his effect to maximise punishing your opponent.
  545.  
  546.  
  547.  
  548. - When combined with {Red Reign}, is very difficult to answer outside of Kaijus.
  549.  
  550.  
  551.  
  552.  
  553.  
  554.  
  555.  
  556.  
  557. ---
  558.  
  559.  
  560. ## Packages
  561.  
  562.  
  563.  
  564. ### Main Deck Packages and Engines
  565.  
  566.  
  567.  
  568.  
  569.  
  570.  
  571. There are many engines that have been splashed into Resonators in an attempt to improve the deck. Unfortunately, most of these are terrible. As a quick run down for those that will not be featured here, there are performage, magistus, evil-eye, rokket and chaos. These engines simply do not provide enough of a competitive edge to be worth considering in your build. There is also the case of running Swordsoul Resonator, this will also be omitted as while it is actually rather powerful, it is very poor at utilising the unique playstyle of Resonators in any regard and very poorly facilitates Crimson Resonator, the centrepiece of Resonators as a deck. Rather the deck is carried by the consistency and power already held by swordsoul cards. Another note regarding the Adventure engine for those interested in it’s application in Resonators- {Crimson Resonator} requires you only control it and a DARK Dragon Synchro to use its second effect, meaning you cannot lead your plays by setting up {Wandering Gryphon Rider}, which leads to the Adventure engine being rather awkward in this deck, nonetheless it will be covered. Now onto the main events:
  572.  
  573.  
  574.  
  575. ---
  576.  
  577.  
  578.  
  579. #### Shield-Bearer package:
  580.  
  581.  
  582.  
  583. {cards}(Noble Knight's Shield-Bearer++2-3; Hop Ear Squadron++1; Dynatherium++1)
  584.  
  585.  
  586.  
  587. The strongest of the available engines, this package utilises {Noble Knight's Shield-Bearer}, a LIGHT Level 4, which serves the primary purpose of searching out either {Dynatherium} to combo with {Crimson Resonator} if a Level 4 is needed, or {Hop Ear Squadron} to extend the end board if not. {Hop Ear Squadron} is typically utilised alongside a revived {Chaos Ruler, the Chaotic Magical Dragon} to make {Baronne de Fleur} on the opponent’s turn, providing a route around the DARK Dragon Synchro lock often imposed on this deck. This play can also be used after {Forbidden Droplet} and other board breakers to set up a negate regardless. You can also target a {Lava Golem} or Level 8 kaiju in a pinch to make Baronne de fleur. The LIGHT attribute of Noble Knight’s Shield-Bearer is another source of strength for this engine, enabling the revival of Chaos Ruler the Chaotic Magical Dragon, and allowing Chaos Ruler to search out Noble Knight’s Shield-Bearer. The final strength of this engine is the ability to go into {Crystron Halqifibrax} with Dynatherium and a Tuner, allowing for one of the many viable Halqifibrax lines that are used to remedy the soft bricks of this deck. When playing this engine, you should always be aware of the drawback of Dynatherium, which is that it allows the Special Summon of a Level 4 monster from either GY to the opponent’s field. As a result, it is best to Special Summon it as the first non Tuner when possible in combos. A final note here, this engine does the best job at utilising {Small World}, with shield bearer being an excellent bridge.
  588.  
  589.  
  590.  
  591. ---
  592.  
  593.  
  594.  
  595. #### Duskwalker package:
  596.  
  597.  
  598.  
  599. {cards}(Supay, Duskwalker++3; Supay@1)
  600.  
  601.  
  602.  
  603. This engine is the counterpart to the ascator engine already included in the deck, and functions very similarly, with {Supay, Duskwalker} discarding a card to Special Summon itself and Supay. However this time, the Tuner Summoned from deck, {Supay}, is a Level 1, setting up the Summon of {Red Rising Dragon} instead of {Chaos Ruler, the Chaotic Magical Dragon}. The lone Summon of a Red Rising Dragon is not very useful, however, it becomes effective when discarding a Level 2 or 3 Resonator for the cost of Duskwalker, as then, the Resonator can be revived and used in further Synchro plays. A similar effect is achieved using this effect later into the turn, reviving a Resonator used in a previous combo attempt. This engine's strengths are its ability to play past interruption provided by the instant Red Rising Dragon and revive, as well as its ability to avoid committing to a Normal Summon while still making plays with monsters such as red Resonator. It is worth noting that this engine leads to the absence of any halq engines.
  604.  
  605.  
  606.  
  607. ---
  608.  
  609.  
  610.  
  611. #### Assault Mode Package:
  612.  
  613.  
  614.  
  615. {2col}
  616.  
  617. {cards}({cards}(Psi-Reflector++1-2; Assault Beast; Assault Mode Activate; Emergency Teleport++2; One for One)
  618.  
  619. {2coldiv}
  620.  
  621. {cards}(Crystron Halqifibrax@1; Formula Synchron@1)
  622.  
  623. {2colend}
  624.  
  625.  
  626. The weakest of the recommended engines due to its overall inconsistency, Assault Mode finds itself in an awkward niche. On one hand, it is the only engine able to set up a turn 1 King Calamity lock, at the cost of that being the only setup provided in that line, and being a 1 card Synchro able to turbo out {Chaos Ruler, the Chaotic Magical Dragon}. However, the ability to make a 1 card Chaos Ruler is not particularly useful compared to other engines at the cost of the Normal Summon, as it makes it very difficult to continue plays with the cards excavated to create a strong end board. It turns out that the only “good” parts of the engine are the emergency teleport and one for one as they provide Chaos Ruler without using the Normal Summon. While not terrible, Normal Summoning {Psi-Reflector} is rather mediocre and often leads to an underwhelming end board, as you cannot use the Normal Summon on any of the cards you excavate. This is why a compact version of the engine, without {Assault Sentinel} or 3 Psi-Reflector, is used. The true issues however show with the fact that when drawn, {Assault Mode Activate} is a hard garnet as it can be difficult to get assault beast into the GY outside of its own effect, and also in the sheer size of the engine subtracting from tech space. {Assault Beast} also contributes to this issue, being a second garnet, albeit a soft garnet. Overall, Assault mode is very much a high-roll engine, when it works, it’s brilliant, and you’re even able to continuously loop through Psi-Reflector each turn by reviving it with {Hot Red Dragon Archfiend Abyss} or {Hot Red Dragon Archfiend Bane}. Yet when it doesn’t work, you’ll want to dismantle every copy of Assault Mode Activate on every account you own.
  627.  
  628. #### Adventurer Engine
  629.  
  630. {cards}(Water Enchantress of the Temple@2; Rite of Aramesir@2; Fateful Adventure@1; Wandering Gryphon Rider@1; Dracoback, the Rideable Dragon@1; Foolish Burial@1)
  631.  
  632. A new addition to master duel, the Adventure Engine has taken the meta by storm with its ability to set up an omni negate in the form of {Wandering Gryphon Rider} prior to starting the main combo of a deck, insulating the combo from interruption. Unfortunately, this is not possible in Resonators, as despite us being able to play extensively without using the Normal Summon and consequently the effect of a Normal Summoned monster, our main starter {Crimson Resonator} Requires there to be no other monsters on your side of the field, other than a DARK Dragon Synchro Monster, to activate its second effect. After this point, you have been susceptible to all manner of hand traps so the adventure engine is no use in insulating the main combo. Instead, the way that this engine is played is to use the Adventurer Combo after the main combo to set up an additional negate, to use {Dracoback, the Rideable Dragon} to apply additional pressure going second and to use the Level 4 Adventurer Token to start combos with {Crimson Resonator} when necessary. Combos where you Normal Summon {Red Resonator} or {Chain Resonator} and then use their effects cannot be used alongside an activation of {Rite of Aramesir}, which means that when you are forced to use the Adventurer Token as a Synchro material, the combo will typically not be able to go via {Chaos Ruler, the Chaotic Magical Dragon}. However it has a strong 2 card combo with {Crimson Resonator} which ends on {Red Supernova Dragon} and {Hot Red Dragon Archfiend Abyss}. Overall, this engine offers a unique play style less centred around Chaos Ruler and more around powerful and concise interactions. This engine however is more susceptible to {Infinite Impermanence} and {Nibiru, the Primal Being} due to the restriction imposed by activating {Rite of Aramesir} making it more difficult to extend, but baits other hand traps easily.
  633.  
  634.  
  635. ---
  636.  
  637. ### Extra Deck Packages
  638.  
  639. #### Halqifibrax Packages:
  640.  
  641.  
  642. {cards}(Crystron Halqifibrax)
  643.  
  644. There are 4 main Halqifibrax packages available to be used in this deck, all best used alongside the Shield-Bearer engine and as such are described with the assumption that they are used in that environment. They Range from low power high synergy to high power low synergy options. Bear in mind that this will conflict with {Red Rising Dragon}’s revival effect, both of {Crimson Resonator}’s effects, and {Ascator, Dawnwalker}’s effect. These packages are mainly a solution to the bricks that the deck is prone to.
  645.  
  646.  
  647.  
  648. #### Hydride Package:
  649.  
  650.  
  651. {cards}(Phantom King Hydride@1; Crystron Halqifibrax@1; Shooting Riser Dragon@1; Baronne de Fleur@1).
  652.  
  653.  
  654.  
  655. This makes {Baronne de Fleur} in the case of a soft brick, and is overall the most synergistic with the cards already in the deck core. {Phantom King Hydride} serves multiple purposes, also serving as a non Tuner search target for wandering king wildwind, which enables a variety of follow-up plays. An example is {Red Resonator} + {Phantom King Hydride} into {Samsara, Dragon of Rebirth}, crashing to revive anything in the GY. Hydride can also start main combos in a pinch, Having good Synchro options with {Crimson Resonator} + Red Resonator/{Synkron Resonator} + Phantom King Hydride, and occasionally useful options with Red Resonator + Synkron Resonator + Phantom King Hydride. Samsara is necessary to these combos, and while not necessary to this engine’s main function, is heavily recommended. The main issue with this engine is that Baronne de Fleur alone is often not a strong enough interruption, especially with the advent of adventure.
  656.  
  657.  
  658.  
  659. ---
  660.  
  661.  
  662.  
  663. #### Small Cupid Pitch Package:
  664.  
  665.  
  666.  
  667. {cards}(Deskbot 001++0-1; Jet Synchron++0-1; Crystron Halqifibrax@1; Mecha Phantom Beast Auroradon@1; Cupid Pitch@1; Borreload Savage Dragon@1; Baronne de Fleur@1)
  668.  
  669.  
  670.  
  671. Still utilising a single main deck garnet, although in this case less synergistic than Hydride, this package has a variety of options that will require improvisation based around the hand you open, being able to make plays after climbing to Chaos Ruler via {Cupid Pitch}, or directly making {Borreload Savage Dragon}, and adding {Hop Ear Squadron} to hand for a second negate by Synchro Summoning {Baronne de Fleur} after using Borreload Savage Dragon’s negate. The main choice in this engine is whether to run the more synergistic but more costly {Jet Synchron} over the free self Summon of {Deskbot 001}. This package surpasses Hydride in terms of end board strength, often having at least 2 negates or 1 negate and follow-up, but is inferior to the Big Cupid Package and Scythe lock Package in terms of end board. It’s worth noting how versatile cupid pitch is in this deck, able to search {Hop Ear Squadron}, {Dynatherium} or {Creation Resonator}. However this is more costly in Extra Deck space than the hydride package.
  672.  
  673.  
  674.  
  675. ---
  676.  
  677.  
  678.  
  679. #### Big Cupid Pitch Package:
  680.  
  681.  
  682.  
  683. {cards}(Deskbot 001@1; Mecha Phantom Beast Coltwing@1; Crystron Halqifibrax@1; Mecha Phantom Beast Auroradon@1; Cupid Pitch@1; Borreload Savage Dragon@1; Baronne de Fleur@1; Herald of the Arc Light@1)
  684.  
  685.  
  686.  
  687. Using the standard Cupid Pitch-Halqdon combo, ending on a 3 omni negate board of {Borreload Savage Dragon} with 2 negates, {Baronne de Fleur} and {Herald of the Arc Light}, this is a powerful option but comes at the cost of running an additional garnet in {Mecha Phantom Beast Coltwing}. This is not the worst garnet as being Level 4, Coltwing can easily fit into combos with {Crimson Resonator} in a pinch.
  688.  
  689.  
  690.  
  691. ---
  692.  
  693.  
  694.  
  695. #### Scythe Lock Package:
  696.  
  697.  
  698.  
  699. {cards}(Jet Synchron@1; Artifact Scythe@1; Crystron Halqifibrax@1; T.G. Wonder Magician@1; Artifact Dagda@1; Linkuriboh@1; Baronne de Fleur@1)
  700.  
  701.  
  702.  
  703. A standard Baronne Scythe lock combo, again with 2 garnets for a potentially powerful payoff, locking the opponent out of the Extra Deck for the turn and setting up an omni negate. What is important to bear in mind is that this version loses to {Called by the Grave}, whilst the other packages do not. Another thing to note is that {Accesscode Talker} is a viable option in this package, instead of {Hot Red Dragon Archfiend Bane} or {Hot Red Dragon Archfiend King Calamity}, as a way to use up remaining link monsters to finish the game on your second turn.
  704.  
  705. ---
  706.  
  707. #### Adventurer Halq Package
  708.  
  709. {cards}(Jet Synchron; Crystron Halqifibrax; Shooting Riser Dragon; Accesscode Talker++0-1; Knightmare Unicorn++0-1)
  710.  
  711. This is a Halqifibrax engine unique to Adventurer builds of the deck, which enables the fragile but powerful summon of {Hot Red Dragon Archfiend King Calamity} on the opponent's turn, alongside guaranteed followup on resolution of the combo via {Wandering King Wildwind} and {Chaos Ruler, the Chaotic Magical Dragon} in the GY. It can also help followup with {Accesscode Talker} to close out games.
  712.  
  713. ---
  714.  
  715. #### Zeus Package
  716. {cards}(Sky Cavalry Centaurea++0-1; Number 29: Mannequin Cat++0-1; Divine Arsenal AA-ZEUS - Sky Thunder)
  717.  
  718. A very simple package that can be used in decks that either don't facilitate or don't require Halqifibrax packages, such as Duskwalker builds of the deck, it uses a very simple premise that essentially is just Normal Summon {Red Resonator}, Special Summon another Level 2, make one of the Rank 2 monsters above, then attack with it and make {Divine Arsenal AA-ZEUS - Sky Thunder} to set up a fieldwipe.
  719.  
  720. ---
  721.  
  722.  
  723. ## Techs and Staples
  724.  
  725.  
  726.  
  727. Cards used outside of the main combos of the deck, to counteract unfavourable and common matchups. These should be chosen with regard to the current environment seen on master duel and will typically serve to increase your chance of victory going second.
  728.  
  729.  
  730.  
  731. ### Monsters
  732.  
  733.  
  734.  
  735. #### Maxx "C"
  736.  
  737.  
  738. {cards}(Maxx "C"++2-3)
  739.  
  740.  
  741.  
  742. - Staple that can single handedly accrue absurd card advantage and end the turn of opposing combo decks.
  743.  
  744.  
  745. - Searchable by {Witch of the Black Forest}.
  746.  
  747.  
  748.  
  749.  
  750. #### Effect Veiler
  751.  
  752.  
  753. {cards}(Effect Veiler++2-3)
  754.  
  755.  
  756.  
  757. - Targeted monster negation, used over infinite impermanence due to being a LIGHT monster, providing synergy with {Chaos Ruler, the Chaotic Magical Dragon}.
  758.  
  759. - Searched by {Witch of the Black Forest}.
  760.  
  761.  
  762.  
  763. #### Ash Blossom and Joyous Spring
  764.  
  765.  
  766. {cards}(Ash Blossom & Joyous Spring++3)
  767.  
  768.  
  769.  
  770. - Negates {Maxx "C"}, one of this deck’s biggest counters.
  771.  
  772.  
  773.  
  774. - Effective interruption against virtually any deck.
  775.  
  776.  
  777.  
  778. #### Nibiru, the Primal Being
  779.  
  780.  
  781. {cards}(Nibiru, the Primal Being++0-1)
  782.  
  783.  
  784.  
  785. - Poor synergy with Resonators as it stops {Crimson Resonator} from Special Summoning itself or Special Summoning from the deck.
  786.  
  787.  
  788.  
  789. - Good synergy after {Red Supernova Dragon} is established as you can banish Supernova, then use Nibiru.
  790.  
  791.  
  792.  
  793. - {Witch of the Black Forest} searches this.
  794.  
  795.  
  796.  
  797. - LIGHT attribute synergises with {Chaos Ruler, the Chaotic Magical Dragon}.
  798.  
  799.  
  800.  
  801. - Often used as a target for {Crossout Designator}.
  802.  
  803.  
  804.  
  805. #### Ghost Ogre & Snow Rabbit
  806.  
  807.  
  808. {cards}(Ghost Ogre & Snow Rabbit++0-2)
  809.  
  810.  
  811.  
  812. - LIGHT attribute synergy with {Chaos Ruler, the Chaotic Magical Dragon}.
  813.  
  814.  
  815.  
  816. - Can be Summoned from deck or GY by {Hot Red Dragon Archfiend Bane} to set up another interruption for after the Battle Phase.
  817.  
  818.  
  819.  
  820. - Can be used with {Supay, Duskwalker} in a pinch to Synchro Summon.
  821.  
  822. #### Token Collector
  823.  
  824. {cards}(Token Collector++0-2)
  825.  
  826. - A very punishing interruption against Swordsoul decks.
  827.  
  828. - Works well against the Adventurer Engine.
  829.  
  830. - Useful when milled by {Chaos Ruler, the Chaotic Magical Dragon}.
  831.  
  832. - A useful Small World bridge, notably bridging {Witch of the Black Forest} to {Crimson Resonator}.
  833.  
  834. #### D.D. Crow
  835.  
  836. {cards}(D.D. Crow++0-1)
  837.  
  838. - A strong interruption against GY centric decks.
  839.  
  840. - DARK, and can be added to the hand by {Chaos Ruler, the Chaotic Magical Dragon} as a result.
  841.  
  842. - A good {Small World} bridge, again notably bridging {Witch of the Black Forest} to {Crimson Resonator}, and also {Wandering King Wildwind} to {Witch of the Black Forest}.
  843.  
  844. - Searched by {Witch of the Black Forest}.
  845.  
  846. #### PSY-Framegear Gamma and PSY-Frame Driver
  847.  
  848. {cards}(PSY-Framegear Gamma++2; PSY-Frame Driver++1).
  849.  
  850. - LIGHT hand trap synergising with {Chaos Ruler, the Chaotic Magical Dragon}.
  851.  
  852. - Cannot be used if you control a monster, reducing synergy after being searched.
  853.  
  854. - One of the few ways to counter {Dimension Shifter} in this deck.
  855.  
  856. - If used on your turn, it can provide an early Synchro Summon of Chaos Ruler.
  857.  
  858. #### Mythical Beast Garuda
  859.  
  860. {cards}(Mythical Beast Garuda++0-1)
  861.  
  862. -Small World Searchable Backrow Removal.
  863.  
  864. -Level 4, so can combo in a pinch.
  865.  
  866. #### Skull Meister
  867.  
  868. {cards}(Skull Meister++0-2)
  869.  
  870. - A hand trap that doubles as a way to start combos in a pinch.
  871.  
  872. - Searched by {Witch of the Black Forest}.
  873.  
  874.  
  875. ### Spells/Traps
  876.  
  877.  
  878.  
  879. #### Called by the Grave
  880.  
  881.  
  882. {cards}(Called by the Grave++2)
  883.  
  884.  
  885.  
  886. - Staple card to prevent your combos from getting interrupted or the opponent gaining card advantage with {Maxx "C"}.
  887.  
  888.  
  889.  
  890.  
  891. #### Crossout Designator
  892.  
  893. {cards}(Crossout Designator++0-3)
  894.  
  895.  
  896.  
  897. - Very useful in Resonators due to how susceptible this deck is to hand traps.
  898.  
  899.  
  900.  
  901. - {Infinite Impermanence} and {Nibiru, the Primal Being} needed as additional targets.
  902.  
  903.  
  904.  
  905. - Hinders ability to deal with going second as you sacrifice the slots of other going second cards.
  906.  
  907.  
  908.  
  909. #### Lightning Storm
  910.  
  911.  
  912. {cards}(Lightning Storm++0-2)
  913.  
  914.  
  915.  
  916. - Versatile as it deals with backrow or monsters and provides some much needed spell/trap removal to the deck, making it ideal for ladder play.
  917.  
  918.  
  919.  
  920.  
  921. #### Pot of Prosperity
  922.  
  923.  
  924.  
  925. {cards}(Pot of Prosperity++0-2)
  926.  
  927.  
  928.  
  929. -Provides a consistency boost to the deck, typically banishing 3 to reveal 3 unless you are very desperate for a specific card.
  930.  
  931.  
  932.  
  933. -Typically ran in the Hydride version banishing {Crystron Halqifibrax}, {Shooting Riser Dragon} and one copy of {Hot Red Dragon Archfiend Abyss}.
  934.  
  935.  
  936.  
  937. -For the Duskwalker build banishing any 3 of {Samsara, Dragon of Rebirth}, {Void Ogre Dragon}, {Scarlight Red Dragon Archfiend}, {Hot Red Dragon Archfiend Abyss} and {Ancient Pixie Dragon}.
  938.  
  939.  
  940.  
  941. -For Assault mode builds, banish any 3 of {Samsara, Dragon of Rebirth}, {Scarlight Red Dragon Archfiend}, both {Crystron Halqifibrax} and {Formula Synchron}, {Hot Red Dragon Archfiend Abyss}.
  942.  
  943. -For the Adventurer build, banish any 3 of your 2 Xyz Monsters, {Scarlight Red Dragon Archfiend}, {Hot Red Dragon Archfiend Abyss}, {Samsara, Dragon of Rebirth}, {Ancient Pixie Dragon}.
  944.  
  945.  
  946.  
  947. -These Banishes can be costly in longer lasting matches, leading to the deck running out of gas.
  948.  
  949.  
  950.  
  951. #### Red Reign
  952.  
  953.  
  954. {cards}(Red Reign++0-2)
  955.  
  956.  
  957.  
  958. - Serves as both protection for your high Level Synchro Monsters and removal against your opponent.
  959.  
  960.  
  961.  
  962. - Anything that remains on the board is unaffected by other cards for the remainder of the turn.
  963.  
  964.  
  965.  
  966. - Can be freely discarded away if you are running the Dawn/Duskwalker engines as it will add itself back to your hand once you Synchro Summon a DARK Dragon Synchro Monster.
  967.  
  968.  
  969.  
  970. - It can backfire spectacularly against you if your opponent manages to Summon a monster with a higher Level than your current highest Level Synchro Monster, so try to use its effect to prevent that from happening.
  971.  
  972.  
  973.  
  974. - Do note there MUST be .something on the field for it to banish in order to activate this card.
  975.  
  976.  
  977.  
  978. - Face down and Link / Xyz monsters count as Level 0 for the purpose of this card's activation and effect.
  979.  
  980.  
  981.  
  982. - Excellent synergy with our boss monster {Red Supernova Dragon}.
  983.  
  984.  
  985.  
  986. - Can be considered “win more” and thus not a necessary inclusion.
  987.  
  988.  
  989.  
  990. #### Infinite Impermanence
  991.  
  992.  
  993. {cards}(Infinite Impermanence++0-2)
  994.  
  995.  
  996.  
  997. - Often only worth running as a target for {Crossout Designator}, as it is outclassed by effect veiler in this deck.
  998.  
  999.  
  1000.  
  1001. - However a little more versatility against backrow decks than effect veiler, which is a large weakness of Resonators.
  1002.  
  1003.  
  1004.  
  1005. #### Synchro Call/Burning Soul 0x
  1006.  
  1007.  
  1008. {cards}(Synchro Call++0; Burning Soul++0)
  1009.  
  1010.  
  1011.  
  1012. - Whilst Summoning {Hot Red Dragon Archfiend King Calamity} on the opponent’s turn is a strong lock, these cards are too bricky and too win more to be viable.
  1013.  
  1014.  
  1015.  
  1016. ---
  1017.  
  1018.  
  1019. ## Sample Decklists
  1020.  
  1021.  
  1022. ### Recommended:
  1023.  
  1024. {2col}
  1025.  
  1026. #### Small Cupid Resonators
  1027.  
  1028.  
  1029. {deck}(Crimson Resonator@3; Red Resonator@2; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Noble Knight's Shield-Bearer@2; Dynatherium; Hop Ear Squadron; Deskbot 001; Maxx "C"@3; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Resonator Call@3; Small World@3; Called by the Grave@2)(Cupid Pitch; Red Rising Dragon@3; Ancient Pixie Dragon; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon; Crystron Halqifibrax; Mecha Phantom Beast Auroradon)
  1030.  
  1031. {2coldiv}
  1032.  
  1033.  
  1034. #### Adventurer Resonator
  1035.  
  1036. {deck}(Crimson Resonator@3; Red Resonator; Synkron Resonator@2; Chain Resonator@1; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Maxx "C"@3; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Token Collector; Resonator Call@3; Small World@3; Called by the Grave@2; Water Enchantress of the Temple@2; Rite of Aramesir@2; Foolish Burial; Wandering Gryphon Rider; Dracoback, the Rideable Dragon; Fateful Adventure; Creation Resonator; Jet Synchron)(Red Rising Dragon@3; Scarlight Red Dragon Archfiend; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon; Crystron Halqifibrax; Accesscode Talker; Shooting Riser Dragon; Knightmare Unicorn)
  1037.  
  1038. {2colend}
  1039.  
  1040.  
  1041. ### Alternative Lists (Semi-Recommended):
  1042.  
  1043. {2col}
  1044.  
  1045. #### Big Cupid Pitch Resonator
  1046.  
  1047. {deck}(Crimson Resonator@3; Red Resonator@2; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Noble Knight's Shield-Bearer@2; Dynatherium; Hop Ear Squadron; Deskbot 001; Mecha Phantom Beast Coltwing; Maxx "C"@2; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Resonator Call@3; Small World@3; Called by the Grave@2)(Cupid Pitch; Herald of the Arc Light; Red Rising Dragon@3; Borreload Savage Dragon; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Red Supernova Dragon; Crystron Halqifibrax; Mecha Phantom Beast Auroradon)
  1048.  
  1049. {2coldiv}
  1050.  
  1051.  
  1052. #### Scythe lock Resonator
  1053.  
  1054.  
  1055.  
  1056. {deck}(Crimson Resonator@3; Red Resonator@2; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Noble Knight's Shield-Bearer@2; Dynatherium; Hop Ear Squadron; Jet Synchron; Artifact Scythe; Maxx "C"@2; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Resonator Call@3; Small World@3; Called by the Grave@2)(T.G. Wonder Magician; Red Rising Dragon@3; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon; Linkuriboh; Crystron Halqifibrax; Artifact Dagda)
  1057.  
  1058. {2colend}
  1059.  
  1060.  
  1061. {2col}
  1062.  
  1063. #### Hydride Resonator
  1064.  
  1065. {deck}(Crimson Resonator@3; Red Resonator@2; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Noble Knight's Shield-Bearer@2; Dynatherium; Hop Ear Squadron; Phantom King Hydride; Maxx "C"@3; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Resonator Call@3; Small World@3; Called by the Grave@2)(Samsara, Dragon of Rebirth; Red Rising Dragon@3; Shooting Riser Dragon; Ancient Pixie Dragon; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon; Crystron Halqifibrax)
  1066.  
  1067. {2colend}
  1068.  
  1069.  
  1070. ### Alternative lists (not currently recommended):
  1071.  
  1072.  
  1073. {2col}
  1074.  
  1075. #### Duskwalker Resonator:
  1076.  
  1077. {deck}(Crimson Resonator@3; Red Resonator@2; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@3; Ascator, Dawnwalker@3; Fire Ant Ascator; Supay, Duskwalker@3; Supay; Maxx "C"@3; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Token Collector; Resonator Call@3; Small World@3; Called by the Grave@2)(Samsara, Dragon of Rebirth; Red Rising Dragon@3; Ancient Pixie Dragon; Void Ogre Dragon; Scarlight Red Dragon Archfiend; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon)
  1078.  
  1079.  
  1080. {2coldiv}
  1081.  
  1082.  
  1083.  
  1084. #### Compact Assault Mode Resonator:
  1085.  
  1086.  
  1087. {deck}(Crimson Resonator@3; Red Resonator; Synkron Resonator@2; Chain Resonator; Creation Resonator; Wandering King Wildwind@3; Witch of the Black Forest@2; Ascator, Dawnwalker@3; Fire Ant Ascator; Psi-Reflector@2; Assault Beast; Maxx "C"@3; Ash Blossom & Joyous Spring@3; Effect Veiler@2; Token Collector; Resonator Call@3; Small World@3; Emergency Teleport@2; One for One; Called by the Grave@2; Assault Mode Activate)(Formula Synchron; Samsara, Dragon of Rebirth; Red Rising Dragon@3; Scarlight Red Dragon Archfiend; Chaos Ruler, the Chaotic Magical Dragon@2; Hot Red Dragon Archfiend Abyss@2; Hot Red Dragon Archfiend Bane; Baronne de Fleur; Hot Red Dragon Archfiend King Calamity; Red Supernova Dragon; Crystron Halqifibrax)
  1088.  
  1089. {2colend}
  1090.  
  1091.  
  1092. ---
  1093.  
  1094.  
  1095. ## The Combo Guide
  1096.  
  1097.  
  1098.  
  1099.  
  1100.  
  1101.  
  1102. Before going into the combos, it is important to note that in many versions, especially Shield-Bearer builds, the combos quickly become less than linear. There are some important guidelines to attempt to follow when playing which act as a general rule of thumb to keep you on the right track in this deck:
  1103.  
  1104.  
  1105.  
  1106. 1) Hold the Normal Summon as long as possible- typically you want to save this for a card like {Red Resonator} Special Summoning {Witch of the Black Forest}, or another similarly strong Normal Summon. Holding the Normal Summon also gives you a better chance to play past hand traps.
  1107.  
  1108.  
  1109. 2)Think how can I play towards my {Chaos Ruler, the Chaotic Magical Dragon}’s mills? Set up with the most likely useful outcome of the Chaos Ruler mill in mind, as this Chaos Ruler mill often sets up a necessary combo piece for the deck. Holding the Normal Summon for after these mills can be useful, say, if you open {Ascator, Dawnwalker} without {Crimson Resonator}, then mill a Crimson after going into Chaos Ruler with Dawnwalker, as now you can Normal Summon that Crimson Resonator and combo from there.
  1110.  
  1111.  
  1112. 3) Think about what your current end board and follow-up are before going for Chaos Ruler, and bear in mind that in many cases committing too much to the field whilst not adding negates can be an overextend. For example, Summoning {Hot Red Dragon Archfiend Bane} turn 1 often ends up as a waste of resources as it does not provide an interruption, although this is not always the case in cases where the opponent cannot out it. The main followup to look at is GY setup, such as {Wandering King Wildwind}, {Chaos Ruler, the Chaotic Magical Dragon} and {Red Rising Dragon} in the GY with two Level 1 monsters.
  1113.  
  1114.  
  1115.  
  1116.  
  1117. {tabbed:Core, Halqifibrax, Duskwalker, Adventure, Assault Mode}
  1118.  
  1119. ### Core:
  1120.  
  1121.  
  1122.  
  1123. #### Crimson Resonator + Witch of the Black Forest:
  1124.  
  1125.  
  1126. {cards}(Crimson Resonator; Witch of the Black Forest)
  1127.  
  1128.  
  1129.  
  1130.  
  1131. 1. Special Summon {Crimson Resonator}, Normal Summon {Witch of the Black Forest}
  1132.  
  1133.  
  1134.  
  1135. 2. Synchro Summon {Red Rising Dragon}, revive Crimson Resonator and add {Wandering King Wildwind} from deck to hand.
  1136.  
  1137.  
  1138.  
  1139. 3. Activate Crimson Resonator’s effect, Special Summoning {Creation Resonator} and {Synkron Resonator}.
  1140.  
  1141.  
  1142.  
  1143. 4. Special Summon Wandering King Wildwind.
  1144.  
  1145.  
  1146.  
  1147. 5. Synchro Summon Red Rising Dragon with Crimson Resonator and Wandering King Wildwind, revive Crimson Resonator.
  1148.  
  1149.  
  1150.  
  1151. 6. Synchro Summon {Red Supernova Dragon} with Crimson Resonator, Creation Resonator, Synkron Resonator and Red Rising Dragon.
  1152.  
  1153.  
  1154.  
  1155. 7. Use Synkron Resonator to add Creation Resonator from the GY to the hand.
  1156.  
  1157.  
  1158. 8. Special Summon Creation Resonator.
  1159.  
  1160.  
  1161.  
  1162. 9. Synchro Summon {Hot Red Dragon Archfiend Abyss} with Creation Resonator and Red Rising Dragon (note you can Summon Abyss in defence position to play around {Lightning Storm}).
  1163.  
  1164.  
  1165.  
  1166.  
  1167. #### Chain Resonator + Ascator, Dawnwalker + DARK monster milled / discarded OR emergency teleport OR one for one.
  1168.  
  1169.  
  1170. {3col}
  1171.  
  1172. {cards}(Chain Resonator; Ascator, Dawnwalker; Mokey Mokey)
  1173.  
  1174. {3coldiv}
  1175.  
  1176. {cards}(Chain Resonator; Emergency Teleport)
  1177.  
  1178. {3coldiv}
  1179.  
  1180.  
  1181. {cards}(Chain Resonator; One for One; Mokey Mokey)
  1182.  
  1183. {3colend}
  1184.  
  1185.  
  1186.  
  1187.  
  1188.  
  1189. (note: prioritise plays where you Special Summon Crimson initially if you open Crimson, only use this if it is the only good chance of making Supernova + Abyss.)
  1190.  
  1191.  
  1192.  
  1193. 1. Discard a card to Special Summon {Ascator, Dawnwalker} and {Fire Ant Ascator}, then Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon} and activate its effect, this combo can proceed given a DARK monster (other than {Synkron Resonator}) was in the opening hand or milled. Bear in mind you cannot allow either of your two {Synkron Resonator}s to hit the GY for the combo to proceed as in this version of the combo.
  1194. 1a. (Assault Mode version of this is activate {Emergency Teleport}/{One for One}, Special Summoning {Psi-Reflector}, adding {Assault Beast} from deck to hand, discard Assault Beast and add {Assault Mode Activate} to your hand, reveal Assault Mode Activate using Psi Reflector to Revive Assault Beast, increasing its Level to 7, and then Synchro Summon Chaos Ruler).
  1195.  
  1196.  
  1197. 2. Normal Summon {Chain Resonator}, and activate its effect to Special Summon {Crimson Resonator}.
  1198.  
  1199.  
  1200.  
  1201. 3. Use Chain Resonator and Chaos Ruler, the Chaotic Magical Dragon to Synchro Summon {Hot Red Dragon Archfiend Abyss}.
  1202.  
  1203.  
  1204.  
  1205. 4. Activate Crimson Resonator’s effect to Special Summon 2 Synkron Resonator from hand or deck.
  1206.  
  1207.  
  1208.  
  1209. 5. Banish a LIGHT and DARK from the GY to revive Chaos Ruler, the Chaotic Magical Dragon.
  1210.  
  1211.  
  1212.  
  1213. 6. Synchro Summon {Red Supernova Dragon} using Chaos Ruler, Crimson Resonator and 2 Synkron Resonators, then triggering each Synkron Resonator’s effect when they hit the GY to add a Resonator to hand.
  1214.  
  1215.  
  1216.  
  1217.  
  1218. #### Wandering King Wildwind + Crimson Resonator + Witch of the Black Forest:
  1219.  
  1220.  
  1221. {cards}(Wandering King Wildwind; Crimson Resonator; Witch of the Black Forest).
  1222.  
  1223.  
  1224.  
  1225. ##### 2 options are available, set up Abyss, Supernova + handtrap or Abyss Supernova via Chaos Ruler. The choice is up to player discretion.
  1226.  
  1227.  
  1228.  
  1229. ###### In order to set up the hand trap version:
  1230.  
  1231.  
  1232.  
  1233. 1. Special Summon {Crimson Resonator}, Special Summon {Wandering King Wildwind}.
  1234.  
  1235.  
  1236.  
  1237. 2. Synchro Summon {Red Rising Dragon}, revive Crimson Resonator .
  1238.  
  1239.  
  1240.  
  1241. 3. Activate Crimson Resonator’s effect, Special Summoning {Creation Resonator} and {Synkron Resonator}.
  1242.  
  1243.  
  1244.  
  1245. 4. Normal Summon {Witch of the Black Forest}.
  1246.  
  1247.  
  1248.  
  1249. 5. Synchro Summon Red Rising Dragon with Crimson Resonator and Witch of the Black Forest, revive Crimson Resonator.
  1250.  
  1251.  
  1252.  
  1253. 6. Add a hand trap such as {Maxx "C"} or {Effect Veiler} via the effect of Witch of the Black Forest.
  1254.  
  1255.  
  1256.  
  1257. 7. Synchro Summon {Red Supernova Dragon} with Crimson Resonator, Creation Resonator, Synkron Resonator and Red Rising Dragon.
  1258.  
  1259.  
  1260.  
  1261. ###### In order to set up the Chaos Ruler version, you don’t have to open Witch of the Black Forest, and can mill and add her to hand instead:
  1262.  
  1263.  
  1264.  
  1265. 1. Special Summon {Crimson Resonator}, Special Summon {Wandering King Wildwind}.
  1266.  
  1267.  
  1268.  
  1269. 2. Synchro Summon {Red Rising Dragon}, revive Crimson Resonator.
  1270.  
  1271.  
  1272.  
  1273. 3. Activate Crimson Resonator’s effect, Special Summoning {Red Resonator} and {Synkron Resonator}, use Red Resonator’s effect targeting Red Rising Dragon to gain 2100 LP.
  1274.  
  1275.  
  1276.  
  1277. 4. Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon} using Red Resonator and Red Rising Dragon and activate its effect.
  1278.  
  1279.  
  1280.  
  1281. 5. Synchro Summon {Hot Red Dragon Archfiend Abyss} with Synkron Resonator and Chaos Ruler, the Chaotic Magical Dragon, use Synkron Resonator’s effect to add Red Resonator back to hand.
  1282.  
  1283.  
  1284.  
  1285. 6. Normal Summon Red Resonator, Special Summon {Witch of the Black Forest}, use both of these to Synchro Summon Red Rising Dragon and revive Synkron Resonator with its effect, searching Creation Resonator with Witch of the Black Forest.
  1286.  
  1287.  
  1288.  
  1289. 7. Special Summon Creation Resonator, Synchro Summon {Red Supernova Dragon} using Crimson Resonator, Creation Resonator, Synkron Resonator and Red Rising Dragon, using Synkron Resonator add Red Resonator from the GY to the hand.
  1290.  
  1291.  
  1292.  
  1293. #### Crimson Resonator, Red Resonator, Witch of the Black forest
  1294.  
  1295.  
  1296. {cards}(Crimson Resonator; Red Resonator; Witch of the Black Forest)
  1297.  
  1298.  
  1299.  
  1300. 1. Special Summon {Crimson Resonator}.
  1301.  
  1302.  
  1303.  
  1304. 2. Normal Summon {Red Resonator}, using its effect to Special Summon {Witch of the Black Forest}.
  1305.  
  1306.  
  1307.  
  1308. 3. Use Red Resonator and Witch of the Black Forest to Synchro Summon {Red Rising Dragon} (you do not use Crimson Resonator as a material in case Red Rising Dragon gets negated).
  1309.  
  1310.  
  1311. 4. Activate Red Rising Dragon’s effect to revive Red Resonator after Witch of the Black Forest’s mandatory effect triggers, with this effect, add {Hop Ear Squadron} to your hand.
  1312.  
  1313.  
  1314.  
  1315. 5. Use Red Resonator and Red Rising Dragon to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}, activate Chaos Ruler’s effect.
  1316.  
  1317.  
  1318.  
  1319. 6. Use Crimson Resonator’s effect to Special Summon {Chain Resonator} and {Synkron Resonator} from deck.
  1320.  
  1321.  
  1322.  
  1323. 7. Use Crimson Resonator, Synkron Resonator and Chain Resonator with Chaos Ruler, the Chaotic Magical Dragon to Synchro Summon {Red Supernova Dragon}.
  1324.  
  1325.  
  1326.  
  1327. 8. Trigger Synkron Resonator’s effect to add back Red Resonator to your hand.
  1328.  
  1329.  
  1330.  
  1331. 9. Banish a LIGHT and DARK monster from your GY (eg. Chain and Crimson Resonator) to revive Chaos Ruler, the Chaotic Magical Dragon.
  1332.  
  1333.  
  1334.  
  1335. 10. End turn.
  1336.  
  1337.  
  1338.  
  1339. 11. During the opponent’s Main Phase 1, use Hop Ear Squadron’s effect targeting Chaos Ruler, the Chaotic Magical Dragon to Synchro Summon {Baronne de Fleur}.
  1340.  
  1341.  
  1342.  
  1343. #### Dawnwalker / emergency teleport / one for one + Witch of the Black Forest + Crimson Resonator
  1344.  
  1345. {3col}
  1346.  
  1347.  
  1348. {cards}(Ascator, Dawnwalker; Witch of the Black Forest; Crimson Resonator; Mokey-Mokey)
  1349.  
  1350. {3coldiv}
  1351.  
  1352.  
  1353. {cards}(Emergency Teleport; Witch of the Black Forest; Crimson Resonator)
  1354.  
  1355. {3coldiv}
  1356.  
  1357. {cards}(One for One; Witch of the Black Forest; Crimson Resonator; Mokey-Mokey)
  1358.  
  1359. {3colend}
  1360.  
  1361.  
  1362.  
  1363.  
  1364.  
  1365. 1. Special Summon {Crimson Resonator}.
  1366.  
  1367.  
  1368.  
  1369. 2. Use {Ascator, Dawnwalker}/{Emergency Teleport}/{One for One} to make {Chaos Ruler, the Chaotic Magical Dragon} via the same processes as seen in the Ascator, Dawnwalker Chain Resonator combo, then activate Chaos Ruler’s effect.
  1370.  
  1371.  
  1372.  
  1373. 3. Activate {Crimson Resonator}’s effect to Special Summon {Synkron Resonator} and {Chain Resonator}.
  1374.  
  1375.  
  1376.  
  1377. 4. Normal Summon {Witch of the Black Forest}.
  1378.  
  1379.  
  1380.  
  1381. 5. Use Crimson Resonator and Witch of the Black Forest to make {Red Rising Dragon}, reviving Crimson Resonator and searching for {Creation Resonator}.
  1382.  
  1383.  
  1384.  
  1385. 6. Synchro Summon {Red Supernova Dragon}, triggering Synkron Resonator’s effect to add a Resonator from the GY to the hand.
  1386.  
  1387.  
  1388.  
  1389. 7. Special Summon Creation Resonator.
  1390.  
  1391.  
  1392. 8. use Red Rising Dragon and Creation Resonator to Synchro Summon {Hot Red Dragon Archfiend Abyss}.
  1393.  
  1394.  
  1395.  
  1396. #### Full Combo example
  1397.  
  1398.  
  1399. (Making Supernova, Baronne, Abyss)
  1400.  
  1401.  
  1402.  
  1403. There are many ways to do this, but it will require you to have access to {Hop Ear Squadron} and {Chaos Ruler, the Chaotic Magical Dragon}, and in most cases will also require Creation Resonator.
  1404.  
  1405. You can take either the Witch-Wildwind-Crimson or the Dawnwalker, Witch-Crimson combos and add in hop ear squadron to each as an example, you can revive the Chaos Ruler in the GY with hop ear in hand to be able to make baronne de fleur, for the Witch-Wildwind-Crimson version assuming that a LIGHT was milled by Chaos Ruler.
  1406.  
  1407. #### The Battle Phase Combo:
  1408.  
  1409.  
  1410.  
  1411. Crimson Resonator + Wandering King Wildwind / Dynatherium
  1412.  
  1413.  
  1414. {cards}(Crimson Resonator; Wandering King Wildwind;Dynatherium)
  1415.  
  1416.  
  1417.  
  1418. - This combo can only be done turn 2 and onwards, and requires a damaging attack from {Hot Red Dragon Archfiend Bane}.
  1419.  
  1420.  
  1421. 1. Special Summon {Crimson Resonator}, then Special Summon {Dynatherium} or {Wandering King Wildwind}.
  1422.  
  1423.  
  1424.  
  1425. 2. Synchro Summon Red Rising Dragon, activate its effect to revive Crimson Resonator.
  1426.  
  1427.  
  1428.  
  1429. 3. Activate Crimson Resonator’s effect to Special Summon {Chain Resonator} and {Synkron Resonator}.
  1430.  
  1431.  
  1432.  
  1433. 4. Synchro Summon Chaos Ruler, the Chaotic Magical Dragon, and activate its effect.
  1434.  
  1435.  
  1436.  
  1437. 5. Use Chain Resonator And Chaos Ruler, the Chaotic Magical Dragon to Synchro Summon Hot Red Dragon Archfiend Abyss.
  1438.  
  1439.  
  1440.  
  1441. 6. Use Synkron Resonator and {Hot Red Dragon Archfiend Abyss} to Synchro Summon Hot Red Dragon Archfiend Bane, Trigger Synkron Resonator’s effect to add Chain Resonator from the GY to the hand.
  1442.  
  1443.  
  1444.  
  1445. 7. Normal Summon Chain Resonator, activate Chain Resonator’s effect to Special Summon Red Resonator from deck, Activate Red Resonator’s effect targeting Hot Red Dragon Archfiend Bane to gain 3500 LP.
  1446.  
  1447.  
  1448.  
  1449. 8. Activate Hot Red Dragon Archfiend Bane’s effect, tributing Chain Resonator to revive Hot Red Dragon Archfiend Abyss.
  1450.  
  1451.  
  1452.  
  1453. 9. Banish a LIGHT and DARK, most likely Chain and Crimson Resonator from the GY to revive Chaos Ruler.
  1454.  
  1455.  
  1456.  
  1457. 10. Go to the Battle Phase, and ensure a damaging attack with Hot Red Dragon Archfiend Bane.
  1458.  
  1459.  
  1460.  
  1461. 11. Activate the effect of Hot Red Dragon Archfiend Bane to Special Summon Synkron Resonator from the GY and any Level 1 Tuner from deck.
  1462.  
  1463.  
  1464.  
  1465. 12. Use the Level 1 Tuner, Red Resonator, Synkron Resonator and Chaos Ruler, the Chaotic Magical Dragon to Synchro Summon {Red Supernova Dragon}.
  1466.  
  1467. ---
  1468.  
  1469. {tabsep}
  1470.  
  1471.  
  1472.  
  1473. ### Halqifibrax:
  1474.  
  1475.  
  1476.  
  1477. Bear in mind these combos are mainly for use in response to a soft brick.
  1478.  
  1479.  
  1480. Link Summon {Crystron Halqifibrax} by one of the following common means:
  1481.  
  1482.  
  1483.  
  1484. - Normal Summon a Tuner, Special Summon {Dynatherium}.
  1485.  
  1486.  
  1487.  
  1488. - Normal Summon {Red Resonator}, Special Summon a monster with its effect.
  1489.  
  1490.  
  1491.  
  1492. - (Turn 2+ only) Banish {Red Rising Dragon} from the GY to revive 2 Level 1 Resonator monsters.
  1493.  
  1494. - - -
  1495.  
  1496. #### Hydride Combo:
  1497.  
  1498.  
  1499.  
  1500. 1. {Crystron Halqifibrax} Special Summon {Phantom King Hydride}, turn end.
  1501.  
  1502.  
  1503.  
  1504. 2. Opponent’s Main Phase, trigger Halqifibrax, Special Summon {Shooting Riser Dragon}.
  1505.  
  1506.  
  1507.  
  1508. 3. Use Shooting Riser Dragon’s second effect to Synchro to baronne de fleur (You can activate the first effect and chain the second effect to try to bait {Ash Blossom & Joyous Spring} from the opponent).
  1509.  
  1510.  
  1511.  
  1512. #### Hydride Combo if Hop Ear Squadron is in hand:
  1513.  
  1514.  
  1515.  
  1516. 1. {Crystron Halqifibrax} Special Summon {Phantom King Hydride}, turn end.
  1517.  
  1518.  
  1519.  
  1520. 2. Opponent’s Main Phase, trigger Halqifibrax, banishing it to Special Summon {Shooting Riser Dragon}.
  1521.  
  1522.  
  1523.  
  1524. 3. Trigger Shooting Riser Dragon’s first effect, sending any Level 2 from the deck to the GY.
  1525.  
  1526.  
  1527.  
  1528. 4. After the first effect resolves, trigger the second effect of Shooting Riser Dragon, Synchro Summoning {Chaos Ruler, the Chaotic Magical Dragon}, activating its on-Summon effect.
  1529.  
  1530.  
  1531.  
  1532. 5. Activate {Hop Ear Squadron} targeting Chaos Ruler, the Chaotic Magical Dragon, Summoning Baronne de Fleur.
  1533.  
  1534.  
  1535.  
  1536. #### Small cupid combo:
  1537.  
  1538.  
  1539.  
  1540. 1. Summon {Deskbot 001} with {Crystron Halqifibrax}’s effect.
  1541.  
  1542.  
  1543.  
  1544. 2. Use these two to Link Summon {Mecha Phantom Beast Auroradon}, Summon 3 Level 3 Tokens and revive Deskbot 001.
  1545.  
  1546.  
  1547.  
  1548. 3. Synchro Summon {Cupid Pitch} with deskbot 001 and 1 Token , use its effect to increase its Level by 1.
  1549.  
  1550.  
  1551.  
  1552. ##### from here there are two options:
  1553.  
  1554.  
  1555.  
  1556. ###### First option to guarantee 2 negates:
  1557.  
  1558.  
  1559.  
  1560. - Use Cupid Pitch and 1 Token to Synchro Summon {Borreload Savage Dragon}, then use borreload savage Dragon’s effect to equip it with Crystron Halqifibrax from the GY, and use Cupid Pitch’s effect to add Hop Ear Squadron from deck to hand.
  1561.  
  1562.  
  1563.  
  1564. ###### Second option to go via {Chaos Ruler, the Chaotic Magical Dragon}:
  1565.  
  1566.  
  1567.  
  1568. - To make a good board here you will need to have extenders in hand already, such as {Wandering King Wildwind}, {Dynatherium}, {Synkron Resonator}, {Creation Resonator} or {Hop Ear Squadron}, Or you will have to excavate a LIGHT or DARK hand trap.
  1569.  
  1570.  
  1571.  
  1572. - Use Cupid Pitch and a Token to make Chaos Ruler, the Chaotic Magical Dragon, and improvise from there, adding cards to hand off of Chaos Ruler and Cupid Pitch.
  1573.  
  1574.  
  1575.  
  1576. #### Large Cupid Combo:
  1577.  
  1578.  
  1579.  
  1580. 1. Summon {Deskbot 001} with {Crystron Halqifibrax}’s effect.
  1581.  
  1582.  
  1583.  
  1584. 2. Use these two to Link Summon {Mecha Phantom Beast Auroradon} and Summon 3 Level 3 Tokens and revive Deskbot 001.
  1585.  
  1586.  
  1587.  
  1588. 3. Synchro Summon {Cupid Pitch} with Deskbot 001 and 1 Token, use its effect to increase its Level by 1.
  1589.  
  1590.  
  1591.  
  1592. 4. Use Auroradon to tribute the last 2 Tokens to Summon {Mecha Phantom Beast Coltwing} from deck.
  1593.  
  1594.  
  1595.  
  1596. 5. Coltwing will Summon 2 more Level 3 Tokens, then, Summon deskbot 001 again.
  1597.  
  1598.  
  1599.  
  1600. 6. Synchro Summon {Borreload Savage Dragon} using Cupid Pitch and 1 Token, Cupid Pitch will add {Creation Resonator} to hand and Savage will equip Halqifibrax for 2 negates.
  1601.  
  1602.  
  1603.  
  1604. 7. Summon Creation Resonator from hand.
  1605.  
  1606.  
  1607.  
  1608. 8. Synchro Summon {Baronne de Fleur} using Coltwing (Level 7) and Creation Resonator.
  1609.  
  1610.  
  1611.  
  1612. 9. Synchro Summon {Herald of the Arc Light} with the last Token and Deskbot 001.
  1613.  
  1614.  
  1615.  
  1616. #### Scythe lock combo:
  1617.  
  1618.  
  1619.  
  1620. 1. {Crystron Halqifibrax} Summon {Jet Synchron}.
  1621.  
  1622.  
  1623.  
  1624. 2. Use Jet Synchron to Link Summon {Linkuriboh}.
  1625.  
  1626.  
  1627.  
  1628. 3. Revive Jet Synchron by discarding a card.
  1629.  
  1630.  
  1631.  
  1632. 4. Use Jet Synchron and Linkuriboh to Link Summon {Artifact Dagda}.
  1633.  
  1634.  
  1635. 5. End turn.
  1636.  
  1637.  
  1638.  
  1639. 6. opponent’s Main Phase 1:
  1640.  
  1641.  
  1642.  
  1643. 7. Chain link 1 activate Crystron Halqifibrax’s effect, banishing it to Special Summon {T.G. Wonder Magician}, Chain link 2 activate Artifact Dagda to set {Artifact Scythe} from the deck.
  1644.  
  1645.  
  1646.  
  1647. 8. Use T.G. Wonder Magician’s effect on Summon to pop the set Scythe, Scythe will then trigger, Special Summoning itself, then on Summon activating to lock the opponent’s Extra Deck.
  1648.  
  1649.  
  1650.  
  1651. 9. Activate T.G. wonder magician’s second effect to Synchro Summon baronne de fleur using Artifact Scythe.
  1652.  
  1653. ---
  1654. {tabsep}
  1655.  
  1656.  
  1657. ### Duskwalker:
  1658.  
  1659.  
  1660.  
  1661. #### Supay, Duskwalker + Red Resonator:
  1662.  
  1663.  
  1664. {cards}(Supay, Duskwalker; Red Resonator)
  1665.  
  1666.  
  1667.  
  1668. 1. Discard {Red Resonator} to activate {Supay, Duskwalker}, Special Summoning Supay, Duskwalker and {Supay}.
  1669.  
  1670.  
  1671.  
  1672. 2. Use Supay and Supay, Duskwalker to make a {Red Rising Dragon}, reviving Red Resonator, activating Red Resonator’s effect to gain LP.
  1673.  
  1674.  
  1675.  
  1676. 3. Use Red Resonator and Red Rising Dragon to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}.
  1677.  
  1678.  
  1679.  
  1680.  
  1681. #### Supay, Duskwalker + Crimson Resonator:
  1682.  
  1683.  
  1684. {cards}(Supay, Duskwalker; Crimson Resonator)
  1685.  
  1686.  
  1687.  
  1688. 1. Discard {Crimson Resonator} to activate {Supay, Duskwalker}, Special Summoning {Supay, Duskwalker} and {Supay}.
  1689.  
  1690.  
  1691.  
  1692. 2. Use Supay and Supay, Duskwalker to make a {Red Rising Dragon}, reviving Crimson Resonator.
  1693.  
  1694.  
  1695.  
  1696. 3. Activate Crimson Resonator’s effect, Summoning 2 Resonators from deck, in a vacuum where you have not Normal Summoned, take {Red Resonator} and {Synkron Resonator}.
  1697.  
  1698.  
  1699.  
  1700. 4. Use Red Resonator and Red Rising Dragon to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}.
  1701.  
  1702.  
  1703.  
  1704. - (By using a separate discard, you can play around {Infinite Impermanence}, by Special Summoning Crimson Resonator, then Special Summoning Supay duskwalker and Supay with a discard, allowing you to activate Crimson, forcing a less harmful Infinite Impermanence on Crimson as opposed to Red Rising Dragon).
  1705.  
  1706.  
  1707.  
  1708.  
  1709. #### Supay, Duskwalker + Creation Resonator (no discard available):
  1710.  
  1711.  
  1712. {cards}(Supay, Duskwalker; Creation Resonator)
  1713.  
  1714.  
  1715.  
  1716. 1. Discard {Creation Resonator} to activate {Supay, Duskwalker}, Special Summoning Supay, Duskwalker and {Supay}.
  1717.  
  1718.  
  1719.  
  1720. 2. Use Supay and Supay, Duskwalker to make a {Red Rising Dragon}, reviving Creation Resonator, activating Red Resonator’s effect to gain LP.
  1721.  
  1722.  
  1723.  
  1724. 3. Use Creation Resonator and Red Rising Dragon to Synchro Summon {Hot Red Dragon Archfiend Abyss}.
  1725.  
  1726.  
  1727.  
  1728.  
  1729. #### Supay, Duskwalker + Synkron Resonator + Discard:
  1730.  
  1731.  
  1732. {cards}(Supay, Duskwalker; Synkron Resonator; Mokey-Mokey)
  1733.  
  1734.  
  1735.  
  1736. 1. In the event you are forced to do this, activate {Supay, Duskwalker}, discarding the extra card and Special Summoning Supay, Duskwalker and {Supay}.
  1737.  
  1738.  
  1739.  
  1740. 2. Normal Summon {Synkron Resonator}.
  1741.  
  1742.  
  1743.  
  1744. 3. Synkron Resonator + Supay, Duskwalker to Synchro Summon {Red Rising Dragon}, reviving Synkron Resonator.
  1745.  
  1746.  
  1747.  
  1748. 4. Use Supay and Red Rising Dragon to make {Ancient Pixie Dragon}.
  1749.  
  1750.  
  1751.  
  1752. 5. Use Synkron Resonator and Ancient Pixie Dragon to make {Chaos Ruler, the Chaotic Magical Dragon}.
  1753.  
  1754.  
  1755.  
  1756.  
  1757. #### Supay, Duskwalker + Chain Resonator + discard:
  1758.  
  1759.  
  1760. {cards}(Supay, Duskwalker; Chain Resonator; Mokey Mokey)
  1761.  
  1762.  
  1763.  
  1764. 1. In the event you are forced to do this, discard the extra card to Special Summon {Supay, Duskwalker} and {Supay}.
  1765.  
  1766.  
  1767.  
  1768. 2. Synchro Summon {Red Rising Dragon}.
  1769.  
  1770.  
  1771.  
  1772. 3. Normal Summon {Chain Resonator}, Special Summon {Crimson Resonator} from the deck.
  1773.  
  1774.  
  1775.  
  1776. 4. Use Chain Resonator and {Red Rising Dragon} to Synchro Summon {Ancient Pixie Dragon}.
  1777.  
  1778.  
  1779.  
  1780. 5. Activate {Crimson Resonator}, choosing what to Summon based on extenders in hand.
  1781.  
  1782.  
  1783.  
  1784.  
  1785. #### Supay, Duskwalker + Level4 + Discard:
  1786.  
  1787.  
  1788. {cards}(Supay, Duskwalker; Witch of the Black Forest; Mokey Mokey)
  1789.  
  1790.  
  1791.  
  1792. 1. Discard the extra card to Special Summon {Supay, Duskwalker} and {Supay}.
  1793.  
  1794.  
  1795.  
  1796. 2. Normal (or Special if possible) Summon the Level 4 monster.
  1797.  
  1798.  
  1799.  
  1800. 3. Synchro Summon {Baronne de Fleur} with the Level 4, Supay and Supay, Duskwalker.
  1801.  
  1802.  
  1803.  
  1804.  
  1805. #### Supay, Duskwalker + Level 3 Tuner + discard
  1806.  
  1807.  
  1808. {cards}(Supay, Duskwalker; Ash Blossom & Joyous Spring; Mokey Mokey)
  1809.  
  1810.  
  1811.  
  1812. 1. Discard extra card, Special Summon {Supay} and {Supay, Duskwalker}.
  1813.  
  1814.  
  1815.  
  1816. 2. Normal Summon the Level 3 Tuner.
  1817.  
  1818.  
  1819.  
  1820. 3. Use Supay, Duskwalker and the Level 3 Tuner to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}, then activate its effect.
  1821.  
  1822.  
  1823.  
  1824. 4. Synchro Summon {Hot Red Dragon Archfiend Abyss} with Chaos Ruler, the Chaotic Magical Dragon and Supay.
  1825.  
  1826. ---
  1827. {tabsep}
  1828.  
  1829. ### Adventure
  1830.  
  1831. #### Rite of Aramesir and Crimson Resonator 2 card combo:
  1832.  
  1833. {cards}(Crimson Resonator; Rite of Aramesir)
  1834.  
  1835. 1. Special Summon {Crimson Resonator}.
  1836.  
  1837. 2. Activate {Rite of Aramesir}, playing both the Token and {Fateful Adventure}.
  1838.  
  1839. 3. Synchro Summon {Red Rising Dragon}, then Chain Link 1 activate Red Rising Dragon's effect to revive Crimson Resonator, Chain Link 2 activate Fateful Adventure to add {Dracoback, the Rideable Dragon} from the deck to the hand.
  1840.  
  1841. 4. Activate Crimson Resonator's effect to Special Summon {Synkron Resonator} and {Creation Resonator} from the deck.
  1842.  
  1843. 5. Synchro Summon {Red Supernova Dragon}, then activate the effect of Synkron Resonator to add Creation Resonator from the GY to the hand.
  1844.  
  1845. 6. Activate Fateful Adventure's ignition effect, adding {Water Enchantress of the Temple} from the deck to the hand, and discarding 1 card, such as Dracoback, the Rideable Dragon.
  1846.  
  1847. 7. Normal Summon Water Enchantress of the Temple, then Special Summon Creation Resonator.
  1848.  
  1849. 8. Synchro Summon Red Rising Dragon, then Revive Creation Resonator.
  1850.  
  1851. 9. Synchro Summon {Hot Red Dragon Archfiend Abyss}.
  1852.  
  1853. #### Crimson Resonator, Wandering King Wildwind, Water Enchantress of the Temple 3 card combo
  1854.  
  1855. {cards}(Crimson Resonator; Wandering King Wildwind; Water Enchantress of the Temple)
  1856.  
  1857. 1. Special Summon {Crimson Resonator}.
  1858.  
  1859. 2. Special Summon {Wandering King Wildwind}.
  1860.  
  1861. 3. Synchro Summon {Red Rising Dragon}, use its effect to revive {Crimson Resonator}.
  1862.  
  1863. 4. Activate {Crimson Resonator}'s effect, summoning from deck {Synkron Resonator} and {Creation Resonator}.
  1864.  
  1865. 5. Synchro Summon {Red Supernova Dragon} using all the monsters you control, using {Synkron Resonator} to add {Creation Resonator} back to hand.
  1866.  
  1867. 6. Special Summon Creation Resonator and Normal Summon {Water Enchantress of the Temple}.
  1868.  
  1869. 7. Synchro Summon {Red Rising Dragon}, reviving Creation Resonator.
  1870.  
  1871. 8. Banish {Water Enchantress of the Temple} from the GY, adding {Rite of Aramesir} from deck to hand.
  1872.  
  1873. 9. Activate {Rite of Aramesir}, Special Summoning a Token and playing {Fateful Adventure} from the deck.
  1874.  
  1875. 10. Synchro Summon {Hot Red Dragon Archfiend Abyss} using Creation Resonator and Red Rising Dragon, then trigger {Fateful Adventure} adding {Dracoback, the Rideable Dragon} from the deck to the hand.
  1876.  
  1877. 11. Activate the effect of {Fateful Adventure}, discarding {Dracoback, the Rideable Dragon}, adding {Wandering Gryphon Rider} from the deck to the hand, then equip {Dracoback, the Rideable Dragon} from the GY to the Adventurer token you control.
  1878.  
  1879. 12. Pass the turn, then summon {Wandering Gryphon Rider} at an ideal moment during the opponent's main phase.
  1880.  
  1881. #### Adventure Calamity Lock via Rite of Aramesir and a Tuner
  1882.  
  1883. {cards}(Rite of Aramesir; Synkron Resonator)
  1884.  
  1885. 1. Activate {Rite of Aramesir}, playing the Adventure token and {Fateful Adventure} from the deck.
  1886.  
  1887. 2. Normal Summon a Tuner Monster, then trigger {Fateful Adventure} to add {Dracoback, the Rideable Dragon} from the deck to the hand.
  1888.  
  1889. 3. Activate {Fateful Adventure}, adding {Wandering Gryphon Rider} from Deck to Hand, discarding 1 other card after.
  1890.  
  1891. 4. Special Summon {Wandering Gryphon Rider} from the hand.
  1892.  
  1893. 5. Link Summon {Crystron Halqifibrax}, Special Summoning {Jet Synchron} from Deck.
  1894.  
  1895. 6. Use {Jet Synchron} and {Wandering Gryphon Rider} to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}, then activating it's effect.
  1896.  
  1897. 7. Use Jet Synchron's effect to revive itself from the GY.
  1898.  
  1899. 8. Pass the turn.
  1900.  
  1901. 9. During the opponent's Main Phase 1, Banish Crystron Halqifibrax to Synchro Summon {Shooting Riser Dragon}.
  1902.  
  1903. 10, Use {Shooting Riser Dragon}'s first effect to reduce its level to 3, by sending {Wandering King Wildwind} from the deck.
  1904.  
  1905. 11. At Chain Link 1, activate {Shooting Riser Dragon}'s second effect to Synchro Summon {Hot Red Dragon Archfiend King Calamity} and use its effect to lock the opponent's field.
  1906.  
  1907.  
  1908. ---
  1909.  
  1910. {tabsep}
  1911.  
  1912. ### Assault Mode
  1913.  
  1914.  
  1915. #### Assault Mode Calamity-Lock Combo:
  1916.  
  1917.  
  1918.  
  1919. This combo is achieved in a variety of ways, but should only be used in the absence of {Crimson Resonator}. A typical example would be:
  1920.  
  1921.  
  1922.  
  1923. ###### Red Resonator + Psi-Reflector
  1924.  
  1925.  
  1926. {cards}(Red Resonator; Psi-Reflector)
  1927.  
  1928.  
  1929.  
  1930. 1. Normal Summon {Red Resonator}.
  1931.  
  1932.  
  1933.  
  1934. 2. Special Summon {Psi-Reflector}, search {Assault Beast}, discard it to search {Assault Mode Activate}.
  1935.  
  1936.  
  1937.  
  1938. 3. Reveal Assault Mode Activate in hand, Special Summon Assault Beast from the GY, making it Level 6.
  1939.  
  1940.  
  1941.  
  1942. 4. Use Red Resonator and Assault Beast to Synchro Summon {Chaos Ruler, the Chaotic Magical Dragon}.
  1943.  
  1944.  
  1945.  
  1946. ##### After making Chaos ruler, there are two options in this position:
  1947.  
  1948.  
  1949.  
  1950. ###### 1) You milled an extender that doesn’t lock you:
  1951.  
  1952.  
  1953.  
  1954. 5a. Special Summon the extender, using it and Psi-Reflector to make {Crystron Halqifibrax}, Summoning a Level 2 Tuner from deck.
  1955.  
  1956.  
  1957.  
  1958. ###### 2)You have a LIGHT and DARK monster in the hand and or GY available to banish:
  1959.  
  1960.  
  1961.  
  1962. 5b. Use Red Resonator and Chaos Ruler, the Chaotic Magical Dragon to Link Summon Crystron Halqifibrax, Special Summoning a Level 2 Tuner from the deck, then banish a LIGHT and DARK monster from the hand and or GY to revive Chaos Ruler, the Chaotic Magical Dragon.
  1963.  
  1964.  
  1965.  
  1966. ##### After either scenario:
  1967.  
  1968.  
  1969.  
  1970. 6. End turn
  1971.  
  1972.  
  1973.  
  1974. 7. During the opponent’s Main Phase, tag out Crystron Halqifibrax to {Formula Synchron}, ideally on chain link 1 to draw a card.
  1975.  
  1976.  
  1977.  
  1978. 8. Activate formula Synchron’s effect to Synchro Summon {Hot Red Dragon Archfiend King Calamity}, and activate his effect. THIS Summon MUST BE ON CHAIN LINK 1 OR IT WILL MISS THE TIMING!
  1979.  
  1980.  
  1981. ---
  1982.  
  1983. {tabend}
  1984.  
  1985.  
  1986. ## Hand/Field Interpretation
  1987.  
  1988.  
  1989.  
  1990. There are a wide variety of routes and points of decision making in this deck, stemming from how the majority of plays stem through the random excavations of {Chaos Ruler, the Chaotic Magical Dragon}. As a result, it can often be tough to interpret the best play from a hand. While there’s no magic formula, there are certain clues to look for in your hand to heLP assess options.
  1991.  
  1992.  
  1993.  
  1994. For the first example, we’ll look at a hand containing {Crimson Resonator} and {Wandering King Wildwind}, taking the initial play to set up {Red Rising Dragon} and {Crimson Resonator} without Normal Summoning. What you have now is a choice of what to Summon before going into Chaos Ruler. This choice varies based on the rest of your hand. Without {Red Resonator} or {Synkron Resonator} in hand, you should go for both Red Resonator and Synkron Resonator, as this gives you the highest odds of ending on {Red Supernova Dragon} and another interruption. With Red Resonator in hand, you should go for {Chain Resonator} and Synkron Resonator, then make Chaos Ruler, with Crimson Resonator and Red Rising Dragon. This enables you to put a LIGHT into the GY later in the combo to revive Chaos Ruler if necessary. If you have Synkron Resonator in hand, you should go for Chain Resonator and Red Resonator, using Red Resonator and Red Rising Dragon to Synchro Summon Chaos Ruler. This puts Red Resonator into rotation to act as a Normal Summon later, and sets up a LIGHT monster (Chain Resonator) to banish for Chaos Ruler when needed. If both Red Resonator and Synkron Resonator are in hand, Special Summon Creation Resonator and Chain Resonator from deck, to put a LIGHT monster in the GY and Creation Resonator into rotation to extend plays. Please bear in mind these plays are not the be-all end-all, other more niche scenarios may call for different Summons than those mentioned here.
  1995.  
  1996.  
  1997.  
  1998. Sequencing is another important issue. You should first identify the biggest choke point of your potential routes, and do what you can to minimise this. Lets have an example where I have {Resonator Call}, 3 miscellaneous cards and {Ascator, Dawnwalker} in hand. You would have to lead with the Resonator Call in an attempt to bait for {Ash Blossom & Joyous Spring}, as without Dawnwalker resolving there is no way to make any headway into any combos. Now for a more complex example. Let’s say you open a hand with 2 miscellaneous cards, {Crimson Resonator}, {Wandering King Wildwind}, and {Resonator Call}. While it may be tempting to push immediately to bait Ash by activating Resonator Call, so the main combo resolves freely, it is actually best to wait, as the greater choke point here is hit by an {Infinite Impermanence} on {Red Rising Dragon} attempting to revive Crimson Resonator. In the case of Imperm, your play doesn't end, as you can search and Normal Summon a second Crimson Resonator. In the case that there was an Ash and you missed the opportunity to bait Ash at the start of the turn, you are still able to put up a strong interruption regardless of being interrupted using the search with Resonator Call. The other option here is to bait Ash at the start of the turn with Resonator Call and then add Crimson Resonator if Ash isn’t present, but the issue here is that then if you don’t get Impermed you just wasted your search, as Crimson Resonator wouldn’t be useful in this scenario.
  1999.  
  2000.  
  2001.  
  2002.  
  2003. ---
  2004.  
  2005.  
  2006.  
  2007. ## In Conclusion
  2008.  
  2009.  
  2010.  
  2011. Resonators are a fun, albeit a little inconsistent, powerhouse deck that with a skilled player can go as far as you want on the Master Duel ladder. I hope this guide was something that Resonator players of any experience Level found helpful, thank you very much for taking the time to read my guide.
  2012.  
  2013.  
  2014.  
  2015. Special thanks to {@Elequinn:6252ca7828d3af35aa1d25ef}, for their work on the core section, and to both {@Smug:62006e5f7a22d7c0260fa27a} and {@Hazel Harry:612aad9066bed001010c4e52} for their help in reviewing this guide. If you have any further questions or found anything confusing, please don’t hesitate to stop by the Resonator channel in the discord and ask away.
  2016.  
  2017.  
  2018.  
  2019.  
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