#D/D (OUTDATED, UPDATE SOON)

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pliant solstice
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Hey, it’s Tainted, resident moron and D/D enthusiast.

INTRO

D/D, not to be confused with D.D, consists of a series of primarily Dark Fiend monsters. They appear in Arc-V as the signature deck of Reiji/Declan, and revolve around swarming the field using multiple different summoning methods. In Duel Links, however, they primarily abuse pendulums to turbo out as many Level 8 monsters as possible in order to Xyz summon.

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Naming Convention

The first thing to understand about the deck is the difference between a D/D monster and a D/D/D monster. D/D/D typically refers to the boss monsters of the archetype, being the high level main deck monsters as well as the ones in the extra deck. Any D/D/D monster is also considered a D/D monster when a card or effect specifies the need for one, however the inverse of this is not true.

Skill

Command of the Doom King is our skill of choice for the deck, as it provides pendulum zones to avoid the clogging of spell/trap zones, as well as allowing you to set one monster from your field and one from your deck as your pendulum scales once per duel. One thing to note, however, is that the scales have their effects negated until the end of your NEXT turn, meaning you cannot use your pendulum effects to further extend.

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Deck Core

Main Deck:

D/D Savant Kepler
The searcher for the searcher. Kepler adds any Dark Contract from your deck to your hand when summoned, and also functions as your high pendulum scale. The only normal summon in the deck, and a damn good one at that.
X3

D/D Swirl Slime
Slime is a fantastic card to see when going second, allowing you to fusion summon using it and any other D/Ds in hand. It also banishes itself from grave to summon any D/D from hand.
X1-2

D/D Orthros
Orthros doesn't really do all that much besides be a low scale, due to the skill negating his effects. If the duel drags out for 3 turns, or you play him from hand, then he functions as backrow removal, but this usually won't happen. He also functions as a pseudo-handtrap, summoning himself from hand when you receive battle or effect damage, but this is almost useless and you probably don't want to use it 99% of the time.
X1

D/D Savant Thomas
Thomas is a fantastic card for creating additional bodies to Xyz summon with. No notes, you always want to get to this fella, he does what he does and he does it well. Would play 3 but you run the risk of clogging your hand.
X2

D/D/D Doom King Armageddon
Armageddon himself may as well be a copy of Blue-Eyes in the deck, except for the fact that he enables the skill. You want to get to him as much as possible to setup your scales, and from then on he just becomes fodder to summon better monsters.
X3

D/D/D Oblivion King Abyss Ragnarok
A much better card than Doom King, and the second D/D/D we play to use the skill. Armageddon revives any D/D/D from grave on summon, and can also sac off any D/D monster to banish an opponents monster. His pendulum effect rarely comes up, but provides even more bodies on field when it does.
X3

Dark Contract with the Gate
Gate is the main searcher for the deck, allowing you to fetch any D/D from deck once per turn. Being a continuous spell, it sticks around for you to use more than once. However, it shares the same drawback as all Dark Contracts, dealing you 1000 LP of damage during each of your standby phases.
X3

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Extra Deck:

The Extra Deck is rather subjective, as D/D can access any of the extensive options in the Rank 8 toolbox, as well as being able to use their own fusion monsters fairly easily.

D/D/D Flame High King Genghis
Flame High King is a PHENOMENAL card when going against backrow, allowing you to just ignore any one spell or trap during each of your turns. He also revives any D/D monster when another is summoned to your field, and just so happens to be Level 8. He is, however, currently hard-limited to 1 copy via level-ups.

D/D/D Dragonbane King Beowulf
Beowulf is an OK card. He provides every D/D monster on your field (including himself) with piercing damage, and allows you to blow up all cards in the spell/trap zone during your standby phase. This is good for baiting out backrow at the start of your turn, and also allows you to dodge the damaging effects of your Dark Contracts. He's also an 8, which is always nice.

D/D/D Oracle King d'Arc
d'Arc simply converts all effect damage you take into free LP. This circumvents the downside to your Dark Contracts, as well as any damaging effects your opponent may or may not be running (yubel). However, his awkward level means he tends to clog your field after he's served his purpose.

D/D/D Super Doom King Dark Armageddon
Besides being a mouthful, Dark Armageddon is D/D's own Rank 8 Xyz monster. He protects all Pendulum Monsters on your field from destruction effects, and can detach one material to destroy a number of monsters your opponent controls equal to the number of pendulums you control. This must be EXACTLY equal, however rather than up to the number you control. This, along with the fact that he requires two D/D/D monsters and so cannot be summoned using Thomas, means that he is often rather underwhelming.

Divine Dragon Knight Felgrand
Felgrand is one of the only Rank 8s that provide interaction during your opponent's turn. At the cost of one material, he can both negate a monsters effects and make it immune to card effects until the end of the current turn, meaning he can be used both offensively and defensively. He is currently hard-locked to 1 via a special bundle, and also at 1 on the banlist, meaning he clashes with the next monster on this list.

Coach King Giantrainer
Giantrainer lets you draw 3 cards. That's it, besides maybe a bit of effect damage. You use him to dig through your deck to find your generic backrow, and to refill your hand for next turn. Due to him being limited 1, you will have to choose between running him or Felgrand when you construct your deck.

Dingirsu, the Orcust of the Evening Star
Dingirsu is a solid monster. He's non-targeting, non-destruction removal on summon, meaning he works on the vast majority of threats. In addition, he protects your first two cards to be destroyed by battle or card effect. Very good if you can get him out first turn with felgrand, or when used going second to clear boards.

The Galaxy-Eyes Engine
Galaxy-Eyes Cipher Dragon, Galaxy-Eyes Full Armor Photon Dragon, and Galaxy-Eyes Cipher Blade Dragon are played as a set. By ranking one up into the next, you can destroy 2 cards on the field, ending on a monster that floats back into Cipher Dragon upon destruction. Definitely worth the 3 spaces

Number 68: Sanaphond the Sky Prison
Sanaphond is a more niche option, being better against some decks more than others. Locking certain decks out of summoning from the graveyard can be devastating, making him entirely matchup dependent.

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Other Options

Besides the standard list of D/Ds, there are a few extra options for cards that you may or may not want to consider running.

D/D Dog
Dog is a fairly good card going first, depending on the deck you're facing. Being able to turn off any extra deck monster (excluding links) can be useful. As always though, his level makes him awkward to run.

D/D Savant Newton
Newton functions as another target for your high pendulum scale, and can also pitch himself to retrieve a D/D from grave.

Dark Contract with the Witch
The in-archetype version of Raigeki Break, Witch allows you to discard a D/D or a Dark Contract to destroy any card on the field. A pretty useful second target for Kepler if you already open with Gate.

Dark Contract with the Swamp King
Another secondary target for Kepler, Swamp King allows you to use your D/D monsters in grave to generate more bodies on field by turning them into a fusion monster.

Card of the Soul
Armageddon's Attack and Defence just happen to total up to 4000, meaning that if you haven't taken any damage this just functions as an additional copy of him. It also searches Dog if you're at 4k, if you're into that.

Trade-In
You play a lot of Level 8s. This draws you cards and fills your grave for Genghis/Ragnarok.

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General Playstyle

You ideally want to see Kepler in your starting hand, or at the very least a way to get to Armageddon. You can use Kepler to search Gate, Gate to search Armageddon (if you don't already have him), and then activate your skill. You can then place the Kepler on your field and your Orthros in deck into your scales, and then pendulum summon Armageddon and as many other Level 8s in your hand as possible. If you're going second and you can comfortably get to Swirl Slime without overcommitting, it helps to open with Genghis to protect yourself from backrow. You Xyz into Giantrainer or Felgrand going first, or into one of your many removal options when going second to try and clean up the board.

For Example:

Opening Hand - Card of the Soul, Kepler, + 2

Normal Summon Kepler
Kepler add Gate to hand
Activate Gate
Gate add Thomas to hand
Card of the Soul add Armageddon to hand
Activate Command of the Doom King
Scale Kepler from field
Scale Orthros from deck
Pendulum Summon Armageddon + Thomas
Thomas effect, destroying Kepler
Summon Armageddon from deck
Xyz into Giantrainer
Giantrainer effect x3

This leaves you with the other 2 cards you opened with, as well as 3 new ones, and a gate on field for next turn.

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Sample Decklist

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That brings us to the end of the guide. I hope you have learned something, or discovered an interest in the deck. Thanks for reading.
—Tainted

pliant solstice
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D/D (April 2024)