#BLOCK DRAGON - 21 / 06/2024
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This is the story of Block Dragon turbo.
Block Dragon has had alot of.... interesting.... lists in the past and has had a tough life inside and outside of Duel Links from being banned in the TCG on the 17th of September 2020 and then being banned in Master Duel on the 31st of August 2023.
Block Dragon has seen play in many top decks over the years in different formats up to its demise.
From Adamancipators in the tcg, to Vernusylph and Fossils in master duel it has been a force to be reckoned with and hated among players for its ability to hard loop itself.
Block Dragon and its infamous Rock Toolbox friends.
RockBox is a Link-up OTK deck that focuses on wiping the opponents board then going all in for the kill.
Through the use of Extra deck cards like Dingirisu and Knightmare package.
Block Dragon released on June 18th 2019 in the pack "Guardians Of Rock" then later in "Selection Box Vol. 3" saw very little play upon its release. Every now and then coming up in lists like Triamids and Krawler but wasn't overly popular or strong and was disregarded on release and earnt its place a meme card. Overtime it has been introduced into many different decks before finally slipping into rock toolbox / Block Dragon turbo.
As always feel free to ping me in #duel-links-advice or #duel-links-deck-building if you have any further questions.
Gimmicks / Goal
The main goal of Rock toolbox is to get as many Earth names in the graveyard as possible before you start your combos. This is done through mill cards + draw cards and mini-engines.
The goal is to remove all cards on your opponents field using Knightmare Link-up then to OTK through Knightmare Unicorn + Block Dragon.
MONSTER CARDS
Block Dragon (2-3 one copy for every 8 cards)
Block Dragon is the main card is Block Dragon turbo and has the ability to Special Summon itself from the hand or gy by banishing 3 Earth monsters from your hand or graveyard (not once per turn). When it goes to the graveyard you can also search Earth monsters who's total levels equal 8 (once per turn). On top of that it stops your Rock monsters from being destroyed by battle.
Raiden, Hand of the Lightsworn (2)
One of the more useful cards in the deck. You play it at two copies. The card is there as a level 4 Tuner who you use for Synchro options yet also has the ability to send 2 cards from the top of your deck for free (good for baiting interruptions). Good starter and useful for endboards.
Giant Rex(1-2)
Big 2000 attack beater that is level 4. Has the ability to Special Summon itself once per turn when banished. Good synergy with Block Dragon as Block banishes rex for a free body. Can be used for Link-up or Synchro plays using Raiden.
Dotscaper (2)
Little level 1 guy who is extremely helpful for the deck. Can make Linkuriboh and Special Summon itself for another body to cycle, which gives you a free link 2 for no cost and an additional name for Block Dragon banish. Very solid card, that can also Special Summon itself when banished (can only revive once per turn and can only use each Summon method once per duel).
Alghoul Mazera (1)
Alghoul Mazera has only two uses. A banish target for Block Dragon that brings itself back for a level 8 body and becoming a rank 8 by also using Block Dragon. Mazera is generally the last cards you banish as it stops your use of one of your Block Dragons because you make a rank 8 using it and Block Dragon.
Fluffal Bear (3)
Fluffal Bear can be discarded to set a copy of Toy Vendor from the deck. It gives you an earth name in grave and can give you so much free profit.
Fluffal Wing (1)
When you combine this card with Fluffal Bear you can get a devastating deck thinner.
Fluffal Wing can banish itself with another Fluffal name while you control a Toy Vendor and draw 1 card, then you can draw another by sending Toy Vendor you control to the grave which then allows you to search for a Fluffal name by using Toy Vendor's effect when it's sent to the graveyard. Giving you an extra 3 cards.
Performage Hat Tricker (1-3)
Mostly used for Link-up plays as you can Special Summon it for free if there are two or more monsters on the field. It is also an Earth monster you can use for Block Dragon's banish effect.
Performage Trick Clown (1-2 , one for every 15 cards)
Mostly discard fodder for Knightmare package but is also a good card for being milled as it Special Summons a "Performage" name in graveyard at the cost of 500 Life Points when it is Summoned.
Performage Damage Juggler (1)
Main use is for searching for Hat tricker / Trick Clown. Can be sent via mill cards and or discard. You can banish this card from your graveyard to search a Performage monster card from your Deck. It also has the ability to stop burn or battle damage from your opponent by discarding it. *reference end section
Glow-Up Bulb (1)
When in hand if you don't have access to Raiden you can Normal Summon Bulb, make Linkuriboh then mill one card to Special Summon Bulb from the graveyard (once per duel) and get a free Link 2 + an extra card in graveyard. Not much else except for the fact it is also a Tuner you can use Synchro Summons if you wish to go down that route.
OPTIONAL MAIN DECK CARDS IF YOU WISH TO RUN THEM
Gigantes (1~2)
Gigantic can banish one Earth monster from the graveyard to Special Summon itself from your hand. Not great if it is milled and becimes a dead card except for Block Dragon banish. Not half bad card but definetely not 100% needed, it's a preference.
Amano-Iwato (2)
Amano-Iwato is a spirit floodgate. Who when he is on the field stops the activation of all monster effects. Through the use of the skill "Smile World" this card can stay on field for multiple turns, in exchange it locks both players. I believe running the Amano variant of the deck makes it easier to learn the deck but weakens the deck overall. As it focuses more on locking down your opponent then playing the deck for its intended purpose: OTK. Can stall out games and can result in you passing on weak boards. 1 copy for every 10 cards.
Madolche Petingcessoeur (2)
Very iffy card in my opinion. Giving a free Level 4 body on field if you have no cards in grave, but can be bad if you open it or draw it after you make any plays. Personally I feel it's not worth running, unless your playstyle benefits from it. 1 copy for any lists under 30, if you are running a 30 card list consider running it at two.
Hardened Armed Dragon (1)
Possibly a niche 1 of in a thirty card list. As it can Special Summon itself as a free Link-up body to the field by sending 1 level 8 or higher monster from your hand to the graveyard.
Alpha, the Master of Beasts (Only run in 30 card lists at 3 copies)
Alpha is an extremely fun card that is very good for going second and otk'ing yet can be a garnet for going first and may result in poor end boards. Personally I only find it useful in Tour Guide versions.
Tour Guide from the Underworld (3)
It's a starter that gives you a free Dante + Farfa in graveyard to remove a card from the field and get a free mill 3. Only issue is if the card gets negated / disrupted you get placed in a very poor situation that is difficult to manage around. Only use in 30 card pile version.
Farfa, Malebranche of the Burning Abyss (1)
Only to be used in lists using Tour Guide from the Underworld. Hard garnet going first. If going second and you open it, you can Special Summon it then send it by summoning another monster to use its effect to banish a monster on the field.
Shell Knight (1)
Shell Knight only has one use. To replace a copy of Block Dragon if you don't own the required amount. It can search for a level 8 Rock monster from your deck, which the only valid option is Block Dragon.
Tackle Crusader (1)
If Crusader is sent to the graveyard you can do one of two things. 1: Flip face-down one monster your opponent controls. 2: Return one face-up spell/trap card your opponent controls to the hand.
MAIN DECK SPELL CARDS
Charge of the Light Brigade (2)
Free mill 3 that searches Raiden, Hand of the Lightsworn from the deck. It results in a +5 cards in graveyard which is already a quarter of your deck if you are running 20 cards.
Toy Vendor (2)
Toy vendor is such an important and useful card for the deck and can provide an insane amount of profit with Fluffal Wing and Bear combo for a free +3. You can also use its other effect to discard one card then draw 1 card. If it is a fluffal monster you can Special Summon one monster from your hand (doesn't have to be a fluffal), if it's not then you discard the drawn card for bonus names in grave.
OPTIONAL SPELL CARDS
Volcanic Wall (1)
Volcanic Wall is an interesting pick for the deck. It does allow for a 3 card pitch for free but it stops you from declaring an attack. In my opinion it only works with the Rank 4 control variant of the deck.
Also I recommend only running it in Tour Guide versions.
Mind Control (2)
Fun card for the deck, forces out interruptions no matter what. Card you stole can be used for rank-up plays or just be there to threaten. Only to be used in lists over 24 cards.
Trade-In (2)
Only use if you are running multiple copies of; Alghoul Mazera, Alpha, The Master of Beasts and Block Dragon. This card allows you to discard one level 8 or higher monster to draw 2 cards. Fun card and useful for deck thinning in 30 card pile variant. I do not play if you are running less then 6 Level 8 monsters.
MAIN DECK TRAPS
This deck does not currently run any main deck traps
EXTRA DECK CARDS!
All at one copy
Knightmare Package
Knightmare Unicorn, Knightmare Phoenix,
Knightmare Cerberus are all necessary for the deck.
They all not only profit but can protect all your co-linked cards via their own separate effects.
Unicorn letting you draw extra for each Co-Linked card you control, Phoenix protecting from card effects and Cerberus protecting you from battle.
Unicorn has the ability to spin a card from the field to the deck for a discard.
Phoenix let's you destroy one spell or trap your opponent controls for a discard.
Lastly Cerberus let's you pop a Special Summoned monster for a discard.
If a Knightmare monster is Co-Linked when you discard you can draw a card on resolution.
Linkuriboh
Another necessary Link monster for the deck. Allows for a free Link pointer going downwards which allows for easy Co-Links with other cards in the extra deck such as Security Dragon, Knightmare Phoenix / Cerberus and Firewall Dragon. It also allows for battle protection as you can Tribute it when your opponent declares an attack to reduce the attack to zero. Linkuriboh can also quick effect Special Summon itself by tributing a level 1 monster you control.
Security Dragon
When this card is Co-Linked you can return one monster card your opponent controls to the hand, once per turn. Simple as that.
Dingirsu, the Orcust Evening Star
It requires two level 8 to XYZ summon it. When it is summoned you can non-target send one card your opponent controls to the graveyard. Super versatile and useful as it also allows for card protection from destruction if you detach a material from it.
Cyber Slash Harpie Lady
A solid Synchro 8 that bounces itself or a monster card your opponent controls when a spell or trap card or effect is activated. Super versatile and exceptionally good if you are running the Synchro Stormraze skill.
Bujinki Ahashima
Very niche card. By using two monsters of the same level you can link summon this card. You can use this cards effect to special summon two monsters with the same name, one from your hand one from your graveyard then immediately xyz summon using these two cards. Only run this card if you are running Rank 4 monsters on the LP boost: X4 skill.
Abyss Dweller
Arguably the best Rank 4 to go along with Bujinki Ahashima at the moment. Has the ability to shut down most meta graveyard focused decks at the moment and is just a full field day with the card. The card can detach one material (quick effect) to stop your opponent from activating cards or effects in the graveyard. Very good against Phantom Knights as it almost immediately forces them to forfeit if they don't have the out.
EXTRA DECK TECH CHOICES
Evilswarm Exciton Knight
Board wipe as a quick effect? Hell yeah!
Good card and most of the time you can get it's effect off in the deck. Only useful going first. If your opponent has more cards in their hand and field then you do you can detach one material from this card to destroy all other cards on the field.
Missus Radiant
Missus Radiant only really has one use and that is to OTK the opponent through low resource Earth Beatdown. As it increases the attack and defense of all Earth monsters on the field by 500. Also adds an Earth monster from graveyard to hand upon death.
Vermillion Dragon Mech
Very unique tech choice for a Synchro 9 in the deck. Can banish a Tuner from hand, field or graveyard to nuke a card on the field. When it's destroyed you can add one of your banished Tuners to the hand. Solid and nice card to have.
Ravenous Crocodragon Archethys
Gains 500 attack and defense for each card in your hand. When it's synchdo summoned you can draw card for each Non-Tuner used for its Synchro summon. Additionally you can also discard 2 cards to pop a card on the field (quick effect). Each effect is a Hard once per turn.
Drill Driver Vespenato
Only useful if you are running other Rank 4's and the Bujinki Ahashima engine. You can XYZ summon this card by hsing a Rank 4 monster you control. Good for otk's as it inflicts piercing damage. When Vespenato is destroyed you can also Special Summon a level 5 or lower monster from the graveyard.
Dante, Traveler of the Burning Abyss
Dante is a simple yet also extremely strong card for the deck. Dante can detach one material from itself to send 3 cards from the top of your deck to the graveyard. This is as cost, so the send cannot be negated. Only run this card in 30 card Tour Guide version.
COMBO GUIDES
There aren't really any combo's for the deck as it also requires luck + adaptability and every game pends on your matchup and what you mill.
COUNTERS
This deck hard loses to three cards that are very prevalent in the meta at the moment.
- Lancea, if your opponent resolves Lancea you may as well forfeit the game. You cannot play through it and are quite doomed.
- Abyss Dweller, again may as well forfeit the game but you literally cannot play through it no matter what
- D.D crow can heavily throw off the decks combo's and extensions if they hit Block Dragon, but you can bait Crow out by using Glow-Up Bulb, Dotscaper and other GY focused cards.
SKILLS
Synchro Stormraze
Gain 1500 Life Points at the start of the duel and buff the attack of a Synchro monster you control. Very simple and straight forward. Requires a wind synchro monster in extra deck to use.
LP Boost: X4
Gain 1600 Life Points at the start of the duel. If you summon a Rank 4 monster you can gain 400 Life Points in the end phase. Downside: Requires two Rank 4 monsters to use.
Smile World
Only use this Skill if you are running Amano-Iwato to create the monster effect lock for four turns total. Very niche but not overly good and can put you in a bad situation.
DECK COSTS
Block Dragon Turbo and Rock Toolbox are in no way cheap decks if you want to maintain the deck and keep it optimal. As it requires multiple runs of a Mini and two runs of Main boxes before you can even begin to start the deck. (1x Judhement Force, 2~3x Guardians Of Rock, 1x Future Circuit for Knightmare). Then you go through and collect the leftover cards required for your list. Some versions may require upwards 50k gems.
Example decklist that I currently use and enjoy.
https://www.duellinksmeta.com/saved-decks/6669a1efd7eadb720156e211
https://www.duellinksmeta.com/saved-decks/666a36bad504aaf39044c09c