
Instructions for building Dragonmaid
Preface
overview

Dragonmaid is the prototype line of female Dragon monsters introduced in Deck Build Pack: Mystic Fighters (OCG & TCG) and Dragon Luster pack (Master Duel).
Abbreviations
Like the previous articles I have written, this section is absolutely indispensable for you. Common abbreviations will be Dragonmaid names or some hard-to-read card names- Graveyard = GY
- Lifepoint = LP
- Level = lvl
- Usually the first name in the maid form and the last name in the dragon form
- Hieratic Seal of Heavenly Sphere = Seal
The Dragonmaids
- Kitchen
- Kitchen is expected by Konami to become the strongest monster of the deck, having had a very strong short print at the TCG. However, in this deck, Kitchen will be the weakest starter because the effect doesn't really create an advantage. When summoned, Kitchen gives us 1 more Dragonmaid and removes 1 Dragonmaid . Basically, we will want Kitchen to act as a Foolish Burial to send large dragons to the grave, ready to swarm the field in Battle Phase. Occasionally, we can use it to fix our hand, but that is quite rare.
- At the beginning of the Battle Phase, you can return Kitchen to your hand, and call a level 8 Dragonmaid from your hand or grave to the field. The "transformation" effect of the Dragonmaids is quite strong if we only talk about card advantage, as it gives us +1 for free every time we enter the Battle Phase. This helps Dragonmaid fight extremely well in the long run, when big dragons have very high ATK (2600 ATK poured up).
- Tinkhec
All of Dragonmaid 's major dragons cannot die from card effects when you control any Fusion monster. Additionally, at the end of the BP, they can return themselves to their hand and call a small Dragonmaid from their hand. Since the deck plays 2 level 3 monsters, Kitchen and Parlor, we can use Kitchen to call Tinkhec, then use Tinkhec to call Parlor and use Parlor's effect.
Additionally, while in hand, you can discard Tinkhec and increase 1 Dragonmaid 's ATK by 2000 until the end of the turn. Normally, cards that increase ATK are not too useful, but with Dragonmaid it is different. Large Dragonmaids have high to very high ATK levels, and if buffed by Tinkhec can win most fights. In addition, we can also use Tinkhec to suddenly punch the opponent's Zeus to death with Ernus or Lorpar, or buff the small Dragonmaid to punch to death an opponent's golden boy.
*Note: For ease of remembering, level 3 monsters will call level 8 and vice versa, while level 2 monsters will call level 7 and vice versa.
- Parlor
- When normal summoning, Parlor lets you send any Dragonmaid card to the grave. Compared to Kitchen, this effect is much more useful when in addition to sending monsters, we can also send spells or traps, then use their effects immediately. Common targets (other than large dragons) are Changeover and Tidying, as they have effects below GY. Those are also two very strong cards, so they push Parlor's power beyond Kitchen.
- Lorpar
- You can discard Lorpar and muzzle 1 monster on the field until the end of your turn. It's really a pity that this is not a quick effect, we can only use Lorpar during our turn. However, Lorpar can block Zeus, Mechaba (even if Mechaba is disabled, it cannot banish Lorpar), or Drident, and then resurface using Parlor / Kitchen / Chamber's effects and punches. The effect is quite useful if used correctly, especially when following.
- Nurse
- Nurse's effect allows you to summon a level 4 or lower Dragonmaid from the grave when summoned. This is an extremely useful effect if you want to fight for a long time, because each turn you can summon Nurse, recall 1 Dragonmaid , enter BP and both transform. At that time, we have created at least +3 in card advantage, not to mention if it is Chamber or Parlor, it will create even more advantage.
- However, many builds cut Nurse because Nurse is not a good starter, but it's mainly a personal preference.
- Ernest
- We can discard Ernus to summon a small Dragonmaid from our hand, and for some reason this is a quick effect. This allows us to call up Parlor / Chamber on the opponent's first turn without fear of Mechaba or Imperm. In addition, if we have 2 small maids with Ernus, we will be able to place 2 bodies on the field and call on Seal to bombard and create an advantage.
- Laundry
- In reality, Laundry will not be of much use because there are many cards in the mill deck that do not cost you any summons, such as Larpor, Pot of Posperity .
- Nudyarl
- Like Laundry, even in dragon form like Nudyarl, it is not necessary to use it in the deck, because we will need to restore goods to the hand (field) and not to the deck.
- House
- This is the first main monster of the deck, with effects that give us many advantages, but it depends heavily on other monsters to operate. In modern Dragonmaid builds, House is often called up as an accompanying gift after successfully using Sheou's effect.
- Sheou
- One of YGO's strongest bosses. Easy summoning conditions, effects that grant advantage, omni-negate at the cost of gaining another monster that also grants advantage, and above all, a massive 3500 ATK. A key monster like Sheou is the dream of many decks, and Dragonmaid is lucky to have it.
Dragonmaid's Magic/Traps
A card is broken if it falls into another archetype such as Orcust or PK. Hospitality takes on the role of Monster Reborn and Foolish Burial at the same time. In particular, Hospitality does not target, so if the opponent banishes a card from the field or grave, we can still call other cards onto the field. Especially useful when you can draw it with a small Dragonmaid (but avoid Nurse). Hospitality also allows us to more easily reach Seal.
- The downside to Hospitality is that it can be disabled by Ash and Belle.
- In addition, with the "once per turn" effect (once per turn), if you draw 2 or more cards at the same time, you will die in 1 turn.
- In addition, Chamber, one of Hospitality's brightest targets, does not have a large dragon version, so we will have to suffer a loss if we call Chamber (although we will still add it later).
- Finally, if our hand only has a large dragon and Hospitality, we will be in a rather awkward situation.
- Send-Off will help quickly summon Dragonmaids to go to Link or Xyz (depending on your play style) if you have lost a normal summon.
- Welcome helps restore goods to the hand and increases the ATK of Dragonmaids by a significant amount, enough to surpass high ATKs like 2800 - 3000.
Tidying with Sheou and Chamber are the three reasons why this deck has the ability to compete to become meta. Tidying's effect allows you to return 1 Dragon you control to your hand to return 1 card on the field or your opponent's grave to your hand. Imagine if the opponent wanted to summon Eldlich from the grave after using the effect in their hand, but we pushed them back to their hand for them? And because pushing it back into the hand doesn't care about our monster and only needs 1 valid target, so if during the resolution our target disappears, we will still return opp's card. as usual.
The second effect allows us to banish it as a cost, and summon 1 Dragonmaid from the hand or grave to the field, and will be pushed back to the hand at the end of the turn. Tidying will support us very strongly in grinding games (long matches), which is already the deck's strength. At the same time, it also helps us improve the disruption boost on opponents, something Dragonmaid quite needs.
The Tech Staple
The sole purpose of Gold Sarcophagus is to banish Tempest from the deck, and Tempest will add 1 WIND Dragon to the hand, usually Parlor. However, in some cases (against Mechaba, Zeus, Drident), we can add Lorpar to muzzle them. Gold Sarcophagus also acts as a sub-starter, making the deck more stable.
Regarding Tempest, we will want it to be in the deck to be banished by Gold Sarcophagus . However, if we accidentally draw it to our hand, we can still use it to fusion on Sheou, or place our body on the field with the self-call effect. If we draw it with Lorpar or Droll, we can search for 1 Dragon straight from the deck to the hand. But Tempest will be quite weak in the early game, which is also when Dragonmaid is weakest, so being in the deck is still the most desirable position.
- Prosperity
- Prosperity helps Dragonmaid greatly improve early game instability. Dragonmaid does not need to use too many Extra Decks, so banishing 6 is not too big a problem, especially when we can choose the cards to banish. We will see the 6 cards at the top of the deck, and choose 1 of them to add to our hand, and we will not be able to draw cards during that turn. Going first, Prosperity helps us dig up the necessary starter pieces to set up the field better. Going later, we can dig up side deck cards to destroy the opponent's field (the Techs). For Dragonmaid , having 1 necessary card is more important than drawing 2 random cards, so Prosperity will be better than Extravagance.
- Furthermore, the limitations of Prosperity do not affect Dragonmaid too much when the deck is mainly search-only. Prosperity is one of the main reasons why Dragonmaid has risen so strongly in OCG.
- Extravagance
- Extravagance helps us get 1 more card into our hand, but we will have to trade 1 more House and Sheou in Extra to avoid being completely banished. If I were you, I wouldn't overestimate using both Extravagance and Prosperity because they will hinder each other, especially adding Maxx "C" . However, if you really like them, just put them in the deck.
It is a rare pitfall that sees the light of day in the high-speed era. With the departure of Dragoon, untargetable monsters have not appeared as much as before. Dinomischus helps us remove the "fulcrums" of meta decks like Zoodiac or Virtual World, and at the same time banishes Cursed Eldland without fear of its floating effect. In Dragonmaid , Dinomischus will fold the big dragons, then the big dragon will rise again into BP. Or remove Tidying and use the grave effect immediately.
Furthermore, when Tidying is activated on the field and Dinomischus is activated in the grave, Dinomischus can emerge as a normal monster. After that, we can link Dinomischus to Imduk, and we will have a Dragon effect monster, ready to link or banish to Tempest.
Extra Deck
Play for their summoning conditions. Normal Chamber, add Hospitality, link to 1 of 2 and revive the Chamber. Or normal Parlor sends Tidying to the grave. Link Parlor increases to 1 of 2, and Tidying restores Parlor. Then we will have Seal.
Furthermore, both are DARK Dragon, along with Chamber, we can even Borreload Furious Dragon .
Summary & Directions
summary
Strength:
- Grind game from good to extremely good.
- Enter BP and you will win.
- There are tools for almost anything.
- Play many handtraps, and many different types of handtraps.
- Matchup is quite good with two meta decks, Zoodiac and VW.
- Big body, easy to OTK.
- 1 set of Top Tier Waifu.
Weakness:
- Very slow start. Getting hit by 1 handtrap is basically the end of your turn.
- Very afraid of monster destruction at the beginning of the game.
- Avoid constantly being banished from the grave, especially Changeover and big dragons.
- Very afraid of heavy combo sets like Dragon Link or SPYRAL, even going first or last.
- Hate Floodgate, hard to escape without the necessary tools.
It can be seen that most of Dragonmaid 's weaknesses lie in the early stages of the game. If you pass safely, you will win!
Direction
Dragonmaid's gameplay is quite similar to Salamangreat before: perform short combos to hinder; and there are toys to combat everything. For Salamangreat , it's Rage and Roar, and for Dragonmaid , it's Tidying and Seal. In turn 1, we want to play at least Seal or Sheou, along with a few backrow and handtrap cards for defense. Then from turn 3 onwards, when everything is in order, Dragonmaid will show off her terrible grinding power and unexpected OTK ability.
Dragonmaid 's biggest weakness is the early game. Parlor, Chamber or Hospitality are easily stopped by handtraps. After the yard is set up, it's not too strong; and using handtrap requires a lot of knowledge to use properly. Playing only 1 Changeover also puts Changeover in the sights of Huaquero or DD Crow. Losing Changeover will make things a lot more difficult. Additionally, Dogmatika Punishment is an extremely dangerous card against Dragonmaid , as it can shoot 2; or shoot 1 and banish 3 cards from my grave with Apkallone and Ariel.
Using Sheou to disable always requires consideration. When Sheou drops from the grave, Chamber can summon it again. But if Sheou returns to Extra and calls out House, Chamber will not be able to call out House if House is destroyed. The best way to know the best time is to practice a lot and gain a lot of experience.
Sample deck























































































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