Instructions for playing and building True Draco

Instructions for playing and building True Draco

After the Synchro Festival, a deck has replaced meta trolls like Eldlich, Drytron,... (extremely annoying decks), which is True Draco - a deck that doesn't need to rely too much on Extra Deck Synchro. And also after the Synchro event, here is an article with detailed instructions on how to play and build True Draco for those who love this line of cards.




overview

True Draco is a very cheap Deck as they only need very little UR to function properly and can even be played without using a single UR card, furthermore they are very capable of holding their own against many threats Threats on the Meta platform, especially in Rank. Their overall play style is Control-oriented, Tribute Summoning their own Monsters using Continuous Trap & Spell as Sacrifice Materials, slowly gathering resources through their Monster Effects, and Slow down enemies, then kill them in turns. On the other hand they are an Archetype focusing on fantasy warriors based on dragons, closely related to the "True King", "Dracoslayer" and "Dracoverlord" Archetypes. I'm going to give an overview of a mostly pure variant because mixing and matching these Archetypes causes them to lose a lot of consistency in the current Meta and their playstyles differ significantly , if you want, you can try such a Deck on your own time. The variant I will explain also does not have an Extra Deck, as that gives a lot of benefits, which is typical of Archetypes like True Draco that Tribute Summon a lot, and it is the most successful version of the Deck, currently in .

All True Draco / True King cards always refer to both Archetypes in their Effects due to some shenanigans in the TCG translation, so for the sake of this guide, I'll abbreviate all the The effect here only pertains to the “True Draco” card and will be noted whenever this causes problems.

Please also note that True Draco is absolutely not recommended as a Beginner Deck, the more you know about the current Meta Decks, the better your chances of beating them, while this is true of all It's especially true for Control Decks like True Draco, as we need to know the optimal points to disrupt our opponents to consistently win.



Important monsters

Related True Draco monsters are all High-Level Monsters that share the Effect of being able to use Continuous Spell/Give as Sacrifice Material for a Tribute Summon. The Deck's 3 Main Monsters all require a Tribute and have the common Quick Effect of being able to search a card from your Deck if they have been Tribute Summoned, once per turn when your opponent activates Activate a card or Effect. These cards come in once per turn, so multiple copies of each card also means more possibilities to use their Effects.

Dinomight Knight the True Dracofighter (3x)
SR rarity
Dinomight Knight, the True Dracofighter
SR rarity
Dinomight Knight, the True Dracofighter

Dinomight searches for any True Draco Trap card and allows you to activate or add it to your hand. It is easily the best Monster in the current version of the Deck, as the True Draco Trap cards are the strongest of the bunch and help you a lot, especially in the early game.

Ignis Heat the True Dracowarrior (2-3x)
R rarity
Ignis Heat, the True Dracowarrior
R rarity
Ignis Heat, the True Dracowarrior

Ignis is similar to Dinomight, but with the True Draco Spell instead. Spells will help you more as the match progresses, so it is very important in the late stages of the match. It can also be very useful early on, as spells give you access to more power and can help add presence on the field during your turn.

Majesty Maiden the True Dracocaster (1-3x)
R rarity
Majesty Maiden, the True Dracocaster
R rarity
Majesty Maiden, the True Dracocaster

Maiden searches for any True Draco Monster and adds it to your hand, this is your most reliable Monster search tool and helps you build presence on the field both on your turn as well as your opponent's turn defense. I recommend running at least 2 copies as you usually want as many Monsters as possible and very specific ones, however some people swear that 1 is enough, I recommend checking that out for yourself Which one is right for you?



Other Archetype monsters

 

Dreiath III the True Dracocavalry General (0-3x)
R rarity
Dreiath III, the True Dracocavalry General
R rarity
Dreiath III, the True Dracocavalry General

Dreiath requires 1 Tribute and has the effect of making all other True Dracos on the field indestructible and untargetable by your opponent's effects. If it has been Tribute Summoned, when it leaves the field in any way, it floats into any other True Draco from your Deck in Defense Position. The first effect is good protection, and if you have 2 copies on the field, they will protect each other, which can be quite useful at times. The second effect is also sometimes useful if you need a wall to block your opponent, remember that this is a Special Summon, so most of your True Draco's Effects are already Summoned by this will not work. Some people want to use it if they want more Monsters in their Deck, and it's also useful in formats where some other Monsters are Limited or Banned.

Metaltron XII the True Dracombatant (0-1x)
SR rarity
Metaltron XII, the True Dracombatant
SR rarity
Metaltron XII, the True Dracombatant

Our own Golden Lord requires 3 Tributes and Immune to the Effects of the sacrificed types (Monster / Spell / Trap). It has the highest ATK/DEF in the Archetype and is sometimes used to defeat Monsters that True Draco would otherwise encounter, however due to requiring 3 Tributes it is often a waste of resources and can lead to brick. When Tribute Summoned, it also has a float Effect during battle, which can float onto any non-link LIGHT/DARK Monster from your Extra Deck, this is not relevant in this version of the Deck but is ability allows a variant to pressure out large Extra Deck bosses via Metaltron's Effect.

Master Peace the True Dracoslaying King (Ban)
Card rarity
Forbidden
Master Peace, the True Dracoslaying King
Card rarity
Forbidden
Master Peace, the True Dracoslaying King

Our Lord and Savior, Master Peace, is currently Banned for being too good to be released. It requires 2 Tributes, has the same Immunity Effect as Metaltron, and destroys once per turn Quick effect by banishing 1 Continuous Spell / Trap card from your graveyard. If it appears in the Banlist, I recommend running 2 copies, as it is easily the best Monster in the Archetype, but running 3 will be too tight for most Decks.



Spell/Trap

Archetype's Continuous Spell/Trap each have their own Effects, but they also have a Common Effect that allows you to destroy a card sent from the field to the Graveyard once per turn, usually achieved through valuing them or destroying cards. your own cards. Spells destroy Spells/Traps while Traps destroy Monsters through this Effect. They also have shared Effects that allow Tribute Summon any additional True Draco once per turn, Spells do so on your turn, while Traps do so on your opponent's turn. Summoning your True Draco during your opponent's turn will often be one of your main disruptions. They all have their own unique Effect.

True Draco Heritage (2-3x)
R rarity
True Draco Heritage
R rarity
True Draco Heritage

Heritage allows you to draw cards each turn up to the number of True Draco types (Monsters / Spells / Traps) sent from the field to the graveyard this turn. This card allows for some really good card draw potential if used properly, sometimes making it worthy of Tribute over cards where you can just draw more of the stuff.

Disciples of the True Dracophoenix (2-3x)
R rarity
Disciples of the True Dracophoenix
R rarity
Disciples of the True Dracophoenix

Disciples allows you once per turn to recycle 3 True Draco cards from your Graveyard into your Deck and then draw one card. This is an extremely useful late game, as it can recycle resources back into your Deck, which you otherwise wouldn't have access to anymore while potentially giving you that last bit of power that you may need.

True King's Return (2-3x)
R rarity
True King's Return
R rarity
True King's Return

In turn, although not a True Draco card in name, it is one of many cards when it comes to its General Effects and can be searched easily. Its unique effect allows you to Special Summon a True Draco monster from your grave in Defense Position, but you cannot Special Summon it for the rest of the turn. This effect is mainly used for tributes or to stall your opponent, as most True Draco Effects do not work when Special Summoned. Typically, this card is used just to have the ability to destroy a second Monster in any given turn, in addition to other Archetype Traps.

True Draco Apocalypse (3x)
R rarity
True Draco Apocalypse
R rarity
True Draco Apocalypse

Apocalypse allows you to destroy another True Draco card on your field each turn to permanently halve all ATK/DEF of your opponent's Monsters, this allows your Monsters to defeat monsters with ATK is too high. Additionally, if you destroy another of your Archetype Continuous Spell/Trap, you can use that card's Effect to destroy a card your opponent controls. This is easily your best Classic method for disrupting your opponent on their turn if you have no Monsters in hand and no way to get it, and it's the best search target for Dinomight .

Dragonic Diagram (1x)
SR rarity
Limited to 1 copy
Dragonic Diagram
SR rarity
Limited to 1 copy
Dragonic Diagram

Our Field Spell has 3 effects.
  • Its first effect gives all True Dracos an additional 300 ATK/DEF, sometimes enough to defeat Monsters you have difficulty with.
  • Its second effect allows each Tribute Summon True Draco Battle to be protected once per turn, which can help protect your field.
  • Its third and most important effect allows you once per turn to destroy any card on your field or in your hand to search for any True Draco card in your Deck. This effect helps when wanting to activate the Grave Effects of your cards as well as searcg anything you need during your turn.
Sadly, it has 2 major drawbacks, the first is that it is Limited and the second is that it does not have True Draco / True King in its name, both of these combined make it difficult to search, So anything outside of the Field Spell search is essential.



Archetype cards are not worth using

 

Forge of the True Dracos, Master Peace and the True Dracoslayer (0x)
SR rarity
Forge of the True Dracos
SR rarity
Forge of the True Dracos
UR rarity
Master Peace, the True Dracoslayer
UR rarity
Master Peace, the True Dracoslayer

Forge of the True Dracos and Master Peace, True Dracoslayer (not to be confused with Dracoslaying King) both require interaction with the "Dracoverlord" and "Dracoslayer" cards, which is not worth it for this build.

Mariamne the True Dracophoenix (0x)
SR rarity
Mariamne, the True Dracophoenix
SR rarity
Mariamne, the True Dracophoenix

Mariamne, True Dracophoenix is ​​just a True King card that they named True Draco for the sake of the line's lore, she's not even remotely synergistic with the current version of the Deck.



Some Draw/Search Engine cards

Since Archetype itself is quite small, True Draco likes to run as many Spell draw/search cards as possible, and I've compiled and referenced some of the best of them for you.

Card of Demise (3x)
SR rarity
Forbidden
Card of Demise
SR rarity
Forbidden
Card of Demise

Demise is easily the best general draw Spell that True Draco can use, as it allows you to draw cards once per turn until you have 3 cards in hand, which is perfect for a mostly Gathering Deck its cards. However, it has some disadvantages that you must be aware of, namely you cannot Special Summon the turn you activate it, your opponent takes no Damage for the rest of the turn (no problem if you activate this card in Main Phase 2) and you must discard your entire hand in End Phase. However, all of this is not important enough for True Draco as it is strangely bad in our Deck, you should use 10 of these if you can!

Pot of Duality (2-3x)
SR rarity
Limited to 1 copy
Pot of Duality
SR rarity
Limited to 1 copy
Pot of Duality

Duality allows you to flip and see the first 3 cards in your Deck and then add 1 of them to your hand, at the small cost of not being able to Special Summon that turn. Its only downside is that it only comes once per turn and it "only" allows one card to be received.

Upstart Goblin (0-3x)
UR rarity
Upstart Goblin
UR rarity
Upstart Goblin

Upstart allows you to draw 1 card and allows your opponent to gain 1000 LP, which is basically nothing compared to the benefit of drawing 1 card.

Pot of Desires (0-2x)
SR rarity
Limited to 1 copy
Pot of Desires
SR rarity
Limited to 1 copy
Pot of Desires

Desires banishes the top 10 cards of your Deck face down and then allows you to draw 2 cards. Since the number of Monsters you have is quite small and you don't want to banish any of them, this card is very dangerous to play, you can try it if you want, I personally don't recommend it. more than 1 or maybe 2.

Anchamoufrite (0-3x)
R rarity
Anchamoufrite
R rarity
Anchamoufrite

Ancha is a Pendulum card with a Pendulum Effect that destroys itself once per turn and is sent to the face-up Extra Deck to draw you a card. You can then use your Monster Effect to Special Summon it from the Extra Deck (it will be banished the next time it leaves the field). Both Effects are limited to having no cards other than Ancha in the Extra Deck, which is not very relevant since True Draco has no Extra Deck. Remember that it can also sometimes clash with cards that don't allow you to Special Summon or require you to have no cards in your Extra Deck, so use it wisely if you putting him in your Deck, as it serves as both a draw and a body for Tribute, can be quite worth taking.

Waterfall of Dragon Souls (0-3x)
SR rarity
Waterfall of Dragon Souls
SR rarity
Waterfall of Dragon Souls

Waterfall is a Trap that allows you to search for Wyrm-Type Monsters (this is the case for all True Dracos) or send any number of Wyrm Monsters in your hand and on the field to the graveyard to draw the same number of cards card you sent +1, which can be useful if at least one of your Monsters is destroyed by a Card Effect and you can't prevent it, or if you have too many Monsters in hand. Personally, I highly recommend it, however some say it's too slow due to it being a Trap, you'll have to test it out to see what you think of it.

Terraforming (1x)
UR rarity
Forbidden
Terraforming
UR rarity
Forbidden
Terraforming

This card allows you to search for any Field Spell, which should be automatically included in every True Draco Deck if you have the necessary UR, due to how good a card's Dragonic Diagram is.

Metaverse (0-1x)
UR rarity
Metaverse
UR rarity
Metaverse

Metaverse is the same as Terraforming except for 2 things: It is a Trap and it can immediately activate Field Spell when used, especially it can help with the other 2 Field Spells that I will talk about later in this guide. .



Floodgate matters

Floodgates prevent the opponent from taking multiple turns and many of them are Continuous Spells/Traps, which makes them also act as sacrifices for our True Draco and also allows us to turn off any Floodgates we we want just by sacrificing it, here is a list of some of the most used cards in True Draco:

The Monarchs Erupt (2-3x)
N rarity
The Monarchs Erupt
N rarity
The Monarchs Erupt

The most destroyed card in any True Draco Deck and it belongs to Normal Rarity. Erupt acts as a Skill Drain exclusive to all non-Tribute Summoned Monsters, the only requirements being that you need an empty Extra Deck and a Tribute Summoned Monster to activate it. One downside to it is that you need a Tribute Summoned Monster on the field during your End Phase, otherwise the card will destroy itself. This card is the main reason the Deck doesn't use Extra Decks, only use less than 3 if you REALLY need the space.

Skill Drain (0-3x)
SR rarity
Limited to 1 copy
Skill Drain
SR rarity
Limited to 1 copy
Skill Drain

Speaking of which, this is the most infamous Trap card in the game, as long as it is active, all Monster Effects on the field are negated and the only cost is a small 1000 LP Cost when activated . Use as many as you like, 2 or 3 copies is average.

Imperial Order (0-1x)
UR rarity
Forbidden
Imperial Order
UR rarity
Forbidden
Imperial Order

IO turns off all Spell Effects on the field and forces you to pay 700 LP per Standby Phase. This can be dangerous for True Draco, due to the high number of Spells drawn, but this also shuts down a lot of other Decks and protects you from any Harpie's Feather Duster or Lightning Storm .

Vanity's Emptiness (0-1x)
UR rarity
Forbidden
Vanity's Emptiness
UR rarity
Forbidden
Vanity's Emptiness

This card prevents both players from Special Summoning, which True Draco does not care about. The only downside is that if any of your cards are sent to the grave, it is destroyed and the card that True Draco likes is destroyed, so it will usually stop your opponent for one turn at most , which is still pretty good.

Summon Limit (0-3x)
SR rarity
Summon Limit
SR rarity
Summon Limit

This prevents both players from Summoning more than twice per turn, shutting down many Decks that like to spam monsters.

Dimensional Fissure (0-3x)
R rarity
Dimensional Fissure
R rarity
Dimensional Fissure

When active, this will banish all Monsters that will be sent to the grave. This shuts down a lot of Decks. Note this: Do not use Macro Cosmo instead! True Dracos want their Spell/Trap in the grave to be unaffected by Dimensional Fissure but not Macro Cosmo .

Domain of the True Monarchs (0-1x)
UR rarity
Domain of the True Monarchs
UR rarity
Domain of the True Monarchs

This card and the next are Field Spells, not Continuous Spells, but they still have value, especially with the Metaverse . This card only has 2 Effects related to True Draco, the first is to increase ATK by 800 when attacking a Monster with a Tribute Summoned Monster, more than Dragonic Diagram , and the second card prevents your opponent from Summoning Monsters Special summon from the Extra Deck while you have a Tribute Summoned Monster, there are no cards in your Extra Deck and they have no Tribute Summoned Monsters, this is true 99% of the time.

Necrovalley (0-1x)
UR rarity
Necrovalley
UR rarity
Necrovalley

The second Floodgate Field Spell prevents both players from moving cards from their graves to anywhere else, this shuts down much of the Meta Deck but sadly also shuts down Disciples and Return.

Solemn Judgment (0-3x)
UR rarity
Solemn Judgment
UR rarity
Solemn Judgment

While not a Floodgate, Solemn Judgment is too important not to be released any sooner than the following cards. You can simply say no to any Spell/Trap or Monster Summon activations by paying half your LP, this is often used to protect your backrow or stall your opponent during times Important point in their combo.



Other notable cards

All of the previous cards are commonly used in True Draco or are known as such a suitable choice that many people play them. All cards from here on out will be cards that are less used but can potentially spice up your Deck with your own kind of flavor or can act as Side options Decks for Major Tournaments.

Other Floodgates
SR rarity
Soul Drain
SR rarity
Soul Drain
SR rarity
Limited to 1 copy
Gozen Match
SR rarity
Limited to 1 copy
Gozen Match
UR rarity
Limited to 1 copy
There Can Be Only One
UR rarity
Limited to 1 copy
There Can Be Only One
SR rarity
Limited to 1 copy
Kaiser Colosseum
SR rarity
Limited to 1 copy
Kaiser Colosseum
R rarity
Summoning Curse
R rarity
Summoning Curse
SR rarity
Fossil Dyna Pachycephalo
SR rarity
Fossil Dyna Pachycephalo
SR rarity
Limited to 1 copy
Rivalry of Warlords
SR rarity
Limited to 1 copy
Rivalry of Warlords
SR rarity
Lose 1 Turn
SR rarity
Lose 1 Turn
SR rarity
Limited to 2 copies
Anti-Spell Fragrance
SR rarity
Limited to 2 copies
Anti-Spell Fragrance
UR rarity
Limited to 1 copy
Inspector Boarder
UR rarity
Limited to 1 copy
Inspector Boarder

These cards all show varying amounts of play, some are budget versions of previous Floodgates, others have similar Effects to them or unique to them, such as stopping Grave effects, stopping your opponents based on their Monster Type/Attributes etc. Explaining things will be repetitive, read them yourself to see if you want to use them or not.

Called by the Grave, Infinite Impermanence and Maxx "C" (Handtrap Package)
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Limited to 2 copies
Called by the Grave
UR rarity
Infinite Impermanence
UR rarity
Infinite Impermanence
UR rarity
Maxx "C"
UR rarity
Maxx "C"

True Draco in general does not like cards or similar cards because if we have a card that we cannot discard in our hand, then the Effect of Card of Demise will not be optimal, because you cannot draw 3 cards if you have a Monster in your hand, that you cannot escape. Impermanence and Called By are two exceptions because you can place them face down first, and Maxx "C" can be used at any time during your turn if you want to get rid of it. Maybe think about using a few of these.

Packages come later
SR rarity
Evenly Matched
SR rarity
Evenly Matched
UR rarity
Limited to 2 copies
Raigeki
UR rarity
Limited to 2 copies
Raigeki
UR rarity
Forbidden Droplet
UR rarity
Forbidden Droplet
SR rarity
The Monarchs Stormforth
SR rarity
The Monarchs Stormforth
UR rarity
Limited to 1 copy
Harpie's Feather Duster
UR rarity
Limited to 1 copy
Harpie's Feather Duster
UR rarity
Dark Ruler No More
UR rarity
Dark Ruler No More
UR rarity
Lightning Storm
UR rarity
Lightning Storm

All of these cards just spice up your game if you happen to lose the coinflip part, as they deal with decks that even True Draco has problems with, but take away a consistency number first. Just think about using some of these if you're having too many problems going second.

Planet Pathfinder (0-1x)
R rarity
Planet Pathfinder
R rarity
Planet Pathfinder

This monster is a cheaper version of Terraforming , but in return will eat up your Normal Summon. Please don't play this card if you can, Terraforming is very useful in a lot of Decks and is also a lot more useful.

Amano-Iwato and Forbidden Chalice (Amanolock package)
SR rarity
Limited to 1 copy
Amano-Iwato
SR rarity
Limited to 1 copy
Amano-Iwato
R rarity
Forbidden Chalice
R rarity
Forbidden Chalice

Amano will take up all of your Normal Summon but will essentially stop all Monster Effects for the turn, this can help in heavy negation formats and is therefore often used on its own, however if you use Using Forbidden Chalice on it, the Effect returning to your hand will not trigger, and you can also lock your opponent out of the Monster Effect during their turn, which is not reliable or common. use, but extremely funny if you can pull it off.

Chicken Game (0-3x)
UR rarity
Chicken Game
UR rarity
Chicken Game

When it comes to Chicken Game , the most important part of it is the Field Spell which draws you a card and sometimes protects you from Battle Damage if your opponent can't read it.

Strike of the Monarchs (0-2x)
N rarity
Strike of the Monarchs
N rarity
Strike of the Monarchs

This is a worse Forbidden Droplet against one of your opponent's Monsters that they can respond to, and you have to use one of your True Dracos as a Cost, but you get to draw ONE card in return. The only reason I can see why people use this card is because of the chance to draw the next card presented below.

Pantheism of the Monarchs (2x)
SR rarity
Pantheism of the Monarchs
SR rarity
Pantheism of the Monarchs

This card actively allows you to build a small Monarch engine in your Deck to search for other Monarch cards previously shown (the best target is usually Erupt) and even allows you to draw some cards cards, using this card along with multiple copies of previous Monarch cards can be a lot of fun.

Crackdown (3x)
UR rarity
Crackdown
UR rarity
Crackdown

This card essentially steals the Monster but negates its Effects and prevents it from attacking, but you can Tribute it or use it as a Cost or Material in other ways.

The Huge Revolution is Over (2x)
R rarity
The Huge Revolution is Over
R rarity
The Huge Revolution is Over

This is essentially a cheaper Solemn Judgment for the Effect that destroys a few cards, which is quite appropriate since True Draco doesn't want to lose their backrow.



Game plan

Basic knowledge of Control Deck


As mentioned before, True Draco is not a Combo-heavy Archetype but a Control-based Archetype, similar to Eldlich, Sky Striker or Altergeist. The main goal is to slow down the enemy or stop them altogether by destroying their cards with Archetype Spell/Trap Grave Effects as well as using Floodgates to prevent them from getting past us. Meanwhile, you're building up a hard-to-remove defense and gathering turn-based resources with your Monster Effects and card draw Spells, then slowly causing your opponent's Life Points to drop to 0 in many turns.

Always take the lead


True Draco, like most Decks, wants to go first, as this allows you to set up your Monsters and backrow a lot easier without your opponent being able to stop you. Typically, on your first turn accordingly, you can Summon 1 to 2 Monsters and set a few cards, as your Floodgate easily slows your opponent the most, while your Monster Effects essentially force your opponent to give you resources any time they do anything, then you use those resources along with your Floodgate to disrupt your opponent's already small ideal field. If this start fails due to a bad hand, you can set a few cards and pass the turn to your opponent and hope your deck allows you to still break them well enough as well as allowing you Build a better field on their turn and yours too.

When going behind


When forced to go later, True Draco fares better than most Decks due to your Trap's Grave Effect. Most Monsters don't have any built-in protection against Trap Effects that trigger in the grave, so your best bet is to solve your Monster opponent's problem by setting True Draco Traps yours and then kill them with that effect, that way you can build up field presence despite their scary big late field set. However, be aware that the lack of an Extra Deck is a big red flag that tells the opponent "This is a True Draco player!" and maybe let them play around with whatever you can try. However, if you manage to build a good field on your turn and get rid of all of your opponent's problem cards despite going later, the rest of the game will be pretty much the same as if you went before.

Early match


Your usual plan is to destroy Dinomight Knight as soon as possible, as it can find Apocalypse, your best Archetype Trap card and your best method of disruption, as this allows you to reduce a whole half your opponent's ATK as well as destroy your own True Draco Traps to use their Grave Effect and destroy your opponent's Monsters until their combos are where they are really needed. Furthermore, if you happen to have any Stray Monsters in hand during their turn, you can use your Trap Effect to Tribute Summon one of your True Draco Traps to not only destroy one Their other monsters but also take out your own cards to build up even more resources.

As the later


In the late game, if your opponent proves to be a worthy challenge, then Ignis Heat is your best bet, as Disciples allows you to reuse resources you've used up, as well as give allows you to get more out of it. This gives you the ability to win even some longer matches than other Control Decks, which cannot recycle their resources as easily.

Other notable things


You usually try to aim for the best Monsters you might need right now by using the Effects of Dragonic Diagram, Majesty Maiden, or Waterfall of Dragon Souls to go for whatever helps you the most.

Of course not every match in Yu-Gi-Oh works the same , so the best way to learn what cards you need and when you need them is to play the Deck a lot and learn the strategy yourself of that deck.




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