Notes & Combos
This is a mix of Adventure, Dragunity and Rokket types. The main idea behind the deck is to build advantage through repeatedly bringing back Gae Dearg to mill through your low level combo pieces (phalanx, zephyros, samsara dragon, small roc) and use saryuja plus extenders to hold onto your normal summon for light and darkness dragon (which will be the main form of interruption). Normally, the end board will have at least borrelload savage, crystal wing synchro and LnD dragon, with a hand trap in hand, but the exact variations may differ depending on your draw. Note that if you choose to play That Grass Looks Greener, you need to be very familiar with what you're doing, or losing to timeout/miscombo is very easy.
Dragon ravine is your 1 card starter (with some discard materials) with the classic ravine -> discard 1, find remus -> discard for second ravine -> discard 1, find legatus -> special summon legatus then remus from GY -> make gae dearg. The deck can potentially play around 3 interruptions, depending on the quality of the hand. A great way to gain advantage is to bait for ash blossom/maxx c with cards like quick launch or dragon ravine, while having gamma in hand to negate hand trap+get free chaos ruler synchro straight away. If the ravine combo gets shut down or you don't open dragon ravine, then you can always fall back on chaos rokket/adventure strategy instead. Overall a very flexible deck, just make sure you don't lose to timeout.
ID: 198-778-270