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Drytron FAQ - by Olivia
Drytron FAQ - by Olivia
Drytron FAQ - by Olivia
Drytron is a combo deck centered around Ritual Monsters, that is able to summon monsters
from the hand or GY by tributing Drytron monsters and Ritual Monsters and using their unique
mechanic of ritual summoning using light machine monsters attack values instead of levels like
normal ritual summoning requires. The archetype contains machine ritual Monsters that were
intended to be used by this engine, but performs at its best when combined with the "Herald"
and "Cyber Angel" archetypes. Your goal is to set up a "floodgate" and the best possible board
on turn 1 to prevent your opponent from clearing your board or creating their own board.
Drytron is a combo deck that relies on the player to understand each card interaction and what
to do with the current cards you have available to you. For people who are newer it will take
some time and practice to learn the different combo lines you can do and understanding all the
options you have with your current hand/GY and how you can best play around hand traps.
Drytrons:
x3 Drytron Alpha Thuban; SR
x3 Drytron Zeta Aldhibah; R
x1 Drytron Gamma Eltanin; N
x1 Drytron Delta altais; N
x3 Drytron Nova; R
x1 Drytron Fafnir; R
x1 Meteonis Drytron; UR
x3 Cyber Emergency; SR
Fairies:
x3 Diviner of the Herald; UR
x3 Herald of Orange Light; R
x1 Herald of Ultimateness; UR
x2 Eva; SR
x1 Cyber Angel Benten; SR
x1 Cyber Angel Idaten; R
x3 Preparation of Rites; SR
Drytrons:
x3 Drytron Alpha Thuban; SR
x3 Drytron Zeta Aldhibah; R
x1 Drytron Gamma Eltanin; N
x1 Drytron Delta altais; N
x2 Drytron Nova; R
x1 Drytron Fafnir; R
x1 Meteonis Drytron; UR
x3 Cyber Emergency; SR
Fairies:
x3 Diviner of the Herald; UR
x3 Herald of Orange Light; R
x1 Herald of Perfection; SR
x2 Eva; SR
x1 Cyber Angel Benten; SR
x1 Cyber Angel Idaten; R
x3 Pre-Preparation of Rites; SR
x1 Dawn of the Herald; R
x2 Preparation of Rites; SR
The Pre-Preparation variant uses Herald of Perfection alongside its ritual spell, Dawn of the
Herald, which aims to loop benten an additional time to increase the number of fairies in hand
and allow for an early establishment of combo insulation in the form of the herald itself.
PROS: the end board is virtually unbeatable, providing strong forms of interaction through board
breakers, better into Maxx “C” due to Pre-preparation of the Rites, access to more different
lines of play which also increases the resilience of your combos
CONS: fairy fodder for the herald is generally pretty costly, the deck is hard focused on going
first and the whole Herald package is suboptimal going second, you’re forced to run less names,
deck is extremely one-note and predictable, the deck is too reliant on opening Pre-prep which
leads to cutting names and non-engine cards which creates further problems for the deck.
DPE Scythe Lock
Drytron engine which focuses on extra deck locking your opponent.
Drytrons:
x3 Drytron Alpha Thuban; SR
x3 Drytron Zeta Aldhibah; R
x1 Drytron Gamma Eltanin; N
x1 Drytron Delta altais; N
x2 Drytron Nova; R
x1 Drytron Fafnir; R
x1 Meteonis Drytron; UR
x3 Cyber Emergency; SR
Fairies:
x3 Diviner of the Herald; UR
x1 Herald of Orange Light; R
x1 Cyber Angel Benten; SR
x1 Cyber Angel Idaten; R
x1 Artifact Scythe; UR
Heroes:
x2 Destiny HERO - Plasma; UR
x2 Destiny Fusion; R
Extra Deck:
x1 Drytron Mu Beta Fafnir; UR
x1 Herald of the Arc Light; SR
x1 Linkuriboh; UR
x1 Beatrice, Lady of the Eternal; UR
x1 Predaplant Verte Anaconda; UR
x1 Destiny HERO - Destroyer Phoenix Enforcer; UR
x1 Artifact Degda; SR
This variant of Drytron aims to go for a DPE-Scythe setup to deny access to the opponent’s
Extra Deck, while setting up Baronne and Orange Light in hand as additional interruptions.
Additional cards to consider would be Artifact Lancea, as well as running a Pot of Prosperity.
PROS: Scythe resolving is lights out against any half-competent deck, the main deck is
extremely flexible and there’s a ton of options in deckbuilding
CONS: the deck naturally assumes that Scythe is going to resolve which leads to having
extremely weak boards with little to no insulation, it takes up a huge chunk of the extra deck
space and as the deck needs all 5 cards in the hand to be live at all time the DPE bricks can be
somewhat problematic, it doesn’t punish the opponent by having more monsters and playing
around Droplet better
Vanikey Drytron
Drytron engine which focuses on summoning vanity’s ruler and supporting it with magikey.
Drytrons:
x3 Drytron Alpha Thuban; SR
x3 Drytron Zeta Aldhibah; R
x1 Drytron Gamma Eltanin; N
x1 Drytron Delta altais; N
x2 Drytron Nova; R
x1 Drytron Fafnir; R
x1 Meteonis Drytron; UR
x3 Cyber Emergency; SR
Fairies:
x1 Diviner of the Herald; UR
x1 Herald of Orange Light; R
x1 Cyber Angel Benten; SR
x1 Cyber Angel Idaten; R
x3 Preparation of Rites; SR
x1 Vanity’s Ruler; UR
Magikey:
x1 Magikey Mechmusket - Batosbuster; R
x1 Magikey Unlocking; N
Megalith Drytron
Drytron engine which uses megaliths as an extra engine
Drytrons:
x3 Drytron Alpha Thuban; SR
x3 Drytron Zeta Aldhibah; R
x1 Drytron Gamma Eltanin; N
x1 Drytron Delta altais; N
x2 Drytron Nova; R
x1 Drytron Fafnir; R
x1 Meteonis Drytron; UR
x3 Cyber Emergency; SR
Fairies:
x3 Diviner of the Herald; UR
x1 Herald of Orange Light; R
x1 Cyber Angel Benten; SR
x1 Cyber Angel Idaten; R
x2 Preparation of Rites; SR
Megaliths:
x2 Megalith Phul; R
x1 Megalith Ophiel; R
x1 Megalith Bethor; R
Quite possibly the most diverse Drytron variant, Megalith can be used as an engine in many
other Drytron variants as a way to loop Benten an additional time, produce a Scythe lock without
the usage of DPE, make Dweller and many other things. The engine is quite compact and
enables some really interesting plays for the deck, such as providing it with a level 4 body that
you can make Baronne with alongside Diviner of the Herald. The example list shown above is
as “vanilla” as a Megalith list can get, ending on Phul, Baronne, Apollousa and a Lancea in
hand.
PROS: Bethor being a massive blowout means the deck always beats control, Megaliths
generate advantage while the deck struggles with that due to Benten being limited, the deck
invalidates Veiler/Impermanence, the followup is better and the end board requires more Droplet
discards due to having a higher amount of monsters on board
CONS: Megaliths are bricky and opening them without access to Benten is actively bad, Nibiru
becomes more impactful, the deck has less room for going second slots and requires to go over
40 cards to keep consistency and run go second cards
Decklist sample:
https://www.masterduelmeta.com/saved-decks/6322cc98e9d895c178a87b78
Vanity’s Ruler
Vanity’s Ruler has recently started getting traction due to how good the card is under the
Branded Fusion lock, unlike Diviner which often times requires Extra - Deck related setups to
achieve anything meaningful. It’s also prone to Handtraps, and it becomes the absolute biggest
chokepoint in a line involving Branded Fusion. Vanity’s Ruler on the other hand is an incredibly
impactful searchable Normal Summon which works well in tandem with the Branded Engine.
The end boards usually involving this card outside of Magikey builds don’t provide any sort of
protection for Ruler, embracing any blowout that might go their way, mostly because the
opponent needs to out both Ruler and Mirrorjade and also establish some sort of board
presence or get to interactions that can completely stop us from playing the game. The
Mirrorjade End Phase effect carries the NS Vanity’s strat in Branded. Vanity’s Ruler is also one
of the extremely Rare low-investment-high-impact plays we have access to as the presence of
the card requires your opponent to see the blowout immediately. Extremely recommended.
Optional cards
Recommended Main Deck:
x1~3 Ash Blossom & Joyous Spring; UR
x1~3 Maxx “C”; UR
x1 Foolish Burial; UR
x1~3 Forbidden Droplet; UR
x1~3 Dark Ruler No More; UR
x1~3 Pot of prosperity; SR
x1~2 Called by the grave; UR
x1 Drytron Meteonis Draconids; UR
x1 Cyber Angel Natasha; N
x1 Artifact Lancea; SR
1 or 2 Eva?
There are both pros and cons for running 1 Eva and 2 Orange Light instead of 2 Eva and 3
Orange Light. One of the major pros is that you have less chance of drawing them in the
opening hand, While drawing an Orange Light isn’t bad to stop counter hand traps, you really
would like to draw any of your combo pieces (Benten, Diviner, any Drytron name) instead,
another reason is that to stop any deck in the game you don’t need more than 2~3 negates at
the correct choking point, meaning as hilarious as 6~8 negate in hand can be, it can be
considered overkill. The major pro of 2 Eva is that whenever your Perfection/Ultimateness
gets dealt with (negated, tributed, destroyed) being able to draw 2 of your Orange Light goes
up in value significantly since it’s one of the only ways to disrupt your opponent’s turn by
negating and destroying their monster plays. Another reason is having 2 Eva means you can
just negate the opponent's whole hand without knowing how their deck functions, being the
main reason I recommend newcomers to play 2 Eva.
The primary targets you should try to stop during their combo are Diviner getting level 6 by
sending Arc Light to the GY to be able to search and Zeta searching for the ritual spell to use.
Negating Mu Beta’s and Beatrice’s effect to send a card to the GY are also very high impact.
When looking to Nibiru you can’t be too greedy nor you can summon it too early, using it after
Mu Beta is online with Diviner/Benten is what I personally recommend.
If you’re going second and have a kaiju in hand you will want to hit Ultimateness/Perfection
before doing anything else with your cards, If you have Forbidden Droplet you would want to
negate Ultimateness/Perfection by sending a monster and then consider if you want to negate
I:P or Beatrice. You have to remember that they still have 1~2 Orange Light in hand with a
fairy which lets them negate and destroy a monster effect even if you stop
Ultimateness/Perfection.
What do I do if I'm going second?
Your gameplan going second is to try to disrupt your opponent as much as possible during their
turn, then assess if you can OTK your opponent through their board. If you can't, then you will
want to try to control their board with your normal game plan of Ultimateness/Perfection and
Natasha or go into Zeus and remove all of their cards from the board while you do your best to
set up on main phase 2.