In February, I also only logged in for quests and occasionally the arena. With periodic ranked quests (there was a period of about ten days where I got ranked wins every day), I hit aa1 using Darya (which I considered the best competitive deck I had) and bounced up and down between 1 and 0, again on quests. Other than quests, I didn't play ranked.
But toward the end of February, I decided to really go all-in on Dragon; I played a bunch of ramp and Sahu variations first in unranked (I wasn't about to go into ranked with a deck that has a 47% win rate...), and then I gathered some resolve and wanted to hit Master by the end of March before the add-on (so I could brag/be happy later that I got it with the weakest craft in the toughest meta for it... XD), plus finally get the Adept flair, which I had given up on out of desperation for Dragon in the RoB meta. In short, I found some motivation, regained interest in the game, and reaped the rewards.
Here is what I played, if anyone is interested. Neutral craft mom)) I thought it would take around 70k vials, but only 50+...
Before that, I played Storm Ramp with Forts and Genesises, without Odins and Sahus, but it was unstable. Win streaks of 7 alternated with loss streaks of 8; if the enemy placed something wrong or my draws were off, it was ggwp.
I honestly copied Dragoon from some streamer, and he won me more than a dozen games. Thanks to Bellringers (which I also copied, although I tried playing them before and they seemed like trash to me, but now I've grasped their essence), same-turn fervors, and the bulkiness of the deck, cards accumulate in hand easily, and Dragoon deals a lot of damage. The simplest and most beautiful combo—animated Bahamut + Dragoon—is mostly a one-shot if the dragon isn't removed; zero chance to defend. Sometimes just finishing them off was enough. Maybe three times over more than three hundred games I had to throw Dragoon not as a finisher, but simply out of desperation, and once I managed to win in such a situation. But otherwise, I wouldn't say he's dead weight—he's one of the win conditions.
Satan was slightly disappointing. Ramping up and playing him 4 turns early is nice, of course, but there were times when I had no Odins or Bahamuts and could only play Santa, and I'd lose because he draws his own single cards while I've lost tempo and need a draw for Bahamut, Odin, or even a Salamander. And suddenly—I'd call the top-tier among his cards not the Riders or Astaroth, but the Servants of Darkness for one simple reason: you can play two for 5 mana each, or playing just one is enough to force out the opponent's Bahamut/Odin/Themis/any other removals. And then another one on the next turn) Or play him with fervor, or with a mount; basically, there are options. But most often it's just a concede from the enemy after you've traded Bahamuts and everything else.
As for Olivia, she's absolutely unnecessary; sometimes I had two evos even on turn ten.
It was easiest against Aggro Shadow, Control Vamp, Control Sword, Guardian Heaven, non-cockroach Forest, and Graze Rune. Well, you get it—decks without particularly unplayable combo-wombos and not the most common ones.
I lost to Nephthys sometimes, but overall it was surprisingly okay; card draw is good and Odins dropped when needed, or I'd ramp to ten quickly and crush them.
Same against Seraph, only easier—his followers aren't as broken; you banish the statue and then destroy him with powerful units.
The hardest were:
- De-shift (obviously), but surprisingly not a free loss. I won about 40-45% of games against it by evolving Lucifers onto an empty board, not playing unnecessary followers, etc. Here, of course, the main factor is how well his same-turn draws go.
- Storm Priest (yes, yes, 2016 style)—not easy to play against burst when you can't affect the amulets until they hatch, plus insane value from Beastcall Aria and an evo Tiger to the face if I failed to remove it immediately.
- Albert craft: a pure 50%—if the hand is playable and Sahu-solution arrives, you win; if not, unlucky. Special thanks for the same-turn stats—a 5-7 idiot on turn five (yes, more problematic on turn five than nine) going to the face; only a Dragon Warrior can kill it in one go, even Sahu-solution requires either Blazing Breath or an evo Sahu and loses 5 HP from that trade.
I only lost to Aggro Vamp when my hand was clogged with late-game and I had nothing to play; Darya is easily handled even with three Daryas if you have Sahu-solution and she doesn't get all her face-draws and Blade Mages immediately; other dragons are a crystal clear 50-50, whether it's aggro (Ziga counters many in the deck, Fortune isn't always removable or hideable) or brother-tramp, storm or neutral—doesn't matter.
Overall, the feeling from the deck is very pleasant. There's almost always an answer to everything and a chance to win, and no homosexual mechanics (though aggro lords would disagree and point at Sahu); overall I'd say I played with a win rate over fifty and had almost no super-difficult matchups.
That's the system...
no one will read this(