Since then we got a lot of new cards to play around with. As we know, Ragnarok’s effect only allows us to play one copy of each card in the deck, therefore he gets more options to play with, with every new set released.
So, let’s start with the deck list. To infinity (and beyond).
How to win
You might wonder why this deck is called “Infinity Ragnarok”. Well, that’s because our new win condition allows us to draw our whole deck, generate infinite Will and then deal infinite damage or take infinite turns (might be useful vs. Belial (TST-073) // Belial [J-Ruler] (TST-073J) decks). Technically it’s not infinite, but once we establish the loop, we can repeat it as often as we want (I will refer to the very high number of Will created / damage dealt / turns taken as “infinite” for this article though). Let’s see, how this loop works, and how the deck is built around it, to establish it as soon as possible.
The “get things rolling” loop (infinite Will + infinite draw)
The needed pieces for the combo are Selective Decapitation (TST-060), Rezzard, Attoractia’s Leading Doctor (ROL-019), Wind Servant of Ragnarok (EDL-076) plus any one- or two-cost Resonator (it’s easier with a wind Resonator, otherwise we would need an extra Will). The new addition Selective Decapitation allows us to banish two of our Resonators to draw a card. It also triggers its own ability and lets us Foresee 1 twice before the draw resolves. Since we control Rezzard, the banished Resonators are returned to our hand, instead of being sent to the graveyard.
So we can play Wind Servant and generate three Will. Then we play another Resonator for one or two Will and banish both to Selective Decapitation. Rezzard returns both to our hand and we draw a card. We can repeat this process until we have drawn our whole deck. If we do this with a one-cost resonator, then we also generate +1 Will every time we complete one iteration of the loop. Depending on the second Resonator we use for the loop, we sometimes have to make different Will colors with Wind Servant, water Will for example to play Wall of Terror (TST-033), since Wind Servant only generates 3 Will of the same attribute. Hence it is easier to start the loop with a green Resonator as mentioned above. Once we got this going, we can proceed to win the game with yet another loop.
The “win the game this turn” loop (infinite damage)
It is basically the same loop as above, but we can use Geryon (TST-084) now as our second Resonator and attack the opponent before banishing both Resonators again.
Since the new Fallen Angel Rulers also have some good abilities, you might ask: “Oh, but what happens, if my opponent plays Belial and can use his God’s Art several more times to not lose the game this turn?”
We also have an answer to this, just read on.
The “win the game in a future turn” loop (infinite turns)
Cards like Belial or even Intimidation (PofA-001) might be able to prevent us from winning the game in this turn… but fear no more. Just move to one of our infinite extra turns and win the game from there. Since we generated infinite Will, we can now cast Defense Stance (PofA-087) and then The Final Stance (PofA-111) to gain one extra turn. We can then cast Behemoth (PofA-038) and target The Final Stance with it, which removes The Final Stance from the game. Now we can proceed with our loop by banishing Behemoth and another Resonator. This returns Behemoth to our Hand (thanks Doc Rezzard) and The Final Stance hits the field again giving us another extra turn. We can repeat this process as often as we like.
But there’s one problem you might say…since we drew our whole deck, how do we prevent losing the game by not decking out? The answer to this question is Alisaris, the Invader of God’s City (AO1-045), which can put himself on top of our deck to always give us a draw in our draw phase.
Key cards and play lines
Since we are playing singleton, it’s quite hard to describe certain play lines, because everything we do might change when we just have one single different card in our hand. We will therefore just go for a short description of how a start of the combo might look and then go over certain other categories of cards, in order to understand why I specifically chose those cards.
Quick reminder since we haven’t really mentioned the other abilities of our Ruler Ragnarok, Invading Dragon Lord (EDL-096) (besides the one-copy-of-a-card-handicap) yet. Each ability can only be used in your turn, once per game and costs X, where X is the number of abilities you already used this game:
- Produce two Will in any combination of attributes (great Will advantage to start comboing)
- Copy target chant spell you control; you may choose new targets for the copy (copying powerful chants like Abhorrent Revival (EDL-077) might be a key factor to win the game or play around counter spells)
- Draw three cards (helps finding missing combo pieces)
- Remove all additions and regalia your opponent controls and all cards in your opponent’s graveyard from the game
- Destroy all J-Rulers
- Remove all Resonators your opponent controls from the game (another great instant removal for floodgate Resonators like Exorcist Mage at the Academy (EDL-003) or The Witch of the Fallen Kingdom (ADW-072).
Combo starters + example
Cards like Magna’s Guardian Beast (SDAO2-025), Scheherazade, Weaver of Fairy Tales (MSW-059), The Awakening of Fiethsing (MSW-060) and Pricia, Seeker of Friends // Pricia’s Big Show (ROL-018) all have the potential to start the combo. Note: Fiethsing’s Awakening is also a chant and copying it might even give us a better start and more access to our combo parts.
We most likely want to grab Wind Servant of Ragnarok (EDL-076) first and get access to Sigurd, the Covenant King (AO3-082) with Mikage Reiya (AO3-046) to grab Selective Decapitation (TST-060) or The Sixth Boon: Requiem, Jewel (TST-092) to either dig deeper for specific combo pieces, or to build up more Will advantage to combo off or interact with our opponent in the following turns.
I think the hardest part is to find the Rezzard, Attoractia’s Leading Doctor (ROL-019), once we started with Wind Servant and Decapitation. Sometimes it’s even better to wait one more turn to have that extra card and will before playing Magna’s Beast into Mikage Reiya + Wind Servant for example.
Our revive spells are also very helpful, since they can bring back multiple cards. For example, an Abhorrent Revival (EDL-077) in hand with a Magna’s Guardian Beast (SDAO2-025) on turn 3 might play out as follows:
- Magna’s Beast gets Wind Servant (generate three black Will) + Mikage Reiya (dump Sigurd into grave)
- Use Ragnarok’s ability to make two Will and cast Sigurd. Sigurd gets Selective Decapitation
- Banish Wind Servant and Magna’s Beast to Foresee 1 twice and draw a card
- Revive both with Abhorrent Revival, make three green Will, get Dolly, Olivia’s Electric Dolphin (ADW-032) + Water Servant of Ragnarok (EDL-054)
- Bounce Wind Servant to hand and draw three cards
- Play Wind Servant to generate 3 black Will (2 green + 3 black Will floating)
- Banish Sigurd + Wind Servant to Foresee1 twice and draw a card with Selective Decapitation
- Replay Sigurd to get Magic Crest of Darkness (EDL-087) which returns Wind Servant back to hand
- Play Wind Servant and generate 3 green Will (3 green + 2 black Will floating)
- Banish Sigurd + Dolly to Foresee1 twice and draw a card with Selective Decapitation
- Replay Sigurd, grab Schrödinger (PofA-105) and flicker Wind Servant (2 green + 1 black + 3X Will floating)
This already drew us 6 cards and we were able to Foresee 1 six times. Enough possibilities to find missing combo pieces, in this case it would be Rezzard or any card that gets it from the deck (Pricia, Seeker of Friends // Pricia’s Big Show (ROL-018) or The Awakening of Fiethsing (MSW-060)).
Pretty much any card that helps us to abuse certain pieces of the combo (most likely the Will generation of Wind Servant) or to dig deeper to find missing cards. Schrödinger (PofA-105), Dolly, Olivia’s Electric Dolphin (ADW-032), Magic Crest of Darkness (EDL-087) and the revive chants Abhorrent Revival (EDL-077), A Duet of Light (MSW-001) and Mikage Seijuro’s Game of Dreams (AO3-075) help us to capitalize even more on powerful enter abilities like Sigurd or Wind Servant of Ragnarok.
On the other hand, cards like Water Servant of Ragnarok (EDL-054), Mariabella, Sincere Engineer // Heart-to-Heart Talk (ROL-013) or Melfee, Traveling Sorceress (ROL-017) help us to dig deeper into our deck and fix potential will color problems or making Ragnarok’s first ability cheaper this turn.
This category contains cards which help us to combo through the opponent’s interaction. Those cards can either be proactive, for example Dark Alice’s Smile (PofA-052), Silmeria, Summoner of Spirits // Dance of Spirits (EDL-012), or reactive in the form of counter spells, for example Number Thirteen, Anti-Magic (ADW-088), The Third Boon: Persona, Magic Mask (TST-043), Wall of Terror (TST-033), or Geryon (TST-084).
I would also count cards as “combo protectors”, which help us to get back discarded/removed cards and allow us to go on with our combo. Cards like Castle of Beatrice (TST-078), Light of Raze and Revive (AO1-059), Wolfgang, Prince of Amadeus (TST-093), Release (AO3-016) and Improved Healing Robot (ADW-037) fulfill that purpose.
Since Ragnarok is singleton, every card is valuable. That means that a discard at the right moment might be problematic. Not that it prevents us from doing the combo (There are enough possibilities to get cards back), but it might slow us down too much and give our opponent enough time to win the game.
It’s also not possible to always play around every counter spell our opponent has. Sometimes we might have to sacrifice a combo starter, to bait out that counter.
Also Dante, Fallen Angel (TST-054) // Dante, Fallen Angel [J-Ruler] (TST-054J)‘s God’s Art might be problematic, because it negates Sigurd’s ability to cast it from grave, which is quite an important piece of the combo.
Playing singleton was always something I enjoyed since Ayu, Lunar Swordswoman (ADK-060) // Ayu, Shaman Swordswoman (ADK-060J) and now the new set finally gave Ragnarok a good win condition to compete with other decks. I Wish you a lot of fun taking turns and winning games.
Stay safe and till next time.