Quickdraw and Plant Synchro: What’s the difference?

We’re seeing many viable tournament contenders here in Milan this weekend, but 2 Decks stand above the rest and are seeing lots of action today. Quickdraw and Plant Synchro Decks are both built off the same solid foundations, but from there they take very different paths to their final goal of winning Matches. Let’s take a brief look at the 2 Decks and how they’ve both evolved into unique contenders in their own right.

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Both Decks make full use of the [debris]/[dandy] combo to Summon [black rose] and destroy everything on the field. On top of this, [lonefire] helps in bringing out [spore] and [glowup] the 2 Plant-Type Tuners in the Decks, as well as [tytannial] and the all-important [dandy]. On top of this there’s [ryko] to take care of opposing threats while also filling up the Graveyard at the same time, and all of the usual Spells and Traps, from [wave] and [book] to [warning] and [mf].
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From there the Decks begin to go their separate ways. Quickdraw, as the name implies, makes full use of [qd], and is backed up by [tuning], which came out in [STBL]. [tuning] allows the Quickdraw Duelists to add [qd] directly to their hand, instead of relying on [sangan] and drawing it naturally. Once Quickdraw’s in-hand, you simply discard [dandy] to Summon it, get 2 [fluff][s], and combine them with [qd] to Summon [drill]. [drill] has a unique effect that no other Deck can make use of, in that it can add any monster from your Graveyard to your hand once it returns to the field. You discard a card to remove it from play, and it comes back next turn during your Standby Phase. Once you’ve got the [drill] loop going, you can keep getting back [dandy] and Summoning more and more Tokens until you feel like using them for [debris], [caius] or another [qd]. Quickdraw also has access to other monsters in the Extra Deck that you won’t see anywhere else. [turbo]'[s] a great card to have against Gladiator Beasts, [nitro] eats opposing [fluff][s] for breakfast and [junkd] can set up huge swings in momentum.
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Plant Synchro was initially known as “Quickdraw without the Quickdraw” but has since become a solid contender in its own right. The main reason for dropping [qd] is that there’s a lot more space in the Extra Deck, allowing you to fit in cards like [scrap d] and [fsynch], extra copies of [black rose], [chimeratech] (which is incredibly useful in the Machina matchup) and so-on. Not running [qd] also changes the focus of the Main Deck, which concentrates on slowly building up momentum, getting rid of opposing cards one at a time. [caius] and [ryko] are the key cards for doing this, along with [scrap d], which the Deck can Summon easily thanks to [debris]. Some builds also use [cydra] as a free high ATK monster, [hamster] to search Ryko, and [trooper] to fill the Graveyard even quicker. There’s a lot more room for tech cards in Plant Synchro than there in in Quickdraw, which is one of the main reason that a lot of Duelists are making the switch. We even saw [dck][s], [sorcerer][s] and [tkr][s] in Eden Zamir’s Top 2 build from YCS Bochum, showing just how versatile the Deck can be without [qd].
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When these 2 Decks face off there’s quite a few advantages each one has over the other. First off, unless the Plant Synchro Duelist can stop [drill] the moment it’s Summoned, there’s very few ways to stop the [drill] loop from occurring. Most Quickdraw Duelists will remove Drill right away, and it won’t come back again ’till their next Standby Phase. That prevents it from getting his by [caius], [ryko] and [scrap d] during the opponent’s turn, and also keeps it well out of the way of [black rose], which both Duelists will be Summoning quite a bit. Another key card for Quickdraw will be [nitro], as it can turn opposing [fluff][s] into huge Life Point Damage. By destroying a monster in battle, [nitro] will turn a [fluff] to Attack Position, and with 0 ATK, the Plant Synchro Delist will lose up to 3800 Life Points in a single hit!
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It’s not all one-way traffic though, as Plant Synchro has a few tricks of its own as well. All that extra space in the Main Deck means more room for extra copies of [caius], which can remove an opposing [dandy] from play, shutting down the Quickdraw Duelist’s key combos! There’s also room for more and Traps like [book], which can prevent Synchro Summons, re-use Flip Effects, and halt the [drill] loop long enough to take the Synchro down in battle next turn. Also, with so much space for tech cards, the Quickdraw Duelist could have a hard time predicting if their opponent is running [veiler], [dck] or [tkr], or even more off-beat choices like [b]Vanity’s Fiend[/b] and [ladd]. Plant Synchro can also make more use of [glowup] and [fsynch] than Quickdraw, which gives it a wider array of tricks to utilise.
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Which will come out on top though is anybody’s guess, and the popularity of both decks among Duelists also opens up new avenues for X-Sabers and Blackwings to take advantage of.

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