Notes & Combos
- 12 prank-kids starters = 85.1% chance to open 1 starter in 5-card hand, 40card deck
- 47.7% chance to open 2 starters in 5-card opener (2 starters for turn 1 Rip-Roaring-Roaster + turn2 Butler setup)
- 3 Dropsies (best starter) for Toad, 3 Lampsies (1500ATK beats over Barrier Statue) for burn long-game wincon, 2 Fansies & Rocksies & Place (gives access to turn1 Roaster play)
- 10 hand-traps: standard x3 Maxx C, Ash, Imperm, 1 Nib
- 1 Crossout Designator; Mandatory because it's one of the few cards that can deal with your opponent's Maxx C, Nib, Called By, Imperm. Ash can be played around but Crossout Desi is your answer to the previously mentioned cards
- 1 Destiny Hero Denier in place of Celestial; It can revive itself on the follow-up turn after DPE was summoned to be used as link material or DPE pop fodder. You have the option to activate Denier's on-summon trigger effect to stack Dasher back on top of your deck, then shuffle your deck with Place or Fateful Adventure search but I don't see why you'd ever want to do that (perhaps to ensure you have more cards in deck than your opponent???); It 's counter-productive to Prank-kids' deck thinning strategy but the option is available nonetheless.
- Extra Deck: 1 Toad to insulate (with omni-negate) turn3+ OTK; 1 Underworld Goddess for removal of opponent's towers-monster
- Everything else is cookie-cutter/standard




































