Notes & Combos
My main combo turn 1 is to start of with a traptrix monster peferablily one of the two starters ( Mermeleo or mantis), depending on the hand if good (1 prison, fusion destiny, a few traps with a phantom trap and your starter) i will go into sera then raff is traps are 2 or less. activate the phantom trap after raff is down as to protect sera summoning another traptrix, peferably mantis as you can use her effect to send your trap to hand to have sera summon another trap to the field. If no traps avaliable then summon mermeleo to activate sera's effect to get the trap.
for turn 2 plays i usually bait out ash blossems or a negate with pot or your starter, try to save your traps if possible for turn 3 counters. If they can't stop your summons on turn 2 go into sera and get out a granite for prison to protect the traps, if traps are low and they don't don't have alot of counter play go into granite if you think you can keep alive for a turn or two for prison to come out and summon DPE. This still works with granite but better to go into number 70 for banish on a monster that could stop your attack or is over 3k. This is all for you to turn your xyz into a Zeus to reset the field and set up traps.
Player id: 167-990-807
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Replay1: vs virtual world (R2leo)
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Replay2: vs Eldlich (sirufia)
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Replay3: vs Numeron (Master cher ) 18 turns!



































