Notes & Combos
This deck is not it! I do not say that lightly as a jank enthusiast. The strategy pretty much hopes to draw enough board breakers when forced to go 2nd, however opponent hands for the majority of games had Ash Blossom which made making a play painful for such a delicate deck.
Without World of Spirits, Eternal Sunshine, and at least 2 Ancient Fairy Dragon monsters, the end board feels like you barely stand a chance -- which also ends game since Lava Golem and Sphere Mode were common encounters and it is not that resilient after that. Not to mention the number of games where I would begin with Tartarus or Ascator in hand.
Now the gimmick of using multiple Field Spell as a resource, attacking in Defense Position, forcing non-Link into Defense Position, and having a multi-activating impermance plus large stat boost was fun in execution. The problem was getting to there. The play that vexes me the most is beginning with World of Spirits without another monster to do a Synchro play.
Delta of Invitation + Eldlich the Golden Lord felt like one of the best techs added to the deck -- Wandering Titan of Tartarus was okay, especially for mid to large boards, but not as easy to work if already in hand. Wedju Temple and the 1-of from Millennium did not feel good enough in testing without being able to deploy tuners freely. If I owned a third Chicken Game I would have played it and Multi-Universe is essential if you must destroy it with Ancient Fairy Dragon but still want to have it on field for Ancient Fairy Life Dragon and end turn with World of Spirits if you do not already have it in hand.





































