Notes & Combos
So for this DC I decided to climb with Orcust, and I have to say this deck is nuts.
The Ranking on the Tier list definitely doesn't do this deck justice. With Mermaid and the Sky Striker Engine we can play 13 1-card starters, plus 1 2-card starter with the World Crown. That means this deck is almost 90% consisternt.
At the same time we can stuff this deck with 22(!!!) non-engine cards. Which also means you just constantly see 2 or more Handtraps. Add to that the fact that this deck plays perfectly with Impulse (even Phoenix and Mermaid stay live!) and you constantly sack opponents with high power Handtraps.
With the new Link-1 we also play through almost all Handtraps with ease. As long as the opponent only has a single HT, none of the Orcust monsters lose to it. Because you can still grab the Crown with Galatea-I and then go through Mermaid. It's just really insane.
We also dont lose to a lot of the common Handtraps people play against Dracotail (Belle isnt good, Retaliating "C" is also not good) and that deck also reduces the amount of Nibirus and Fuwalos' which are actually good against this deck.
So this climb was probably the easiest I ever had, I even got to a 16 W-Streak in the middle of it, despite losing 10 Coin Tosses within those 14 games.
I also wanted to throw in a couple of explanations on my decisions here:
I play Sky Striker over Millennium because Striker engine stays fully online after Dominus from hand. That has saved me a couple of times. We also get to play Widow Anchor, which also saved me a bunch of times (great against monester floodgates or heavy hitters like Detonator).
No other Sub-Engine (like Fiendsmith or Mitsurugi) because this deck is resilient enough as is. And the extra Main Deck space allows us to play the best Handtraps for any given format and the full 3 Imperm + 3 Dominus.
In the Extra Deck we also have plenty of space, so we could play Super Poly (just cut any of Almiraj, 2nd Galatea or Dharc), but I didnt feel it was necessary.
TTT is also works really well in this deck. It can help shuffle back a Nibiru if they open up a 2nd HT, but it can also steal a monster which can generically help go into Phoenix.
Nibiru is also a real problem for this deck, so if you open Dominus + Girsu I highly suggest playing the combo out as normal but not steal the Token in the end. This way you dont make I:P, but by keeping the Impulse in the hand you get to negate Nib since they control the Token.
Replays
ID: 228-666-918
Replay 1 (Tagged Must-See Combo) just showcases what our 1-card starters do and shows a basically perfect hand together with it. I also could have stolen the token + NS Horror for I:P, but not doing so kept Impulse on against Nibiru!!
Replay 2 (Tagged Comeback) shows this decks main OTK (Longirsu into Accesscode, Enlingirsu + stolen Monster)



































