Notes & Combos
Pretty standard Super Poly list where I prioritized going 2nd with lingering HTs like Droll & Fuwalos. The 2nd Meghala also felt good because she functions kinda of similarly to Mululu, in the sense that if you get hand trapped to death you can just leaver her for interaction in the opponent's turn + she adds consistency.
Even then, I still think this deck biggest weakness is bricking, all of your lines are infinitely better as 2 card combos and your non-engine can really contribute to that, I can easily see myself cutting a Shiina or Droll for Shield-Bearers, Extravagance or RT names.
On another note, Super Poly felt great, the deck really needs a board breaker and they function so well going 1st too, never missed Harpie Feather Storm for a moment. The Extra is suprisingly lax too, never went for something other than Mudragon, Garura and Secretarion, so you can experiment either different SPoly targets or utility with Curious/Zeus/Goddess.
Overall this meta is pretty fun imo, I felt I had much more agency than in the last DC Cup, and in many lost games I can look back and say "Well I could've played better, went for this other line, remember this thing" and etc... RT is such a cool deck too btw, I don't recall the last time I was chill going 2nd without a single Hand Trap in hand lol, the base is simple but the ceiling is super high.
Also, if they want to hit anything, I hope it's Harpie Feather Storm and Performapal Rainbow Magician lol, stupid cards that are absolutely win more but still unfun when they actually resolve.































