Notes & Combos
I feel pretty happy with this updated version of my previous list. The deck still works the same, where getting to Turbulence is the main goal. To do that, you need Hydrant (~10 copies in deck) + an extender (~9 copies in deck, depending on Prosperity and One for One).
After some experimenting, I think ALERT! is the best extender, as that means a negated Hydrant doesn't end your turn on the spot. I rarely felt like more copies of Air lifter, Fire Attacker, or Fire Engine were necessary. At times they can come up, and deciding what to recycle with HQ becomes a lot tougher because of that.
The deck isn't good enough to consistently beat the general meta, which is why I delayed the climb a bit to face less difficult opponents.
I think as time went on, people also started playing less Evenly Matched in general, as there's better cards to run versus Purrely or Kashtira. That alone helps this deck a lot.
I changed the non-engine, as the most popular deck I was facing was Kashtira. Activating Thrust into Talents can deal with the average Kashtira endboard on its own, and when getting handtrapped on my turn, Appointer of the Red Lotus helped dodge board wipes. You could be greedy and wait until they waste the Battle Phase for Evenly Matched and banish it then. But if they choose for me to go first, I'd rather activate Appointer in Standby and check for something like Lightning Storm.
Replays
ID: 421-940-464
The last 6 games are from the Duelist Cup. That top-most game against Purrely more or less goes to show what I mean with the less difficult opponents. (I guess Maxx C carried my win there anyways, though)
I went on a fortunate win streak on the final few levels. I only played R-ACE for the whole climb, but going beyond LVL 17 on the first days of the event was too much of a grind.




































