Railway

Duelist Cup DLv. Max from MisterretsiM on October 22nd, 2026
cp-ur 930 + cp-sr 420
40 cards

Notes & Combos

DC Lvl Max with blind 2nd Trains!

Changes from my last season Master 1 list: cut Super Express Bullet Train, Thrust, a copy of Lightning Storm, and a copy Subspace Battle, added three copies of Purulia and two copies of Forbidden Crown. Also, I took out Sea Monster Of Theseus for Pentestag for the piercing.

Only change I would make is maybe removing the third Droplet for something. I always have this **** issue where I constantly open 2, and even 3 copies, more often than I should. Would replace it with a third Subspace, third Pot of Sloth, or even a 2nd Lightning Storm. Maybe a third Night Train Blue Traveler. Also possibly might cut Dora in the ED for something else. It comes up the least. Maybe replace it with Skypalace Gangaridai for the extra destruction and burn damage - had a few games where being able to do just a bit more burn could've been the decider

Doozy of a climb. 12-15 was smooth as ****. Hit 16, then immediately deranked, and getting to 17 was tough. Hitting 18 was a breeze, 19 was iffy (almost deranked once) and Max was a mixed bag. Shoutout to Hero for the easy final rank up game.

Decks I faced most often and how the duels went:

Elfnote: 50/50. Really depended on opening Droll/Maxx C/a Mulcharmy (and if they resolved), and how good the pilot was. There were a lot of easy wins and a lot of unavoidable losses

Power Patron: Almost always a loss but I seemed to always brick against them so I don't have a solid opinion on the matchup

Branded: Easy win most of the time. Clogging their board with A token and a Kaiju does wonders, and they're one of the main reasons I'm still playing SPoly

Invoked: Annoying but not terrible, as long as I had a negate for the Aeon they'd summon on my turn, which I usually did have

Fairytale: I always opened well against them so I usually had enough push to beat through their boards

Hero: Generally good as long as I had a way to deal with Dark Law

Clown Crew: Very dependent on whether they had a floodgate or did the Droll handloop. 50/50

DoomZ: Usually good, but fairly hand dependent due to their Droll-trap

Dracotail: This deck gave me so many issues that I considered adding Reboot to the list. Almost always a loss

Yummy, Resonators, Kewl Tune, and decks running Mitsu in some capacity I faced very rarely and generally did well against, but it was very hand dependent as well.

I didn't run into SS, PK, or Artmage once.

Overall not terrible!

Show more