Notes & Combos
Credit for Yubel package goes to yurica, never would've thought of it myself.
Insanely easy winstreak and some of the most fun I've had with this game in the last year.
Definitely a lot more fun going second than going first, as the deck has virtually unlimited gas. Fuwalos was worthless, as usual, never resolved it even a single time.
Notable card choices:
- Fusion Substitute: Acts as poly (protection for Guardian Chimera) and searchable off Frightfur Patchwork. This gives you a way to recycle your Phantom of Yubel/Guardian Chimera while going +1, which is massive going second. Came up almost every game. Truly inspired tech, proud of this one.
- Buio package: Hand extension, fusion spell access, GY recycling, and Luce is a busted board breaker here, sending 1 Fiend from deck (Edge Imp, Yubel) for a pop while offering board insulation for follow-up. Mutiny can also recurse every turn. Came up virtually every game.
- Aerial Eater / Duke of Demise: Easy fusions off the numerous fiends in-hand that might otherwise be bricks (Yubel, Berfomet), as well as extension targets for scuffed plays via Mutiny in the Sky.
- Aerial Eater can dump either Buio or Edge Imp for access to more fusion spells, or whatever Yubel cards you're missing to make Phantom of Yubel from GY.
- Duke of Demise can be made via Mutiny to extend through Nibiru or other disruptions with the additional Normal. Notably, he can turn two Fiends in hand into a body on the field that you can tribute for the Berfomet that will undoubtedly be glued to your hand every game.
- Santa Claws: A kaiju that also happens to be a fiend for the aforementioned fusions. Lots of towers in the event.
Notable card exclusions:
- Master Tao the Chanter: Never did understand why other Chimera players run this guy. Almost always an inferior search off Gazelle compared to Emissary or more Chimera gas.
- The End of Anubis: Winners don't use floodgates. (There aren't really any good GY decks in the event anyways)
- D/D/D Wave High King Caesar: Tried him for a bit, but the Berfomet fusion lock comes up practically every game, so he was almost always a Turn 3 option that was unnecessary by that point.
I'll post a couple of replays because this deck flexes like crazy, even through my embarrassing misplays.
Replays
ID: 603-905-011
Metalmorph duel is an excellent showcase of everything the deck can do (game was still over without the late draw Super Poly, but drawing it simplified things).
Heraldic Beast duel is a good showcase of grind/flexibility. Timer had me playing like **** on the later turns, though.
The D/D/D duel is kind of meh since non-engine was involved (and I misplayed, oops), but hey, it's there.




































