Virtual World

Master I from on April 13th, 2024
cp-ur 540 + cp-sr 420
40 cards

Notes & Combos

April's ladder grind was quite miserable. The meta is extraordinarily hostile to this deck: Snake-Eye multi-negate boards, Superheavy Samurai hand loops, Labrynth playing on your turn, and a recently-resurgent Purrely shuffling all your targets back into the Deck give you little opportunity to win when going second.

I won't be doing this again with Virtual World next month. I was playing freaking chain burn every so often just to stay sane. That deck is actually fun AND it wins when going second.

Anyway.

My decklist shouldnt be a surprise to anyone who's visited #virtual-world recently. We've come to a general consensus on the minimum cards for a good list against the MD ladder: The standard VW engine pieces, Gamma, Maxx C, Ash (or DRNM), however many Small Worlds and Toutous, 3 Kauwloon, 2 E-tele, and Prosperity. The only flex spot in the main deck is the 1 Veiler.

With this list, your goal is to get Ghost Meets Girl and Rollback in the GY to lock your opponent out of Special Summoning on their turn. Beatrice is how we accomplish that goal. She is not hard once per turn, so if she gets negated, just summon another and try again. You need BOTH copies. Don't play just one.

Gossip Shadow protects you from both Nibiru and Ash / Crow. We also run Tzolkin / Crystal Wing to maximize the number of hands that can play around Nibiru. Your typical end board should have at least 1 Beatrice and either Gossip or Crystal Wing. If you really have extra gas, you could set up another Beatrice or an M7 to recycle resources for a successful Turn 3 game-winning push.

The only cuttable cards in the Extra Deck are Lars and Tzolkin + Crystal Wing. I just added Lars to give myself a slightly better chance against anti-meta decks when going second. Also, nearly every hand that can make Crystal Wing + Beatrice can also make Gossip Shadow + Beatrice anyways. If you don't have Dark Knight Lancer, just play Gaia Dragon instead. They do the same thing.

Despite not interacting with the Rollback combo pieces, M7 is essential. Remember that resolving Rollback by itself doesn't win you games. You need to have enough gas on Turn 3 to clear w/e your opponent puts on board and to swing for 8000 damage. M7 helps solve both problems: it represents both 2700 damage on board and a starter returned to hand at the end of your Turn 1 combo.

Anyway, stop by #virtual-world on the MDM discord if you have any questions. Please check the pins, though.

  • Please.
  • Please.
  • pls
Show more

Replays

ID: 781-697-168.

I add new replays every month or so to showcase how to overcome difficult situations and how to break boards.