Notes & Combos
Engines: Girsu: probably the best normal summon you can play, it does everything for the deck and usually can't be stopped with just 1 ht, also plays fine into fuwa/droll; Crown giving you extra ceiling for your enboard is nice, and the card being a machine extender if have a link makes it less of a brick.
Sky Striker: I was playing 3 engages and 1 drones, ended up cutting the engages since despite being 1 card starters they lose to every ht, also terrible into fuwa and droll. What makes it a must play for me is Camellia, which is also the reason why i played 2 of all the main deck names besides the lambdas. Any R.B. name + any ns is combo, 2 R.B names + any ns beats 1 imperm/veiler; also doesn't lose to droll. The striker links can also be useful going 2nd to play into boards.
Traps: Despite being bricks, i believe playing both of them is mandatory; Last Stand is your best play into fuwa/droll usually, also it's a good send off blade to give you targeting protection. Next Phase gives you extra ceiling, something the deck can struggle with so it's also really good. SInce you can only set 1 with your combo, you'll usually have to pick based on your opponent's hand which you'll see with cannon: last stand is better vs breakers, next phase vs strong engine hands.
How to beat droll: 95% of cases you want stage landing to be your first search, you'll still be able to do your standard combo later if they don't droll; if they do have it, depending on your hand you'll either be able to end of half board (link 3 with last stand set) or if you have enough names already you can also do the handrip + end on 1 weapon.
Replays
ID: 897-828-335
A couple of replays to see how the decks plays.





























