Notes & Combos
The non-engine needs work, or maybe my rng is just bad. If you're wondering why I'm not playing impulse, it's cause I'd keep drawing it alongside the light part of my engine and just being unable to play the turn after. I'd use a maxx c variant, get ashed, impulse them and the rest of my hand would be something like prep + ice + ritual. activate prep, get stopped, lose on the next turn anyway. However, the massive downside to playing mostly charmies/shifter as your turn stoppers is not only are you screwed if you get stopped going first and have a hand of dead charmies, if you brick and just pass your opp going 2nd will just otk you since you can't stop them through the draws cause I ran nothing other than ash. The links barely ever came up. Like twice the entire run. Even if you open ryzeal combo it feels like number 38 is a better thing to end on compared to dyna/sp. It makes your deto/hope vulernable to spoly but assuming they used at least 1 handtrap, they've got 3 cards left in hand to deal with a futsu + mura board wipe + mura discard/omni + omni trap. Incase you're wondering, yes wousu came up quite a bit. The deck either plays through almost every non floodgate handtrap flung at you, or you lose to a maxx c variant or bricking. There's no inbetween most of the time.







































