Notes & Combos
Since the core parts pretty fixed, I'll make a note about the handtrap tech choices.
D.D. Crow: Pretty good for DLink and Branded matchup. Thanks to free timing, it's much more flexible than Ghost Belle in terms of countering GY. 1-2 is good for this meta.
Effect Veiler: He/She isn't good for real. Better bring Imperm if needed. Just 1 enough as Small World Bridge.
Droll & Lock Bird: Main counter for DLink. Sometimes can act as a pesticide for Maxx C during go second for OTK. 2-3 is ok, but I only choose 2 as it sometimes clashes with my own Maxx C.
Ghost Belle: Love the fact that she stops Welcome and Big Welcome Labrynth. Also perfect to stop Branded, DLink and Bystial from disrupting. 1-2 is good, but sadly it can only be used once in the same turn.
Nibiru: Good DLink counter. But it doesn't effective against Branded. 1 is necessary for Small World bridge and Crossout target. But 2 also good if DLink keep increasing.
Infinite Impermanence: I would add 3 copies if there's any more space, for real.
Kaiju/Kurikara: Not necessary anymore as Kashitra and Purrely are declining.
Micro Coder package: He's the main reason I cut most handtrap slots. To secure a stronger Turn 1 endboard. As Bystial still popular in this meta, the usual endboard just too fragile without the protection of Cynet Conflict. Feel free to cut him out if you keep getting tails.
Link Spider: Better be safe than sorry. 1.
Singularity: I love him. But obviously it sucks. 0.
Second Alem/Lap: A cool tech, but they are not as commonly used as imagined. Still think better to keep those 3 monsters as Link value.
Replays
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