Notes & Combos
Pure blind second Mikanko with the new support into JUSH ladder. Nonengine is back on breakers again, as DT is less dominant.
VSK9 is a much more bearable matchup than DT as you can somewhat interact with the board. That said, good VSK9s can Noroi peek (even after committing most of their hand to K9 XYZs) and change course to passing on a mostly empty board of Saryuja + a full hand of VS and handtraps, which has similar issues to fighting DT.
Matchup Notes
- For VS, setting up Ohime + Ceremony in hand to threaten mid-Battle Phase lethal plays can be viable and can be used to force Sue/Caesar out onto board early. Remember you can block Sue steal by clogging their board with Golem and Fire Dance.
- K9's most threatening card is Werewolf rip and the potential equip pop when he comes out. If Nash Knight is already in GY you can play pretty freely into a potential Izuna with Ohime as Huli protects from Vallon jumpscare.
- Mitsu is riskier to fight on Turn 3+ now as they may have replaced Ryzeal with Wousu or FS.
Nonengine Notes
- Ultimate Slayer feels very underwhelming and was cut completely. It does nothing to VS or Mitsu, can't stop K9 Werewolf, often can't target the main Yummy threats due to Elf, and DT can just banish the N'tss/Garura so you go -1 while they plus. As such the ED besides Uzuhime is free real estate. SPoly seems questionable into VSK9 and DT, it may be worth running Extravagance again.
- Snatch Steal is back as a potential Uzuhime/Armory target for VSK9. It's 2-for-1 if you steal Nash/C104, and lets you take girls back from Sue as well. At worst it's a 1-for-1 into everything else but DT.
- Resolving Book is MVP into VSK9 and Yummy. It even conveniently leaves behind prime Arabesque targets that can't tag out like Rock or Elf.
- Sales Ban is also a MVP that lets you actually interact with/force out Sue, Caesar, and Faimena. The flexibility to call Ash, Yummy names, Little Knight, etc is also great to have. Was definitely considering at 3.
- Was experimenting with Pank, since in theory he can also force out IP and Main-only hand plays, if you summon him and immediately threaten BP. But you lose on the spot if they call your bluff and let it go through. Could easily be cut.
- Duster was TTT flex but rarely did anything and could be dropped. Even Yummy/Mitsu may choose to just let it resolve, which is especially risky with the Mitsu countertrap.
Replays
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