Notes & Combos
Got to Master 4 with the same list as prior, however, I had some spurts of bricking/not drawing names. At first, I removed both Shifter and added 2 Brigandine to help with extending/getting set up early on [taken from TCG lists and Fear having 2 in their build], however, I quickly put both Shifter back in and removed Nib and Pank. Nib was bricking me up and I never really drew Pank anyways.
Brigandine was pretty nice overall. It's nice not having to discard a card to get Sera going on your first turn and being able to bring out Myrm to pop some backrow depending on what you are facing.
Regarding match-ups:
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Branded: Easily the match-up I have the most issues with going first or second. Normally they just have gas for days and can play through most things. Plus, just playing under Droll gives you an extra dead card in the deck.
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VS: Second most problematic match-up I usually have issues with. Normally, it's either keep them off their normal summons (while hoping they don't have Kurikara or other strong cards like Fenrir/Bystials) or they can easily out advantage you while popping/bounce/burning for free. Generally TT or the Solemn cards are MVPs here. I have heard that a second Gravedigger's really helps as well, if you want/can fit that in.
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Lab: Lab is tricky. Either you can get Sera going and be quick enough to win before they get their advantage loops going or they play on turn 0 and pop your normal to super out advantage you or they just go first and you can't stick your normal summon there as well. Extra points if they have Skill Drain out, since I'm not sure how we deal with constant 3k attacks alongside backrow/their field spell without effects.
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SHS: SHS isn't horrible going first against.. but going second against them, you either hope they brick somehow or you open Droll and to a lesser degree, Shifter. Either way, they can usually still put up Bagooska/Baronne through that, so it might still be rough to do much afterwards. Just having Ash/Imperm isn't enough and many times they've played through both against me. I'd like to maybe drop either.. but Ash is needed for Lab and Imperm is just good against other decks/another normal trap. Even so, I did think about resorting... to Maxx C to maybe just end their turn. (who knows if I could break the board afterwards anyways, but Strike + TT is pretty good to have a slight chance to do so) Gamma is a menace as well. Either stops your normal summon or the handtrap you needed to resolve..
Replays
409-428-065
- Going second against Mathmech [Blank]
- Going first against Floo [M15]
- Going second against VS [Player] I used Imperm on Razen for cope. Normally you should never do that for what you see occurred.
I did stream 11~ hours January 14th on Twitch, if you wanted to see some live action games there.






























