Notes & Combos
I was getting fed up with yummy and dracotail being almost completely impervious to handtraps, so I took them all out and threw in board breakers. This split worked for me, but your mileage may vary on how many droplet/slayer/super poly you want to run.
One of the biggest advantages Artmage has is the possibility of playing through fuwa giving minimal draws, and even playing through maxx c the end board is often strong enough to win.
The obvious advantage that breakers have over handtraps with artmage specifically is that the odds of bricking go down significantly as you will almost always have a spare spell or trap to discard for your field spell.
The kashtira cards can be used for moon access, as additional interruption, for board breaking, or to fix the spread of card types in your hand (i.e. wraitsoth can be discarded or used to add fenrir wich also gets you a monster for medius to revive himself, and unicorn can be extension on yet again a discard) Similarly, the only target for engraver is the trap, which serves as discard fodder and an additional interruption.
Theorealize is probably the best card in the deck, it allows you to just declare LIGHT Fiend on any monster you control to get a caesar before resuming with your combo, especially good if you get your medius negated.
Raigeki and Harpie's are the cards I'm most skeptical of in this list but they always served a purpose so they're staying in for now.
Replays
I Was hard stuck in Master 3 before switching to breakers, but there's a good few replays here showcasing how the deck works
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