Notes & Combos
Pure blind second Mikanko with the new support.
Nonengine is primarily anti-Dracotail measures instead of a more standard boardbreaker setup, due to their prevalence. You do see a consistency drop against all the other combo-heavy decks on the ladder with this - if you're primarily seeing Mitsus/Yummy/Onomat Ryzeal/DDD/WF etc instead, you can consider going back to nonengine like TTTs or kaiju.
DT just sitting on 5-6+ backrow and handtraps is by far the worst matchup, if they're smart enough to hold on to Faimena interrupts until you have to go battle there's often nothing you can do. Huli's protection is significantly more effective against Yummy and Ryzeal (+Mitsu variants), though finding a safe line to get her on board via Fire Dance or Mayowashi respectively can be an issue. The occasional Lunalight is probably the best matchup floating around currently.
Engine/Nonengine Notes
- 2nd Huli is optional but comes up a surprising amount as she's often the first one to eat up banishes etc.
- Dropped the Mikanko traps, every last card in hand matters when trying to push through the ceiling of current endboards + full hands of potential handtraps they drew into during the combo. They also do nothing to help survive turn 3, DT's negates/pops can't be equipped to, and most other decks will just make SP or an omni before going into Desirae etc. Their best use case may be baiting Ash with Huli.
- Dropped Axe of Fools, kaiju, and TTT package as they can end up near-useless into DT and Odion.
- DD Crow is in theory a worthwhile 1-for-1 trade just to keep DT off Faimena, but often the opp would just reveal a backup copy (or draw into one). It didn't feel worth it for how flaky it was into any other matchup.
- ED is standard Ulti Slayer fare. Zeus never came up once and can probably be cut. Phoenix can be used to link away your own Ret C in a pinch and set up GY lines.
Replays
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