Notes & Combos
kinda standard list. after bonfire and lifter to 2, i feel like 1for1 and 3rd hydrant is necessary to make up for the consistency if you want to keep the nonengine count in the deck. cbtg isnt really necessary, it is cuttable but i play it for fkse matchup since race engine isnt favored when it comes into fkse matchups
most of the time, turn 1 apo just win me games if i get there. i always try to sequence my combos and read what handtraps opponent might have. some hands cant go past nibiru, so if i dont feel any delay before 5th summon (means no possible veiler/imperm) then just turbo out turbulence and set 4 asap. after set 4 then i extend into sp or even apo. if i sense gamma, i will try to make apo before going turb if my hand can afford to do that
for going 2nd, its very reliant on my nonengines. very often when going 2nd i play very conservatively, i just try to control the board instead of going lethal.
Here are some repository i made for turn 1 apo combos with sequences that i think is best into current most handtraps or even some boardbreakers like ttt or evenly (it is also pinned in race channel in MDM discord server, hope its helpful!)
- 1c lifter
https://www.duelingbook.com/replay?id=1147384-61839816
- 1c bonfire
https://www.duelingbook.com/replay?id=1147384-61839988
- 2c bonfire + emergency
https://www.duelingbook.com/replay?id=1147384-61842981
- 2.5c witch + lifter
https://www.duelingbook.com/replay?id=1147384-61842568
- 2.5c witch + emergency
https://www.duelingbook.com/replay?id=1147384-61846727
- 3c bonfire + lifter + turb/preventer
https://www.duelingbook.com/replay?id=1147384-61846944
- 3.5c witch + lifter + turb/preventer
Replays
280-350-078
all my replays from WCQ is me going 2nd with race. it is pre-banlist but the gist should be the same post-banlist.