Notes & Combos
Everyone’s list is gonna be more or less the same but I do have some theory over my ratios that I’ve gathered after playing over 70 games with this deck:
- You don’t want to be in a position where you have to start with Diabellstar without sending a “free” card. Ideally, you would want to test for hand traps with a normal summoned starter first, then if it does get hand trap’d, you would then use it for fodder for Diabellstar. For this reason, I swapped out the 3rd Diabellstar for a 2nd Sanctuary in the non-normal summon starter slot. Sanctuary isn’t necessarily a starter, but it’s a very additive card that doesn’t require you to commit anything before it resolves. In addition, Sanctuary itself is a fodder for Diabellstar/Original/Ash.
- Instead of maxing out on hand traps, I experimented with 1 Subversion and 2 Talent’s in those slots. It’s always hard debating between a hand trap vs a non-essential engine piece, but it does feel nice to have that additional target for Diabellstar and Poplar, especially when you resolve both in the same turn, or when you’ve already hard drawn one of the spells. For Talent’s, my theory was that it can be more impactful than a Veiler/Imperm. It works well in tandem with Subversion as a board breaking combination. I’ve always ran Kurikara in the pure variant for the same reason. When you have the ability to access boardbreakers through your engine, Talent becomes more useful.
- Nib vs Veiler/Imperm - This one is a bit more of a simpler debate. I see that most lists are prioritizing maxing out on the ladder, but I do feel like Nib is quite underrated right now. I think it’s actually very strong against Snake-Eye Fire King. As I’ve played this deck, I personally find that, more times than not, it’s difficult or straight up impossible to account for Nib. Nib isn’t good vs Rescue-ACE, but it just isn’t a very popular deck on ladder at the moment despite it still being very strong.





































