Notes & Combos
I chose Enneacraft because it is the Emotion archetype and I really enjoy the lore behind the deck. While it is a stun/control strategy, it rewards careful sequencing and understanding of interactions, making it extremely satisfying to pilot.
I climbed to Master 1 starting from Master 5. Throughout the climb I averaged around a 55-60% win rate. From Master 2 to Master 1, I played 28 games and maintained around a 60% win rate. During that stretch I went second 17 times with a 50% win rate going second, which showed me that despite being an engine-focused deck, Enneacraft is still capable of pushing through and creating winning positions.
One thing I noticed while climbing is that many opponents are unfamiliar with how the flip effects work, especially in the battle phase. A lot of players are not aware of what can and cannot activate after damage calculation, which creates opportunities to resolve effects safely and punish misplays.
Going first, Enneacraft feels very strong into most strategies that do not have reliable ways to remove monsters from the field. However, board breakers like Evenly Matched, Raigeki, and Dark Hole can be extremely difficult to recover from.
Going second, I found the deck performs well against Branded and has a reasonable matchup into Kewl Tune. The matchups I struggled with the most were Maliss and VS K9 because their non-targeting removal and interaction make maintaining control difficult.
When going second, it is important to use your effects in a way that either protects your plays or helps push through the opponent’s board to secure a search. The deck can snowball off any of the level 1 search effects, and having access to two names can become overwhelming once the engine gets established.
Mar was my MVP card of the deck. The level 1 monsters were also surprisingly strong. Another useful interaction is that if you draw Dimension Shifter after using Reverth, you can use the Enneacraft Spell effects in the Graveyard to clear it and turn Shifter back on. The Spell effects in the Graveyard are not once per turn, which adds extra flexibility when managing resources.
I saved quite a few replays from the climb, including a lot of going-second examples. If anyone takes the time to watch them, I’d love to hear your feedback on my play or any lines I may have missed. <3
Replays
Replay ID: 496-491-711
































