Notes & Combos
Making it to master 1 in such a combo heavy format with a deck like this is a testament to how great the fiendsmith and primite cards are. This is a GRINDY deck that requires a skillful pilot and wide format knowledge to perform. Unfortunately, master duel's banlist doesn't exactly facilitate healthy gamestates. You're still gonna get blown out by any number of combo slop strategies that extend past your handtraps and still end on the exact same board. That said, if there ever was a deck you could reliably outplay people with, it's this one.
Elaborating on some deckbuilding choices:
-The Bystials are entirely format reliant. While they are great, I often found myself wishing I had D.D Crow in my hand instead.
-Ghost ogre is good against memento, blue eyes, apo and desirae.
-I don't think the ratios are set in stone for decks like these. You could always play more starters, replace TTT with handtraps, cut or play more bystials etc. Only thing certain is that >40 cards is correct with the bricks played.
-Underworld goddess, ty-phon and ptolemy came up the least during my climb. However I'm glad I played them and the few games they won justify their inclusion.
-Chaos angel is more of a plan b in games where you're throwing stuff at the wall and seeing what sticks. At a certain point you just slap the card on board and dare your opponent to waste resources outing it while you have a drillbeam in the backrow.
-You don't need a second desirae if you're managing your GY efficiently.