Notes & Combos
Thanks to Iphonz for the Suggested Build Using Mellenium Cards
They are insanely good and open up so many different lines thanks to them being free bodies + their levels are just perfect.
Key Strengths
- They can make Isolde without a normal summon (except with Wedju temple start)
- They bait handtraps.
- Easy early Baronne play thanks to Golem + any level 4 warrior + Turpin's secret effect
- Roland + Shield = Baronne
- Free Doom Dragon (Really good going second + can trigger Angelica by targeting it + Lvl 8 + can be used for S/P banish)
- Can clutch wins going second vs Maxx-C in minimal summons thanks to their high attack + Doom Dragon.
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Snake-Eyes Cards
The Snake-Eyes cards are a personal tech choice of mine, they can be omitted for more non-engine. I personally found them useful to have for the following reasons:
- Diabellstar/OSS becomes full combo thanks to the Snake-Eyes cards generating a lot of bodies (i.e: Isolde without requiring another warrior in hand).
- Snake-Eyes cards are all handtrap magnets which helps when starting with them as the opponent still has no info about the deck we are playing.
- They can make Apollo very easily and also early if needed to protect the Isolde play (though this rarely happens since the opponent will 100% use their handtraps against the Snake-Eyes cards).
- Their levels can come up clutch for our Synchro monsters (lvl 1 non-tuner + Oliver for Angelica / Flamberge + lvl 1 tuner for Charles + 2 free bodies).
Downsides
- Adds more normal summons which competes with Neo-Space Connector.
- Some bricky hands at times (though the Flamberge in hand is actually not that bad sometimes as we can easily send it to the grave using Diabellstar or Wedju-Temple + Doom Dragon, which can extend through a Nibiru easily).
- Extra deck is already tight and Linkuriboh is mandatory — I would have loved to put Zombie Vampire here as well.
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Non-Engine Choices
For the non-engine choices, I prefer higher impact handtraps in the current meta:
- Nibiru is really good against a lot of decks, especially Blue-Eyes, so I played 3.
- Droll is auto-win against some decks as well or if the opponent does not respect it. I feel that it is mandatory to play in Infernobles as we can easily play through our own Droll if we don't have another way to negate Maxx-C/Mulcharmy.