Notes & Combos
This month I backed off on the danger engine for a small Kash one because I think big level 7 bullies are cool. These monsters are bait for every interaction under the sun going first and second, and if they resolve you can break boards or even combo off them (unicorn + MP is one of many examples). Sometimes they conflict with Gamma, but with so many people Maxx C'ing in draw phase to play around tactics, Gamma +2 and negate can be free sometimes, among its many other uses.
I took a break and I'm playing casually now so my ratios are probably subpar and my hand traps could probably use some updating, but anti-Maxx C HT have never gone wrong for me and I was enough of a ********* to play this game from P5 to M1. Main change from M5 to M1 list is adding Gadarla to make some headache monsters easier to deal with, and in doing so I took out Thrust into Card Destruction which was fun in lower ranks but not as useful in the harder parts of the climb. I also added Crossout back in despite it not being a good card because I was getting Maxx'd every game and it helped me cope better. It has decent mileage with the Kash monsters and some of the handtraps I play, and sometimes it gives you a body off birth if you don't need the effect? lmao. Worst case scenario you can send it as a spell off souls.
Typical endboard consists of: Master Plan + Secret Village lock, Baronne de Fleur, SPYRAL Sleeper, Herald of the Arc Light, 2400 Apollousa and Snow+Rescue in GY. If you are lucky, you can also Birth Unicorn or Fenrir for some extra spice in a board that's already loaded.
Replays
DB link for a basic line: https://www.duelingbook.com/replay?id=1085621-51844891
Master Duel ID: 462-550-029