Notes & Combos
I think it's pretty obvious they really wanted Roogy to be played this month... what with putting Droll to 2, Called to 1, and biting both Ryzeal and Maliss a couple times (they're still good though, I just still don't feel like making a Ryzeal decklist)
Fuwalos had the best coverage out of any handtrap I tried in its slot -- I had Bystials there for a while, then Lancea which also has decent coverage, but... I noticed sometimes I would normal summon Fuwa to make a rank 4, which was surprisingly game deciding
Impulse is actually kind of meh right now unless you're patient with it and use it in a crippling spot, which feels super satisfying -- makes it all the more important to not tilt (don't forget you can't Zeus and stuff if you Impulse from hand... this has lost me a couple games)
Purification is optional, I was doing my trap dailies xd... if your opponent Dusters you, you might want to let them so that the GY effect is online
Magatama is critical against field spells but also stun -- if Clockwork Night is on the board, remember you need to set your Reptile to out it
I think Dingirsu is an underrated generic rank 8! His effect works under the Impulse lock and helps clear the opponent's board and/or defend your link materials from their reviving Murakumo... plus I was never really needing either Photon Lord or Hope Harby
It goes without saying I'm so tired of the going 1st diff by now I couldn't be bothered with proper punctuation this month... funnily enough I was entertained by the games where the opponents had turn 0 in-engine plays with noticeable costs (Labrynth and Gem-Knights, specifically)... I feel I might like Dracotail?
Replays
In-Game: 598-734-854
Discord: @dinosore_rs "Ame no Nekomata no Mitsurugi" (don't ask me for combo lines, I just kept improvising after activating Ritual to summon from hand...)



































