Spright

Master I from on October 28th, 2025
cp-ur 690 + cp-sr 630
40 cards

Notes & Combos

I hadn't played this game in the last couple years, so my collection is quite outdated and my deck is on a budget. Happy to have been able to make it to master 1 with an older deck, which seems to still be good enough to climb.

For future / non-budget versions:

  • Probably add two more fuwalos, removing the lanceas, which are too specific, especially after maliss is gone.
  • Remove one red or one carrot, adding Blue and Starter.
  • Knightmare Phoenix and Earlie didn't seem too useful. I couldn't find better board breakers and game enders, since sometimes I lack damage, especially through established boards.

A few notes:

  • The ideal end board for me is elf, mannequin cat and red. Sometimes a leftover gigantic spright, a carrot, or an extra minion for spright tribute fodder if I can. It might seem weak, but it has usually been enough.
  • I try to make it so that I always have follow up for the next turn, since I usually can stop op plays on their turn, but I cannot clear their board. I often use swap frog to bounce beaver back to hand, or use elf on op turn to get an extra blue or jet to hand.
  • End of Anubis is unexpectedly fantastic. I usually summon it through mannequin cat when the opponent summons fabled lurrie, which puts a halt on some latter fiendsmith plays, as well as orcust and other decks that are usually played with it. I also summon Anubis when they summon their first mitsurugi ritual. It stops the entire chain of tributed monster effects for mitsu btw, which is beautiful to watch.
  • Chaos Hunter is used in the same way, but for maliss or other niche decks. Sometimes I get to draw it in the right matchup, which is also great.
  • I usually leave a spright elf slot open to summon Anubis or Hunter into it. Since the op needs to have a monster in order for me to use the Cat, I don't have to worry about getting Cat impermed, and then Anubis/Hunter gain extra protection once they enter the field.
  • This deck dances around hand traps quite well. Maxx C is still a problem, but sometimes even ending on just Cat can still be enough.
  • I tried Masquerena at first, unicorn / avramax / apollousa seemed bad to me. Either they feel underwhelming, or require too many resources for a fragile disruption. I replaced those with a Zeus package instead.

Hope I can continue doing the climb with older decks like this, so that I can focus on getting more staple cards, rather than hyped archetype stuff, which always run the risk of being unplayable after banlists.

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Replays

487-392-218

  1. 김신법 - Maliss. Going second, you can win as long as you have enough handtraps and two minions to summon.
  2. 聖闘士 - Orcust/Fiendsmith. Through Maxx C, you don't need to overextend.
  3. 冷やし麺 - Orcust/Fiendsmith. How this deck dances through handtraps.
  4. 트리오미님 - Mitsurugi. End of Anubis being a beast.