GMX

Master I from Curtis-jay on September 8th, 2026
cp-ur 780 + cp-sr 570
40 cards

Notes & Combos

GMX is a LOT of fun to play. It's strong going first while still having tools for going second. Is it meta? Not really. I'd consider it rogue for now, although the new Link-2 Dino could give the deck a significant boost when it arrives in Master Duel. I'll leave some replays below, but here are my main thoughts: • New Swamp Sorcerer: Great starter/extender. I mainly use it to bait interaction and access Evolzar Lars, which is very strong in the current meta. • End boards: Can be surprisingly layered depending on the build. Lines are rarely the same thanks to the randomness of Experiment 55, so you have to adapt to what you're given. • Deck building: Very flexible. I chose to play more "bricks" for the utility they provide, but several can be replaced with hand traps if preferred. • Downsides: GMX is difficult to master, and lingering hand traps can significantly reduce your end board, even if they don't completely kill the deck. A couple of tips: try to end on a Spell/Trap negate whenever possible, especially against decks like Sky Striker and Tenpai. Also, don't feel pressured to go all-in under Maxx "C"—the deck can grind surprisingly well, so sometimes it's better to make a smaller board and keep your follow-up. Overall, it wasn't too bad of a climb, especially considering I made quite a few mistakes along the way. Definitely a deck I'd recommend if you want something rogue, flexible and genuinely fun to play.

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Replays

ID: 627-726-555 Youtube: https://www.youtube.com/@CurtisJay2696