Vanquish Soul

Master V from on April 29th, 2025
cp-ur 930 + cp-sr 450
41 cards

Notes & Combos

Took 40ish games from D5 to M1, 14 of which were in D1. How you play depends on the hand. Going first, I prefer to avoid going over 4 summons if I can secure all attributes + Snow Devil. Also, I always try to link into rock with non-dark to play around bystials. Goal is to survive to turn 3, as VS can play into boards well with non-engine bodies. Going second, I tend to save handtraps for my turn as attributes if I only open 1 (unless it's a popular chokepoint). Probably costed me some games, but 1 handtrap won't stop most decks anyways. Imperm didn't feel very strong at stopping most decks going second, so I used it mostly on my turn to trade with disruption.

The game plan is to outresource the opponent or go aggro and burn them for game before they can follow-up with a board you can't beat.

The deck is fun when it works but frustrating to play. Around 20% of the time your position is weaker going first than going second. The VS engine doesn't play well into non-target disruptions that remove your monsters from the board, so I prioritized trading with those using non-engine.

Possible changes

  • +called by (Ash on Stake hurts)
  • -Durendal
  • -Imperm
  • +super poly targets, -Moon Goddess (Never needed any targets beyond those in the list, but never used Moon or Goddess either)
  • -D.D. crow (only came up for Drillbeam)
  • +Shifter
  • +Bystial
  • +Snow Devil (hard drawing it is nice)
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Replays

ID: 976-960-267

Top 2 replays are from the climb