Notes & Combos
Easy games for the most part. Most players weren't doing well and i went first alot (tho i also misplayed plenty rip).
The goal is to make Rafflesia to protect from droll, then toss 4s on the field however you can. Enboard usually is counter trap, F0, Detonator, Plasma hole and Rafflesia if she can still use the trap hole. This deck can play through so many handtraps and handrip with Laplacian while still putting up full board. If your opponent uses a charmy or Maxx C then go for countertrap + heavy slump. No cross makes the slump play a little worse but isn't all that bad tbh. Utopic Onomat is there for an extra name and because you play so many bricks (the traps).
Going second isn't awful since your 4s and spells all have crazy effects to the point that your opponent needs to have an auto win board to stop you. Big chokepoints are Paira and Duodrive (which bridges into Ryzeal). Try making F0 before Ryzeal since they lock, and if you do have F0 on field Ext Ryzeal can't search. Keep that in mind because i sure didn't when i first started this deck.
Droll usually ends your turn so always play as if your opponent has it. Got hit with Nib a few times so be wary of that too. Kewl Tune slaughters this deck because of level manipulation, and its not worth adding a rank 5 or 6 or whatever because you'd lose anyway more than likely. Can't say much about branded cause I seldom played against them. Radiant Typhoon loses to counter trap + F0 because MST can't target. Solid deck that can still ftk if you add the tellar and xyz pend guy.
I could keep ranting but im gonna play tekken instead. Doubt id push to master 1. Gonna experiment with decks like GMX and Azamina/Sarc. Big Love!
Replays
Combos aren't linear and are determined by hand. There is only like 2 games i haved saved to show what you could do and blah blah.
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