Notes & Combos
Tried a very slightly different build this time, since Drolls wouldn't do much.
Same principles as normal, same lines and gameplay, just harder cause Branded is rough. Shifter was an amazing card, but there were too many times where I couldn't extend going second as well since I couldn't use Ice or Ext.
People have still been questioning Impulse and it continues to be the best hand trap in the deck. But this could lead to some questioning the lack of Spark. I like Impulse but not Spark because the FIREs are very important for extending. Sword is your best Ryzeal extender, Duo Drive bridges and extends Ryzeal in most cases and Node is most often the card making Detonator. So no LIGHT is fine, but no FIRE is back-breaking.
The age and banlist hits to the deck are starting to catch up to it tho, with the deck's hand quality being worse and worse in comparison to many other things, making you lose games you should've won. But both engines despite this remain as powerful as ever, and I doubt there will be any additional hits that will slow this deck down. There are still a number of people playing Sroll despite it not being very effective rn, so you'll need to watch out for them during a climb, but this deck is still my new school ol' reliable.






































