Notes & Combos
Lots of things happening.
K9 cards are here, they gives us a good option of engine we can play, the engine has good upsides and some downsides. The Upside is having more ways to play, essentially it has all the cards that we normal play, with a different ratio but it has more cards that can make plays which makes us draw less dupes. The downside is losing the flexibility in the extra deck as we don't have as many Link monsters so less tool box options.
The 2nd thing is that Maxx c went to 1 and they didn't hit any go first card, so going 2nd is much worse.
Now the last thing is the meta being around the Rock-Paper-Scizors format with decks being very good into one match up and not good onto the other. This makes deck building very different and we will suffer a lot from this. Bcuz deck building is harder and going first is so strong we will see a ton of bad built decks that oriented for going first and it's basically impossible to build your deck to beat those, so we have to disregard them. The other issue is ThunDra is weaker to Dtail and the K9 cards helps tremendously against them but, the K9 cards make the Yummy matchup very difficult and it doesn't help that they are playing breakers.
So for this early metagame I decided to focus on engine and playing cards that are good in both players turns, while not good in just one match but more generically.
Now to the decklist, I've posted a video talking about the K9 cards and the reasons behind the first decklist's techs and ratios. But as you can see I changed quite a bit the techs.
- Ghost Belle in practice is nice but it doesn't seem worth to stop K9 plays om your turn and you don't really need them vs Dtail. They are still solid vs Yummy but I decided to play Droll instead due to being the best option going 2nd and if your board gets cleared/Colossus gets negated.
- The 2nd Case was a good move over Called by, as it's an engine piece and you can use it to add Izuna if they hand trap you instead of trying to negate the hand trap, so you punish harder the fair hand traps and also brick less.
- The Azalea over Colossus was an important add, it gives you more options going 2nd when you don't see the K9 cards or if the opponent uses too many one for one trades when you go 2nd, if you don't have it, you can try Dharc or 2nd S:P.
- The one less TDroar for extra Izuna is actually a really good change, bcuz we play less Solar and it's less likely to resolve it, having higher chances of roar in deck isn't that important, and due to the meta game being more aggressive you don't play as many grind games anyway, the ones you do are manageable, jsut keep in mind you need to pht back the roar with Fusion if you need a follow-up play.
The non-K9 list is still good, just plag Droplets and Belle as you need to focus on beating Dtail but it's good vs the other decks too.
Check out the K9 video and the playlist if you want to see gameplay of this list. I'll play this list in Masters as it needs more refining.
The playlist includes 3 videos from before the pack, K9 list starts at part 4.



































