Notes & Combos
Thoughts:
Non-engine: Ash, Droll, and called by are requirements for the deck in TCG but especially in MD so you don’t get blown out by maxx C or fuwa.
Starters: I hate tour guide as a starter. In the TCG, it’s better because we don’t have Closed Moon but even then, I’d rather run more Lacrima. Some of my choices for the deck were because I didn’t have the URs to craft. I’d definitely substitute the tour guide for another tract or lacrima.
Bigger unchained package: I never minded opening Aruha as long as I had access to the Fiendsmith engine. Rakea is cuttable but it helps to have another water body to help recycle Cesar with Mutiny. Minimum main deck unchained package is 2 traps, max Sharvara, 1 shyama, 1 aruha, 1 sarama, 2 traps. I wanted to play a bigger package because it gives you a bit more on your opponent’s turn. The additional aruha, disaster, and rakea make sure you don’t die if your opponent breaks your board and tries to go for game while giving mutiny fuel for the crack back.
Coin toss: The deck goes insanely hard going first. The additional aruha gave me better access to the unchained side of things so Fiendsmith/mutiny could give me Desirae as an endboard piece on top of Cesar and rage. Both the Fiendsmith and unchained engines have crazy board breaking and pushing potential so losing the die roll didn’t always feel like an auto loss especially if I had a high impact hand trap as well.
Made a video tailored for TCG but there’s a fair amount of crossover with master duel. https://youtu.be/UqCoXo_XOow?is=IjlEoNGZu_6eJXF-





































