Notes & Combos
What a horrible time to climb with rogue-ish decks this has turned out to be.
Even more so with a deck like Evil Eye, considering that Snake-Eyes and Branded are everywhere and they're possibly some of this deck's worse matchups. Super Polymerization can cook this deck to the ground, and Snake-Eyes' access to both searchable Kurikara and a potential field swarm into a Underworld Goddess means that any deck that wants to sit on a tower like Serziel is going to have a rough time.
Fortunately (or unfortunately) this deck can run every handtrap under the sun, which helps this deck simplify the gamestate to a point where the opponent simply cannot out the board. It can also run triple Pots, which are a much needed consistency boost as they can help fetch a starter after my opponent and I are done throwing handtraps at each other.
Despite its weakness, however, I had a lot of fun climbing with Evil Eye once again. The deck can still catch some players off guard, and is also capable of some insane comebacks. I'm sure some of my opponents also can appreciate facing some variety in this format that is so dominated by Snake-Eyes and the Sinful Spoils engine.
Earlier this season I tried a build with Revolution Synchron + AFD but after a lot of testing I ultimately decided to go back to the handtrap version to finish the climb to M5.































