Rescue-ACE

Master V from chuf on March 15th, 2024
cp-ur 990 + cp-sr 420
43 cards

Notes & Combos

Overview

This build attempts to bridge the playstyle gap between Snake-Eye and Rescue-Ace. The Diabellstar packagea alone isn't enough for R-ACE to compete, leaving the rest of the Snake-Eye package to pick up its slack. In other builds, it's taken hand trap luck on top of specific explosive openers to facilitate both sides of the deck properly. This build attempts to do away with hand traps in order to both break boards and weave between both sides of the deck easily.

Tips

Going 2nd in the current meta is very risky, and this build is by no means a perfection of a Going-2nd brew, especially not for pure Snake-Eyes, but the utilization of Going-2nd tools helps force out interactions from the hand or field in order to facilitate the deck's means of extension. Simultaneously, this deck still excels at going first thanks to the amount of 1-card combos that Snake-Eye possesses, as well as how those combo lines can easily pivot into R-ACE lines.

Going 1st, any hand that contains Poplar, SnAsh, or WANTED will be a proper Snake-Eye line. This deck is built to both play through interruption and grind out games, so even if your opening hand contains some mixed results, you can easily play low to the ground with the R-ACE tools and force your opponent to break a swarmed board. My replays will show how far one can truly go with hands that open well, and what one ought to do if the grip is suboptimal.

Siding

The theory I'm applying here is borrowed from Joshua Schmidt's Snake-Striker build that he took to a regional and nearly topped with. Please watch the video to see his more thorough explanation of power spells and what Snake-Eye can do with its non-engine spaces. I've considered some hand-traps for side deck spaces, as there are times where games are lost because I either don't find the right board breaker or my hand doesn't have the gas to play through their board- and, of course, I don't have any out to Maxx "C" beyond Called By The Grave. If I were to substitute in any hand traps, I'd add Nib in lieu of either Super Poly or Jet Synchron, and I'd add Crossout to counter it because this deck doesn't play around Nib easily. Note that other cards like Veiler and Ash work fine, but keep the latter in mind for the mirror match.

Conclusion

This theory has a lot of potential, as I've experienced solid success on ranked as well as in the Duelist Cup. I look forward to expanding upon this in the future.

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