Sky Striker

Master V from 💮AikoMorpho💮 on March 21st, 2026
cp-ur 1140 + cp-sr 270
40 cards

Notes & Combos

Introduction:

Hiya!

This season introduces the recent Radiant Typhoon (RT) archetype, which centers around Mystical Space Typhoon and Quick-play Spells, overall being a very strong control deck that can contend with the meta. Funny enough, their cards strongly benefit the Sky Strikers as well, generally for these reasons:

  1. RT Vision grants the deck consistency with its draw power ability. Since Striker utilizes a lot of Quick-plays already, you seldom witness the event of discarding the entire hand. Additionally, Vision resolving sends two Spells to the Graveyard, which is very helpful in facilitating Engage's secondary effect (I refer to this as Engage+) of drawing cards.
  2. MST is a form of backrow removal that you don't really mind drawing. It can be a decent endboard piece or board breaker for, say, dealing with Odion, Vanquish Soul Start!, Dracotail backrow, etc.
  3. An expanded RT engine with Eldan and Swen can bridge into Camelia, also hard searching Vision for even more cards. I used this in the DC Cup, but not here for Ranked. Very fun option to consider!
  4. RT Spells being Quick-play means we can resolve them in the Draw Phase, which is neat as it delays Droll, our Kryptonite.

Overview:

I detailed most of my theory choices in the DC Cup version of my decklist, and they generally translate well here, so I will try not to repeat myself.

Even though I throughly take joy in the expanded RT engine, I figured I would use my traditional philosophy: marginal handtraps to weaken our opponent's combo, or to disrupt power Spells (or access to those power Spells) that Striker otherwise cannot stop (Ketu, Rahu, Mitsurugi Ritual, etc.)

Pot of Desires is at three, which is really good for Striker as a form of consistency! However, my luck with it had been awful: banishing two Roze, three Widow Anchor, and three Engage in games in the same day. So, I didn't want to suffer the risk and decided to return to the hand-trap build instead.

For future reference, try to fit a Crossout in there! It is a way to protect your combos, and can protect single handedly the most annoying thing: Zero's destruction effect being negated by Ash Blossom, Ghost Belle, and/or Called By.

Consider other Quick-plays such as Shark Cannon, Eagle Booster, Double Cyclone, etc., too.

Conclusion:

I was going to give sincerest gratitude to a certain dungeon, but I am afraid a certain wool-covered fiend and her loyal servants will attack me! Thank you for reading!

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