Notes & Combos
This deck is great. I am not on the millenium package because I feel like it takes away non-engine room and I like having non-engine. The other thing that differentiates my deck is the bystials. They're just good hand traps right now that act as extra bodies for links or synchros.
For engine, I am not playing astellar because I think it is such a handtrap magnet. I'll put it back in my deck when we get the field spell. Otherwise, it's a pretty normal main deck. I am only on Woes and SSWF. I think Aphes and Morrian are win-more. Those slots can be used by better cards.
For non-engine, we got Maxx "C", Fuwalos, Ash Blossom, Imperm, Called By, Crossout. I think 3 Fuwalos is mandatory in this format. There's also 2 Triple Tactics Talent and the Bystials which I strongly recommend. Tactics Talents (and even Thrust) is a very strong card for white forest because it allows us counter play against hand traps and help us break boards cause we are weak going second. It also is a discard for our monsters. The bystials are also fantastic right now. These slots are more felxible imo. You could be on droll or nibiru or ghost belle instead and add a third talents. But the bystials are great for killing blue-eyes and fiendsmith decks which make up a lot of the current ladder. They also give us link material to enable our own fiendsmith plays.
My version of the deck is tight and sticks to 40 main deck cards. As I learn the deck, I can pilot it better. It does feel like a halfway between fiendsmith control some games and an azamina white forest in others, but it does help the deck perform better in my opinion. It is important to keep in mind that white forest has a higher win rate going first than almost any deck in the meta, including snake-eyes. This version of the deck helps us find plays when we get interrupted. However, it does mean that it is more difficult to pilot to it's full potential than other versions since you need to wield your non-engine well.