Notes & Combos
Decided to try and make a push to Master 5 with the new support since I thought yugioh would be fun again. Before the new support I was mainly running this deck and ogdoadic fiendsmith mitsu and started at around diamond 3 (might've been diamond 4).
So this is runick azamina. It's similar to those lab runick builds that have the main goal of milling. There are a lot of mini combos, but I mainly like the deck because every time I'm milling it's like I'm gambling.
Aa majority of my games I won because my opponent either didn't read or literally didn't understand what I was doing. Saying this because I want it to be clear that this deck is bad, but it's stupidly fun when you're allowed to play.
Tips:
- Start with hugin in draw (usually). Baits interaction. Runick field is the least important part of the deck so it's okay if they stop it (if it went to 2 then maybe you care more and play more runick cards). You want the body for monster gate, deception, or s:p. Note that it's the only impulse affected card in the deck.
- Dominators stops queen azamina and new diabell eff in grave so be mindful.
- Wanted can now search a sinful spoil meaning chaining to a fusion can summon saint azamina which can then summon omni. Usually do this if you've already used orig diabell eff.
- trap holic can pop a sinful spoil to set determination and then can maybe summon azamina fusion from there.
- thrust can get you a sinful spoil for a fusion with no opp body
- s:p chain rise to full height guarentees a turn
- tune is a one-time recycle of a non-sinful spoil trap
- dark spirit searches lava golem or new diabell
What I would change:
- Prolly remove trap trick. Trap holic pretty much fills the role, but I don't think I'd run it at 3.
- Increase the number of runick cards by like 2 names. Just really good at baiting iteraction.
- Increase debtors to 3.
Things I considered:
- Evenly matched; you'd think that runick would be why it was removed, but it was mostly just because it was either always a discard or dead (going second).
- Grass; most of the time I'd need at least a monster on the field after milling so grass wasn't the best (also it can just be dead). The new diabell kind of helps with this, but you'd still have to mill it.
- Lab (lovely + lady + 3 big + maybe 1 stovie); adds too many monsters for our mill cards. Feels win more. Conflicts with dominators. Fiend restriction on lovely effect makes things awkward sometimes, new diabell helps but not great.
Replays
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