Notes & Combos
This was a fun climb with some ups and downs. A good amount of wins were due to opponents not knowing the deck, so I think reaching Master 1 would take even longer.
The deck's main combo is always Hydrant (which I play 10 copies of basically, with Map, Gizmek, and One for One) + any extender. I used to run 3 Air Lifter + RotA, but I'd rather have more of the big machine extenders instead, since the lvl 4 can't combo when your only Hydrant access is the Gizmek.
In theory, ALERT! + Hydrant also gets you to Turbulence. The upside is that a negated Hydrant doesn't end your turn, but at the same time you end on Linkuriboh instead of Masquerena.
I only rarely missed a 2nd fieldspell for extra recovery, and the likeliest way I got my field wiped was Evenly Matched anyways, at which point you can't recycle your backrow regardless.
I really liked the utility of the Extra Deck. Knightmares really help deal with opponent's backrow, Charmers make climbing into Link-4's easier, and sometimes I even used IP: to make Underworld Goddess with an opponent's Monster. Donner is there in case you want to free your board to Summon a Fenrir. Zeus is only there because I had a rare case once where my only out to Arise Heart was to steal it with Tactics
Replays
ID: 421-940-464
I saved the last 9 games I won. Opponents placed Kash, Lab, Tear-Punk, Mikanko, Gishki-Spright, Tri-Birds, and Purrely





































