Notes & Combos
Climb started from D4 technically, was playing VSK9 until this came out. Mostly typical list. I don't think the handtraps are optimal but I don't have ghost ogre so it is what it is. I was playing with 3 purulia for some time but it felt terrible. Bricks going first and never seem to resolve for me going second if I even manage to draw them. I just kept fuwalos since it's a wind and can be used to combo. Grail is OK. In some bad hands it can be used in place of invocation to continue your combo. It's not a quick play so I don't get to use the going second effect to great success but it happens. Super poly saves lives, even without generic targets. Some people play 2 sword, couldn't tell you why. You ALWAYS want sword in your hand and you preferably want to have it set as well. Gamma summon is severely underrated, it can easily cheat out any ED monster you want or get you a double field banish with elysium. I play the magistus package simply because it's BETTER. Gets you an easy fusion monster either mechaba or baybarron depending on the combo and even if you have crowley in hand, he CAN be used for combos. He isn't a brick like most people would have you think. Most of the time anyway. Sometimes.
For the ED, I don't play baronne because I don't like baronne. No other reason. Augoeides is cool. A pop and can increase its attack to make otk easier. I mostly use her to add an extra layer to strong end boards. Tbh I don't use elysium or de anima much but they have their moments. Caliga can save lives.
I LOVE INVOKED































