Notes & Combos
Hit Master 5 today using blind-2nd Trains/Railway for the first time - this is the first season I've brought this deck to ranked!
This list went though a whole lot of changes over the grind till I ultimately landed on this one from what would be the climb from Diamond 3 to Master 5. I tried the Shaddoll Fusion version but found it lackluster. Started with a more monster-heavy variety but it didn't have the boardbreaking capabilities I wanted. Also initially started at around 50 cards, before slowly wittling it down to 40. Some other non-engine I tried but didn't work for me was 3 copies of Purulia, a copy of Lava Golem, and some other generic board breakers like Raigeki and Illusion Gate. I know I'm missing Pot of Sloth, but I haven't pulled/crafted any yet.
This deck is really powerful, and can play through a lot, but is unsurprisingly a bit bricky. At one point I opened Ruinforce 5 games in a row, and I swear throughout all of Diamond 1 if I opened Thrust, it was always 2 copies. I played only 2 copies of Blue Traveler for a bit but I found the low number of actually playable main deck monsters meant that often times I was missing that third copy. The new support for Trains is crazy, and of course Subspace Battle is amazing. Searches removal and gets you 2 free 10s on board. Being hit with Droll wasn't always the worst, but that was super dependent on the opening hand.
I'd consider taking out the third Thrust for a Talents or Pot of Sloth in the future. Revolving Switchyard is kinda awkward in this build - it helps get Blue Traveler in the GY but you just use it for the discard/search, not the summon-from-deck effect. I swear it was glued to my hand. So thats a possible contender for replacement, though it was a good sent for Ancient Gear Ballista. Could also take out Zeus for another SPoly target.
Not many matchups felt like insta-losses, except the Synchro Elfnote-KT piles. Ran into a good amount of Clown Crew which felt more like a 50/50

































