Notes & Combos
This is my current favorite version of radiant typhoon pure.
I was a 3 shiina hater for the longest time, and at one point considered cutting it all together, but this card has consistently surprised me and can also counter veiler and other soft-disruptions going first.
This deck is very fun but can be tough to pilot, there isn't always one direct line to play, utilizing your MSTs properly can be difficult, knowing what/when to negate, etc,. However, the deck is rewarding, powerful, and I enjoy the card art.
Note: Handtraps carry going second. Breaking full boards going second without drawing a turn 1 disruption or forbidden droplit can be tough.
Most hated matchups for me is going second vs K-9/Vanquish or Yummy. vs Dracotail is fine going second
Note: Super-poly is a noob trap. The amount of value and success i've seen from super-poly over 100+ games is absolutely minimum. In contrary replacing super-poly with an additional 3 hand traps has added monumental success to this deck. Super-poly is dead going first, and most boards that super poly gains value against going second typically have some way to reset themselves into decent half-boards. Not to mention the -1 discard from poly which players will argue is mitigated by ditching cards that support your engine however that fact is situational at best.
Replays
745-542-085






























