Notes & Combos
So this version of the deck is my glass cannon build. The main idea is that you put only extenders and bridges in and hope that you get through all the stuff from the other player. Check the one duel; I have a replay to see what happens when you have to rebuild the field multiple times.
Having that in mind, you can see that cards like Hornet or Reasoning are just there to one-time specially summon a warrior so that you can bridge to Battle Shogun or Isolde. From which you then bridge into gate and steamroll until you flood gate your opponent.
Asceticism is not that good because the primite roar is banned, so skip Chamberlain, which makes it a bit worse. Also, it is not that easy to bridge into the 'Naturia Beast,' so I skipped it.
Mekk-Knight is there because once summoned with I:P, it is usually kind of hard to get rid of it, and it would protect your other monsters. It was actually once relevant when I played against the king of the servant's skull.
If you want to learn the deck, feel free to lock any guide up; this is just the most consistent way I found, so I skipped everything by going second.
And I was lucky enough to actually snatch 5 wins.
Replays
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