Notes & Combos
I'm still nooot too sold on the ratios honestly and I went back and forth through the entire run with adding and removing cards. I'm gonna try to write some specific thoughts, though:
- Fiendsmith engine bc it baits handtraps the most (and it's broken). Desirae also helps keep your backrow safe.
- I made apollo literally once and she wasn't particularly impressive. I was running gryphon for most of the climb, but that was also not that great as it makes the weakness this deck has to droplet harsher. I think if I was able to fit in s:p both apollo and gryphon might have felt better maybe.
- I never made caesar and necroquip, lol. Doesn't help that I had to remove paradise relatively early bc that thing was bricking me like crazy. There are some niche lines that should be able to get you both desirae and caesar on the field, though, which is why I kept them.
- One for one was a late addition and I was expecting it to brick me or make me lose harder to maxx c (the deck is Very weak to the roach) but it instead saved my *** multiple times. The fact that you can special summon ANY lvl 1s with it can help you extend like no other card. The discard does suck, though.
- I had a lot more handtraps at first, since it's the best thing the deck can do going second and I'm still debating if it was a good idea removing them. Triple droll especialy can help with the maxx c weakness this deck has.
- 2 thrusts and 2 tactics bc bricking on multiple thrusts sucks.
That's about it. I honestly was expecting the deck to be much worse considering all the doom and gloom around it, but it held itself pretty well! You can tell it was a tcg exclusive though bc they did not think about maxx c while they were making these cards, lmao.