Notes & Combos
- Regenesis is back!!!! The deck has had a second wind thanks to the Dogmatika/Albaz support, giving it a secondary engine, card draw power, and very interesting pushes. As you know, the deck is based on grinding to win, therefore its thematic end boards range from mediocre to bad, so we need to be able to take advantage of all the cards in our hand, such as hand traps, staples, and/or consistency cards.
- In some considerations, I decided to include Maximus, to have another way to push very aggressively. It rarely resolves because it's a very powerful effect, and it's relatively easy to summon, so I preferred it. It's completely replaceable with Fleurdelis OG if you want more ways to interrupt. Second, only two Fleurdelis Thunderbolt, since in theory it's a very good hand trap. In practice, hmmm, not so much. Many decks, when summoning a 2500 extra deck monster, tend to find that it's a negation monster or that it doesn't affect them much in the end. I'd say there's a 30% chance you'll end their turn, a 50% chance they can still play normally, and a 20% chance it's completely useless. That's why only two copies are necessary, plus you have many ways to search for it.
- The deck is actually very malleable. This list is what I actually started with and its foundation. Depending on the matchups I saw, I swapped cards and added cards like Lava Golem, Bystials, necessary Floodgates, and other staples. It's even possible to combine it with Kashtira. The deck isn't infallible; things like Sky and especially Branded are your worst nightmare because they theoretically do what Regenesis does, but better, and you'll lose in a grind duel.



































