Notes & Combos
Just got out of the hospital and only had a couple hours to make this climb, fortunately the proximity to stage 2 made this really painless. I honestly think this deck isn't that bad in the current format; it's really solid going second even ignoring the 20 non-engine you play, it's hyper consistent going first, plays through handtraps extremely well, and the board is oppressive and layered at that.
I beat all but one KT player I ran into regardless of die roll and I'm playing super sloppy (as you'll see in my replays lol), so I know the meta call is at least alright. Unfortunately, Mitsu and Branded completely obliterate this deck into the sun and you do summon literally your entire extra deck if your turn is allowed to go off, and recursion's pretty minimal so it feels rough into the breaker-heavy meta atm.
The deck's also shockingly hard. Not necessarily because your 1-card lines are all that tough (they're not), but playing under handtraps and OTKing and bridging the two engines through a board going second is harder than most decks I've played. And without the luxury of getting to play F&V, either.
I'm probably gonna experiment with other builds in the future to cover this deck's weaknesses, but for now this felt really solid. Probably a deck to keep your eye on depending on next month's list.
Replays
059-657-645
Lots of sloppy play, but a few going second and first replays.































