Notes & Combos
Going first, the ideal end-board should be the stadium for a little game I like to call “Protect the drunkard”. That is, Babooska on board with linguriboh in the main monster zone, sunlight wolf in the opposite extra monster zone, summoned twice, and at least one of either roar or rage online, along with any other interaction from hand-traps. Then, the goal is to survive the next few turns, using falco and jaguar to loop resources alongside sunlight wolf, gradually wearing down the opponent before going for game with an accesscode play once you are certain the opponent is lacking in interaction. Salamangreat rage is particularly effective in this, being able to blank field spells, normal summons, Verte lines, etc. Going second, the deck is running 11 hand-traps total, which should allow you to make it to turn two with a fighting chance around two-thirds of the time. The hand-traps selected for the deck go a long way towards accomplishing this, serving as first-turn floodgates rather than bombs, per se. Making it to turn two will be heavily reliant on knowing the chokepoints of your opponent’s deck, which means that as you become more and more acclimated to the current meta, the deck’s floor becomes higher and higher.
Player id: 182-793-852
- Replay: vs Starmie Nibiru-ed twice, top-deck and normal summon maxx-c to go into Almiraj and build back up to take the game.





























