Notes & Combos
I used to have three Desires but was banishing required cards to win matchups on turn 1 too often, so decided to lower to 2. I also don't feel like drawing more than one Allure is usually good, but the extra cantrip can really help in some matches so I include one of that.
Likely will add one Triple Tactics Talent when I have CPUR for it. If I replace anything in Extra Deck, it will be 2nd Selene and/or Dharc as I do not often make those. (UPDATE: Added TTT and got 5 winstreak)
The goal is to either board break if didn't get turn 1... OTK if they bricked... Or to set up as many negates and interruptions as possible for the enemy's turn by abusing spell counter gains from your draw cards.
Starters usually are Baby Jackal, Cerberus, Servant in that priority order, usually setting up Institute if I have it in opening hand as well.
On average, a hand can play through around 2-3 hand traps before getting a negate on board, but most hands fold to Droll & Lockbird if you didn't open Called by the Grave.
Replays
579-011-788 ID for more replays.
D5 ==> D4 (Pre-Spright)
R1 - 2ND VS Sky Striker
R2 - 1ST VS Branded Despia (Maxx C)
R3 - 2ND VS Virtual Adventure (Scythed)
R4 - 2ND VS Mathmech
R5 - 2ND VS Eldlich
D2 ==> D1
R1 - 2ND VS P.U.N.K. (Maxx C)
R2 - 2ND VS Spright Twins (Underworld Goddess OTK)
R3 - 1ST VS Floo
R4 - 2ND VS Spright (Weak board break, Grindy Double Maxx C)
R5 - 1ST VS Spright (Full Combo + Village to end the climb!)