Notes & Combos
This deck is Downright broken going first and with the number of going second cards like droplet, fusion destiny, Fateful Adventure, and Imperm you can win a lot going second as well. I ran 3 Dropsies+ 3 Lampsies because I really prefer their effects over Rocksies and Fansies. Ran one Rocksies cause I did not want to see this card in my opening hand, and wanted to use it near the end of my combo to draw more of my engine pieces. When you use Rocksies effect, banish prank kids first, hand traps second, and engine pieces third. You are trying your hardest to make sure your opponent can't play the game on their turn, so all forms of disruption are more important than the prank kids themselves.
As for the handtraps, I definitely would go ghost ogre over nibiru anytime. When I was climbing from d5 to d2 I used ghost ogre over nibiru and saw that it was incredibly useful. Then I switched to nibiru in d2, and it felt turbo useless. Played against three floow players, 1 sky striker player and 1 eldlich to get d1 and nibiru was just kinda there. It is very effective against adventure tenyi but that is about it, and ghost ogre is also incredibly strong at hitting that deck because you can destroy either the fateful adventure or halq. I also prefer Imperm over effect veiler seeing as how you can save imperm and use it on your turn to deal with gryphon rider, D.P.E, or your opponents board in general. All in all, easiest climb of my life, babyy!!!