Notes & Combos
This list is what I played all the way to D1, it was supposed to be a meme ishizu pile but its honestly pretty consistent.
- Running two oranges but you could drop one for a mercourier if you want to. I just like orange a bit more for this build since its a really good negate and you can use it going second. You can also send it with branded in high spirits to grab a kitt/albion if you need to.
- The shaddolls are in the deck purely to get milled. If you hard draw them and any of the ishizu cards you can fuse into shekhinaga to get them into the gy.
- Running three keeper cause it can get the ishizu cards into the gy which is a bit better than kitt returning a card back to the deck. It is also a dragon so you can send it with high spirits if you need to.
- Just running two kitt but you could drop an orange and add another for consistency if you feel the need to
- High spirits is what makes this deck so consistent in my opinion, you can send the ishizu cards to activate them, you can send tragedy to get the search and you can reveal keeper/albaz to send albion to gy and kitt's special summon effect will be activatable.
- For the extra deck Im running
- Earth Golem for a super poly target against spright
- Construct mostly just to send off high spirits but you can special summon it if you need to
- Shekhinaga is also just there to get the shaddolls in the gy if we have them in hand
- and Anaconda is really just a last resort