Notes & Combos
Got stuck in D2 with this deck it can get to D1 (was one game away at one point) but you need really good rng Lair simply has to many problems and losing coin flip certainly doesnt help either and the card that carried the deck to D2 happens to be bad once you get there.
Main deck notes
Soul of the Supreme King: Lets just get this out of the way... this card will carry you to D2 but once you get there its actually outright garbage. This cards power comes in its 2nd effect for this deck or if you have a virus to use on it before it disapears but you wont always have a virus. The problem is once you reach D2 people get a bit smarter and trigger it far less. Many games you just lose to spright jet beatdown, sunny's snitch burn effect etc because you just halfed your life points to summon a card that can be ignored for the most part in a deck that has trouble putting monsters onto the field.
The only reason this card is even usable at all at D2 is because people still trigger the 2nd effect occasionally and when it does trigger your going to win the vast majority of the time and the fact that its a virus target. Really dislike this card and am going to look into making a lair deck without it in the future having your life points for a card that can be ignored in a deck that lacks monster presence for defense just aint it.
Pots, Maxx c: Super poly targets and Zarc package means you should not touch the extra deck outside of maybe one Prosperity imo. If you summon 4 off the 2nd effect of the trap your going to win most of the time and thats not worth risking let alone risking banshing Zarc so would rather not play Extrav. Maxx c was Desires at one point but I put in Trap Trick and another Deck Devastation to get more value out of Zarc and didn't want to banish them.
Ahrima: Drawing doubles of him was losing me games so I run 2 instead of 3.
Metaverse: I prefer this card over terraforming as its more versatile (triggers Heavenly, can be used on opponets turn etc.) you also dont want to many field spell searchers or your hand will be terrible.
Floodgates: Skill drain is always good but Gozen and Tcboo are also consistently good this format most lair decks should be running all 3.
Extra deck notes
Mud: Super Poly target. Can be replaced has not come up even once this entire season.
Earth Golem: Super Poly target that outs Elf+Ip
Brave-Eyes: Im on a 2nd copy for the Runick match since it negates all of the fusions effects.
Arc Reb->Gaia->Zeus