Notes & Combos
Pure synchrons inspired by o37wolf. I'm a yugi boomer that plays this game on and off for months at a time so relearning the meta. Kind of committed sacrilege by cutting accel synchron for cupid but it's worth it. Ratios look messed up but I had to guarantee turn 1 wins. After doing combo, ripping 2 cards, and likely playing through 1-2 handtraps the opposition usually had 3 or less cards going second. Played all 20 levels with this deck.
Dawnwalker is too good at baiting interactions and starting combos with chaos ruler. If speeder goes through ripping 2 cards with omega and dis pater turn 1 is easy. Ideal board is 3-4 negations with 2 card hand loop and ash/droplets/cbtg from librarian draws. Capable of playing through disruption depending on hand. Important to bait ash whenever possible and chain block speeder with converter if you suspect someone has ash.
I normally ran 2 TTTalents and 2 DRNM but the higher I got in levels the more stun and Labyrinth I ran into. You can run those instead if reboot, but I ain't letting them win. Lot of people dropping maxx c during standby phase. Has potential to take maxx c challenge by getting card destruction from librarian draws.
Don't crucify me for cutting doppel to 1.Combos can be done without him and often times enemy disruption makes him dead in hand unlike caligo. I prefer to mill doppel off of ruler. Caligo is useful mill off of ruler and can summon himself when junk gets negated.
Satellite can be played as well, using accel stardust to pop a billion cards on opponent's turn is always good. He breaks boards as well.
Deck can easily play past nibiru with accel stardust as well. Mare mare no longer needed for that but still is capable of being used for crazy combos with fleur and yazi.
Replays
Replays include turn 1 combos/going second/playing through annoying interactions. If you see me summon omega too early it's because most people quit after double hand rip and it makes my games go faster.
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