Notes & Combos
81% winrate in DC cup, 75~% winrate from DLv 17->20
2 Charmer cards counts as a charmer deck frfr, at the very least you do always end on the charmer trap after comboing so it's consistenly playing the charmer part of the deck. You also consistenly end on zoroa so the endboard is quite different from the usual white forest endboard.
The deck is 60 cards to draw less of the magistus/charmer "bricks"
Lots of cards I would change from this list:
- The dogmatika stuff was to make silvy a good starter, not worth it at all. Most use I got out of them was hard drawing them and using as a blank lvl4/lvl8 non-tuner body
- Dark ruler, droplet and evenly. Excpected to see a lot more combo decks, basically none existed and these were pretty awful for me. Almost 0 use out of any of them, droplet was the best and even that wasn't great, often being a neg imperm/chalice. In 60c I didn't want to play only a small number of handtraps, but they probably would've done more than this.
- Play 3 chicken game if you own them, no reason not too really.
- Scourge is a bad card, used maybe 1-2 in 40~ games and having a different card in hand could've easily won those games anyways. Either you don't combo and this card is useless, or you combo and this card is useless (because you already won).
- Hat trick over azurune because it stays on the field to synchro with woes/cent after. Both are good options though.
- Never summoned T.G. Mighty Striker once, didn't really use diabell summon effect since you don't usually end on her, and if I do synchro into her she probably summons silvera. Often already had a baronne up anyways so it wasn't worth summoning mighty striker. Could play a second target for crimson, or another synchro 10 like chaos angel.
- I:P often didn't get made either, I preferred rabbit so can be swapped out for something else too.