Notes & Combos
A pretty standard Exosister deck. Feels like a more violent version of Sky Strikers.
- Most people run 1 Irene, but I run 2 since I find it helps ensure I have at least 1 (or 2) Exosisters in hand.
- Have lots of hand traps in case you have to go 2nd (or 1st). Ghost Ogre turned out to be better than Effect Veiler in this current meta, as it outs a lot of problematic field spells (and Gigantic Spright)
- Evenly won me several going 2nd games. It sometimes is a dead card, but Exosisters don't need a lot of engine pieces in hand to start their combos.
- 3 Magistus Zoroa to make sure you can get 2 level 4's on the field to get a Exosister XYZ out.
- Dump Zeus, Bagooska, and 1 Ninaruru for Prosperity. I literally have never used Zeus or Bagooska, you can put in any other ED monster at your discretion. Remember you can't use Sophia's effect after using Prosperity.
- Your optimal end board is Magnifica and a set Returnia, along with any hand traps you might have. This gives you up to 4 banishes on your opponent's turn (assuming they don't destroy the Returnia).
- If your opponent tries to do some GY stuff, remember you can chain Vadis to it, then immediately use the Exosister's XYZ summoning effect.
Thanks to the people in the #Exosisters channel for their help.