Notes & Combos
A slightly not quite standard list.
Triple T is a 40th card in this list, it helped me beat a resolved Maxx "C" in my final climb. Getting that hand information is so good. I've played it at 2 as well.
The deck changed quite a bit on the way up, but this version took me through the whole of DLv 19. My advice is to play around with your cards based on what you are seeing at the DLv you're at. Adapt to your needs, cut what is not working, add what might, repeat.
Be creative with your plays, especially the Tenyi engine can be quite versatile.
Personally I played simple turn 1s, trying to make sure I have follow up for turn 3.
Some things to remember:
- Turn Chengying into a disruption with a called by or crossout.
- Monk + Blackout, with Shthana in grave, is much stronger than it looks, can easily end Spright's turn.
- Create a spare token so you can keep it on field to facilitate Tenyi plays, pop with Baxia, or use with a pre summoned level 7 Tenyi to make Psychic End Punisher.
- Heavenly Dragon Circle can search Protos and has a graveyard effect for later turns.