Notes & Combos
General idea: don't shotgun your traps when they have a full board (since they may have a sacrifice outlet or negates). You need to: Shut your opponent out with MaxxC/MoonlitChill and simplify the gamestate (easier path to play, slightly lower success) OR you must allow them to get a LITTLE bit of advantage so you have more damage on cards like Ceasefire or BarrelBehindTheDoor (skillful path, riskier).
-I elected for Bad Luck Blast and Boo Boo Game because I simply did not want to craft Heavenly Prison
-Fix the ExDeck: You need this for when your opp bricks and you open MaxxC/MoonlitChill, Dogmatika, and edge cases like Knightmare Phoenix. Synchros come up more often than you think.
-I have not experimented with Transaction Rollback
My experience with matchups
Branded is laughably easy but you just can't let them put a Quickplay fusion monster onto the board, it'll make your RingOfDestruction/etc whiff.
Snakeye players have NO self control and will put 20 cards on field and in hand. They cannot interact with our backrow meaningfully. Free win
Kash is easy, but Ariseheart popping our backrow is an absolute pain. This is counteracted by Kash players being greedy and tutoring resources more than a Magic the Gathering player, so our burn Traps are approx 20% stronger. We lose if they play carefully.
Traptrix is laughably easy due to us simply not running monsters and their proclivity to pop our landmines with Myrmeleo.
LAB makes me want to scream a little, and is usually a 50/50. MaxxC, Ring of Destruction, LavaGolem, are unreliable & your win-con will be Mahaama and a sneaky Boo-BooGame/Landmine.
Exosister plays like Kash but has two qualities that make them very hard: they gain a little bit of LP sometimes, and do not accrue NEARLY as many resources as Kash. If they don't end on the Rank 8 on turn 1, we can win.
Tear and their Vsauce Starfrost friends are easy because they haphazardly put 4-6 monsters on board and usually set up 2 chain-links for us.
Swordsoul is interesting because I can't seem to win against it, but you practically STOP seeing it after level 17, because it's a bad deck (sorry). You don't need to beat them.
Dinomorphia lol
Mathmech is predictable, but still losing. If they set up, we go next (they usually full combo). If they don't fully set up, it's our game.
Runick is not something I've learned how to engage with yet, I simply cannot pinpoint the win-cons.