Notes & Combos
Here I am to support the volcanic archetype! :D
The climb was so smooth! My win rate was 70% in the last 20 games. I think I was just playing the deck so bad before this duelist cup. The amount of combo possibilities is huge and I have trouble most of the time deciding what to do when things don't go very well. Having the option to burn the opponent to death is confusing sometimes, because you don't know what to do first due to so many options (play safe or go for the burn win?). Fire recovery is a good card to mill and also another way to extend our plays and make a stronger board.
My extra deck can surely be improved, since I didn't think too much about it, but I don't know what I could change about the main deck except for a few slots. I love gamma and I think it is specially useful played with Horus and fire ejection because those cards lure maxx c and ashes. Volcanic shell is so underrated but it shines so much sometimes. Blaze Accelerator Reload is needed for the volcanic-only FTK and is a good discard for Horus, Diabell and Magicians' souls. Grass (another ash bait for gamma) can mill your key FTK cards (the traps and Inari) so we should think twice before activating it, but it is a super strong card by itself.
I think the maybe free slots are Magicians's Souls, Blaze Accelerator Reload, Snake-eye Birch, Fire Recovery and Grass Looks Greener.
But all those cards were super useful and won some matches so I'll keep testing them. Maybe I'd cut magicians's souls and birch to add Effect Veilers (at least one for crossout target) but having ways to extend your plays to be less predictable is always good. I tried to make a smaller list but failed. Horus are level 8 to summon Zombie Vampire to save the game when you brick and they are great to bait ash and to discard Volcanic cards, since all of them love to be discarded. I should think more about my extra deck because I can't see much room to improve the main deck.
Feel free to ask any questions!