Notes & Combos
Scareclaw is pretty killer for this event. You automatically have a great matchup against any Fusion deck due to Tri-Heart, & Twinsaw is a turn skip vs. Link decks, I was surprised to find it wasn't banned.
You can run Scareclaws blind 2nd but I like this going 1st version. It performs fine going 2nd, but the turn 1 board is extremely oppressive for a lower power event like this. The goal is to get enough bodies on the field so that you can make Tri-Heart & still have 2 bodies left without using Tri-Heart's effect (locking you into Scareclaws). The additional two bodies convert into the Codebreaker package, which gets you to Knightmare Gryphon. Terrortop + Reichheart or any Lvl 3 Scareclaw is full combo, same for Aramesir/Water Enchantress + any Lvl 3 Scareclaw.
Not on any other Adventure monsters with Gryphon Rider banner, Illegal Knight could be okay but I don't want to craft it, & we just care about the extra bodies anyway, you can just add & special your 2nd Enchantress if you opened the 1st to get into the engine.
Defanging usually gets cut in any standard build but we can squeeze it in for this event, & it's nice protection in a format where your board is pretty much only being broken by non-engine.
ED has some flex spots but I've settled on this. Isolde is not necessary, just nice if you have it, you just weave it into the Codebreaker line to add Reichheart/Visas for follow-up before going into Gryphon. Other Knightmares are good toolbox cards & you get the co-linked draw when summoning under Tri-Heart. No Cherubini because it clogs the EMZ needed for Light-Heart & the Adventure engine is just a way to get bodies & not that valuable to get online just for itself.
Replays
627-955-443
vs. shiftarmy: Full combo (Tri-Heart + Gryphon + Twinsaw)
vs. Wind: Combo through early Nibiru (Tri-Heart + Twinsaw)