Notes & Combos
No new evolutions to really add to the deck for this month. I chose to go back to a hand trap heavy build rather than use board breakers this climb.
I encountered a fair amount of stun and yubel so I chose to swap the Cranium Burst for Fracture Dance as my trap card of choice. It also felt a lot less punishing to open it if I got stopped from comboing as it is still a pop with any memento name on board. The hidden effect of lowering the opponent's attack by 1000 came up several times surprisingly. I usually used it to either hit over problem cards (like s:p and floodgate monsters) before comboing or to protect a starter from being ran over so I could use them on the next turn during hand trap wars.
Ghost ogre this format seems pretty decent. Good at stopping yubel from using nightmare pain and hurts voiceless voice quite a bit. Other decks can get caught out by it as well since people rarely play around it, but I could see cutting it for other more impactful hand traps.
Cuttable cards in the extra deck are mostly up to preference. Anima and Dharc come up sometimes but could be swapped out for other tech cards.
Verte can be used to dump Thunder Dragon Fusion and recycle banished memento names, useful for grind games where Combined Creation got hit with an s:p banish. You can also dump Memento Fusion to get followup in the rare situations that you get hit with two hand traps and have the bodies, just keep in mind something needs to be popped that turn or you'll be forced to send Thunder Dragon Fusion instead.
Azalea came up several times as a way to clear the board for Combined Creation OTK or to allow you to summon Tatsunootoshigo since he cannot be special summoned with non mementos on the field.