Notes & Combos
- I play 2 Scareclaws because if opponent only has Chundra, it can hold the turn.
- 3 Talents to have more change to rip starter.
- 3 Thrusts so in the worst case we can set Dimensional Barrier.
- Spell Card "Soul Exchange" is dominick's idea, if you have a big Kashira monster in hand, it is a great way to remove 2 monsters. Unlike Talent and Thrust, this don't do anything going 1st.
- The consistent is not so good, add more Planet Pathfinder can improve.
- I usually just summon Arise-Heart without Shangri (workaround TY-PHON, Nibiru). Shangri is just a plan-B. Or if we have Wraitsoth, it is an option to trigger pop.
- S:P is rarely summoned, used to get rid of monster taken by Talent.