Snake-Eye

Master I from on February 17th, 2024
cp-ur 1320 + cp-sr 270
40 cards

Notes & Combos

Hand Traps

Nib: I didn't like Nibiru because Snake-Eye plays around it with the field spell, Lab doesn't care about it, SHS doesn't care about it, and it only hits branded if they go full combo.

Droll: I ran three Droll for a while because it's an out to Maxx C on your turn, but I just hated drawing it, especially going second. The only deck it really hurts is SHS and I didn't face many.

Gamma: Again another out to Maxx C and people do not respect the card, but so often it would just sit in my hand so I cut it.

Veiler: It can end a snake-eyes turn on its own, so It's a good add.

Imperm: Yes.

Bell: The theory is that it's defensive and offensive. It can stop a Flamberge from summoining back level 1's, or it can stop your Flamerge/Princess from getting Called By.

Engine

Overall I wanted to see more engine than anything else so I cut the ratios of Handtraps to two each (besides Imperm the GOAT). I think this deck is already strong but stands to get a lot better when bonfire comes, as it can sometimes end its turn to an Ash Blossom, Veiler, or Imperm.

x2 Orginal: I think this ratio felt good. You can search it on your oponnents turn if you didn't get to recycle it on yours and it can act as an extender if you get hand trapped.

Subversion: SO strong going second. Play it.

Jet: Playing the synchro package doesn't feel super necessary, however, if you don't play it you are vulnerable to spells and traps. I think it's worth it to counter evenly, tactics, and subversion. You will probably be sacrificing Nibiru protection if you go for synchro lines though, as you're searching original instead of the field spell.

Sinful Spoils Trap: Didn't play it, but I get why people do as a plan B against Maxx c.

I LOVE that they're giving us cards that are relevant in TCG and OCG. I hope they keep it up.

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