Notes & Combos
M1 with SHS. The deck is obviously incredibly powerful, but everyone on ladder is running 2-3 droll and you have less outs to Maxx C, which made it a difficult climb.
Ratios & HandTraps
- 3 Peacemaker: It's a good card to recover from interruption. When you get drolled you can use it to extend into a Baronne or Bagooska.
- 3 Veiler: There's so much variance on the ladder that I felt like veiler covered the most decks. It's relatively low impact though, unless your opponent bricked. I think Belle is also a strong option, as it does well against Branded and Lab. Ghost Ogre is only really good against SHS, which I weirdly didn't face a ton.
- 2 Nib: I wanted high impact hand traps, but three would be too many considering how prevalent Lab was.
- Gamma: SO many people didn't respect Gamma, but I rarely had it in hand to punish them. But when you have it, it's a blowout card. Most instant scooped.
Extra Deck
- OG Stardust: I played it for a while, but ended up taking it out. I missed it a couple times, but people are starting to nib before you summon bike, so why not use the ED spot for something else.
- Lambda: I ran lambda to do the play where you out droll before you search, but it never came up. I think you need a pretty specific hand.
- Elf/I:P/Unicorn: The endboard is 3 omnis so I just wanted to switch up the disruptions a little.
- Ballista/Box/Tunneler: I think it might be win more. I was going to try without it but I went on a streak before I could take them out.
- No SHS Synchro: I missed having a SHS synchro a couple times. It's good for when you get interrupted multiple times. At least you can end on something, but maybe those games would have been losses anyway. I think I might try putting one back in and taking out Ballista.