Notes & Combos
Main Deck (cards you might be wondering why im using them):
2x Bystials, great handtraps to stop Fiendsmith plays, to help you go into lvl 10 synchro, in case your opponent stopped you from searching cards with Droll for example and generally more bodies on the field for plays or damage is always a good thing
1x Nibiru, 1x is enough, Crossout Designator target + can kill White Forest mirrors aswell as Snake Eyes overextended players. Useless vs Tenpai so be careful
1x Azamina Aphes, legendary trap, can be searched in several ways and it's a game changing disruption, if the opponent doesn't have backrow removal it's gonna hurt
1x Silhouhatte Trick, usually searched with Rabbit, you never want to see it in your starting hand, unless opponent disrupted your turn and you can't go full combo.
This trap stops several important cards, Tenpai and Snake Eyes field spells, Skill Drain, Macro Cosmos, Millenium monsters, Fiendsmith Sequence, etc, DON'T USE IT to negate on summon/activation effect, this trap will try to negate on a new chain and do nothing to the opponent
Extra Deck:
Regina, Combo with Saint to revive Diabell from the graveyard or Silvia (in case you had to use her negate to protect your main plays)
Saint, can also be a great floodgate, depending on who you are facing, lots of decks need to target cards in their graveyard, Fiendsmith engine also does it
Coral Dragon: LEGENDARY LVL6, this card gave me several wins! Sometimes you don't want Rciela, especially when going 2nd / lacking spells/traps to discard or opponent has Macro Cosmos / Dimension Fissure / Necrovalley, etc on the field and you need to remove it first before continue plays
Chaos Angel, legendary vs Tenpai as long as they didnt draw spells to destroy/negate it, also very useful vs opponent monsters/cards that have nasty graveyard effects
Super Starslayer, VERY USEFUL to bait negates and / or in a gamestate where you don't a have a good hand to make plays but can still make a comeback later on if your Deception / etc got negated on that turn
Artemis, only useful to activate S:P Little Knight 1st effect in case your opponent disrupted your plays and you want to banish something on the field / graveyard to stand a chance next turn
Rabbit, only useful to set Trick on the field and to destroy a backrow card
I had tons of fun playing White Forest like this, instead of using Fiendsmith plays, i do also have the FS version but i find this one much more interesting imo