Unchained

Master I from on May 24th, 2024
cp-ur 780 + cp-sr 330
43 cards

Notes & Combos

This deck is EXTREMELY fun. Good at breaking boards, good at playing going first, resistant to most board breakers usually. This was genuinely as much of an enjoyable experience as I could have when facing the hordes of snake-eyes in Masters, even if it wasn't easy to get through.

TECH CHOICES: Sangan : definitely the most uncommon choice, it proved surprisingly useful. It's not used most of the time, but it absolutely has its use cases. It's the best play when someone chains Maxx C to tour guide. With the 2 card combo of Sharvara + tour guide, you can get a respectable amount of interruptions under maxx C too. You can add your own maxx C, ash, or other handtraps if you run them. Probably not too great of an idea, but VERY funny and enjoyable to have when it works.

Wailing: Just another sharvara set target, BUT it's effect proved useful every once in a while to out floodgates, especially skill drain which would otherwise be a noticeable problem.

D/D/D package: It's so good IMO. going first it's a free fiend body with a free destruction for your other cards, but I think it shines even better going second. Big body, with a free destruction, threatens zeus. Yeah you run a brick but it's worth it IMO.

CARDS THAT DIDN'T PERFORM WELL

Knightmare Gryphon: Nearly Worthless card in here IMO. Never once summoned it, or had the need to. Good banish target for prosperity lmao.

Stone King darius: in theory, threatens 3 or 4 mat zeus off of a single tour guide, or 2 sucks from machinex. In practice, used it one time when under shifter by floo to make a Machinex, and a few other times I don't remember.

Zeus and Goddess: These are theoretically threatening, but maybe due to the fact that it's not purrely meta anymore, I never had to use Goddess. Keep it in ED still, but don't sweat it if it's the last card you're missing. Zeus is a threatening presence, and often bait for kashtira unicorn. But aruha fiend locking you often means you won't go into this.

CONSIDERED TECHS:

Disaster: Good breaker, helps a bit with grind game too. Genuinely multiple times I was really close to adding it, but I never did. Probably would have substituted wailing.

Gamma, Veiler, Droll: Good handtrap lineup, never got the heart to actually discard part of my deck to put those in. Droll especially would have helped against maxx C, and wouldn't have affected me much if at all.

TTT (both of them) : Extremely tempted to put them in for their boardbreaking potential to facilitate OTKs.

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