Notes & Combos
Satisfying deck to play to Master 1. You have to play really well and adapt well to your opponents' decks. Always try to bait handtraps with "expendable" cards and if they let you go you just create more advantage.
The endboard when you go turn 1 will be Intervention + Baronne + (Elf) for disruption with N'Tss and targeting protection or Intervention + Vanity's Ruler. (And Ash or Maxx C). If you have other extenders you can also put a Pitknight at the left of elf for a quick effect monster negate.
But endboards are not that important, you just need to be smart and play well. Gain advantage and beat your opponent.
Advices:
Fire is a Cyberse so if they don't Imperm it and you feel they have it and saved it go into Linguriboh (amazing card) if you must protect you Geek Boy.
Adding Field instead of Origin when having Origin in hand, or viceversa, makes you more disruption. Displaced can be amazing.
Linguriboh can also own and oppress some strategies like Labrynth and Mathmech if used wisely.
Cerberus is vital going against Purrely and in other situations, when I didn't have him I lost and would have won otherwise.
Pitknight can also be a monster negate if tey put their monster in the wrong zone. See replay.
Dyna Mondo is really good in some situations, especially when you use Benten.
Benten is recursive Ritual fodder and gets you to either Diviner or Vanity's Ruler.
Promethean can save you on the crackbacks by summoning Fire from the GY and is going to come up in many other situations.
Replays
503-331-479
The first three are examples of this deck playing.