Notes & Combos
Mostly the same stuff. End on Elf (w/IP), Borrel, Baronne, and potential extra. This variation is greedy into Nibiru and weak to a patient Ash held for Auroradon.
Tried out the Thrust package to have additional options for Maxx C or going 2nd, but it didn't add too much. Planet is worth running for an extra body and Ash bait.
Ariseheart in the extra is nice for cheesing out a Zeus vs Kashtira. It can also sometime be added to the turn 1 endboard. Recycling Maiden/Shooting Riser and the dragon rulers is pretty funny.
Odd-eyes, Ariseheart, and Volo are the flex spots in ED. Other options are Unicorn, Accesscode, Draccossack, Big Eye, and maybe No74. I think Volo is the best extra r7 to add to the turn 1 end board. Odd-eyes because of the 4mat Zeus and being forgiving on Pile's attacker lock.
Vs Purrely - Going first is business as usual. Going 2nd you need a hand full of gas, but it's possible. Could consider a third Kurikara or additional Thrust targets as well.
Vs Kash - Going first into a good Kash hand is all about limiting their extension from Birth and Theosis. Going second needs Thrust/Tactics/Kurikara or cheese them with Ariseheart->Zeus. Otherwise the deck dies to Macro effect.
Vs Lab - This matchup sucks if they get going. Win the flip or pray they don't open all the furniture.
Vs DLink - Another rough one. Win the flip and deny them access to the tuners.
Replays
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