Notes & Combos
Quick ride to M1 with Ritual Beasts. 80+% of my games were vs. Tenpai, which is an easy win if you get to combo. This deck is quite the matchup check — people interrupted my lines in all sorts of wild & wrong spots, but only one Tenpai player I faced held their Ash for the best choke point.
Some hands in this deck can play through 2-3 handtraps (e.g. RB names with SBT Lara, E-Tele, or Inheritance), while others pass to one Imperm. So I teched this version specifically to maximize going first power — cards like Eclipse (which is a very solid defensive card on both turns) and TCBOO (which I would normally not recommend) often shut-out games by themselves.
As the format evolves, I'm considering swapping out the current non-engine stack for cards like Talents and Imperm, which might be better for going second once Tenpai fever dies down. The full Nemeses package (Flag + Corridor) worked out very well during the climb — I defaulted to Colossus lines if I won the flip / was unsure / against 60-card piles; it's also a fine alternative to Protos vs. Tenpai because they often can't play through Colossus + the rest of your board.
Everything in the Extra Deck came up at least once, including Ulti-Apelio's secret battle phase effect. If I had hands full of extra RB names, I often made Ulti-Gaiapelio over Apollousa in the main 2-card combos, who was usually reserved as another I:P target on the opponent's turn. Mostly Bagooska turbo under Maxx C, sometimes Ulti-Canna + Steeds if I had SBT Lara / Winda in banished. Goddess came in clutch in some weird game states, but I do want to test other cards in this slot like Zealantis, Lightning Chidori, and a second Psychic beast (Ulti-Rei / Ulti-Kimu).