Purrely

Master I from on September 17th, 2023
cp-ur 720 + cp-sr 270
40 cards

Notes & Combos

Standard Purrely list.

Changes compared to my previous list:

  • Stray Purrely Street 1x to 3x. Card's insane going first and second. Protects from Veiler/Imperm going first and many other targeting effects going second. Worst case if you draw 2 it's just another spell in your GY for Plump.
  • Purrelyeap 3x to 2x. I would play 3 if I had space for it, but every other card feels more important
  • Removed the Dark World discard engine. Your engine cards are good enough of their own + they make Purrely whiff more and I love gambling :GAMBA:
  • Added 2x Triple Tactics Talents. Had 2 flex spots, TTT feels like the most impactful option.
  • Replaced Slacker Magician with Nightingale
  • Replaced Expurrely Happiness with second Beauty. Neither comes up that often, but second Beauty came up more in my experience.

Agents Moon can be replaced with any other Extra Deck monster, it's an out to Skill Drain specifically which doesn't come up that often but having an option is cool, that's why I still run it.

Talents is great when it resolves. It feels more impactful than CBTG/Crossout, because it extends your plays instead of just stopping theirs. The deck plays through most disruptions with its engine, so I prefer maximizing my chances of getting those engine cards.

Tips:

  • If someone makes you go second, make Nightingale and use it in the draw phase to guarantee that you survive a turn. It's a decent play every game to be honest (that's why I don't run Ensemblue Robin) because Mikankos are everywhere and your followup with My Friend is insane even if you're playing against anything else
  • Don't "overrely" on Purrelyly. Always make sure you have a backup plan in hand before committing to Purrelyly XYZ from GY effect. Try to make Plump with Purrely while Delicious is still in your hand.

Squish that cat.

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