Spright

Master V from on August 4th, 2024
cp-ur 1020 + cp-sr 330
42 cards

Notes & Combos

Explaining deckbuilding choices - 2x Blue, 2x Jet, 2x Starter. These are the best cards in the engine, max them out no question. 1x Carrot, 1x Red - These serve as additional endboard pieces and help to play through handtraps. They don't start plays alone so don't play more than one. Generally i'd always prefer to end with carrot over red, due to evenly and other board breakers in the format atm. 3x Hero kid - Yes, it's not an ideal draw, but the amount of bodies this spams out is wayyy too good to pass up. I played 42c to reduce my chances of opening it, and even if you do open one, i'm effectively playing 8 copies of gates, which allows for gates discard hero kid and elf reborn, which is very strong. Nimble engine (1x Angler, 1x Beaver, 1x Sunfish) - similar deal to the hero kids, but this time gates only saves you if you draw the angler. These are just too good with sprind to not pass up, you could play more to avoid drawing one being detrimental, but that throws off the handtrap and starter ratios and I just wouldn't entertain it. Handtraps (15x) - You simply need this many to be ok going second. Especiallly since I opted against playing gamma burst (the card is way too dead too often). I worked with a hypergeometric calculator to ensure the probability of opening at least two was above 50%. You can interchange your handtraps of choice, but play 15- I won't explain my choices here. Dbb/gates/throne package - Amazing support. All of these cards are 1c starters (including gates, which is why we play almiraj), and all get you to gates, which helps offset the disadvantages of hero kid and the nimble engine. These also bait handtraps very nicely considering most people just assume its yubel. I have seen some people play spirit + yubel to go into a phantom- don't do this lol, the math is horrible in terms of bricks, and the payoff is not even significant. Anti maxx c (Cbtg, Crossout, Ash, Droll) - You just need these. Maxx c hurts the deck way too much, so runining this much anti maxx c is basically a must to not autolose games. Droll yourself is fine depending on your hand- at worst you should be able to put up elf + ip + carrot/red, and at best it doesn't even matter. 1x Talents - I always play one talents. Makes it impossible to brick on multiple, whilst drastically increasing your chances to win going second, and being good going first as well. Melffys - These are part of your endboard. Bad draw but we on 42c

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Replays

728-924-742 Bottom replay shows full combo, being your ideal endboard (you can always extend with ideally carrot, or red) - there are of course other routes, generally you just need two bodies. - I ran out of space to explain my extra deck building choices, and I guess why i'm on the melffy variant, but just @ me on discord with any questions.