Notes & Combos
First time making it to Master V, climbed from Gold using a mix of Yubel Spright, Naturia Horus and 60 card Branded, then switched to Tear from Diamond 4 onwards. List is very similar to other Master Lists but with some changes. For example, a smaller Danger package in favour of Ash, as the deck can play around Maxx C reasonably well. The extra aqua bodies in grave came up more than the discards, although the discard for effect was still effective. Key points:
- For non engine, I went for more consistency boosters over board breakers as the deck can brick, also sea mare is underrated
- Went back and forth between having 1 Kash field spell and grief each to 2 grief and no kash field spell. Ultimately having the additional body of fenrir to link for SP -> SS tear kash and maybe bait out an early imperm outweighed the risk of milling the 1 grief.
- Was initially against the shaddoll cards due to the beast brick but winda can solo games or at the very least force a response, also the draw was a nice bonus
- Card destruction was quite good to refresh a mediocre hand or kickstart the tear engine, also revealed opponent's deck/milled hand traps and usually used after baiting ash
- Prima donna didn't come up often but I crafted it late into the climb, good otk enabler (7 star tuner + 4 star body it summons = PEP) and can even provide the extra gas needed to push through if duels drag on. It was particularly solid against banish focused decks and is the deck's only way of reviving a banished FD card
- Snow is an absolute nuisance for the opponent if used correctly and is perfect to stop ty-phon, usually leading to a win once you book it
- Underworld was not used but I liked having an out to towers, can cut for cross sheep or a super poly target like Earth Golem
- Considered heavy storm/HFD to beat stun but I only ran into it a few times. However it would be a fine inclusion, even if it means going to 41.
Replays
213-130-370