Notes & Combos
Based on Drain's and Yulming's idea of going over 40 cards to run a bunch of handtraps. Except, since they got to Master 5 before Snake-Eye was around, the handtraps were more impactful at that time (e.g. Superheavy folds to Droll or Maxx c, Branded folds to Ash depending on their opening hand etc. but Snake-Eye doesn't lose to any one thing except Shifter, which we can't play), and Snake-Eye is literally everywhere on ladder.
So I swapped a bunch of the handtraps out for Thrust and equalisers; Evenly, Soul Release and DDG. Fire King Snake-Eye doesn't care about Evenly but it's decent vs pure Snake-Eye, Soul Release is prob the second-best counter to it after Shifter, and DDG is the closest thing to Shifter that we can play.
Deck's still meant for going 1st, it's just more able to play through boards if you lose the coin toss.
Thrust is especially good in this deck because if you get interrupted mid-combo e.g. by Veiler/Bystial/Nib, you can look at your opp's extra with Hundred, see what they're playing in advance and Thrust for the right target to counter them before their turn 1.
Echoing Yulming, the differences in deckbuilding are interesting; Drain and Yulming on tonnes of HTs, me on Thrust + equalisers and Kanimize on all gas, but we all saw success with them.
Everything else about the ratios/matchups etc. is explained in Yulming's list.