Notes & Combos
Merely a Master V Lab list, but I hope the decklist can still help a few others, I find it pretty solid.
This is a trap heavy Lab list, nothing new. The idea is to set 4/5 backrows every match as your endboard to counter certain strategy/boards.
Some of my personal card choices:
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I don't play Maxx C because I hate the card. Nevertheless, the deck has been consistently performing well against opponent's Ash Blossom due to 6 of the welcome traps + 3 Marrella/2 Rollback and 3 Trap trick.
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I don't play Arias because I have a bad experience with it (bricking/awkward hand). It also goes minus 1 to resolve one interruption/play, and it loses to called by, which I'm not a fan of.
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No cooclock because I find it bricky sometimes. The deck plays some bricks already (Rollback/Lady/Lovely), so I don't want more of it. I don't think the deck necessarily needs it. The turn 0 play and the turn 1 handrip play are very vulnerable to hand traps. The Lady Cooclock play doesn't come often in my experience.
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I love playing two overroots. I think it's really good in this format. It's much more flexible than Ice Dragon Prison.
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Unending Nightmare has been great for my matches. It helped me win against Horus/stun, Snake Eyes, Fire King and Centurion even going second. Dealing with continuous spells/traps is necessary for the deck sometimes to win the grind games.
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Solemn Strike is decent. I would play 3 if I have the space.