Rescue-ACE

Master V from on July 10th, 2024
cp-ur 1230 + cp-sr 330
45 cards

Notes & Combos

With the banlist fast approaching in Master Duel for Season 31, I tried out a post banlist version (which I usually don't do) to get used to the ratios. Unlike past seasons, Rescue-ACE is very much solved so there's not much to discuss, but there's some things that I like to share.

Back on 3x Impulse? What gives?

The advent of FKSE makes low impact handtraps like Veiler or Imperm substantially worse thanks to Kirin, and with Yubel on the way with Sharvara / Squirmer, it only lowers the viability of both. R-ACE also contributes to this issue thanks to EMERGENCY! still being at 3, so even they're subpar against the mirror.

While Imperm is still fine to run thanks to its advantages of avoiding CBTG + Talents (Veiler on the other hand, should not be run at all), I did not like the idea of making the deck brickier post-banlist at 45c, so I opted to increase the consistency of the engine by maximizing Impulse (which serves as an in-engine handtrap and enables 2c combos with EMERGENCY!) and cards like Pot of Prosperity.

The end result was me opening excellent hands with high impact handtraps, TTT, and engine pieces. I'm very pleased with how this deck performed, though I still want to try out some things for the next climb to Master 1.

What's next for R-ACE?

I want to try out a list without HQ, as there was a lot of talk about the viability of a deck that doesn't run R-ACE's best card for recovery and Maxx "C" counterplay.

During my climb to Master V, I did lose some matches because I opened with HQ which was a substantial brick going second.

Additionally, ladder matches were substantially shorter, with HQ rarely mattering for the grind game, even if the duel lasted more than 3 turns. So, I wish to see how important HQ really is for Rescue-ACE.

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