Notes & Combos
Memento, the most interactive 15-minute combo deck
I decided to pilot Memento to M1 this season to try to figure out some forbidden lines since the deck is still relatively new. Here's the early season report:
The engine actually feels quite strong. When you draw a starter + Tatsu and/or a quick play spell you can actually push through disruptions quite well. This is my take on a hand trap build of Memento.
LIST NOTES/ MEMENTO GUU:
-
- I took inspiration from N3sh, not running any traps. The Memento board is already strong enough if you know how to play it + you always want to see live cards going 1st or 2nd
-
- I always add back the mace on my turn so I have monster steal instantly.
-
- There's a lot endboards that you can go for. I like to make Creation, I:P, S:P, Fusion spell (set), Bone party (set), Field spell = Pop 2 + monster steal (for I:P material) + I:P + S:P + potential guardian chiemra on your opponent's turn
-
- You can also end on a 3-4 mat apollo instead of I:P and S:P to guarantee your bone part resolves on your opponent's turn (if they top deck ash blossom)-Replay #5
-
- After you go first, shotgun Maxx-C in draw phase. This will ideally force out an ash or called by allowing your bone party and Horn Dragon to resolve uninterrupted
-
- If Horn Drag gets popped, and you have the fusion, they cannot use called by the grave on it since you just chain the fusion spell to dodge it (see replay #3 for this line)
-
- I usually make the fusion on 5th summon. It plays better around Nib if you have 1 memento monster in your hand: You can use the fusion in grave to pop the nib token, search for bone party and continue extending
-
- Be mindful of tactics. When you use a monster eff make sure to use creation on res to get value out of him. You would still have Creation + Horned dragon and your opp has to pick which disruption they want to get rid of if they have tactics. -replay#2
-
- Dark Blade was MVP at out-ing floodgates, you can also use it to out skill drain by chaining a quick play spell to get it off the field
-
- x3 Charmers in the ED, to steal Maxx-C, Veiler, I:P, S:P, etc. This made my endboards better and gives you more tools for link climbing going 1st or 2nd
-
- There's a lot of lines in the deck that gets you to the same board which means you can sequence your cards to beat certain handtraps/disruptions
-
- X14 handtraps to give you a 58.20% chance of seeing two of them in your opening hand to help you go 2nd
Replays
ID: 390-134-956
- Replay#1 - IP + SP line demo
- Replay#2 - Playing through veiler, imperm + tactics
- Replay#3 - Shows how to play around Kurikara + called by on Horned Dragon
- Replay#4 - Playing around Maxx-C and Baronne's negate by fusing on Opp's turn in a simplified game state
- Replay#5 - 4 Mat Apollo line demo