Notes & Combos
First and foremost, I'd like to thank the guy/team who came up with this archetype, definitely the most fun archetype I've played with since I started MD. It requires you to plan ahead your searches and play your interactions/disruptions very carefully. Unlike other decks with broken effects and a zillion negates.
Anyways my basic idea was to have almost equal no of monsters of each attribute. So the current decklist has.
- 10 Fire
- 10 Dark
- 9 Earth
- 11 Spell/traps
This has worked out really great for me for providing consistency in terms of hand attribute distribution.
Couple of changes I would make:
- Take out the 2 shifter and replace them with 2 crows. I think crow has better utility and good in grind games. Shifter's kinda dead card going second and sometimes even disrupts your own play.
- Maybe take out tcaboo and add Belle