@Ignister

Master V from on November 8th, 2024
cp-ur 690 + cp-sr 360
40 cards

Notes & Combos

Ignister is really strong currently in the metagame because of how good it is into tenpai. Tenpai has very little plays into Terahertz let alone when it is protected by gatchiri. Of course resolving the combo going 1st in general should win you most games vs the other decks.

Terahertz is also a good plan B to have in the deck if you get handtrapped too much. You could consider running aggregator to make that stronger but I didn't know what to cut.

Circular can be used completely as bait because any ignister starter will still let you go full combo. This also makes talents great to run to capitalise on the wasted handtraps on circular. Your biggest weakness handtraps wise is maxx c and dshifter and you have to pass when these cards resolve. That's also when talents can save the game because you can usually take tenpai only engine card and then win on t3.

Because I had to drop cards like Accesscode for Terahertz I have decided to add multiplication to the list. It is a brick, but it gives you a very easy otk route with any 2 cyberse monsters. Otherwise it would be impossible to otk if you are locked into 1 attack by circular.

You could run more handtraps but usually the non engine I'm running is enough and I did check to see if I was bricking on cards like danmari going 2nd which I wasn't.

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