Notes & Combos
Watching Emre's run with Centurion inspired me to play it more. 14 Handtraps and 14 starters means this deck has just about 90% chance to open something playable.
For handtraps: Droll is usually pretty good. This deck's worst matchup is snake-eye, and droll shuts them down more often than before. It also cooks rogue strategies. Ogre is actually pretty solid, but I don't know if I'd craft a second one. I also liked Gamma at first because it was high impact and a light, but as I got higher in rank, more people played around it. I like how it is a light like veiler. The synergy with bystials is really good. I like one Nib to draw it off Maxx C. I wish I could run 3 imperm, but I want to keep it as close to 40 as possible and don't know what to cut.
For Extra Deck: I used every card at some point, even the doubles. I tested out Dis Pater (Never made) and Almiraj (rarely made). Almiraj only comes up if they hand trap Trudea, but most people were waiting for Primera and Artimis covers that. I wish I had a second crimson dragon, but I ended up just scooping if they opened Kashtira Unicorn. I wish I had Underworld Goddess, because there were a couple games where a Chaos Angel staredown happened.
I think Wake-up sucks and was suprised that a couple weeks ago it had a pretty high play %, I think people are figuring out it sucks. It doesn't ever really help you play though hand traps and isn't follow up. Both of which Bonds actually do.
Other things I'd like are maybe a second phalanx. I had also considered a bigger bystial package with chaos space. But this deck really needs the hand traps to stop your opponent, so I didn't want to cut down.
I did consider cutting 1 or 2 bonfires because it does get kind of redundant with multiple copies, but I think the overall consistency is better with it and you can always pitch it. Maybe 1 for prosp might add some extra consistency.
Overall, it feels great to play a deck that rarely bricks. This deck doesn't make crazy boards, but is suprisingly resilient.