Notes & Combos
Man, who would have thought Glassouffle would do well against a meta deck that fuses from grave?
Differences from the typical:
- Gravekeeper's Trap can unbrick a LOT of hands(and we have a good amount of material for the SS for both Ishizu cards), and the risk of having Exchange as a garnet is worth taking when having it in grave is almost an auto-win against Tear(and other GY decks)
- Honestly, one can justifiably say that Vera is a win-more card, but the steal and negate is a powerful, powerful thing (and it has helped me get OTKs when there weren't ones here and here), especially when it is relatively easy for us to get the 5 earths on field with an extra space for Dweller or something.
- Sometimes only a 500 atk boost is not enough, so I threw in the Vernusylph field spell. And, if anything, the field spell is an extra target for the Vernusylphs to get their effects off.
- We can swarm quite well, so the I.P/Underworld Goddess combo isn't totally out of the question, though it didn't really come up. Same with Cerberus-Giant Hand would be a better tech, I feel.
If you really want to shave it down to a neat 40 cards, kick Vera, the field spell, Forests, Exchange, and Trap.