Notes & Combos
The one and only, self-proclaimed @Ignister king is back at it once again with this WCQ Deck Profile. I'm not planning on playing in stage 2 since it's really just a waste of time. Maybe if they give out some rewards, but other than that, I have to get ready for some IRL tournaments at the moment.
If you want a more in-depth approach, check out my profile for other deck lists I’ve played where I go over the theory a bit more. I’ll cover the basics here:
The main combo ends with Unaffected Terahertz with Heatsoul under it, drawing you one card on your turn and one on your opponent's turn.
It’s a 42-card deck because I'm forced to play Multiplication and Rivalry of Warlords (because we have no side deck). It doesn’t throw off the math of the deck too much since in paper I'm also playing a 41-card deck list and it functions almost the same.
Starter cards: 11 starter cards, which is 1 card off the theoretical maximum (12) to see 1 to 2 (max) starters in hand (69.75% chance to open 1 to 2 max). They don’t offer you much if you didn’t draw the field spell (if you get hand-trapped in the process), and opening more than 2 serves no purpose in a pure build.
Hand traps: 16 hand traps, 1 card off the theoretical maximum (17) to see 2 hand traps in hand (36.68% chance to open no less or more than 2). I switched out 1 hand trap for Rivalry of Warlords since it’s an auto-win card in most matchups.
- D.D. Crow is in here because I'm running into too many Tierlament/Horus players, which is just annoying to deal with. This card helps a lot and is also good in the Fire King/Snake-Eye matchup. If you need more hate, I’m a big fan of Ghost Ogre because it destroys King’s Sarcophagus and cards like IP and SP on your turn.
Wind Pegasus would be a flex spot in the deck, and you can take it out without impacting the deck. It serves no purpose for the combo other than giving you one more disruption on your opponent’s turn, but that is not that necessary. I play it because I was running into too many stun players where clearing more than one back row is a necessity. In my previous build, I was playing SP instead, and I would still go with SP over Wind Pegasus, but for this grind, it did well.