Notes & Combos
Got a 5 win streak, hard to get in low masters as there are a lot of high roll and stun decks here, 2 stun (kash and exo), unchained, centur and infernoble. I went 2nd vs Unchained, beat his aruha, tour guide, ash, veiler hand with Ash, maxx c, and 3 names. The exo player had shifter into maxx c and floodgates next turn but I just had more resources and they didn't drew their few engine. I bricked vs the infernoble player but Droll stopped his turn and with top decked Tribute Lanius and both called by and crossout I was able to beat his maxx c plus called by. The others scooped after extending through a hand trap.
I think I got at least 50 games in with this deck, and now I feel experienced enough to talk about it. From my previous list to this I've basically had more time to test this deck's resources, and figure out it's consistency and vulnerability issues.
About the ratios, nothing too crazy I endup coming back to the sample hand trap list from the Raidraptor Introduction guide (worth checking it out), with minnor differences.
Because it's a hand trap list, i get better chances going 2nd but it affects your consistency as you don't draw enough lv4s to make plays, so Fuzzy is very important to give you a chance if you get disrupted, as keeping it as material will give you a search during their turn or even in yours if they can't clear it.
Droplets helps quite a lot as you can draw for turn going 2nd which balances with the 21x lv4s in 41c and have about the same chance to draw a non engine going 2nd instead of going 20 lv4s at 40c. You can go 3x droplets if you want but I prefer having one Imperm for crossout and having the chance of opening both imperm and droplets, despite not being that much useful. Droplet works really well because of Blomm Vulture being able to be summoned from GY along with another name which you can also do by summoning off Wise Strix and than using droplets if they don't negate Wise's effect.
Like I said earlier I don't end on Rising and I like to keep Heel in GY, this doesn't change much gameplay wise it just makes the combo shorter and I don't need to play a 2nd Rising Falcon.
I like the extra deck the way it is but if you want to play a 2nd Rising or Wise I would cut Bagooska or Satellite as those don't come up much, Satellite is for getting Brave Strix banished by Called by but they need to open both and not use on a hand traps (which this list runs quite a bit, and Satellite won't achieve much anyway.