Notes & Combos
Played with more labrynth mosters (arianna, stovie torbie, chandraglier, arias and cooclock) through diamond but swapped them out for a more trap heavy playstile at master. Also added shifter and lord of the heavenly prison.
- Lord is a great card an I absolutely loved it during my climb. Beeing able to defend your backrow, beeing a great beatstick and searching any trap out of your deck ist stupid good. On top of that it can easly be recycled back from the board to the hand with big welcome to just do everything again next turn.
- I had the feeling Lovely was just glued to my hand the entire climb. This is problematic in this list because she gets really hard to summon because of the lack of monsters in this deck. Still liked her when I could use her for the recycling of thraps and the disruption she brings in form of her destruction effect which came in clutch a vew times if I didn't open up enough disrution. The effect that monster effects can't be chained to normal traps didn't came up that much for me.
- Lady is the core card of the deck and she could be played at three but I only have two and I didn't miss a third copy so it's fine I would say.
- Shifter just lets you go first if you lose the cointoss, nothing more to say there.
- One of the biggest enemys for this deck is ash and it's really devastating if she negates your welcome traps, thats why I liked maxx c to actually bait out ash or just draw a lot of cards or delay the enemy turn.
- Same with pot of duality, sometimes it baits out a ash and thats just great.
For the traps I experimented a bit but in the end came up with this lineup that i really liked.
- I experimented with dimension barrier (DB) but liked different dimension ground (DDG) more in the end. DB trivializes some matchups, for example tenpai but is just not vercatile enough, falling flat against any deck that wins with link summoning. DDG also does well against tenpai and it did enough most of the time to straight up win the matchup because tenpai has just not enough tuners to let them be banished.
- I tried infinite impermanence but felt the impact of the card was not enough. Used as handtrap most decks just extend through it and you just weaken your hand. Using it as normal trap felt fine but also not great because you don't need to worry about breaking boards with this deck to get your effects of the small labrynth monsters. Thats why I only played impermanence in the version with more monsters.
- Flootgates feel great when drawn but are not needed to win.
- Dominus impulse and solemn strike are just great cards, play them. Only thing to be aware of is that impulse negates your maxx c, so either set ipulse or activate maxx c first.
- I started to play ice dragon's prison because of the finedsmith cards but acually felt it had more impact against blue eyes because you basically auto win the game against this deck if you banish the two blue eyes white dragons.
- Simultaneous equation cannons (SEQ) just wins games if you are able to hit one.
Extra deck is for SEQ, important are only the levels and the summon type (fusion or xyz) of the monsters exept for ty-phon but that card pretty much never came up