Fusion version. The only thing I can't seem to decide on is if I should drop 2 deciders or 1 decider and one drilldark to add 2 malicious instead. Sometimes I get the worst luck, like only getting dark hex sealed fusion with all spells/traps in my starting hand in my non-fusion version of this and I can just see myself starting with 2 malicious, so I am still afraid. But I will probably add them.
Thanks. Dreamer- could be good. I don't have hey, trunade since I didn't really touch rampage of the forest and I am trying to save gems. Maybe AMA? I hate TTH, so that is out of the question.
I know that it is good. But I can't get it because it is gonna drain a ton of gems from me by probably being in one of the last few packs in rampage of the forest for me. So I can't add it, unfortunately.
Try using cards that can remove or force backrow in the main phase. AMA is too slow for the current meta as most traps aren't battle traps and can be activated in the main phase.
I keep forgetting that the traps now (floodgate, canadia, TTH) are going to be before the battle phase. The only other thing I could add is ultinate providence.
I'll name a few other backrow removal cards and list the pros and cons of them.
Run another copy of Cosmic Cyclone
+Arguably one of the best removals in the game
-Expensive
AMA
+Prevents battle traps
-Most traps nowadays aren't battle traps and can be activated before you have a chance to use AMA
-Cucks yourself from using Mask Change
Last night, my worst nightmare came true: Double Malicious starting hand brick, and then I died. How often does this happen and what is a better number of monsters to run in this deck? 9 or 10?
Drilldark makes me nervous sometimes because its effect spells treacherous trap hole bait. But decider is amazing to stall against big monsters. I'm thinking maybe against U.A. now? I need to update these now because they got some different cards.
How is it that everyone except me is winning with so few protection cards in this deck? If I don't run at least 4, people keep killing me, and even with them it still seems like people are able to clear those in one turn. It is he same thing with malicious, he kept making me brick. I did not start winning more until I had 3 backrow removers along with the traps in the newer versions I posted.
I also ditched the master of fusion skill in the fusion version for cyber style because I found out that I never had enough time to use polymerization twice in a duel.
My favorite milling strategy is using 3 vyons. He can not only banish another copy of himself to get the poly and thin out the deck faster, I also like to use him to dump celestial into the graveyard to get his effect going fadter to get 2 more cards.
I run 13 Monsters and always get either Vision Hero - Vyon or the poly and fuse for Destiny Hero - Dangerous. My goal is to get Dangerous out early if I didn't draw one of my two mask changes in the starting hand. I just don't see brick hands a lot worst for me is everyonce in a while I will draw nothing but monster and go first.
That sounds good. I changed this to 8 monsters and sometimes use Balance. I always now include 3 backrow removers and 2 effect killers. Along with Forbidden Chalice, Divine Wrath is a wonderful card that can stop and 🔥 monsters like beat and vampire vamp, while getting celestial or another d-hero into the graveyard to use the first's effect.