Notes & Combos
My experience reaching max level in DC March 2025 with the Shark deck was challenging. Several losing streaks, leveling down and over 10 Deck builds before this final one. I had to figure out what was most effective in the deck and add some out of the box engine and tech cards. Stealth Kragen is very nice to establish going first against Fiendsmith variants. Watching opponents activate Tract to summon Lurie, then scoop when they realize they can't use a water fiend for Requiem. Forbidden Droplet is tremendous at not only breaking boards, but also can set up some plays from the GY. My surprise cards are Right-Hand and Left-Hand Shark, Shark Stickers and Forbidden Lance. Seventh Tachyon is very helpful in accessing Abyss Shark, which unlocks the best of the Shark engine IMO. Buzzsaw Shark has a nice effect and is a 1 card combo, but plays into every major hand-trap in the game. Might cut it to 2 and put Right-Hand at 3. Forbidden Lance counters Imperm and some other common spells and traps in today's game like exxod fires of rages and Raigeki. Extra Deck will be adjusted a little.
Replays
036-012-071
Replays show several iterations and combos of my Shark Deck. Some mistakes were made and some of the cards I was playing was silly in hindsight (You might think some of the cards I'm currently using or the deck as a whole are silly). Some of the card interactions to look out for is Stealth Kragen, Abyss Shark, XYZ Armor Torpedo, XYZ Armor Fortress and Forbidden Lance.
P.S. In one of the Tear replays I was lucky my opponent lost his or her mind and kept comboing.