Snake-Eye Fiendsmith

Master I from on March 21st, 2025
cp-ur 1260 + cp-sr 270
40 cards

Notes & Combos

I came back from like a 3 year break from YGO in general, so I decided to just try the best deck to learn the metagame. It was tough for me to adjust at first, but the sheer flexibility with hand traps this deck has makes it amazing.

Tips about building boards - a 1600 Apollousa with IP protection is way better than a 2400 mat Apollousa, and I've often found that thanks to Triple Tactics Talent it's actually less risky to have Apollousa have 1600 instead of 2400, so long as you have proper backup so that they can't run you over in battle. (ideally IP > SP courtesy of Flamberge PLUS a Linkuriboh).

Next - Caesar is awesome, but his weakness to board wipes makes it hard to protect him, so he's kind of the final priority in the lineup. Make him when you can, but he's the least priority a lot of the time.

I tried a bunch of different hand traps, but this is the layout I liked the best. I tried D.D. Crow but found that I preferred on board effect negates. I had similar issues with the Bystials, they're just too easy to play around for skilled pilots. I tried Nibiru, but that card just really sucks unless you also open it alongside other hand traps to get rid of negates, and it just felt really cope. Ghost Belle felt good to use, but I wouldn't run more than 1 because of deck space.

The one hand trap I wish I could have tried but didn't due to dust deficiency, was Ghost Ogre. That card bones Azamina lines, is really good against Tenpai field spell, and obliterates Exodia.

Also, I've seen a lot of Fiendsmith Snake-Eye lists with more than 40 cards, but in my opinion, you need to have the greatest chance of drawing a Maxx C answer in your opening grip if you go first, so go first, keep the Ash at 3, Called By at 2, and Crossout while maintaining 40 cards.

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