Notes & Combos
Largely the same list as last month some minor ED changes. This deck has one of the better matchups against Tenpai without relying on floodgates. The reason being it has protection from destruction for all of your face up Salamangreat cards with Balelynx, has a searchable counter trap negate, and is very good at adding Ash to hand which is a great free way to stop Sangen Kaimen which is the biggest problem in my opinion. Its also pretty resiliant to handtraps which is integral in general. I will leave a replay as a general combo example and only explain unusual strats here.
Remember your Roar negate is a counter trap so opponents cant respond to it except with other counter traps which can shut down some enemy combo lines.
Also know that Salamangreat of Fire only locks you if it resolves successfully. If you didnt get to search with it you arent locked. Do play with that in mind
You can add Ash to hand by summoning it with Horse Prince and either bouncing it to hand with Miragestallio second effect or retreiving it from the gy with Sunlight Wolf second effect. Generally speaking I would only do this if I already have code of soul but there are some scenrio's where I would prefer Ash esecially in the tenpai matchup
Replays

Congrats on M1 with Salads and awesome list. I'm wondering, how much did Zealantis come up, and did you miss the 3rd Bale?

The thing about Zealantis is it both fixes your zones and triggers Princess which comes up alot. Salamangreat's main OTK win con is a boosted Raging Pheonix which requires Princess pop. Generally we also end on Pyro Phenoix and a Sunlight wolf pointing at it which blocks all of our zones. Its so hard to rebuild like that. Which is why Zealantis is necessary for turn 3. Not bad turn 2 either. Actually 2 Bale has never come up or mattered in 3 months. Sunlight wolf has though but its fine we can add it back using itself (and can summon it the turn you do for some reason)

Congrats on reaching M1. How often does Pyro Phoenix come up in the Tenpai Meta? I personally like running it purely cuz the field wipe is satisfying xD

I would really struggle to find a game where I wouldnt make it even in hindsight. Minimum it removes field spell maximum it prevents them from SYncro in main phase which does come up but most importantly its disruption they cant easily counter or remove

It has alot of room for non engine so its pretty handtrap heavy which is most of its going 2nd power. But the engine itself isnt especially durable in the face of actual removal. It really hinges on weakening your opponents endboard sufficiently. Bale and Fire Charmer really carries going 2nd if you can get that far.