Notes & Combos
D5->D1->D2->M5
Actually got to M5 on the 16th during my stream, but hadn't gotten around to typing out the decklist info.
Overall, it took 96 games (with 2 games disconnecting before the game started and giving me a loss each time in D2 and D1).. which puts this climb close to, if not at the top of my worst Diamond climbs yet from what I can recall.
My D1 demote came from losing against SHS going second and then losing to 3 Tenpai games in a row.
- The first one opened Veiler + Magnamhut to turn zero me.
- The second one opened Magnamhut + Maxx C and... I used Shifter (when I was running it) so they turn zero'd me
- The third one opened Heavy + Red Reboot when I used Iron Thunder...
So that was pretty disappointing.
Regarding deck choices (really just handtraps):
- Shifter: I did run Shifter, however, while it did win me a few games when I went first and my opponent basically passed their turn, I felt like I rarely opened it and it hurt more than helped overall. (I think the only time I opened it going second.. it was against a Kash deck)
- Retaliating "C": I ran it very early on and dropped it pretty quickly. I wasn't seeing enough Azamina combos to justify it. Heck, I opened it against Snake-Eyes who opened One for One.. and they were able to banish it with S:P, summon Oak, and get back their banished monster to do normal combo plays afterwards...
- Nib: Nib honestly never did enough. The one time I opened it against Kash, they ended their turn on Arise-Heart in 4 summons. Even when I got to use it against a White Forest deck before they went into a potential Apo, they still had a board that I couldn't deal with.
- Belle: Belle was ok. Definitely nothing to write home about. She wasn't horrible, but she felt too low impact.
- Ogre: I rarely saw her going first, but she's still probably better than most handtraps. She can get a body off the field/clear Deception if needed.
- Maxx: Maxx is great.. when it actually resolves unsurprisingly.
- Ash: She's always iffy.. but even if she doesn't do much, I feel safer opening her.
- Droll: I'm always torn about Droll. It can stop a turn completely, do nothing, or not do enough while your opponent still builds a board you have issues breaking.
- Imperm: It's still solid enough.. but is definitely a bit weak when you open multiple going first. Hopefully you draw something else alongside it though when going first.
Here's to hoping the DC is somehow able to make ranked a bit more manageable
Replays
409-428-065
- Going first against Tenpai/Striker. [ぬぬぬ - 3 Imperm]
- Going first against Snake-Eyes/Kash/Fiendsmith/Azamina. Opened 3 handtraps and no names. [P丸様 - 2 Arach + Shifter]