Notes & Combos
Deck is a bit of a pile with hand traps and one-ofs, but it worked pretty well for me. Resolving and summoning Battle Butler wasn't as important as I thought it was, as a big part of the deck in my experience is flooding the field with kids and using Pranks to restore resources and build card advantage. Pranks is like drawing two cards every turn, it's crazy. I went back and forth on using Bow-Wow+Pandaemonium and Verte+TD Fusion to summon Butler, and ended up having better results using TD Fusion... if they hit Bow-Wow with called by it really sucks, and Verte staying on the board is really threatening, and it can summon DPE turn two. TD Fusion also gives you a search next turn.
I made this deck several months ago, but hated how weak it was to a single Ash. With the Adventure stuff it became way too strong, and I never actually played it. Limiting Meow-Meow makes it feel more fair, as a single normal summon is no longer enough to combo on your second turn, and the hindered DPE package is much less likely to swing the game (DHero Pot of Greed...). I'll be very interested to see if Meow-Meow has to go like in the TCG.
Note: I think I won some games that might have been close because my opponent scooped not realizing I was playing with 1 Meow-Meow.