Notes & Combos
- More Hand Traps = Good
- Less Hand Traps = Bad
- 1 Card Starter = Godly
- 16 hand traps makes going second not as bad, often times you can stop their turn 1 plays/combos and capitalize
- I chose triple Veiler, Imperm, and Ogre with Floo in mind initially. However, they are super versatile beyond that. Imperm is less likely to get countered by Ash or Called By, unlike the others and you can play multiple if you open 2 or even 3. Veiler can't be chain blocked, making it unique/useful vs Floo and mirror match plus you can once again play multiple. Ogre is great to have vs Adventure, Floo, and VW Chuche.
- Halq/Selene/Accesscode package is VERY GOOD, I utilized this route to link climb often to finish games. This package gives extra purpose and value to Veiler being a spellcaster to make Selene.
- Typical Turn 1: Bait with Adventure engine if available, followed by Prank combo climb into Doodle-Doo to search for Prank-Kid Pranks for the End Phase Draw 1 for an extra hand trap potentially, then make Verte into DPE after that. By the time you get to Doodle-Doo any/all hand traps they had have been activated typically. If Doodle gets negated, just link into Verte/DPE. If you open Fusion Destiny or it's later in the game, then I'd set up Doodle-Doo into Bow Wow for the Butler summon.
- ED/Unused Cards: I never once summoned Weather Washer or Unicorn. So you could potentially replace those. Double Link Spider is for the unlikely chance you get nibiru'd + your token.