Notes & Combos
Basically, the deck tries to take advantage of both engines to maximize decent openings and to minimize bricking. [hence no eXceeds] Normally, it's Sera + sets + Prison and pass, Sera + Ecclesia for Punishment to give us a stronger card that can go +1 and interact better with things / hit backrow with N'Tss if needed, or if you open a Traptrix + Brigandine, go for either Granite to get Prison or if your backrow seems strong enough, bring out Redoer for an extra disruption. While not ideal/common, if you open Traptrx + Ecclesia + Brigandine and your Sera gets hit with Ash, you can special Ecclesia with no effect to go into a rank 4 anyways.
Unsurprisingly, the deck really struggles going second against the meta threats without opening just right. Something like Ash + Imperm and your opponent not having plays after your handtrap. Or something like opening Heavenly Prison against a Despia deck that setup and has Branded in Red ready to blow up your backrow with Chimera.
Up until 16 games before hitting Dia 1, I removed 1 Torrential, 1 Punishment and ended up adding Grave of the Super Ancient Organism. As the deck cannot OTK on the snapback, D Barrier did not seem too great. I also wanted a card that could be useful against other decks. It worked well when I saw it in a few games. Once against Swordsoul who had both Baronne and Chixiao out and could not do anything. While you do have some high levels, you can use them to go into BLS and potentially win some games with that.