Notes & Combos
Replays: 594-500-408. All Endymion gameplays.
More gameplays: https://www.youtube.com/watch?v=T79ywhh2vuc
Notes:
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I always take the Maxx C challenge going 2nd.
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Pot of D: One copy is all you need, seriously. Got tired of drawing into a second copy via draw spells and Pot of D's effect.
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Sloth x Village lock: Until Maxx C is banned (never will happen) it's a necessary evil to counter a resolved Maxx C turn 1.
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Vaylantz field spells: Very underrated and spicy tech. Turns off Imperm turn 1/turn 2 and Evenly Matched turn 2. Shinra special summon a monster from your scales which useful for unbricking bad hands if you didn't open up with enough spells and Konig moves opponent's monster into their S/T zone which is useful for removing floodgates. Pop the field spell on YOUR SIDE and leave the OTHER SIDE (if it's Shinra) intact. Beware that having both field spells in your hand is a complete brick.
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Going 2nd vs Mathmech: Much worse match up from here on out. Superfactorial x Laplacian alone makes us go -3 which is not good for Endymion. Called By is pretty much mandatory. CL1 Superfactorial then CL2 Called By on Diameter specifically so that they won't have an omni negate. If they open up with Micro Coder to search the Cynet counter trap, it's practically auto lose.
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Rebellion OTK: Go-to strategy turn 2 if Endymion somehow can't or didn't nuke opponent's board. Overlord can attack 3 times with Rebellion (self overlay) as material. A lot more useful than you think.