Notes & Combos
Final push from M2-M1 done in about 1hr with Tenpai 1/22/26, last 20 games were 14-6, 13hs+ playing overall in master with tenpai fom 1/10 to 1/22/2026
Another season going 2nd, every meta deck endboard is almost imposible to dismantle with 6 random cards in hand only, so most of the times is resolve 2-3 correct handtraps at the correct time or leave, leave with 0-1 handtraps
Lots of strong going 1st decks make tenpai really hard to play since you need to resolve a draw handtrap or have the custom board breaker hand, every top tier deck is ignoring 1-1 handtraps and have an endboard that can stop at least 1 of your breakers/extenders (a trap, a counter trap, or an omni/spell negate somewhere in the hand, field or gy)
dracotail and MAN hold me hostage for 7hrs in master 3 so i built this list to at least cheese draco more often, before that i was using the classic "draw" handtraps + breakers from last month
Extra deck MVPs: the 3 Dragions + hiita + promethean, stardust package + satellite warrior everything else is just there for 1 or 2 games per run, pick whatever you think fits better for you
since most of the dracotail gang is doing branded shenanigans its easier to land a bystial or 2, disabling any future fusions with sanctifire/albaz and making the accel stardust technology live more often against dracotail where in a normal list the only valid target you would have is mululu, so after they end setting all the backrow and done all the fusions you can go for satellite warrior and sniper half of their interruptions + extension, giving them little room for interruptions or a floodgate like secreterion before your battle phase, it also makes ash ash more impactful against their fusions and traps



































