Sauravis is very underrated. Little Knight, Rescue Ace, Fenrir, Change of Heart Imper/Effect Veiler...and many more. The list of cards that target continues to increase and yet no one seems to understand the value of Sauravis
@@MattOsheaYGO There's a new archetype coming out in PHNI that uses Sauravis as a secondary boss mon, and has multiple ways to search out Sauravis. I've legit beaten Purrely, R-Ace, and Unchained with just engine alone since I've looped Sauravis multiple times with that deck.
Fenrir and super poly are decent cards that force your opponent to use negations if possible, dark ruler is extremely strong card in format but has bad matchups with tearlaments but overall, this was a great list 👏
@@Al-taninyou tecnicaly can. But you can't respond to it but if you have something that negates all spells or something along those lines, Super Poly will actualy be negated. Doesn't come up too often though.
I actually just put shifter in side and Skull in main deck for my Vanquish Soul deck. Reason is after round 1 when you begin grind drawing shifter feels rough when Skull on the other hand is a level 4 that you can do XYZ plays with. Also Mannadium and unchained can still make boards through shifter (albiet weak) so it can be hard matchups; not only that but I find Skull is also good enough against tear and dark world if you hit them in the choke points.
I have to argue to ghost belle. She is more in some side decks the reason for it is, that she is good against labrynth (big welcome), runick (fountaine) and Tear (fusion efekt and especially mudora and keldo)
So while i agree with you that Belle is good in those situations, i'd argue that Ash is better vs Big Welcome, and Fountain, and Bystials/Crow are better vs Tear. Its not to say that Belle is bad, i think its quite good in those matchups, but since we only have 15 Side options, i think an option with more versatility in more matchups is a bit better right now. But honestly, if thats your only concern with over 20 hand traps, i think i did a pretty good job 😅
Triple veiler triple ghost mourner triple imperm might be the move for R - ace if it becomes oppressive. Just hit turb every time they try to bring it out
I know Pak sided Spooky Dogwood for the Unchained mirror and said it worked well - I haven’t tested it myself, but I can see the logic. My understanding is that because the mirror is so grindy and because the deck specials a tonne of high-statted monsters, it’s a cheat code in time (the DDD engine means you’re often losing to time if you go second in game 3, since the turn player can gain 1000 from it) but can also just make it impossible for an opponent to actually find lethal against you. It’s a niche application, but if the card is topping and performing I’d say it belongs higher than “just don’t”.
The best deck to use gamma is ikea lab by far, makes sure the traps and pots resolve, if it makes a pot resolve you have a free hand rip with omega, or going second you can make chaos angel with both lights and darks, if it makes a big welcome resolve you bounce driver to the hand and use it for furniture discard, and at worst if you cant use gamma they are discards for furniture
I would agree with that if it was still at 3 copies, but im still leaning towards dragon link as number 2 but ill agree that its the 2nd best deck at using Gamma
I main deck droll in my altergeist because most decks at my locals always love to search alot and phantazmay i play that in my side deck in my D/D/D deck.
Some decks can playthrough it, but there will very likely be a place that you can either Ash and stop their turn, or significantly change their combo, OR if they have the extender, it will make the endboard worse and more manageable
In my opinion, ash doesn’t do enough and most decks these days just play around it like it’s nothing. You stop one extender, they have three more waiting. In most of the examples he gave, imperm does the same thing and doesn’t trigger tallents. If you have to make a choice, imperm best hand trap
I disagree, Ash can extremely impactful, and more importantly, it has application vs every single deck, but yes, right now, espcially with rescue-ace being the best deck, i would say Imperm is the best hand trap
It is Meta, but Gamma being at 1 copy makes it very difficult to play in decks. It can be played in Lab, but its better in DLink because you play more cards, and reduce the likelihood of drawing the Driver
@@jofx4051I think you meant "hand trap" and that you are referring to Chinook which is really good in its own deck but it's not a quick effect if you don't control a dark synchro monster
i personally despise hand traps, i personally think they are super degenerate and should be banned. I stick to board breakers. It makes the game more fun imo instead of "oh, i Ash your branded fusion, then you surren" I'd rather watch my opponent set up there board by doing there combos then i break it and try to set up my board. it makes it so its more of a back and forth, which i enjoy.
I understand your opinion, I disagree because some decks are auto lose without a hand trap. Some decks don't care about board breakers, but hand traps are critical to beating them. The power level of decks right now is too high to not have hand traps IMO