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I decided against picking up this deck (despite the katamari reference in pinballer/roller baller) and I can’t help but feel every time I face it my opponent is having way more fun than I am Lol
for an updated/current build of this, I am interested in it and possibly adding phantom knights into the deck...is that at all viable for a current day build for this deck?
very cool deck list, I ran this deck today and one thing i found hard to do with the deck is side. I often found siding out punk cards hurts combos, and siding out gold pride hurts the grind game. I am curious what some of your common side out cards are for the deck. Thanks for your input as always and I look forward to running this more in the future.
the PUNK and goldpride engines are pretty strong! I would recommend just siding out some hand traps and you can get rid of a few of the gold pride or Punk traps depending on your build. that should leave enough room to fit in some good going 2nd or 1st side cards and still make the deck playable. if you get the field spell or the continues those extra draws can be cracked! hope this helps! :)
After much testing I also don’t believe in it that much. If you get the perfect hand and don’t get interrupted you can make a pretty good board with a lot of interruptions and you’ll probably win. But a lot of times your beat board will be to just end on punisher and that’s not great.
You can play around droll as long as you play smart. For example if you open with Gamma and Better luck next time, you can bait out droll and get a free Baronne. If your opponent plays smart and doesn’t droll there, you search for Carrie to summon and then search for the start your engine trap which isn’t once per turn. So if you open with multiple, you can quite literally start your engine with that trap. And that’s not counting when a GP player has droll too.
@@b111x agreed! i would understand if there was always a 90% chance your opponent has droll but it’s far less. and when they don’t have droll, punk gold pride can set up some crazy boards and gain so much card advantage regardless of what other handtraps your opponent has left
Been thinking about running speedroid terrortop and taketomborg to go into the rank 3, worst case taketomborg can special summon itself if you control Leon
Do people not summon nytro head or something because that should be a default end board... That cancels the evenly. Have u tried to play into Carrie 2+ trap and hand trap.
Instant Contact > Ascend Thunder 1. It only pays 1000 LP which is something you have to be aware of cause while that 3K looks awesome once you start paying for the punk cards effect and Psychic End Pun you’ll immediately end on the clock to otk that turn or your certainly dead next turn. 2. Going First Ascended Thunder puts you so deep in the hole LP wise I don’t even think it’s worth it you’re not playing dinomorphia 3. It’s an additional Gamma Point 4. You can summon a 7 or a 5 to go into Baronne or Jam Drive
Yes, I run 3 in the side side along with 2 Thrust to search it. Other side cards that pay life points to consider are Cosmic Cyclone and Appointer of the Red Lotus (also Thrust-able).
Waiting for the mannadium profile. I think it's a real sleeper deck right now. Especially when ending on chaos angel made of a light and a dark. I also thought of the icejade lvl 10 synchro, cause all it needs is a water tuner, which both mannadium lvl 2's are.
Mannadium pairs very well with spright and punk. I threw in a small adventure engine cause idk what else to do, but it allows for insane boards and pluses. You can basically use a spright and foxy tune for chaos angel during their turn with Accel stardust.
I love this deck, but I cannot in good faith believe that this deck is tier 1. Feel like it just doesn’t what the other tier 1 decks can do. Definitely tier 2 or rogue tho
you literally have an in-archetype out to evenly that's insanely easy to get to lol, dark ruler isn't really a problem either since you can play off the trap in their turn after they negate your end board