Notes & Combos
I climbed to Diamond 1 from mid Platinum solely using this deck (or some variant of it) after the release of Sprights.
Typical turn 1 end-board (assuming relatively uninterrupted) is:
- Beatrice
- Baronne or Adventurer Token + Griffin
- Chuche
- Snow in grave
- 1 of F.A. Dawn Dragster, Totem Bird or Cicada King
- For very strong hands, Photon Strike Bounzer or Shenshen.
- Occasionally, you can float on an Adventurer Token. This is a good thing, as if Baronne uses its negate before the opponent's MP1, you can swap it out for Gryphon.
That being said, there are some very roundabout combo lines in hands that may seem dead or have been interrupted but is in fact still playable and they can be very easy to miss.
In terms of card choice, I go back and forth between Cicada King, Utopia Beyond and Shooting Riser Dragon. I would also consider a 3rd copy of Maxx C, though I am still seeing decks like Labyrinth, Floo and Eldlich every now and then. Aside from these, I wouldn't make much change to the deck in the current meta.
Virtual World's biggest weakness is consistency (you will brick or have weak plays in ~25% of your hands) and the bulkiness of the engine (you have very limited spots for hand-traps and tech cards).
There are different ways to run VW builds. However, all of them have issues. Regardless of how you decide to run it, you will be making trade-offs in the following areas:
- Consistency
- End-board strength
- Tech choices/hand-traps
I chose to run this build in order to maximize on the ability to answer hand-traps/interruptions going first, having access to 8 Maxx C answers with the Gammas (vs. greedy Maxx C) rather than the typical 6. Gamma is also arguably the best hand trap against Sprights going second and Dark Ruler No More does an excellent job breaking Spright boards (though Runick Sprights can still play through DRNM with a strong hand).
Overall, the meta is very tough for this deck. Getting to D1 with it was a struggle. Spright's hyper consistency and its ability to frequently play through multiple interrupts makes it extremely difficult to win going second without DRNM or a Gamma(vs. weak hands)/Maxx C. Runick Spright builds in particular are extremely tough for this deck as they seemingly build infinite advantage with even more interrupts available while messing with your combo pieces.
If you are interested in VW, there is a very detailed 100+ page guide on the Virtual World channel on the Master Duel Meta Discord server.
Replays
In-game replays can be found at: 363-654-250.
There are 10 replays with some variants of this deck. I tried to pick the more interesting ones rather than just blow-outs.
There were a lot of games against Sprights. I tried to included one of each variant. There are also replays .vs Sword Soul, Eldlich, Exosisters, Labyrinth and Phantom Knights.