Notes & Combos
I would like to give a special mention to Crusaddy's list (https://www.masterduelmeta.com/top-decks/duelist-cup-dlv.-max/march-2025/crusadia/crusaddy/pZT_Z) for getting DL20 with this list since I was busy playing other games, and giving me some neat suggestions like dropping Spatha for the 2nd copy of Magius and adding in more copies of Fiendsmith Tract. I originally had 1 but I ended up crafting the 2nd and it really came up. I'd make 3 but UR mats are expensive, though you should use 3 if you have it.
The general idea behind this deck is that since we're in a format where everyone and their moms are jamming in engines and handtraps for redundancy, interruptions and backup combo lines, then so should we. We're playing tons of scary "must negate" cards like Imsety's discard often forcing ash, Unicorn on field forcing Veiler/Imperm, Engraver, Enchantress, as handtrap magnets. Meanwhile, this clears the way for our Crusadia monsters to serve as a 1.5 card combo into DPE + SP, or some combination of link shenanigans depending on your opening hands. It's a little bit like DLink in the sense that there's no specific chokepoint as it's very hand dependant. And even in the event where we get stopped at every opportunity, we can fall back on Verte into DPE + whatever non engine you opened with, which shouls generally be enough since your opponent is down a few cards as well after those handtraps.
One thing you might ask is the non-engine ratios. 2, 2, 2, of em, aside from the 3 ash. Well, aside from ash as the anti maxx/fuwa card, you really do just want them some of the time but not all the time.