Notes & Combos
Hello everyone to everyone and Memento enjoyers especially. Since we're close to getting the new support for the deck, I was wanting to dip myself back into the deck since I want to familiarize myself with it before the time it'll become an overall better deck. Also I can't help, but have fun with a deck like this the more I get to play with it. It's simply been one of my favorite decks of all time, but anyways let me breakdown the cards I've been using through my climb.
I'm running two Ghattic for now since I feel drawing the one can be terribe and it's also beneficial along with the use of Tatsunootoshigo and Goblin which can help the deck start rolling. You want to have as many starters as possible to work with and I do know some will question about Dark Blade at two, but it's not usually my most desirable normal summon since I usually like to use it along with the use of Mementomictlan to produce more bodies on board to more likely end on Elf, any Link 2 and CC1 (Combined Creation), plus I want to play around Nibiru in case I would want Twin Dragon to resolve without losing it's other effect once popped. The routes in making the end board also depends on what's being interrupted and what you can try to avoid, but you always want to make sure CC1 is out with some of your Memento S/T cards set.
For the non-engine, I'm tending to run the majority of hand traps as one ofs for the use of Crossout, plus you want to make sure you're wanting to open up with your cards more than anything. It's why I also run One for One if something like any of my starters were stopped, that way I have an alternative while perhaps having more names in the GY for Horned Dragon and CC1. Saurauvis is also a neat tech that's also helped in some scenarios because the opponent can only activate one Impermenance in hand during my turn and not another in the same chain, therefore I could more likely have full combo instead, plus it's also funny against a Voiceless Voice deck with Crossout, but if you ever want to run something to protect your monsters from targeting, this does serve that purpose and you could run multiple for it not being a HOPT. Talents has helped me quite a bit in my games where I can usually hand rip a key card from them to stop me or prevent them from opposing my field for next turn so I can go for combo without worry.
Anyways, to keep this short, this was again a fun deck to climb with and if there's anything you want to ask me, feel free to. Thank you!
Replays
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These are the replays for this month to get an idea of some advanced plays involving the deck. Enjoy!