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Reversal Quiz (x3): The star of the deck and the lead of the combo.

Raigeki (x1): Because creatures are annoying.


One Day of Peace: (x1) It's used both as a defense card and to dig for neede
d combo pieces. DO NOT ever under any circumstances use this then try to play th
e combo, it will only result in laughter and shame.
Hidden Armory: (x3) This is the tutor for your Fhuma Shurikens, Black Pendan
ts and now Snatch Steal. Downsides include having to mill the top card of the de
ck which could hit a piece you really need and not being to normal summon. The l
ater is never an issue.
Dark Hole: (x2) Have I mentioned I really don't like monsters? With zero mon
sters in the deck it's like having two more copies of Raigeki
Upstart Goblin: (x3) It draws one card and gives life points to your opponen
t. Considering I'm going to switch life totals there is virtually no downside to
running this.
Swords of Revealing Light: (x3) I don't always get this set up as an OTK so
it's good to stall for a little while.
Gold Sarcophagus: (x1) It does reveal what the deck is and takes two turns b
ut the deck is slower paced and usually can wait that long to pull a piece I nee
d. In a pinch I can pull out the wall of revealing light and use the combo witho
ut it if I'm low enough. This way I am guaranteed to be right when saying "Spell
Card".
Magical Mallet: (x2) It's a rough day when my hand gets filled with shuriken
and pendants I don't need. For all those times there's a mallet to get a mullig
an.
Pot of Duality: (x1) It's not the best searcher but it's good at what it doe
s. picking a card from the next three turns usually ends up in my favor. While I
can't special summon the turn I use it, that never concerns me as I don't ever
special summon.
Mystical Space Typhoon: (x3) Because the back row can get in my way.
Shard of Greed: (x3) While it is slow the deck thrives on that. Being able t
o +1 even if it takes two turns really works in favor of the deck to just keep d
igging until I hit the combo.
Messenger of Peace: (x3) It does two things. One, it makes all attacks limit
ed to the smaller creatures. It's far more manageable when you have little guys
chipping at you rather than trying to beat the clock of a boss monster who could
kill you with two hits. Two, this card ever so slowly chips into my lifepoints.
It's amazing how handy that last bit is. Going from 800 points needing two card
s to hit to 700 so you only need a shuriken can be the difference between winnin
g and getting close. If I decide not to pay the life I can also remove it from t
he field for free so that I can set more of the combo face down.
Swords of Burning Light: (x3) It's a permanent swords of revealing light. So
long as I don't have a monster, which is very unlikely, or my opponent keeps a
hand smaller than five cards, I can keep any and all attacks at bay. This card c
an tend to fail me if my opponent draws or searches quickly but if they go handl
ess it's really hard to get rid of it outside of plain removal.
Fhuma Shuriken: (x3) Another part of the combo. I tend to search this one mo
re often as it does more damage than it's pendant counterpart.
Snatch Steal: (x1) This was a fun card to hear got unbanned. It can steal mo
nsters and use it against them at the cost of giving them lifepoints. Lifepoints
that will be switched to me in the end so it's not a problem to use. Not only t
hat but Hidden Armory can search for this card as well so it's a handy tool.
Black Pendant: (x3) The OG of the deck. This was part of the original combo
and can still win me games
Wall of Revealing Light: (x1) The exception to the rule of "Only Spells". No
t only is it a solid defense card but it also can drop my lifepoints to a MINIMU
M of 1000. This means I only need two of the pendants or shruiken to get a burn
damage win.

Soul Release: (x1) While not usually in the deck it's handy to get rid of an
y utility cards my opponent wants to pluck out of the graveyard.
Card Advance: (x3) Not going to lie, I just found out about this card today
and WOW I'm surprised I didn't hear about this sooner. While digging and knowing
that the next 5 turns have in store and choosing how to stack them is good I al
so have to be careful about how many I run. This still needs to be put through t
he ringer to see if it's main deck worthy at all.
Nobleman of Crossout: (x1) Some face down monsters are a hassle when they fl
ip up.
Magical Mallet: (x1) For changing the number of mallets I have in the deck
Pot of Duality: (x2) For changing the number of dualities in the deck.
Book of Moon: (x1) For when I just want to turn a monster down. No effects,
no attacks.
De Fusion: (x2) Finding A LOT of really annoying fusion monsters coming out.
Would be nice to send them back where they came from without putting them in th
e graveyard for later.
Prohibition: (x3) Because being able to post a new ban list mid match is rea
lly handy. If I know the linchpin in the deck it makes it really hard to keep ah
ead of my own combo.
Dimensional Fissure: (x1) For all the times I want monsters to leave the gam
e and cripple any plans of them coming back.

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