Notes & Combos
This deck has allowed me to breeze from Plat 1 to Diamond 3.
This deck plays well under the current meta : it's not shut down by Dim Shifter / Fissure (though keep in mind that Painful Decision cannot properly resolve with them up), it can walk over Tear with Lava Golem, has a good matchup against Floo and Exosis. Also people tend to play as if everybody was on Tear, so weak boards with Abyss / Shenshen / Dim Fiss pass made climbing pretty easy.
The goal is simple : blindly go second and OTK the opponent. Kaiju whatever they have up and go for lethal. Utopia + Double or Nothing is (as long as they have something with 2000 ATK or less) 8000 damage. And even if they survive, you should have something else to finish the job (typically Super-Dreadnought).
The Adventure package baits a lot of negates, and if established Gryphon Rider should guarantee the OTK. People tend to interrupt it without hesitation, which should leave you free to do your Suship lines. The deck plays well under 1 or 2 interruptions even, its biggest weakness is backrow. However it seems that most people absolutely want to interrupt you in MP1, so Super-Dreadnought should have you covered.
Small World is the most important part of this deck. Basically everything bridges into everything. Usually if you don't have it in your starting hand you will go grab a Shari (Red), and if you do often Water Enchantress is a good option. You can even grab a Golem or Kaiju if the opponent makes the mistake to let it resolve.
Changes I would do if I had the UR points would be adding a second TTT instead of unexpected Dai and Zoodiac Drident. Adding Dim Shifter might also be a good option, but in this case you might want to replace a Painful Decision by an Unexpected Dai. The Shirauo Xyz is completely useless here.
Replays
ID : 969-550-297