Notes & Combos
This deck is more of a proof of concept more than anything else and really isn't optimized
This deck really came about because of my frustration of board breaking blind second this format. I typically do not like playing handtraps but eventually I caved and did what an reasonable person would... play as many handtraps as possible that I owned and blind second (I don't actually own all of them because I typically play board breakers) and say go.
The climb with this deck was honestly very easy, had a 70% winrate over the 10 games I needed to get to master. I feel like 2 of those 3 losses were winnable if I was better with the deck, which I think shows the strength of this deck in this meta.
Clearly, as stated above, this deck isn't optimized at all. 2 of veiler and imperm probably isn't optimal, the lack of ogre in this metagame is also certainly wrong but I own none of them, and if you want, because you only play 1 light that you actually summon (lubellion) I think there's an arguement that impulse is worth it even though your lubellion will be offline if you use it from hand.
Finally, the engine I chose to use was orcust over fiendsmith. Frankly, I can understand why most versions of this deck play fiendsmith, but I really like just how many pushes you get off one bystial + harp or girsu. Even if the board you end on is like Baldrake + I:p + Babel with ding and cymbal in grave, it's enough sustain against your opponets half board.
Also, shoutout to knightmare Pheonix and Ghost Reaper, Pheonix card has felt great every time I've played it, even if I haven't gone into mermaid after and Ghost Reaper when you have a target wrecks (Blue-eye's players dispair) and the fact it's a dark you can get to the graveyard with basically 0 condition has come up and is game saving when it does happen.