Notes & Combos
I've really enjoyed playing this deck as it runs 11 starters with 13/14 handtraps and people tend to waste negates on kash cards if you get them turn 1 before you play the PUNK cards.
You don't have to play 2 Deer Note and can play 1 instead but I like having the backup so I can send an opening hand one to the GY for a fusion/Foxy Tune's effect plus it's special summon effect has been useful for getting the PUNK tuners onto the field without using the normal summon.
The PUNK trap is down to personal preference. I prefer the pop to deal with any troublesome backrow but the negate is also fine. You can play both if you want a more likely search with spider for a draw and gives a bit more flexibility
This deck kind of struggles into Nib as if you dont get a Kashtira, you have to give up going into the PUNK combo if you want to play safe. You can make the deck a bit more nib proof by playing the speedroid rank 3 engine (3 Terrortop + 1 Taketomborg) as well. It also backs up as a way into the xyz armor line.
Replays
ID:238-355-960
Top WCS Qualifier Game: Near perfect board with just PUNK
2nd WCS Qualifier Game: Scrappy Game vs SE (I really messed up in turn 5 by using full armored xyz in GY as i thought their LP was the same as mine...)
3rd WCS Qualifier Game: Vs Resonator + Maxx C