Notes & Combos
Jumped on this with the new cards and had immense fun climbing with it, although that might partly be down to the lack of snake-eyes I had to face. Originally I only pulled two Phantom but it quickly became apparent I needed three and got a nice 9 winstreak to M1
Deckbuilding choices thoughts:
- Super poly and Loving Defender - mainly played just because I pulled a Loving Defender but never summoned it in my climb. Super-poly was good as a standard board breaker so would honestly consider dropping Loving Defender and keeping the rest of the super poly package but could equally drop it all to open up more space
- Unchained Abomination and both traps - Choose Abomination over Accesscode because it's better in grindy games as a constant source of pressure (especially against stun/trap decks) and I never felt I was missing Accesscode. Ran both traps for the flexibility but almost always went for Escape turn 1, Chamber was usually just there for grind games or if I opened Escape. Chamber is definitely a flex spot that can easily be dropped if you find it too bricky
Now just waiting for Varudras so that this deck has an easy way to negate spells/traps