Notes & Combos
First time master 1, usually end on master 3. This deck is pretty fun and has a lot of outs, allowing us to play 2nd if needed pretty comfortably against pretty much anything. Copied the list off of Joshua Schmidt's stream and made some small tweaks.
Eternal Favorite - I liked eternal favorite mainly for the first effect, the second one came in clutch maybe once? Using spirit's effect from hand, then resummoning it if they out it was pretty funny.
Imperm - Only there because I'm too poor to make a third TTT, but it was useful here and there. Can just flex it to anything you think you need.
Evenly Matched/Super Poly - Cards that makes us pretty strong going second. Evenly did lose me some games being bricks, but also won me some unwinnable games. I think if you bring super poly you should commit to the full going second package.
Pot of Prosperity - Good in theory, but your extra deck is pretty important in the grind game. If you need to use it only banish 3, usually I tossed Almiraj, Soul of Anguish, one of Muckracker/Dharc, and one of Mudragon/Garura
Dharc/Muckracker - Useful in the grind game, but that really doesnt come up too often where I need them. If you can keep 2 monsters on the field you probably have mostly full combo at least on turn 1. Often toss one of the two for pot of prosp. Dharc very useful in the mirror, Muck good if you're trying to kill turn 3 in a simplified game state.
Soul of Anguish - Doesnt come up often, but great at outing some cards that immune to destruction (like the mirror match). I wouldnt cut this unless you dont see much Yubel on ladder
Accesscode - This used to be an Unchained Abom, but I felt like I needed more killing power because I was scared of the opponent drawing a starter. Swapped it out around m3 but it actually never came up once from there to m1. Up to preference
Deck is pretty straight-forward, but choosing what to start with is pretty important to learn. Samsara is probably the best starter, but D.B.B lets you hit the cap board of 3-mat Apollo/Soul of Rage/Phantom much easier. I usually started D.B.B if I had throne or spirit gates + extra in hand. Throne lets you pop spirit to extend, while spirit gates lets you go into almiraj -> resummon D.B.B -> extra normal summon into Yama. If you have a godly hand you can start with phantom, up to preference but I like trying to get some value before going phantom, usually around 3-4th summon.
Small tips:
- You can send any continuous spell for spirit gates cost, then return it to hand if you have a 10* on the field (spirit or regular yubel). You can also send a yubel to the graveyard and resummon it if you have a 0/0 in the graveyard already.
- Squirmer can pop a yubel or a spirit to get an extra yubel body during the battle phase, getting you 1 more hit for lethal
- Recycle your phantoms with throne as much as you can past turn 1/2. You will very quickly run out without realizing it.