Notes & Combos
Why some cards are/aren't in my deck:
-
Fiendsmith Engine: Playing full engine takes up too much ED space which is very precious in WF; Playing small engine with one MD Engraver and High King Caesar is better but still 3 ED slots remove a lot of flexability and Engraver becomes a brick
-
Millenium Engine: Baits Handtraps, Sets up Photon Lord against Nib (instead of Caesar) and can be sent to activate WF effects; Surprisingly good against stun, since they can be used under DiFi/Macro/Shifter and Earth Statue
-
Kashtira Engine: Although Unicorn is crazy going first it doesn't really do anything going second and Fenrir vice versa; It feels horrible having Nib and a Kashtira in hand (still is a good engine in WF I prefer Millennium)
-
Fuwalos: Sometimes just wins you games on its own; Going first can be used for Deception/Diabellstar/Golem; Crossout Target
-
Rest of Non-Engine lineup: 1 Veiler because its searchable off of Rciela; 2 Maxx "C" because its not at 3; Ghost Ogre because of all the broken continious spells/traps and fieldspells going around; Nib because Blue-Eyes players love playing into it; 1 Talents because drawing 2 sucks; 2 Thrust because you still want to see Talents and can set Woes against Maxx "C"/Fuwalos/Droll; 3 Ash/2 Called by/ 1 Crossout because you know why; 3 Imperm because they can be sent to activate WF effects
-
1 Diabellstar: even though the card does a lot getting Handtrapped on it hurts a lot (Could be concidered at 2/3 if played alongside Kashtira cards since Birth helps with unbricking)
-
No Astellar: Goes -1 against every Handtrap imaginable; Sending it off of Sprind takes up too much ED space
-
Rucia: I've seen lists cut Rucia since it is kind of a brick but since I am playing a Rank 4 XYZ it doesn't make sense to cut
-
Woes: Woes > Aphes; Even though Aphes is a crazy card (even bettter with Fiendsmith) it needs you to play the game to the point where you have Synchro/Fusions in your grave for it to be as good as it is, which Woes doesn't therefore making it a Plan B into turn ending handtraps
-
Moa Regina: Gives you the ability to play around Nib when searching SSotWF early in the combo (BimYGO on YouTube has some very in-depth videos covering the lines)
-
Gallant Granite: Searches Nib going first (or Golem if drawing Nib) for difficult to interact with interruption
-
Ty-Phon: This list plays enough Handtraps to warrant playing Ty-Phon since it is actually amazing in simplified gamestates