Purrely

Master V from on May 16th, 2025
cp-ur 660 + cp-sr 360
41 cards

Notes & Combos

I love the kitties.

TL;DR, draw into handtraps using sleepy memory and purrelyeap if you're going first, and hope that lasts you until turn 3.

Pretty standard Purrely list, but I decided to go into the handtraps a bit more. I find that when facing a couples of hand traps, I usually can not make exnoir, but I can draw around 4 cards using the good ol' purrelyeap to double your sleepy memories trick (chain yeap after drawing the last card from your cat in the standby phase).

By constructing my deck around this idea, I leaned into the hand traps a lot more; drawing into hand traps has been a decently consistent stratergy if I can't make exnoir without yeap. Additionally, making exnoir using yeap, even if its at 5 or even 4 material, gives me more points of interaction. Being able to do the best type of removal 2 to 3 times is very nice, especially against decks reliant on field spells and continuous backrow (like blue eyes). Shuffling back important cards in the grave can also be very helpful—it's just versatile.

As for non-engine, I chose this lineup of handtraps for a reason. Of course the ash and maxx c are necessary, but the 3 copies of veiler are because unlike imperm, you can activate it with a board from hand (such as drawing it from sleepy memories). The other two ghost girls are very good, but I do not want to draw multiples of them since they have once per turns, so they're at 1. The DD crow is my spiciest pick, but I really like it. It stops fiendsmith combo by banishing lurrie, it disrupts blue eyes by banishing maiden or bewd (depending on the situation), and is incredibly versatile as well, being able to banish spells/traps for matchups like Branded. Druiswurm for the same reason, its like a less versatile DD Crow with a body. The Dark World package of 2x Snoww and 1x Broww has been working pretty well as well, as they are discard outlets for the memories. Snoww being a 1700 beater has also come up in a non-zero amount of games. Finally, only 1 copy of talents in here because opening it is nice, but its a dead card if drawn from sleepy memory (same can be said about the Dark World monsters and why I only have 3 copies of them).

In terms of changes you could make, you can run more copies of the other two ghost girls (I wouldn't run them at 3 though), and other hand trap options include droll and mourner. I don't like nibiru since its awkward to use drawing it from sleepy memory.

Thanks for reading!

Show more

Replays

awful quality video of this deck doing its thing against snake eyes fiendsith (and how to do the yeap double draw thing)

https://youtu.be/rLvmU5KKxME?si=Rc70lyIGlA2NutIQ

Check me out at twitch.tv/aarth961