Just to ask, would you recommend Crossout in the deck? It really suffers a lot from Droll and Nibiru and I would like to know if you found problems with these cards, or if playing TTT was enough. Also, doesn't Soma bricks you? The targets are a bit... useless without him.. Last thing: I would like to know if you can make a summary of the event in which you got the result :>
Thanks for the comment! Sure, here is the breakdwon of matchups: 2-1 Fiendsmith Snake-eye Azamina (Didn't draw retaliating C but my opponent low balled on their draws game 1 + 3). 2-0 Ancient gear (Cosmic cyclone went hard against geartown targeted with catapult) 2-0 Tear Fiendsmith 1-1 Chimera Fiendmsith Azamina (didn't draw retaliating C's again but played through nibiru on end board by saving armor horn in gy) Playing crossout means playing alot of handtraps and I don't think the deck has space for that. Against droll or mulcharmmy's the main counter play here is to use thrust to set a powerful trap such as d barrier. Nibiru is played around more well than you think as over the course of the combos I showed I left armor horn in gy (didn't revive with its own effect) so you can use the nib token + armor horn summon back to make seraphim papillion and this lets you get sting the poison revive and hunting dance live for the opponents turn still as well as alot of follow-up. Soma being a 1.5 card starter, an extender as well as increasing the ceiling when starting with the battlewasp engine defintely makes it worth playing from my testing. The bricks are dead cards to draw but the advantage is that you can discard them with rapier and still use soma to summon them from gy.
I never saw such a cicada use. I like your take on the deck, the importance you give to retaliating c is impressive and i learned something from this video. But I can't think about this deck without 2/3 copy of resonance. Also I understand the cicada play, but maybe cutting all the non-starter battlewasps to one copy each could be good for something else. Also don't sleep on dragonbite: combined with retaliating c and resonance insect is either a diabomantis or a link2 picofalena or horn, and its good to extend further if you drop it with horn. However I think it's clunky, but I just want people to know about it. Is a ragnaraika engine too much? Have you considered bio-insect armor? Everything can tutor for it, give that thing to partisan, increase its stats like crazy, sacrifice it to scale bomber or sting and pop the board.
Thanks for the insightful comment. Retaliating C being engine and searchable in this deck as part of an end board is something I wanted to prioritise in a format with decks like azamina, chimera, runick and branded. This is the main advantage of playing insects instead of other combo decks imo. Having more normal summons like resonance insect increases the chance of bricking on normal summons. You can definiteley play more if you cut back on retaliating C (in a format where retaliating C is less relevant for example). In all my testing I never missed having a 2nd resonance insect to make the combo ceiling higher. For cutting battlewasp non-starters I never ran into issues with twinbow or pin being bricks as you can always discard the extras for rapier or use to extend through interruption. Twinbow makes drawing battlewasp wind less bricky and having 2 pin is necessary for the combos I show and is essential for making sachi so you don't want to lose your only copy somehow. Dragonbite is interesting but it is prone to imperm whereas an insect extender from hand is not. Getting the battlewasp engine online to go into diabolantis, picofalena or horn is definitely the priority for playing around imperm. There are not many other ragnaraika cards that work well with exclusively insects. Ragnaraika wicked butterfly gives you a 1.5 card extender and 1 card draw at end phase which I don't think is worth playing it for. Bio-insect armor banish synergy with partisan is interesting and something I hadn't considered. You could play it with an additional resonance insect to search it or cut supply soldier and make bio-insect the banish method of partisan on opponents turn. However if your opponent is playing a backrow deck then you can't pop their backrow in end phase with partisan using sting or scale bomber if they don't summon a monster. Also, I think that the grind game banishes off heavy cavalry and supply soldier being a free extender for when you are trying to crack boards is more worth it. Thanks again for all the ideas and techs.
Just to ask, would you recommend Crossout in the deck? It really suffers a lot from Droll and Nibiru and I would like to know if you found problems with these cards, or if playing TTT was enough. Also, doesn't Soma bricks you? The targets are a bit... useless without him..
Last thing: I would like to know if you can make a summary of the event in which you got the result :>
Thanks for the comment!
Sure, here is the breakdwon of matchups:
2-1 Fiendsmith Snake-eye Azamina (Didn't draw retaliating C but my opponent low balled on their draws game 1 + 3).
2-0 Ancient gear (Cosmic cyclone went hard against geartown targeted with catapult)
2-0 Tear Fiendsmith
1-1 Chimera Fiendmsith Azamina (didn't draw retaliating C's again but played through nibiru on end board by saving armor horn in gy)
Playing crossout means playing alot of handtraps and I don't think the deck has space for that. Against droll or mulcharmmy's the main counter play here is to use thrust to set a powerful trap such as d barrier.
Nibiru is played around more well than you think as over the course of the combos I showed I left armor horn in gy (didn't revive with its own effect) so you can use the nib token + armor horn summon back to make seraphim papillion and this lets you get sting the poison revive and hunting dance live for the opponents turn still as well as alot of follow-up.
Soma being a 1.5 card starter, an extender as well as increasing the ceiling when starting with the battlewasp engine defintely makes it worth playing from my testing. The bricks are dead cards to draw but the advantage is that you can discard them with rapier and still use soma to summon them from gy.
I never saw such a cicada use. I like your take on the deck, the importance you give to retaliating c is impressive and i learned something from this video. But I can't think about this deck without 2/3 copy of resonance. Also I understand the cicada play, but maybe cutting all the non-starter battlewasps to one copy each could be good for something else. Also don't sleep on dragonbite: combined with retaliating c and resonance insect is either a diabomantis or a link2 picofalena or horn, and its good to extend further if you drop it with horn. However I think it's clunky, but I just want people to know about it. Is a ragnaraika engine too much? Have you considered bio-insect armor? Everything can tutor for it, give that thing to partisan, increase its stats like crazy, sacrifice it to scale bomber or sting and pop the board.
Thanks for the insightful comment. Retaliating C being engine and searchable in this deck as part of an end board is something I wanted to prioritise in a format with decks like azamina, chimera, runick and branded. This is the main advantage of playing insects instead of other combo decks imo.
Having more normal summons like resonance insect increases the chance of bricking on normal summons. You can definiteley play more if you cut back on retaliating C (in a format where retaliating C is less relevant for example). In all my testing I never missed having a 2nd resonance insect to make the combo ceiling higher.
For cutting battlewasp non-starters I never ran into issues with twinbow or pin being bricks as you can always discard the extras for rapier or use to extend through interruption. Twinbow makes drawing battlewasp wind less bricky and having 2 pin is necessary for the combos I show and is essential for making sachi so you don't want to lose your only copy somehow.
Dragonbite is interesting but it is prone to imperm whereas an insect extender from hand is not. Getting the battlewasp engine online to go into diabolantis, picofalena or horn is definitely the priority for playing around imperm.
There are not many other ragnaraika cards that work well with exclusively insects. Ragnaraika wicked butterfly gives you a 1.5 card extender and 1 card draw at end phase which I don't think is worth playing it for.
Bio-insect armor banish synergy with partisan is interesting and something I hadn't considered. You could play it with an additional resonance insect to search it or cut supply soldier and make bio-insect the banish method of partisan on opponents turn. However if your opponent is playing a backrow deck then you can't pop their backrow in end phase with partisan using sting or scale bomber if they don't summon a monster. Also, I think that the grind game banishes off heavy cavalry and supply soldier being a free extender for when you are trying to crack boards is more worth it.
Thanks again for all the ideas and techs.
Crossover breakers format should be decent for this deck, the other C cards counter Ryzeal well
@@AdonisDeonarine I hope so! Searching contact C should be nice going 1st against ryzeal. Only ryzeal plug-in triggers retaliating C unfortunately
Flying c as well