@@tecuhitlica I also don't feel that is necessarily better, but the Fiendsmith engine provides more power and additional starters for the deck. It's just cool to know that there are more options available.
Yes and no. In the replay, I summoned Rage early to illustrate what the end board could look like. Ideally, you should keep Rage in the Graveyard until it's strategically advantageous. The proper sequence involves using S:P to interrupt the opponent by banishing both S:P and the opponent's monster until the end phase. This play frees up the extra monster zone. Once the zone is free, you can then use the trap to reborn Rage. Doing so allows you to remove another special summoned monster from your opponent’s field with Rage. This approach ensures that you maximize the utility of your card effects while maintaining flexibility in your board positioning. The key is to time your interruptions effectively, ensuring you have space in the extra monster zone when you need it. It might seem tricky at first, but with practice, it becomes a powerful strategy to disrupt your opponent's plays while maintaining your board presence. So, while it might look like a misplay at first glance, the sequence I used in the replay was to showcase the potential end board. In actual gameplay, the timing and positioning are crucial to fully utilize the effects and maintain control of the duel.😊
Color me intrigued good sir
Do you have a list for this?
Interesting, I play a pure with super poly
Yeah, pure is very strong and consistent. The fiendsmith engine so broken and splashable and can incraese the power of any deck😁
How is pure deck? Is a good choise? I can't decide between this and melodiosa
@@HyroDeFlure i dont really think that this improves memento but that is just my P.O.
@@tecuhitlica I also don't feel that is necessarily better, but the Fiendsmith engine provides more power and additional starters for the deck. It's just cool to know that there are more options available.
in this replay you cannot activate rage because you blocked your link zones with S:p haha
Yes and no. In the replay, I summoned Rage early to illustrate what the end board could look like. Ideally, you should keep Rage in the Graveyard until it's strategically advantageous. The proper sequence involves using S:P to interrupt the opponent by banishing both S:P and the opponent's monster until the end phase. This play frees up the extra monster zone. Once the zone is free, you can then use the trap to reborn Rage. Doing so allows you to remove another special summoned monster from your opponent’s field with Rage.
This approach ensures that you maximize the utility of your card effects while maintaining flexibility in your board positioning. The key is to time your interruptions effectively, ensuring you have space in the extra monster zone when you need it. It might seem tricky at first, but with practice, it becomes a powerful strategy to disrupt your opponent's plays while maintaining your board presence.
So, while it might look like a misplay at first glance, the sequence I used in the replay was to showcase the potential end board. In actual gameplay, the timing and positioning are crucial to fully utilize the effects and maintain control of the duel.😊
Sick combo tutorial of how to get nibbed before doing anything.
'tis the [incert deck that can't put a negate under five summons] experience
(Earth machine gaming, ammirighte?)
Interesting concept, but takes away so much non-engine space. I like my 15 handtraps in pure.