Snake-Eye

Duelist Cup DLv. Max from on December 17th, 2024
cp-ur 1140 + cp-sr 270
41 cards

Notes & Combos

The goal of the deck is either to full combo, or if that's interrupted, then you just (Or) Cust. The deck has some trouble with going second, but it can really eat hand traps like none other (so long as you don't open too many bricks :P ). I will say the deck kind of farms Tenpai, as it plays well into both hand traps and board breakers (Dingirsu stops the destroying breakers, Crescendo stops Forbidden Droplet). Now I'm not going to say this is better than Snake-Eye Fire King, but I do think the deck is competent.

Since the Master 5 climb the only change I've made is I added Divine Temple, though I did not add Snake-Eyes Diabellstar. Often enough your Snake-Eye starter will be OSS and you do want something to search, if not for the extra sendable stuff then at least as a discard for Mermaid. It sucks to draw like the other million bricks in this deck but when you're trying to beat the insanely popular hand trap Tenpai deck every little morsel of extension matters. Divine Temple would be even better with Snake-Eyes Diabellstar but that card is somehow even worse to draw into, and often the Temple by itself is just enough to make it through a crucial chokepoint.

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Replays

https://www.duelingbook.com/replay?id=936690-66561647 Every hand plays slightly differently based on the exact starters and extenders (you don't always have Jet Synchron access, and going with Diabellstar or Kashtira Unicorn can mean an early Borreload Savage is best), but I think the Snake-Eye Ash + 2 discard combo shows off pretty well the goal when making a board. I'm not 100% sure this is the best combo/sequencing, but it's been working quite well for me so far.