Notes & Combos
Came back after a break not having played since Feb, so had to climb from gold. The climb was pretty smooth overall and I think this deck is very strong but require calculated decision making. Every game is different. Things to consider include maximizing value when you use ur cards (since we dont combo very hard with this deck we need to generate as much value as possible with each). This means often we want to let our opponent play a little before we try to stop them so they can lose resources. Since this deck can rarely otk (since everyone have handtraps) if people just pass after you maxC/shifter/flip macro cosmos and stall/wait for top decking an out we would lose, but getting rid of their cruicial resources with a well timed activation allows us to win the grind game. This is also true if we dont have monsters/follow up and need draws from maxC. There are some exceptions such as when against tenpai, and you have shifter, backrow cards, and judgement, then you should shifter early so when they activate breakers and you judgement it, you wont be stuck with shifter in hand.
Many games come down to grindy control with some flood gating so being able to make big monsters like ty-phon for free is pretty huge. Ogre is also really good in those controlly-grind games being a 2800 big boi and being able to control their deck by banishing and manipulating their next draw. Sometimes making a Baronne and go for a control game when you have some backrow to back it up is also good (when you can't make anything else) like if unicorn got impermed, and you can tag out later. Sometimes it's better to have the ash in hand though since it's harder to deal with at times than something that's on the board.
The card economy aspect is very important. We can eat a lot of handtraps and still have backrow to stop opponent, and on the following turns the kash cards are still useful (search our own/remove their cards) and thats how we can generate advantage. With less backrow, you want to guarantee enough power and play around handtraps. For example if you have unicorn, rise heart, you should often search birth and not risk having theosis ashed. Often no need to play into or even ash MaxC. Sometimes can give 1 draw for fenrir and search follow up. Sometimes holding birth in hand for follow up is also good instead of hoping for the banish 3
Going 2nd usually relies on superpoly, maxC, necrovalley. With engine only they usually have to misplay/waste effects, which happens.
Replays
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