Notes & Combos
An official welcome to Mitsurugi Madness, Master Duel Edition. This is a semi-vanilla build of Mitsurugi, opting to play to its unique strengths as a pure build as opposed to maximizing ceiling with the Ryzeal or Magistus cards. By doing so, we're able to juice up impactful non-engine — 16 HTs currently — to supplement the mid-range approach and force more easily breakable half-boards. Because this deck is less explosive, you need to time your few interruptions correctly — for example, there are many ways to revive Murakumo for the board wipe, so sequence the rest of your interactions based on your opponent's moves.
Non-Engine Choices: Impulse is arguably the biggest reason why the Pure variant is viable, providing a huge boost against Mitsu mirrors and the Maliss matchup. This is also why we're running 2 copies of Ghost Belle, which came up a lot to block the Mitsu spells and Maliss extenders. I'm playing Gamma and Shifter instead of 3 Drolls for now to test this theory: a diversified non-engine lineup works better into a wider format. Gamma is the ultimate punish to Droll & Charmies, while Shifter hurts most matchups more than you, except Maliss.
Extra Deck is mostly dealer's choice, but running 2x I:P + Dyna Mondo is probably correct for Extrav reasons. Both Titanic Galaxies are there for the very rare case where you need a large Zeus pilot; I think the endboards where you make a rank-8 are mostly fake, since you want to ensure some Ritual presence so that your cards are immediately live. On the other hand, I made both Dugares + Granite pretty extensively in greedier higher-ceiling lines.
Overall, while Pure Mitsu may end up being the weakest variant compared to the high-combo versions, it's still a ton of fun while not being overly complex!
Replays
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I'm planning to collect cool replays of all the Mitsu variants (Pure, Ryzeal, Magistus, FS, Orcust), so check back soon for the sauce.