Notes & Combos
KATTOBASHING DA!
After so many 4-streaks getting cut, I finally did it! I also "took a break" from Rush bc I was working and when I wasn't I was farming Ishizu during the EXP bonus event or at the university. Anyway, let's get to the deck and what has changed.
First and foremost, we are back with trap removal and traps. As you guys know, I love playing backrow, but this card has changed everything for worse LOL. The deck just dies to Shady and most decks can outgrind us. With the previous OTK meta, we could get away by playing more recklessly and have our destructiveness overcome their boards, but now it is not really working that way. It also doesn't help that our match ups have become way worse and I'll comment on that. I won't comment much on the monster changes compared to my last list, since if you guys have been looking at the lists that came after mine (tournament ones), they pretty much dictated how the playstyle was going for, so take more a look at theirs, rather than my older ones. The only thing I'll say is that I'm not a big fan of Umpire, and most of the time it'll come at the moments you don't need it.
Now, to the tierlist match ups:
7s Road became one of the hardest. It's simply thanks to their ability to outgrind any opponent. The hyperconsistency along with the opportunity to play lots of trap and trap removal make it one of the best decks of the current meta, and also one of the biggest counters of us Baseball bros.
HEROs feels like it went from being a 50/50 to a 70/30 on their side. Most good lists were already on trap removal and the card advantage it has with its draw engine and Pot of Greed is just too hard to handle sometimes. The issue here is that since we'd rather not run traps and trap removal, having to sacrifice good slots for them only hurts our match up (and most of the time they get removed anyway LOL TT_TT).
LG is one of the match ups that actually became easier thanks to the discovery of Dragonic Pressure from the pros. Also, it's one of the decks that'd like to not run as much trap removal, there are plenty of opportunities for us to punish them with traps.
High-Tech: too bricky, usually easily dealt, unless they have full combo and we have a weak board. Having a lot of traps is also bad bc they depend on milling monsters.
Metarion: Only good if they full combo, but can outgrind us.
Voidvelg: easy and they depend on luck.
Replays
https://duellinks.konami.net/att/03aaec2bdc0a9e1dd4987b05d206d01fce11862666 - Rankup vs. HEROs (I don't have other good replays)