Tenpai Dragon

Master I from on November 26th, 2024
cp-ur 1110 + cp-sr 390
40 cards

Notes & Combos

Full climb D1-M1 done in about 15 hours 22-26/11/2024 (final push M2-M1 13 games 8-5)

Big Disclaimer: Replaced 3 kash cards with D.D.Crows AFTER reaching M1 because they were dead cards during turn 1 and useless during turn 2

D1-M2 done with my oct. list (superpoly tech) in 6 hours, 3 games away from M1, but i lost so many coin flips against other tenpais that i had to adjust to my own luck, next 6 hours were a struggle to comeback to M2 multiple times because the MM is super clutch, last push was done in about 1 hour

  • handtraps still carry harder than board breakers, if you cant stop an infernoble with your initial hand is just better to go next than waiting for droplet+storm that wont resolve

Master 2 final list:

  • Minimal backrow: in order to beat tenpai you need good cards that do something in your hand, imperm and poly always got cleared or unable to resolve because of the field spell
  • droll is still good but since it does barely anything in the MM i decided to try with kash to eat more handtraps or make more link plays
  • shifter still MVP even losing coin flips in MM, at least it gives you a chance to survive if the opponent didnt open perfectly
  • still hate gamma, but i was forced to add it back, because guess what? i was losing to it
  • games are too short and you dont have the luxury to draw duplicates of fadra, thats why i put 1 copy of every other ghost girl, ash is still necessary to negate kaimen, which you only need at best 2 copies, more are bricks, you just search it with paidra

the more you climb, the harder is to use your whole extra deck, alternative lines to tenpai/odd-eyes werent used, charmer and zealantis were ok before the game was decided with handtrap wars at M3, totally unable to go past seal pass in those games

saved the final push for anyone that wants to see my ̶ ̷m̷i̷s̷s̷p̷l̷a̷y̷s̷ gameplay

cheers S2

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