This is honestly my favorite deck to play. The shear power inherent in the P.U.N.K. and Adventurer engines combined with the recursion of the Salamangreats makes a deck that is both able to churn out massive turn 1 boards while also staying in the grind game if all goes south. That being said, you may be wondering how on earth this manages to work out; isn't the Salamangreat core at odds with the Adventurer and P.U.N.K. engines?
Well, yes... but actually no. Allow me to explain.
I first tried to make just a plain Adventurer Salamangreat deck. The theory was there: Flame Bufferlo was already a viable starter that didn't activate it's effect on the field, and Dotscaper was also a viable option for bringing out Salamangreat Sunlight Wolf, but there were several probles. The one I kept running into the most that absolutely terrorized me as I was first building was that I wasn't seeing Salamangreat Gazelle enough. Sure, I could pull out Sunlight Wolf with ease, but without Salamangreat Roar in my GY, it was all for naught. So I started trying to pull out Salamangreat Miragestallio, but I couldn't find things that consistently worked. That then landed me to the P.U.N.K. engine; not only did it give me access to the two Lvl. 3 monsters I needed, it also did so without wasting a Normal Summon and with an added monster negate from Joruri-P.U.N.K. Madame Spider! I was surprised to say the least; I had mostly only seen the P.U.N.K. engine used to pull out Chaos Ruler, the Chaotic Magical Dragon, with other options seemingly left untapped because of that one play. But now I had a combo that nets an omni-negate and a monster negate from only 1 card! Here's the combo real quick:
Requirements: 1 Emergency Teleport
- Activate Emergency Teleport, Special Summoning Noh-P.U.N.K. Ze Amin
- Add Noh-P.U.N.K. Foxy Tune of Ze Amin
- Activate Foxy Tune's effect, Special Summoning Joruri-P.U.N.K. Madame Spider, adding Joruri-P.U.N.K. Dangerous Gabu
- Xyz Summon Miragestallio, then detatch to Special Summon Salamangreat Gazelle, milling Salamangreat Roar
- Link Summon Salamangreat Balelynx using Gazelle, adding Salamangreat Sanctuary
- Link Summon Sunlight Wolf using Balelynx and Miragestallio
- Link Summon Sunlight Wolf using himself, then add the milled Roar to your hand using Wolf's effect.
Violá! Now you have 3 other cards in hand to to do stuff with (because you have to discard using Foxy Tune). This leaves room for the Adventurer engine and handtraps.
Now, of course that's only if you open with Emergency Teleport and you don't get hit with handtraps. And that's what the rest of the deck is for: making sure you can deal without E-Tele. Hence 3x Salamangreat Circle, Cynet Mining, Pot of Prosperity - this deck isn't very budget friendly, unfortunately - you want to essentially see Gazelle at any cost. Thank goodness Water Enchantress of the Temple is Lvl. 3, as is Salamangreat Spinny... which brings me to my next point: making sure you you understand your locks and costs.
You ALWAYS want to use your Adventurer engine first, if possible: it baits hand traps or gets you a hand trap negate. Also, when going for Miragestallio, remember that its effect locks you into only activate FIRE monsters' effects for the rest of the turn. This means no Splash Mage, no Transcode Talker and no Accesscode Talker. Be VERY aware of this, but note that the lock only applies if the effect goes through - if Miragestallio gets Ashed, your good to go into your game enders without a hitch. Also note that a lot of your effects require discards for cost: Flame Bufferlo, Fateful Adventure, Foxy Tune, Cynet Mining, etc. To midigate this, I tried adding as many "free" discards as possible, i.e. Salamangreat Spiny (also a potent starter), Dotscaper, Salamangreat Jack Jaguar , Water Enchantess, Dracoback, even Salamangreat Roar. That way any loss is mitigated.
Note in the Extra Deck the presence of Baronne de Fleur. He is primarily a going second choice, as the only way to make him is Gryphon Rider with a P.U.N.K. tuner (well, not the only way, but the only way that matters). That way you keep the omni-negate but get an added destruction effect, great for spot removal.
The few other tech choices are D.D. Crow for GY hate (especially against Spright), your typical handtraps (Ash, Ghost Ogre and Imperm) and all cards related to Zeus if you run out of options going second and can make Miragestallio. Otherwise, the sidedeck is filled with heavy-hitter handtraps like Nibiru and Droll, Spell/Trap hate and strong going 2nd options like Dark Ruler No More and Ultimate Slayer. Slayer would be used more if your opponent has a heavy-hitter Link or Xyz monster, since Downerd is an in-between and Balelynx is useful in the GY, but otherwise it's not that prominant, whereas Dark Ruler just lets you board break and set up your own wicked field, since you don't need to kill on turn 2 to win when you have 2 omni-negates and a monster negate plus handtraps.
I hope you have as much fun with this as I do!