Possible Endboards of the Deck (from weakest to strongest):
- Masterflare Hyperion; Baronne de Fleur; Spright Elf (with Diviner of the Herald in the GY)
- Masterflare Hyperion; Baronne De Fleur; Spright Elf (with Diviner of the Herald in the GY) + The Sanctuary in the Sky and Divine Punishment
- Masterflare Hyperion; Baronne De Fleur; Spright Elf (with Diviner of the Herald in the GY) + I:P Masquerena / Herald of the Arc Light + Field Spell and Counter Trap
- Masterflare Hyperion; Baronne De Fleur; Spright Elf (with Diviner of the Herald in the GY) + I:P Masqerina + Herald of Arc the Light OR F.A. Dawn Dragster OR The Executor of the Underworld - Pluto + Field Spell and Counter Trap
- Masterflare Hyperion; Baronne De Fleur; Spright Elf (with Diviner of the Herald in the GY) + I:P Masqerina + Swordsoul Supreme Sovereign - Chengying + Field Spell and Counter Trap
Gameplan:
The main loop is to turbo out Masterflare Hyperion and pitch a The Agent of Creation - Venus with his effect to extend towards the end board. The key is to use several Mystical Shine Ball and depending on the hand and mills there are dozens of ways to do that.
The easiest way to get to Masterflare is to summon Diviner of the Herald. Diviner pitches Trias Hierarchia to tribute itself with it and to then summon Buten (who can later turn a Shine Ball into a tuner). From there you use Protector of The Agents - Moon to search for Majesty Hyperion. From this point the combolines diverge and are heavily dependant on the hand and mills. The goal is to fuel yourself with Mystical Shine Ball to get to Celestial Knightlord Parshath, who can discard a card (ideally a Eva or one of the Millers) and search out the card you need to get to the end board: Ideally you search Divine Punishment BUT it can happen that you need to search for Neptune or even Diviner if the Fieldspell is activated to extend the combo ALSO if you milled the fieldspell you might have to either reshuffle it before you banish Neptune or you can save yourself the Parshath search / search something else. In order to get to Endboard 1 and in general all others aswell, you need to make sure to have Parshath on the field and a reachable Level/Link 2 monster to get to Spright Elf, who will serve as 1. a level 2 tuner revival to go into Baronne with Majesty and 2. interuption on opponents turn by special summoning Diviner, which can lead to a Eva activation that then gives you Herald of Orange Light.
You can get there also the themed way with The Agent of Mystery - Earth if you have either Venus or Neptune in Hand. In that case you go to your Links before you summon Masterflare. Ideally you want to get Diviner into the grave so you can revive her with Elf and get another Synchro 10.
If you have only Venus in hand you have to 1. go into the Links ending on Parshath AND a shineball (or any level/link 2) and 2. have a Diviner in the GY (mills, foolish, discard). From there its just Elf revival and the loop starts over. In this case you most likely have to pitch The Agent of Destruction - Venus to recover the shineballs. Even if you have Diviner in hand; opening with Venus can bait an Ash once you get to Moon, which might be the better way depending on your hand.
Another possible extender is to use Parshath's second effect to Special Summon a fairy from hand, when a fairy leaves the field. The main Target is obviously a Diviner, but can also be the second Majesty, Venus or Destruction Venus. However, that will require some preparations, because in order to Special Summon Diviner you need a Level 1 Fairy in Grave (Eva or Neptune). It can happen that you have to link off a Shine Ball into Link Spider, which will likely stay there for a bit and might mess with your zones a bit.
TLDR (general objectives): Get Diviner into Hand or GY, Turbo out Masterflare, Parshath search for Extender or Countertrap, Elf revives tuner to get another Synchro 10 or Diviner, Restover materials can make I:P or Herald of the Arc Light or other Extras.
Some Comments:
- The Main effort in this deck is to manage your monster spaces and the order of your actions. The first is important once you have to use destruction Venus to recover your shineballs and the second is simply due to there being many combolines that potentially allow you to bait many handtraps or ressources and still get to a decent endboard.
- With a decent hand you will generally have extra shineballs to make I:P Masquerena and the other Extras, while the minimum endboard is generally Masterflare, Elf and a synchro 10.
- You will notice that the Countertrap search often has to be ditched inorder to get the extenders you need, but usually thats alright, if you can fill your hand with Orangelight or other handtraps.
- Considering Runick is heavily played, I tend to go for Chengying instead of Baronne, if i can end on the Counter Trap or a Herald of the Arc Light to have at least 1 omni negate.
- The Ishizu cards are basically there to serve as 1. Link fodder if you can special summon them 2. Tribute fodder for Trias for the card draw 3. Filling the GY with Diviner, Majesty, Trias, Eva or Neptune 4. Reshuffling your own Shine Balls to keep extending 5. Get a peak at what the opponent is playing.
- Once you have Neptune in Hand your mills become your second hand since you can special summon any Agent you milled.
- Sadly the deck bricks every now and then, which is just natural if you play 3 Garnets and the mills can go wrong if you need them to hit well, but it just happens from time to time.
- The interaction between Orange Light and Eva will many times give you the starter or extender you need.
- Handtraps: The deck can bait many Handtraps - especially with the Ishizu cards (many ash the millers and if they dont the mills can be useful) BUT it can die to an Ash Blossom & Joyous Spring or Ghost Ogre & Snow Rabbit if your hand doesn't have any follow up. Also Infinite Impermanence will become the bane of your existence UNLESS you have Trias in Hand or Grave, which entirely dodges it. Nibiru, the Primal Being can mess you up BUT with decent set-up you can play through it HOWEVER I don't really see a way to play around it unless you have Orange Light in hand.
- Sidedeck of this list: I think the decklist works best for now like this, but you can slot in more maxx c protection or other defensive handtraps HOWEVER i found them to be more bricky than useful overall. Having said that i think that Artifact Lancea can be a decent pick, because it is a fairy that you can pitch with Orange Light and it also shuts off Runick for a turn and can protect you from cards like Spright Smashers. I am considering slotting in an additional Green and Purple Light since Eva can search them, but I didn't test those yet. The Extra deck has a flexspot that you can fill up with what you have, I am testing Artifact Dagda right now, because it is generic which can remove a Link spider or a Nibiru token (and then serve as fodder for the Fairy links or Trias). I personally don't have Underworld Goddess of the Closed World or Mekk-Knight Crusadia Avramax, but both are very good I:P targets.